Start using the imgui graphical user interface

This commit is contained in:
Daniel Chappuis 2015-04-28 23:47:29 +02:00
parent 28b7a0c059
commit f7f7487304
12 changed files with 17499 additions and 13 deletions

View File

@ -20,7 +20,7 @@ FILE(COPY "shaders/" DESTINATION "${EXECUTABLE_OUTPUT_PATH}/shaders/")
FILE(COPY "meshes/" DESTINATION "${EXECUTABLE_OUTPUT_PATH}/meshes/") FILE(COPY "meshes/" DESTINATION "${EXECUTABLE_OUTPUT_PATH}/meshes/")
# Headers # Headers
INCLUDE_DIRECTORIES("src/" "opengl-framework/src/" "glfw/include/" "common/" "scenes/") INCLUDE_DIRECTORIES("src/" "opengl-framework/src/" "glfw/include/" "common/" "scenes/" "imgui/")
# Testbed source files # Testbed source files
SET(TESTBED_SOURCES SET(TESTBED_SOURCES
@ -35,6 +35,16 @@ SET(TESTBED_SOURCES
src/Timer.cpp src/Timer.cpp
) )
# IMGUI source files
SET(IMGUI_SOURCES
imgui/imgui.h
imgui/imgui.cpp
imgui/imconfig.h
imgui/stb_rect_pack.h
imgui/stb_textedit.h
imgui/stb_truetype.h
)
# Common source files # Common source files
SET(COMMON_SOURCES SET(COMMON_SOURCES
common/Box.h common/Box.h
@ -70,7 +80,7 @@ SET(SCENES_SOURCES
) )
# Create the executable # Create the executable
ADD_EXECUTABLE(testbed ${TESTBED_SOURCES} ${SCENES_SOURCES} ${COMMON_SOURCES}) ADD_EXECUTABLE(testbed ${TESTBED_SOURCES} ${SCENES_SOURCES} ${COMMON_SOURCES} ${IMGUI_SOURCES})
# Link with libraries # Link with libraries
TARGET_LINK_LIBRARIES(testbed reactphysics3d openglframework glfw ${GLFW_LIBRARIES}) TARGET_LINK_LIBRARIES(testbed reactphysics3d openglframework glfw ${GLFW_LIBRARIES})

21
testbed/imgui/LICENSE Normal file
View File

@ -0,0 +1,21 @@
The MIT License (MIT)
Copyright (c) 2014-2015 Omar Cornut and ImGui contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

58
testbed/imgui/imconfig.h Normal file
View File

@ -0,0 +1,58 @@
//-----------------------------------------------------------------------------
// USER IMPLEMENTATION
// This file contains compile-time options for ImGui.
// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
//-----------------------------------------------------------------------------
#pragma once
//---- Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
//#include <vector>
//#define ImVector std::vector
//#define ImVector MyVector
//---- Define assertion handler. Defaults to calling assert().
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
//#define IMGUI_INCLUDE_IMGUI_USER_INL
//---- Include imgui_user.h at the end of imgui.h
//#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
//#define IMGUI_DISABLE_TEST_WINDOWS
//---- Implement STB libraries in a namespace to avoid conflicts
//#define IMGUI_STB_NAMESPACE ImStb
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
/*
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Freely implement extra functions within the ImGui:: namespace.
//---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
/*
namespace ImGui
{
void Value(const char* prefix, const MyVec2& v, const char* float_format = NULL);
void Value(const char* prefix, const MyVec4& v, const char* float_format = NULL);
}
*/

