setup complete - visible character

This commit is contained in:
2021-07-07 23:20:04 +02:00
parent 9014681460
commit e4c6a45427
53 changed files with 180 additions and 422 deletions

75
src/components/enemy.cpp Normal file
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#include "enemy.h"
Enemy::Enemy(glm::vec2 pos, glm::vec2 size)
:Position(pos), Size(size)
{
ResourceManager::LoadTexture("art/hostiles/enemyAnim1.png", "idleAnim");
this->Sprite = ResourceManager::GetTexture("idleAnim");
}
Enemy::~Enemy() {}
void Enemy::drawEnemy(SpriteRenderer& renderer) {
renderer.DrawSprite(this->Sprite, this->Position, this->spriteUVs, this->Size, 0.0f);
}
void Enemy::calcPos(float dt) {
//walking
if (this->hSpeed && this->hSpeed < maxRunningSpeed && this->hSpeed > -maxRunningSpeed) {
this->state = WALK;
}
//running
else if (this->hSpeed >= this->maxRunningSpeed || this->hSpeed <= -this->maxRunningSpeed) {
this->state = RUN;
}
else { this->state = IDLE; }
//vSpeed
/*
if (this->onGround) {
this->vSpeed = 0.0f;
this->onGround = 0;
}
else if (!this->onGround && this->vSpeed <= maxGravity) {
//this->vSpeed += gravity * dt; this->state = JUMP;
this->vSpeed = 0.0f;
}*/
//else { this->vSpeed = maxGravity; this->state = JUMP; }
this->Position += glm::vec2(this->hSpeed, this->vSpeed) * dt;
this->EnemyBody.min = c2V(this->Position.x + 50.0, this->Position.y + 50.0);
this->EnemyBody.max = c2V(this->Position.x - 50.0 + this->Size.x, this->Position.y + this->Size.y);
}
void Enemy::animSprite(float dt) {
switch (state) {
case IDLE:
this->numTiles = 8;
this->animSpeed = 12.0f;
this->index = 16;
break;
case WALK:
this->numTiles = 4;
this->animSpeed = 12.0f;
this->index = 0;
break;
case RUN:
this->numTiles = 16;
this->animSpeed = 12.0f;
this->index = 4;
break;
case JUMP:
this->numTiles = 4;
this->animSpeed = 12.0f;
this->index = 8;
break;
}
this->animTime += animSpeed * dt;
this->index += (int)this->animTime % this->numTiles;
this->spriteUVs = this->spriteSheet->getUVs(this->index);
if (this->direction == -1) {
float z = this->spriteUVs.z;
this->spriteUVs.z = this->spriteUVs.x;
this->spriteUVs.x = z;
}
}

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src/components/object.cpp Normal file
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#include "object.h"
Object::Object(Texture sprite, glm::vec2 pos, glm::vec2 size, int blockType)
:Sprite(sprite),Position(pos),Size(size), blockType(blockType)
{
this->spriteUVs = this->spriteSheet->getUVs(this->blockType + 10);
//if (this->blockType) {
this->objectBody.min = c2V(this->Position.x, this->Position.y);
this->objectBody.max = c2V(this->Position.x + this->Size.x, this->Position.y + this->Size.y);
//}
GLfloat newVertices[] = {
// Pos // Tex
0.0f*this->Size.x + this->Position.x, 1.0f*this->Size.y + this->Position.y, this->spriteUVs.x, this->spriteUVs.y,
1.0f*this->Size.x + this->Position.x, 0.0f*this->Size.y + this->Position.y, this->spriteUVs.z, this->spriteUVs.w,
0.0f*this->Size.x + this->Position.x, 0.0f*this->Size.y + this->Position.y, this->spriteUVs.x, this->spriteUVs.w,
1.0f*this->Size.x + this->Position.x, 1.0f*this->Size.y + this->Position.y, this->spriteUVs.z, this->spriteUVs.y
};
for (int i = 0; i < 16; i++) {
this->vertices[i] = newVertices[i];
}
// Configure VAO/VBO
unsigned int indices[] = {
0, 1, 2,
0, 1, 3
};
glGenVertexArrays(1, &this->quadVAO);
glGenBuffers(1, &this->VBO);
glGenBuffers(1, &this->EBO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindVertexArray(this->quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(this->vertices), this->vertices, GL_STATIC_DRAW);
}
void Object::drawObject(SpriteRenderer& renderer) {
//renderer.DrawSprite(this->Sprite, this->Position, this->spriteUVs, this->vertices, this->Size, this->Rotation);
this->Sprite.bind();
glBindVertexArray(this->quadVAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}

