update imgui test
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@@ -1,6 +1,6 @@
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//#define USE_OPENGL2
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#define USE_OPENGL2
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#ifdef USE_OPENGL2
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#include "OpenGLWindow/SimpleOpenGL2App.h"
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typedef SimpleOpenGL2App SimpleOpenGLApp ;
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@@ -37,7 +37,7 @@ float g_MouseWheel = 0.0f;
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int g_MousePressed[3] = {0};
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int g_MousePressed2[3] = {0};
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//#define B3_USE_IMGUI
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#define B3_USE_IMGUI
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#ifdef B3_USE_IMGUI
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#include "OpenGLWindow/OpenGLInclude.h"
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#include "ThirdPartyLibs/imgui/imgui.h"
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@@ -47,6 +47,11 @@ static GLuint g_FontTexture = 0;
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void ImGui_ImplBullet_CreateDeviceObjects()
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{
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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@@ -57,9 +62,21 @@ void ImGui_ImplBullet_CreateDeviceObjects()
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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@@ -68,11 +85,22 @@ void ImGui_ImplBullet_CreateDeviceObjects()
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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}
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void ImGui_ImplBullet_RenderDrawLists(ImDrawData* draw_data)
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{
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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glEnable(GL_COLOR_MATERIAL);
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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@@ -99,6 +127,12 @@ void ImGui_ImplBullet_RenderDrawLists(ImDrawData* draw_data)
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glEnable(GL_TEXTURE_2D);
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glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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@@ -109,6 +143,11 @@ void ImGui_ImplBullet_RenderDrawLists(ImDrawData* draw_data)
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glPushMatrix();
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glLoadIdentity();
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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// Render command lists
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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@@ -256,10 +295,28 @@ int main(int argc, char* argv[])
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app = new SimpleOpenGLApp("SimpleOpenGLApp", gWidth, gHeight);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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ImGui::CreateContext();
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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app->m_renderer->getActiveCamera()->setCameraDistance(13);
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app->m_renderer->getActiveCamera()->setCameraPitch(0);
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app->m_renderer->getActiveCamera()->setCameraTargetPosition(0, 0, 0);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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sOldKeyboardCB = app->m_window->getKeyboardCallback();
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app->m_window->setKeyboardCallback(MyKeyboardCallback);
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sOldMouseMoveCB = app->m_window->getMouseMoveCallback();
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@@ -293,9 +350,31 @@ int main(int argc, char* argv[])
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b3Quaternion orn(0, 0, 0, 1);
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b3Vector3 color = b3MakeVector3(1, 0, 0);
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b3Vector3 scaling = b3MakeVector3 (1, 1, 1);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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app->m_renderer->registerGraphicsInstance(cubeIndex, pos, orn, color, scaling);
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app->m_renderer->writeTransforms();
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{
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bool dark= false;
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ImGuiStyle& style = ImGui::GetStyle();
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if (dark)
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{
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ImGui::StyleColorsDark(&style);
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}
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else
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{
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ImGui::StyleColorsLight(&style);
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}
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}
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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do
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{
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static int frameCount = 0;
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@@ -309,7 +388,10 @@ int main(int argc, char* argv[])
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}
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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//update the texels of the texture using a simple pattern, animated using frame index
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@@ -326,9 +408,19 @@ int main(int argc, char* argv[])
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}
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}
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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app->m_renderer->activateTexture(textureHandle);
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app->m_renderer->updateTexture(textureHandle, image);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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//float color[4] = { 255, 1, 1, 1 };
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//app->m_primRenderer->drawTexturedRect(100, 200, gWidth / 2 - 50, gHeight / 2 - 50, color, 0, 0, 1, 1, true);
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@@ -336,8 +428,23 @@ int main(int argc, char* argv[])
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app->m_renderer->init();
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app->m_renderer->updateCamera(1);
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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app->m_renderer->renderScene();
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app->drawGrid();
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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//app->drawGrid();
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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char bla[1024];
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sprintf(bla, "Simple test frame %d", frameCount);
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@@ -371,9 +478,39 @@ int main(int argc, char* argv[])
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ImGui::NewFrame();
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ImGui::ShowTestWindow();
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ImGui::ShowMetricsWindow();
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#if 0
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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{
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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//ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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}
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//ImGui::ShowTestWindow();
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//ImGui::ShowMetricsWindow();
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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#if 0
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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@@ -385,10 +522,19 @@ int main(int argc, char* argv[])
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ImGui::Render();
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}
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#endif //B3_USE_IMGUI
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{
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GLint err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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app->swapBuffer();
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} while (!app->m_window->requestedExit());
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ImGui::DestroyContext();
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delete app;
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