11499
testbed/imgui/imgui.cpp Normal file

File diff suppressed because it is too large Load Diff

1048
testbed/imgui/imgui.h Normal file

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,547 @@
// stb_rect_pack.h - v0.05 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Version history:
//
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
#ifdef STBRP_LARGE_RECTS
typedef int stbrp_coord;
#else
typedef unsigned short stbrp_coord;
#endif
STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#include <stdlib.h>
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
#endif
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
#ifdef STBRP_LARGE_RECTS
context->extra[1].y = (1<<30);
#else
context->extra[1].y = 65535;
#endif
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
(void)c;
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height < c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
STBRP_ASSERT(y <= best_y);
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
stbrp_node *L1 = NULL, *L2 = NULL;
int count=0;
cur = context->active_head;
while (cur) {
L1 = cur;
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
L2 = cur;
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int rect_height_compare(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int rect_width_compare(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
if (p->w > q->w)
return -1;
if (p->w < q->w)
return 1;
return (p->h > q->h) ? -1 : (p->h < q->h);
}
static int rect_original_order(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
#ifdef STBRP_LARGE_RECTS
#define STBRP__MAXVAL 0xffffffff
#else
#define STBRP__MAXVAL 0xffff
#endif
STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
#endif
}
// sort according to heuristic
qsort(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
// unsort
qsort(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags
for (i=0; i < num_rects; ++i)
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
}
#endif

1254
testbed/imgui/stb_textedit.h Normal file

File diff suppressed because it is too large Load Diff

2658
testbed/imgui/stb_truetype.h Normal file

File diff suppressed because it is too large Load Diff

View File

@ -25,18 +25,371 @@
// Libraries // Libraries
#include "Gui.h" #include "Gui.h"
#include <GLFW/glfw3.h>
GLFWwindow* Gui::mWindow = NULL;
double Gui::g_Time = 0.0f;
bool Gui::g_MousePressed[3] = {false, false, false};
float Gui::g_MouseWheel = 0.0f;
GLuint Gui::g_FontTexture = 0;
int Gui::g_ShaderHandle = 0;
int Gui::g_VertHandle = 0;
int Gui::g_FragHandle = 0;
int Gui::g_AttribLocationTex = 0;
int Gui::g_AttribLocationProjMtx = 0;
int Gui::g_AttribLocationPosition = 0;
int Gui::g_AttribLocationUV = 0;
int Gui::g_AttribLocationColor = 0;
size_t Gui::g_VboSize = 0;
unsigned int Gui::g_VboHandle = 0;
unsigned int Gui::g_VaoHandle = 0;
// Constructor // Constructor
Gui::Gui() { Gui::Gui() {
g_Time = 0.0f;
g_MousePressed[0] = false;
g_MousePressed[1] = false;
g_MousePressed[2] = false;
g_MouseWheel = 0.0f;
g_FontTexture = 0;
g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
g_VboSize = 0;
g_VboHandle = 0, g_VaoHandle = 0;
} }
// Destructor // Destructor
Gui::~Gui() { Gui::~Gui() {
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
g_VaoHandle = 0;
g_VboHandle = 0;
glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_VertHandle);
g_VertHandle = 0;
glDetachShader(g_ShaderHandle, g_FragHandle);
glDeleteShader(g_FragHandle);
g_FragHandle = 0;
glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
ImGui::Shutdown();
}
// Create and return the singleton instance of this class
Gui& Gui::getInstance() {
static Gui instance;
return instance;
}
/// Initialize the GUI
void Gui::init() {
ImGuiIO& io = ImGui::GetIO();
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_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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.RenderDrawListsFn = renderDrawLists;
io.SetClipboardTextFn = setClipboardText;
io.GetClipboardTextFn = getClipboardText;
}
void Gui::createDeviceObjects() {
const GLchar *vertex_shader =
"#version 330\n"
"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* fragment_shader =
"#version 330\n"
"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";
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
createFontTextures();
} }
// Display the GUI // Display the GUI
void Gui::display() { void Gui::render() {
ImGuiIO& io = ImGui::GetIO();
//glfwPollEvents();
beginNewFrame();
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154);
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) int test = 1;
if (ImGui::Button("Another Window")) int test = 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
//if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
//if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Render the GUI
ImGui::Render();
}
void Gui::beginNewFrame() {
if (!g_FontTexture)
createDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(mWindow, &w, &h);
glfwGetFramebufferSize(mWindow, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_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;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(mWindow, GLFW_FOCUSED))
{
double mouse_x, mouse_y;
glfwGetCursorPos(mWindow, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
}
else
{
io.MousePos = ImVec2(-1,-1);
}
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(mWindow, i) != 0; // 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.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide/show hardware mouse cursor
glfwSetInputMode(mWindow, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
ImGui::NewFrame();
}
void Gui::createFontTextures()
{
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
}
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void Gui::renderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
if (cmd_lists_count == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
}
// Copy and convert all vertices into a single contiguous buffer
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!buffer_data)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(g_VaoHandle);
int cmd_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
int vtx_offset = cmd_offset;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
}
vtx_offset += pcmd->vtx_count;
}
cmd_offset = vtx_offset;
}
// Restore modified state
glBindVertexArray(0);
glUseProgram(last_program);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, last_texture);
}
const char* Gui::getClipboardText() {
return glfwGetClipboardString(mWindow);
}
void Gui::setClipboardText(const char* text) {
glfwSetClipboardString(mWindow, text);
} }