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src/components/player.cpp Normal file
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#include "player.h"
Player::Player(glm::vec2 pos, glm::vec2 size)
:Position(pos), Size(size)
{
ResourceManager::LoadTexture("../art/player/playerAnim.png", "idle1");
this->Sprite = ResourceManager::GetTexture("idle1");
}
Player::~Player(){}
void Player::drawPlayer(SpriteRenderer &renderer) {
renderer.DrawSprite(this->Sprite, this->Position, this->spriteUVs, this->Size, 0.0f);
}
void Player::calcPos(float dt) {
//walking
if (this->hSpeed && this->hSpeed < maxRunningSpeed && this->hSpeed > -maxRunningSpeed) {
this->state = WALK;
}
//running
else if (this->hSpeed >= this->maxRunningSpeed || this->hSpeed <= -this->maxRunningSpeed) {
this->state = RUN;
}
else { this->state = IDLE; }
//vSpeed
if (this->onGround) {
this->vSpeed = 0.0f;
this->onGround = 0;
}
else if (!this->onGround && this->vSpeed <= maxGravity) {
this->vSpeed += gravity*dt; this->state = JUMP;
}
else { this->vSpeed = maxGravity; this->state = JUMP; }
this->Position += glm::vec2(this->hSpeed, this->vSpeed) *dt;
this->playerBody.min = c2V(this->Position.x + 50.0, this->Position.y + 50.0);
this->playerBody.max = c2V(this->Position.x - 50.0 + this->Size.x, this->Position.y + this->Size.y);
}
void Player::animSprite(float dt) {
switch (state) {
case IDLE:
this->numTiles = 6;
this->animSpeed = 4.0f;
this->index = 50;
break;
case WALK:
this->numTiles = 8;
this->animSpeed = 6.5f;
this->index = 40;
break;
case RUN:
this->numTiles = 14;
this->animSpeed = 12.0f;
this->index = 80;
break;
case JUMP:
this->numTiles = 1;
this->index = 100;
//start jump
if (this->vSpeed >= this->jumpStrength && this->vSpeed <= this->jumpStrength*7.5f/9.0f) {
this->index = 110;
}
//medium
else if (this->vSpeed >= this->jumpStrength * 7.5f / 9.0f && this->vSpeed <= this->jumpStrength * 5.0f / 9.0f) {
this->index = 111;
}
//high
else if (this->vSpeed >= this->jumpStrength * 5.0 / 9.0f && this->vSpeed <= this->jumpStrength * 2.0f / 9.0f) {
this->index = 112;
}
//hover1
else if (this->vSpeed >= this->jumpStrength * 2.0 / 9.0f && this->vSpeed <= this->jumpStrength * 0.0f / 9.0f) {
this->index = 113;
}
//hover2
else if (this->vSpeed >= this->jumpStrength * 0.0 / 9.0f && this->vSpeed <= -this->jumpStrength * 2.0f / 9.0f) {
this->index = 114;
}
//falling
else if (this->vSpeed >= -this->jumpStrength * 2.0 / 9.0f /*&& this->vSpeed <= -this->jumpStrength * 6.0f / 9.0f*/) {
this->index = 115;
}
break;
}
this->animTime += animSpeed*dt;
this->index += (int)this->animTime % this->numTiles;
this->spriteUVs = this->spriteSheet->getUVs(this->index);
if (this->direction == -1) {
float z = this->spriteUVs.z;
this->spriteUVs.z = this->spriteUVs.x;
this->spriteUVs.x = z;
}
}

