1 // Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
2 // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
3 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
4 // Read online: https://github.com/ocornut/imgui/tree/master/docs
5 
6 #include "imgui.h"
7 #include "imgui_impl_glfw.h"
8 #include "imgui_impl_opengl3.h"
9 #include <stdio.h>
10 
11 #if defined(IMGUI_IMPL_OPENGL_ES2)
12 #include <GLES2/gl2.h>
13 // About Desktop OpenGL function loaders:
14 //  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
15 //  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
16 //  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
17 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
18 #include <GL/gl3w.h>            // Initialize with gl3wInit()
19 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
20 #include <GL/glew.h>            // Initialize with glewInit()
21 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
22 #include <glad/glad.h>          // Initialize with gladLoadGL()
23 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
24 #include <glad/gl.h>            // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
25 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
26 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
27 #include <glbinding/Binding.h>  // Initialize with glbinding::Binding::initialize()
28 #include <glbinding/gl/gl.h>
29 using namespace gl;
30 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
31 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
32 #include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
33 #include <glbinding/gl/gl.h>
34 using namespace gl;
35 #else
36 #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
37 #endif
38 
39 // Include glfw3.h after our OpenGL definitions
40 #include <GLFW/glfw3.h>
41 
42 // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
43 // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
44 // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
45 #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
46 #pragma comment(lib, "legacy_stdio_definitions")
47 #endif
48 
glfw_error_callback(int error,const char * description)49 static void glfw_error_callback(int error, const char* description)
50 {
51     fprintf(stderr, "Glfw Error %d: %s\n", error, description);
52 }
53 
main(int,char **)54 int main(int, char**)
55 {
56     // Setup window
57     glfwSetErrorCallback(glfw_error_callback);
58     if (!glfwInit())
59         return 1;
60 
61     // Decide GL+GLSL versions
62 #if defined(IMGUI_IMPL_OPENGL_ES2)
63     // GL ES 2.0 + GLSL 100
64     const char* glsl_version = "#version 100";
65     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
66     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
67     glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
68 #elif defined(__APPLE__)
69     // GL 3.2 + GLSL 150
70     const char* glsl_version = "#version 150";
71     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
72     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
73     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
74     glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac
75 #else
76     // GL 3.0 + GLSL 130
77     const char* glsl_version = "#version 130";
78     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
79     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
80     //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
81     //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // 3.0+ only
82 #endif
83 
84     // Create window with graphics context
85     GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
86     if (window == NULL)
87         return 1;
88     glfwMakeContextCurrent(window);
89     glfwSwapInterval(1); // Enable vsync
90 
91     // Initialize OpenGL loader
92 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
93     bool err = gl3wInit() != 0;
94 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
95     bool err = glewInit() != GLEW_OK;
96 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
97     bool err = gladLoadGL() == 0;
98 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
99     bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
100 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
101     bool err = false;
102     glbinding::Binding::initialize();
103 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
104     bool err = false;
105     glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
106 #else
107     bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
108 #endif
109     if (err)
110     {
111         fprintf(stderr, "Failed to initialize OpenGL loader!\n");
112         return 1;
113     }
114 
115     // Setup Dear ImGui context
116     IMGUI_CHECKVERSION();
117     ImGui::CreateContext();
118     ImGuiIO& io = ImGui::GetIO(); (void)io;
119     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
120     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
121     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
122     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
123     //io.ConfigViewportsNoAutoMerge = true;
124     //io.ConfigViewportsNoTaskBarIcon = true;
125 
126     // Setup Dear ImGui style
127     ImGui::StyleColorsDark();
128     //ImGui::StyleColorsClassic();
129 
130     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
131     ImGuiStyle& style = ImGui::GetStyle();
132     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
133     {
134         style.WindowRounding = 0.0f;
135         style.Colors[ImGuiCol_WindowBg].w = 1.0f;
136     }
137 
138     // Setup Platform/Renderer backends
139     ImGui_ImplGlfw_InitForOpenGL(window, true);
140     ImGui_ImplOpenGL3_Init(glsl_version);
141 
142     // Load Fonts
143     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
144     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
145     // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
146     // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
147     // - Read 'docs/FONTS.md' for more instructions and details.
148     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
149     //io.Fonts->AddFontDefault();
150     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
151     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
152     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
153     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
154     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
155     //IM_ASSERT(font != NULL);
156 
157     // Our state
158     bool show_demo_window = true;
159     bool show_another_window = false;
160     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
161 
162     // Main loop
163     while (!glfwWindowShouldClose(window))
164     {
165         // Poll and handle events (inputs, window resize, etc.)
166         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
167         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
168         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
169         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
170         glfwPollEvents();
171 
172         // Start the Dear ImGui frame
173         ImGui_ImplOpenGL3_NewFrame();
174         ImGui_ImplGlfw_NewFrame();
175         ImGui::NewFrame();
176 
177         // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
178         if (show_demo_window)
179             ImGui::ShowDemoWindow(&show_demo_window);
180 
181         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
182         {
183             static float f = 0.0f;
184             static int counter = 0;
185 
186             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
187 
188             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
189             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
190             ImGui::Checkbox("Another Window", &show_another_window);
191 
192             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
193             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
194 
195             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
196                 counter++;
197             ImGui::SameLine();
198             ImGui::Text("counter = %d", counter);
199 
200             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
201             ImGui::End();
202         }
203 
204         // 3. Show another simple window.
205         if (show_another_window)
206         {
207             ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
208             ImGui::Text("Hello from another window!");
209             if (ImGui::Button("Close Me"))
210                 show_another_window = false;
211             ImGui::End();
212         }
213 
214         // Rendering
215         ImGui::Render();
216         int display_w, display_h;
217         glfwGetFramebufferSize(window, &display_w, &display_h);
218         glViewport(0, 0, display_w, display_h);
219         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
220         glClear(GL_COLOR_BUFFER_BIT);
221         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
222 
223         // Update and Render additional Platform Windows
224         // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
225         //  For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
226         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
227         {
228             GLFWwindow* backup_current_context = glfwGetCurrentContext();
229             ImGui::UpdatePlatformWindows();
230             ImGui::RenderPlatformWindowsDefault();
231             glfwMakeContextCurrent(backup_current_context);
232         }
233 
234         glfwSwapBuffers(window);
235     }
236 
237     // Cleanup
238     ImGui_ImplOpenGL3_Shutdown();
239     ImGui_ImplGlfw_Shutdown();
240     ImGui::DestroyContext();
241 
242     glfwDestroyWindow(window);
243     glfwTerminate();
244 
245     return 0;
246 }
247