View File

@ -27,21 +27,47 @@
#define GUI_H #define GUI_H
// Libraries // Libraries
#include <imgui.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
// Class Gui // Class Gui
class Gui { class Gui {
private : protected :
// -------------------- Constants -------------------- // // -------------------- Constants -------------------- //
// -------------------- Attributes -------------------- // // -------------------- Attributes -------------------- //
// TODO : Delete this
static GLFWwindow* mWindow;
static double g_Time;
static bool g_MousePressed[3];
static float g_MouseWheel;
static GLuint g_FontTexture;
static int g_ShaderHandle, g_VertHandle, g_FragHandle;
static int g_AttribLocationTex, g_AttribLocationProjMtx;
static int g_AttribLocationPosition, g_AttribLocationUV, g_AttribLocationColor;
static size_t g_VboSize;
static unsigned int g_VboHandle, g_VaoHandle;
// -------------------- Methods -------------------- // // -------------------- Methods -------------------- //
void createDeviceObjects();
void createFontTextures();
void beginNewFrame();
static void renderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count);
static const char* getClipboardText();
static void setClipboardText(const char* text);
public : public :
@ -53,11 +79,20 @@ class Gui {
/// Destructor /// Destructor
~Gui(); ~Gui();
/// Create and return the singleton instance of this class
static Gui& getInstance();
/// Initialize the GUI
void init();
/// Display the GUI /// Display the GUI
void display(); void render();
// -------------------- Methods -------------------- //
static void setWindow(GLFWwindow* window);
}; };
inline void Gui::setWindow(GLFWwindow* window) {
mWindow = window;
}
#endif #endif

View File

@ -103,6 +103,7 @@ void TestbedApplication::init() {
glfwSwapInterval(0); glfwSwapInterval(0);
// Initialize the GLEW library // Initialize the GLEW library
glewExperimental = GL_TRUE;
GLenum errorGLEW = glewInit(); GLenum errorGLEW = glewInit();
if (errorGLEW != GLEW_OK) { if (errorGLEW != GLEW_OK) {
@ -127,6 +128,11 @@ void TestbedApplication::init() {
// Create all the scenes // Create all the scenes
createScenes(); createScenes();
Gui::getInstance().setWindow(mWindow);
// Init the GUI
Gui::getInstance().init();
mTimer.start(); mTimer.start();
} }
@ -214,7 +220,7 @@ void TestbedApplication::render() {
mCurrentScene->render(); mCurrentScene->render();
// Display the GUI // Display the GUI
mGUI.display(); Gui::getInstance().render();
// Check the OpenGL errors // Check the OpenGL errors
checkOpenGLErrors(); checkOpenGLErrors();

View File

@ -51,9 +51,6 @@ class TestbedApplication {
/// GLFW window /// GLFW window
GLFWwindow* mWindow; GLFWwindow* mWindow;
/// Graphical User Interface
Gui mGUI;
/// Timer /// Timer
Timer mTimer; Timer mTimer;