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src/components/world.cpp Normal file
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#include "world.h"
World::World(const char* file, glm::vec2 blockSize) {
// load from file
this -> blocksize = blockSize;
unsigned int tileCode;
std::string line;
std::ifstream fstream(file);
if (fstream)
{
while (std::getline(fstream, line)) // read each line from level file
{
std::istringstream sstream(line);
std::vector<unsigned int> row;
while (sstream >> tileCode) // read each word seperated by spaces
row.push_back(tileCode);
this->tileData.push_back(row);
}
for (int y = 0; y < this->tileData.size(); y++) {
for (int x = 0; x < this->tileData[0].size(); x++) {
if (this->tileData[y][x]) {
this->objects.push_back(new Object(this->Sprite, glm::vec2(0.0f + blocksize.x * (float)x, 0.0f + blocksize.y * (float)y), blocksize, this->tileData[y][x]));
//std::cout << this->tileData[y][x];
}
}
}
}
}
void World::drawWorld(SpriteRenderer& renderer) {
for (int i = 0; i < this->objects.size(); i++) {
this->objects[i]->drawObject(renderer);
}
}

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src/game.cpp Normal file
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#include "game.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void calcCollision(Player* &player, Object* object) {
c2Manifold manifold;
c2AABBtoAABBManifold(player->playerBody, object->objectBody, &manifold);
if (manifold.count > 0) {
if (manifold.n.y == 1) {
player->onGround++;
player->vSpeed = 0.0f;
player->Position.y = object->Position.y - player->Size.y;
}
if (manifold.n.y == -1) {
player->Position.y = object->Position.y + object->Size.y -50.0f;
player->vSpeed = -player->vSpeed * .3f;
}
if (manifold.n.x == 1) {
player->Position.x = object->Position.x - player->Size.x + 50.0f;
player->hSpeed = -player->hSpeed*0.01f;
}
if (manifold.n.x == -1) {
player->Position.x = object->Position.x + object->Size.x - 50.0f;
player->hSpeed = -player->hSpeed * 0.01f;
}
}
};
void calcCollisionE(Enemy*& enemy, Object* object) {
c2Manifold manifold;
c2AABBtoAABBManifold(enemy->EnemyBody, object->objectBody, &manifold);
if (manifold.count > 0) {
if (manifold.n.y == 1) {
enemy->onGround++;
enemy->vSpeed = 0.0f;
enemy->Position.y = object->Position.y - enemy->Size.y;
}
if (manifold.n.y == -1) {
enemy->Position.y = object->Position.y + object->Size.y - 50.0f;
enemy->vSpeed = -enemy->vSpeed * .3f;
}
if (manifold.n.x == 1) {
enemy->Position.x = object->Position.x - enemy->Size.x + 50.0f;
enemy->hSpeed = -enemy->hSpeed * 0.01f;
}
if (manifold.n.x == -1) {
enemy->Position.x = object->Position.x + object->Size.x - 50.0f;
enemy->hSpeed = -enemy->hSpeed * 0.01f;
}
}
};
//constructor & destructor
Game::Game(const unsigned int SCR_WIDTH, const unsigned int SCR_HEIGHT, const char* name)
:scrWidth(SCR_WIDTH), scrHeight(SCR_HEIGHT)
{
//initialise window
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//create window
window = glfwCreateWindow(scrWidth, scrHeight, name, NULL, NULL);
glfwMakeContextCurrent(window);
//set callbacks
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init((char*)glGetString(GL_NUM_SHADING_LANGUAGE_VERSIONS));
}
Game::~Game() {
}
//Game state
void Game::init()
{
//----------testing-----------
//----------testing-----------
//create shader object
Shader shader = ResourceManager::LoadShader("shaders/shader.vert", "shaders/shader.frag", nullptr, "shader");
//perspective projection
//glm::mat4 projection;
//projection = glm::perspective(glm::radians(45.0f), 1920.0f/ 1080.0f , 0.0f, 1.0f);
glm::mat4 projection = glm::ortho(0.0f, scrWidth, scrHeight, 0.0f, -1.0f, 1.0f);
ResourceManager::GetShader("shader").Use();
glUniform1i(glGetUniformLocation(ResourceManager::GetShader("shader").ID, "image"), 0);
glUniformMatrix4fv(glGetUniformLocation(ResourceManager::GetShader("shader").ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
//ResourceManager::LoadTexture("art/dirt.png", "dirtTexture");
renderer = new SpriteRenderer(shader);
player = new Player(glm::vec2(0.0f, 2000.0f), glm::vec2(192.0f, 192.0f));
enemy = new Enemy(glm::vec2(100.0f, 2100.0f), glm::vec2(192.0f/2, 192.0f/2));
world = new World("terrainFile/terrain.txt", glm::vec2(32.0f,32.0f));
//dirtBlock = new Object(glm::vec2(71-0.0-710, 700.0), glm::vec2(1600.0, 512.0));
//dirtBlock1 = new Object(glm::vec2(1210.0-100.0, 200.0+250.0-300), glm::vec2(32.0 , 32.0));
}
//--------imgui--------
void Game::renderImgui() {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
