예제 #1
0
파일: core.cpp 프로젝트: sgedev/sge
bool init(void)
{
	SGE_ASSERT(details::g_window == NULL);
	SGE_ASSERT(details::g_gl_context == NULL);

	SGE_LOGD("Creating OpenGL window...\n");

	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);

#ifdef SGE_DEBUG
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
#endif

	details::g_window = SDL_CreateWindow("SGE",
		SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600,
		SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI);

	if (details::g_window == NULL)
		return false;

	details::g_window_id = SDL_GetWindowID(details::g_window);
	SDL_GetWindowPosition(details::g_window, &details::g_window_rect[0], &details::g_window_rect[1]);
	SDL_GetWindowSize(details::g_window, &details::g_window_rect[2], &details::g_window_rect[3]);

	SGE_LOGD("Initializing OpenGL...\n");

	details::g_gl_context = SDL_GL_CreateContext(details::g_window);
	if (details::g_gl_context == NULL) {
		SGE_LOGE("Failed to create OpenGL context.\n");
		SDL_DestroyWindow(details::g_window);
		details::g_window = NULL;
		return false;
	}

	SDL_GL_MakeCurrent(details::g_window, details::g_gl_context);

	glewExperimental = GL_TRUE;

	if (glewInit() != GLEW_OK) {
		SGE_LOGE("Failed to initialize GLEW.\n");
		SDL_GL_DeleteContext(details::g_gl_context);
		details::g_gl_context = NULL;
		SDL_DestroyWindow(details::g_window);
		details::g_window = NULL;
		return false;
	}

#ifdef SGE_DEBUG
	if (GL_KHR_debug) {
		SGE_LOGD("Enable OpenGL debug output.\n");
		glDebugMessageCallback(gl_debug_output, NULL);
	}
#endif

	SGE_LOGI("GLEW: %s\n", glewGetString(GLEW_VERSION));
	SGE_LOGI("OpenGL: %s\n", glGetString(GL_VERSION));

	IMGUI_CHECKVERSION();

    s_imgui_context = ImGui::CreateContext();
	if (s_imgui_context == NULL) {
		SGE_LOGE("Failed to initialize ImGui.\n");
		SDL_GL_DeleteContext(details::g_gl_context);
		details::g_gl_context = NULL;
		SDL_DestroyWindow(details::g_window);
		details::g_window = NULL;
		return false;
	}

	ImGui::SetCurrentContext(s_imgui_context);

    ImGuiIO &io = ImGui::GetIO();
	io.IniFilename = NULL;

	SGE_LOGI("ImGui: %s\n", ImGui::GetVersion());

    ImGui::StyleColorsDark();

	ImGuiStyle &style = ImGui::GetStyle();
	style.Alpha = 1.1f;
	style.WindowRounding = 0.0f;
	style.WindowBorderSize = 1.0f;
	style.ChildRounding = 0.0f;
	style.ChildBorderSize = 0.0f;
	style.PopupRounding = 0.0f;
	style.PopupBorderSize = 0.0f;

    ImGui_ImplSDL2_InitForOpenGL(details::g_window, details::g_gl_context);
    ImGui_ImplOpenGL3_Init("#version 130");

	if (!init_program()) {
		SGE_LOGE("Failed to initialize ImGui.\n");
		SDL_GL_DeleteContext(details::g_gl_context);
		details::g_gl_context = NULL;
		SDL_DestroyWindow(details::g_window);
		details::g_window = NULL;
		return false;
	}

	s_uniform_mat4[UNIFORM_MODEL_MATRIX] = glm::mat4(1.0f);
	s_uniform_mat4[UNIFORM_VIEW_MATRIX] = glm::mat4(1.0f);
	s_uniform_mat4[UNIFORM_PROJECTION_MATRIX] = glm::frustum(-1.0f, 1.0f, -1.0f, 1.0f, 0.5f, 999.0f);

	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	init_test();

	return true;
}
예제 #2
0
파일: main.cpp 프로젝트: bkaradzic/imgui
int main(int, char**)
{
    // Setup SDL
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
    {
        printf("Error: %s\n", SDL_GetError());
        return -1;
    }

    // Setup window
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
    SDL_GL_SetSwapInterval(1); // Enable vsync

    // 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_ImplSDL2_InitForOpenGL(window, gl_context);
    ImGui_ImplOpenGL2_Init();

    // Load Fonts
    // - 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.
    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
    // - 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).
    // - 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.
    // - Read 'misc/fonts/README.txt' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    //io.Fonts->AddFontDefault();
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != NULL);

    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    bool done = false;
    while (!done)
    {
        // Poll and handle events (inputs, window resize, etc.)
        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            ImGui_ImplSDL2_ProcessEvent(&event);
            if (event.type == SDL_QUIT)
                done = true;
        }

        // Start the Dear ImGui frame
        ImGui_ImplOpenGL2_NewFrame();
        ImGui_ImplSDL2_NewFrame(window);
        ImGui::NewFrame();

        // 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!).
        if (show_demo_window)
            ImGui::ShowDemoWindow(&show_demo_window);

        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
        {
            static float f = 0.0f;
            static int counter = 0;

            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.

            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
                counter++;
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);

            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
            ImGui::End();
        }

        // 3. Show another simple window.
        if (show_another_window)
        {
            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)
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // Rendering
        ImGui::Render();
        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
        SDL_GL_SwapWindow(window);
    }

    // Cleanup
    ImGui_ImplOpenGL2_Shutdown();
    ImGui_ImplSDL2_Shutdown();
    ImGui::DestroyContext();

    SDL_GL_DeleteContext(gl_context);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}