ImGui::Begin("babyboigame");
ImGui::Text("Very nice game info window hmhmhmh tetyeysyessss");
ImGui::SliderFloat("Height", &player->Position.y, 0.0f, 4000.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::SliderFloat("MaxGrav", &player->maxGravity, 0.0f, 4000.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::SliderFloat("Grav", &player->gravity, 0.0f, 2000.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::SliderFloat("Leg boi", &player->jumpStrength, 0.0f, -3000.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::SliderFloat("maxWalki", &player->maxWalkingSpeed, 0.0f, 10000.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::SliderFloat("maxriunnkmmm", &player->maxRunningSpeed, 0.0f, 10000.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::SliderFloat("walkaccilatraion oui", &player->hAcceleration, 0.0f, 10000.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::SliderFloat("walkdeaccilatraion oui", &player->hDeacceleration, 0.0f, 5000.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
//Gameloop
void Game::handleEvents(float dt)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
if (enemy->vSpeed > enemy->maxSpeed) { enemy->vSpeed = enemy->maxSpeed; }
else { enemy->vSpeed += 1.0f * enemy->hAcceleration * dt; }
}
else if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
if (enemy->vSpeed < -enemy->maxSpeed) { enemy->vSpeed = -enemy->maxSpeed; }
else { enemy->vSpeed -= 1.0f * enemy->hAcceleration * dt; }
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
if (player->hSpeed > player->maxSpeed) { player->hSpeed = player->maxSpeed; }
else { player->hSpeed += 1.0f * player->hAcceleration *dt; }
player->direction = 1;
if (enemy->hSpeed > enemy->maxSpeed) { enemy->hSpeed = enemy->maxSpeed; }
else { enemy->hSpeed += 1.0f * enemy->hAcceleration * dt; }
enemy->direction = 1;
}
else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
if (player->hSpeed < -player->maxSpeed) { player->hSpeed = -player->maxSpeed; }
else { player->hSpeed -= 1.0f * player->hAcceleration *dt; }
player->direction = -1;
if (enemy->hSpeed < -enemy->maxSpeed) { enemy->hSpeed = -enemy->maxSpeed; }
else { enemy->hSpeed -= 1.0f * enemy->hAcceleration * dt; }
enemy->direction = -1;
}
else {
if (player->hSpeed > -5.0f && player->hSpeed < 5.0f) {
player->hSpeed = 0.0f;
player->state = player->IDLE;
}
else if (player->hSpeed > 0.0f) {
player->hSpeed -= 1.0f * player->hDeacceleration * dt;
}
else if (player->hSpeed < 0.0f) {
player->hSpeed += 1.0f * player->hDeacceleration * dt;
}
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
player->maxSpeed = player->maxRunningSpeed;
}
else{ player->maxSpeed = player->maxWalkingSpeed; }
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && player->onGround) {
player->onGround = 0;
player->vSpeed = player->jumpStrength;
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS && player->onGround) {
player->onGround = 0;
player->vSpeed = player->jumpStrength;
}
this->x += dt;
/*
if (this->player->Position.x > this->enemy->Position.x) {
if (enemy->hSpeed > enemy->maxSpeed) { enemy->hSpeed = enemy->maxSpeed; }
else { enemy->hSpeed += 1.0f * enemy->hAcceleration * dt; }
enemy->direction = 1;
}
else {
if (enemy->hSpeed < -enemy->maxSpeed) { enemy->hSpeed = -enemy->maxSpeed; }
else { enemy->hSpeed -= 1.0f * enemy->hAcceleration * dt; }
enemy->direction = -1;
}*/
player->calcPos(dt);
enemy->calcPos(dt);
for (int i = 0; i < this->world->objects.size(); i++) {
calcCollision(this->player, this->world->objects[i]);
calcCollisionE(this->enemy, this->world->objects[i]);
}/*
if (enemy->hSpeed == 0.0f) {
enemy->onGround = 0;
enemy->vSpeed = enemy->jumpStrength;
}*/
player->animSprite(dt);
enemy->animSprite(dt);
}
void Game::render()
{
//view matrix
glm::mat4 view;
view = glm::lookAt(glm::vec3(player->Position.x + player->Size.x /2- scrWidth/2, player->Position.y + player->Size.y/2 - scrHeight/2,1.0f), glm::vec3(player->Position.x + player->Size.x / 2 - scrWidth/2, player->Position.y + player->Size.y / 2 - scrHeight/2, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(glGetUniformLocation(ResourceManager::GetShader("shader").ID, "view") , 1, GL_FALSE, glm::value_ptr(view));
//draw objects
this->player->drawPlayer(*renderer);
//this->enemy->drawEnemy(*renderer);
this->world->drawWorld(*renderer);
}
//------CALLBACKS---------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
//---------getset---------
GLFWwindow* Game::getWindow() {
return window;
}

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// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#include "imgui_impl_glfw.h"
// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
// Data
enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
};
static GLFWwindow* g_Window = NULL; // Main window
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0;
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_InstalledCallbacks = false;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
static GLFWcharfun g_PrevUserCallbackChar = NULL;
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
if (g_PrevUserCallbackMousebutton != NULL)
g_PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
g_MouseJustPressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
if (g_PrevUserCallbackScroll != NULL)
g_PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset;
io.MouseWheel += (float)yoffset;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (g_PrevUserCallbackKey != NULL)
g_PrevUserCallbackKey(window, key, scancode, action, mods);
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
if (g_PrevUserCallbackChar != NULL)
g_PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharacter(c);
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
g_Window = window;
g_Time = 0.0;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_glfw";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = g_Window;
#if defined(_WIN32)
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
g_PrevUserCallbackScroll = NULL;
g_PrevUserCallbackKey = NULL;
g_PrevUserCallbackChar = NULL;
if (install_callbacks)
{
g_InstalledCallbacks = true;
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}
g_ClientApi = client_api;
return true;
}
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
}
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}
void ImGui_ImplGlfw_Shutdown()
{
if (g_InstalledCallbacks)
{
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
g_InstalledCallbacks = false;
}
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
{
glfwDestroyCursor(g_MouseCursors[cursor_n]);
g_MouseCursors[cursor_n] = NULL;
}
g_ClientApi = GlfwClientApi_Unknown;
}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
{
// Update buttons
ImGuiIO& io = ImGui::GetIO();
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
g_MouseJustPressed[i] = false;
}
// Update mouse position
const ImVec2 mouse_pos_backup = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#ifdef __EMSCRIPTEN__
const bool focused = true; // Emscripten
#else
const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
#endif
if (focused)
{
if (io.WantSetMousePos)
{
glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
}
else
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
}
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads();
}

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// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120 "#version 120"
// 3.0 130 "#version 130"
// 3.1 140 "#version 140"
// 3.2 150 "#version 150"
// 3.3 330 "#version 330 core"
// 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core"
// 4.2 420 "#version 410 core"
// 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" = WebGL 2.0
//----------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
// Auto-enable GLES on matching platforms
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#endif
#endif
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#else
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
#else
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
#endif
// OpenGL Data
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
g_GlVersion = major * 100 + minor * 10;
#else
g_GlVersion = 200; // GLES 2
#endif
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL)
glsl_version = "#version 300 es";
#else
if (glsl_version == NULL)
glsl_version = "#version 130";
#endif
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char* gl_loader = "Unknown";
IM_UNUSED(gl_loader);
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
gl_loader = "GL3W";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
gl_loader = "GLEW";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = "GLAD";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
gl_loader = "glbinding2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
gl_loader = "glbinding3";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
gl_loader = "custom";
#else
gl_loader = "none";
#endif
// Make a dummy GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_DestroyDeviceObjects();
}
void ImGui_ImplOpenGL3_NewFrame()
{
if (!g_ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef GL_SAMPLER_BINDING
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void)vertex_array_object;
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
// OpenGL3 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
#ifdef GL_SAMPLER_BINDING
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
#endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
#endif
#ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
if (last_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifndef IMGUI_IMPL_OPENGL_ES2
glGenVertexArrays(1, &vertex_array_object);
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
if (clip_origin_lower_left)
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
else
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
}
// Destroy the temporary VAO
#ifndef IMGUI_IMPL_OPENGL_ES2
glDeleteVertexArrays(1, &vertex_array_object);
#endif
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef GL_SAMPLER_BINDING
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
if (g_FontTexture)
{
ImGuiIO& io = ImGui::GetIO();
glDeleteTextures(1, &g_FontTexture);
io.Fonts->TexID = 0;
g_FontTexture = 0;
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision mediump float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
// Select shaders matching our GLSL versions
const GLchar* vertex_shader = NULL;
const GLchar* fragment_shader = NULL;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
}
else if (glsl_version == 300)
{
vertex_shader = vertex_shader_glsl_300_es;
fragment_shader = fragment_shader_glsl_300_es;
}
else
{
vertex_shader = vertex_shader_glsl_130;
fragment_shader = fragment_shader_glsl_130;
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glCompileShader(g_VertHandle);
CheckShader(g_VertHandle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_FragHandle);
CheckShader(g_FragHandle, "fragment shader");
g_ShaderHandle = glCreateProgram();
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
CheckProgram(g_ShaderHandle, "shader program");
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array);
#endif
return true;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}

7747
src/imgui/imgui_widgets.cpp Normal file

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#include "resourceManager.h"
#include <iostream>
#include <sstream>
#include <fstream>
// Instantiate static variables
std::map<std::string, Texture> ResourceManager::Textures;
std::map<std::string, Shader> ResourceManager::Shaders;
Shader ResourceManager::LoadShader(const GLchar* vShaderFile, const GLchar* fShaderFile, const GLchar* gShaderFile, std::string name)
{
Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
return Shaders[name];
}
Shader ResourceManager::GetShader(std::string name)
{
return Shaders[name];
}
Texture ResourceManager::LoadTexture(const GLchar* file, std::string name)
{
Textures[name] = loadTextureFromFile(file);
return Textures[name];
}
Texture ResourceManager::GetTexture(std::string name)
{
return Textures[name];
}
void ResourceManager::Clear()
{
// (Properly) delete all shaders
for (auto iter : Shaders)
glDeleteProgram(iter.second.ID);
// (Properly) delete all Textures
for (auto iter : Textures)
glDeleteTextures(1, &iter.second.ID);
}
Shader ResourceManager::loadShaderFromFile(const GLchar* vShaderFile, const GLchar* fShaderFile, const GLchar* gShaderFile)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
try
{
// Open files
std::ifstream vertexShaderFile(vShaderFile);
std::ifstream fragmentShaderFile(fShaderFile);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vertexShaderFile.rdbuf();
fShaderStream << fragmentShaderFile.rdbuf();
// close file handlers
vertexShaderFile.close();
fragmentShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
// If geometry shader path is present, also load a geometry shader
if (gShaderFile != nullptr)
{
std::ifstream geometryShaderFile(gShaderFile);
std::stringstream gShaderStream;
gShaderStream << geometryShaderFile.rdbuf();
geometryShaderFile.close();
geometryCode = gShaderStream.str();
}
}
catch (std::exception e)
{
std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
const GLchar* gShaderCode = geometryCode.c_str();
// 2. Now create shader object from source code
Shader shader;
shader.Compile(vShaderCode, fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
return shader;
}
Texture ResourceManager::loadTextureFromFile(const GLchar* file)
{
// Create Texture object
Texture Texture;
// Load image
int width, height, nrChannels;
unsigned char* image = stbi_load(file, &width, &height, &nrChannels , 4);
// Now generate Texture
Texture.generate(width, height, image);
// And finally free image data
stbi_image_free(image);
return Texture;
}

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#include "spriteRenderer.h"
SpriteRenderer::SpriteRenderer(Shader& shader)
{
this->shader = shader;
this->initRenderData();
}
SpriteRenderer::~SpriteRenderer()
{
glDeleteVertexArrays(1, &this->quadVAO);
}
void SpriteRenderer::DrawSprite(Texture& texture, glm::vec2 position, glm::vec4 UV, glm::vec2 size, GLfloat rotate)
{
GLfloat vertices[] = {
// Pos // Tex
0.0f * size.x + position.x, 1.0f * size.y + position.y, UV.x, UV.y,
1.0f * size.x + position.x, 0.0f * size.y + position.y, UV.z, UV.w,
0.0f * size.x + position.x, 0.0f * size.y + position.y, UV.x, UV.w,
1.0f * size.x + position.x, 1.0f * size.y + position.y, UV.z, UV.y
};
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Prepare transformations
//this->shader.Use();
//glm::mat4 model = glm::mat4(1.0);
// model = glm::translate(model, glm::vec3(position, 0.0f)); // First translate (transformations are: scale happens first, then rotation and then finall translation happens; reversed order)
//model = glm::translate(model, glm::vec3(0.5f * size.x, 0.5f * size.y, 0.0f)); // Move origin of rotation to center of quad
//model = glm::rotate(model, rotate, glm::vec3(0.0f, 0.0f, 1.0f)); // Then rotate
//model = glm::translate(model, glm::vec3(-0.5f * size.x, -0.5f * size.y, 0.0f)); // Move origin back
//model = glm::scale(model, glm::vec3(size, 1.0f)); // Last scale
//this->shader.SetMatrix4("model", model);
// Render textured quad
texture.bind();
glBindVertexArray(this->quadVAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glDrawElements(
GL_TRIANGLES, // mode
6, // count
GL_UNSIGNED_INT, // type
(void*)0 // element array buffer offset
);
}
void SpriteRenderer::initRenderData()
{
// Configure VAO/VBO
unsigned int indices[] = {
2, 1, 0,
0, 1, 3
};
glGenVertexArrays(1, &this->quadVAO);
glGenBuffers(1, &this->VBO);
glGenBuffers(1, &this->EBO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindVertexArray(this->quadVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE0);
}

129
src/shaders/shader.cpp Normal file
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#include "shader.h"
#include <iostream>
Shader& Shader::Use()
{
glUseProgram(this->ID);
return *this;
}
void Shader::Compile(const GLchar* vertexSource, const GLchar* fragmentSource, const GLchar* geometrySource)
{
GLuint sVertex, sFragment, gShader;
// Vertex Shader
sVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(sVertex, 1, &vertexSource, NULL);
glCompileShader(sVertex);
checkCompileErrors(sVertex, "VERTEX");
// Fragment Shader
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(sFragment, 1, &fragmentSource, NULL);
glCompileShader(sFragment);
checkCompileErrors(sFragment, "FRAGMENT");
// If geometry shader source code is given, also compile geometry shader
if (geometrySource != nullptr)
{
gShader = glCreateShader(GL_GEOMETRY_SHADER);
glShaderSource(gShader, 1, &geometrySource, NULL);
glCompileShader(gShader);
checkCompileErrors(gShader, "GEOMETRY");
}
// Shader Program
this->ID = glCreateProgram();
glAttachShader(this->ID, sVertex);
glAttachShader(this->ID, sFragment);
if (geometrySource != nullptr)
glAttachShader(this->ID, gShader);
glLinkProgram(this->ID);
checkCompileErrors(this->ID, "PROGRAM");
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(sVertex);
glDeleteShader(sFragment);
if (geometrySource != nullptr)
glDeleteShader(gShader);
}
void Shader::SetFloat(const GLchar* name, GLfloat value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform1f(glGetUniformLocation(this->ID, name), value);
}
void Shader::SetInteger(const GLchar* name, GLint value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform1i(glGetUniformLocation(this->ID, name), value);
}
void Shader::SetVector2f(const GLchar* name, GLfloat x, GLfloat y, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform2f(glGetUniformLocation(this->ID, name), x, y);
}
void Shader::SetVector2f(const GLchar* name, const glm::vec2& value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
}
void Shader::SetVector3f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
}
void Shader::SetVector3f(const GLchar* name, const glm::vec3& value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
}
void Shader::SetVector4f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
}
void Shader::SetVector4f(const GLchar* name, const glm::vec4& value, GLboolean useShader)
{
if (useShader)
this->Use();
glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z, value.w);
}
void Shader::SetMatrix4(const GLchar* name, const glm::mat4& matrix, GLboolean useShader)
{
if (useShader)
this->Use();
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::checkCompileErrors(GLuint object, std::string type)
{
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM")
{
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(object, 1024, NULL, infoLog);
std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
<< infoLog << "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
else
{
glGetProgramiv(object, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(object, 1024, NULL, infoLog);
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
<< infoLog << "\n -- --------------------------------------------------- -- "
<< std::endl;
}
}
}

14
src/shaders/shader.frag Normal file
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#version 330 core
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D image;
void main()
{
vec4 texColor = texture(image, texCoord);
if(texColor.a < 0.1)
discard;
fragColor = texColor;
}

15
src/shaders/shader.vert Normal file
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#version 330 core
layout (location = 0) in vec4 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 texCoord;
void main()
{
gl_Position = projection * view * vec4(aPos.xy,0.0,1.0);
texCoord = aPos.zw;
}

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#version 330 core
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D image;
void main()
{
vec4 texColor = texture(image, texCoord);
if(texColor.a < 0.1)
discard;
fragColor = texColor;
}

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#version 330 core
layout (location = 0) in vec4 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform int offset[];
out vec2 texCoord;
void main()
{
gl_Position = projection * view * model * vec4(aPos.xy,0.0,1.0);
texCoord = aPos.zw;
}

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src/source.cpp Normal file
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#define CUTE_C2_IMPLEMENTATION
#define CUTE_GL_IMPLEMENTATION
#define CUTE_ANI_IMPLEMENTATION
#include "game.h"
#include <iostream>
Game* game = nullptr;
int main()
{
game = new Game(1920, 1080, "Game");
float deltaTime = 0.0f;
float oldTime = 0.0f;
game->init();
// Main loop
while (!glfwWindowShouldClose(game->getWindow())) {
float newTime = glfwGetTime();
deltaTime = newTime - oldTime;
if (deltaTime > 0.1f) { deltaTime = 0.1f; }
oldTime = newTime;
game->handleEvents(deltaTime);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.35f, 0.7f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
game->renderImgui();
game->render();
glfwSwapBuffers(game->getWindow());
glfwPollEvents();
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(game->getWindow());
glfwTerminate();
delete game;
}

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src/stb_image.cpp Normal file
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#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

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#include <iostream>
#include "texture.h"
Texture::Texture()
: Width(0), Height(0), Internal_Format(GL_RGBA), Image_Format(GL_RGBA), Wrap_S(GL_REPEAT), Wrap_T(GL_REPEAT), Filter_Min(GL_LINEAR), Filter_Mag(GL_NEAREST)
{
glGenTextures(1, &this->ID);
}
void Texture::generate(GLuint width, GLuint height, unsigned char* data)
{
this->Width = width;
this->Height = height;
// Create Texture
glBindTexture(GL_TEXTURE_2D, this->ID);
glTexImage2D(GL_TEXTURE_2D, 0, this->Internal_Format, width, height, 0, this->Image_Format, GL_UNSIGNED_BYTE, data);
// Set Texture wrap and filter modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->Wrap_T);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Mag);
// Unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::bind() const
{
glBindTexture(GL_TEXTURE_2D, this->ID);
}