Removed old 3rdparty code, added missing files

simple_math_single_header
Martin Felis 2018-12-26 23:36:54 +01:00
parent f3715f3a87
commit 0a88592462
34 changed files with 1590 additions and 29210 deletions

1555
3rdparty/glfw/deps/glad.cc vendored Normal file

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// based on https://github.com/nem0/LumixEngine/blob/master/external/imgui/imgui_dock.h
// modified from https://bitbucket.org/duangle/liminal/src/tip/src/liminal/imgui_dock.h
#pragma once
// Forward declarations
typedef int ImGuiWindowFlags;
typedef enum ImGuiDockSlot {
ImGuiDockSlot_Left,
ImGuiDockSlot_Right,
ImGuiDockSlot_Top,
ImGuiDockSlot_Bottom,
ImGuiDockSlot_Tab,
ImGuiDockSlot_Float,
ImGuiDockSlot_None
} ImGuiDockSlot;
namespace ImGui{
IMGUI_API void BeginDockspace();
IMGUI_API void EndDockspace();
IMGUI_API void ShutdownDock();
IMGUI_API void SetNextDock(ImGuiDockSlot slot);
IMGUI_API bool BeginDock(const char* label, bool* opened = NULL, ImGuiWindowFlags extra_flags = 0);
IMGUI_API void SetNextDockSplitRatio(const ImVec2& split_ratio = ImVec2(0.5, 0.5));
IMGUI_API void SetNextDockFloatingSize(const ImVec2& floating_size = ImVec2(0.5, 0.5));
IMGUI_API void EndDock();
IMGUI_API void SetDockActive();
IMGUI_API void DockDebugWindow();
};

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#pragma once
namespace ImGui
{
IMGUI_API void ShutdownDock();
IMGUI_API void RootDock(const ImVec2& pos, const ImVec2& size);
IMGUI_API bool BeginDock(const char* label, bool* opened = nullptr, ImGuiWindowFlags extra_flags = 0, const ImVec2& default_size = ImVec2(-1, -1));
IMGUI_API void EndDock();
IMGUI_API void SetDockActive();
IMGUI_API void SaveDock();
IMGUI_API void LoadDock();
} // namespace ImGui

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#pragma once
namespace Lumix { namespace FS { class OsFile; } }
struct lua_State;
namespace ImGui
{
IMGUI_API void ShutdownDock();
IMGUI_API void RootDock(const ImVec2& pos, const ImVec2& size);
IMGUI_API bool BeginDock(const char* label, bool* opened = nullptr, ImGuiWindowFlags extra_flags = 0, const ImVec2& default_size = ImVec2(-1, -1));
IMGUI_API void EndDock();
IMGUI_API void SetDockActive();
IMGUI_API void SaveDock(Lumix::FS::OsFile& file);
IMGUI_API void LoadDock(lua_State* L);
} // namespace ImGui

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# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app

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This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
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 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.
For more information, please refer to <http://unlicense.org>

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SHELL=/bin/bash
CFLAGS = -c -std=c++11#-Wall -Wextra -Wpedantic
IFLAGS = -Iimgui
SRCS = imgui/imgui.cpp imgui/imgui_draw.cpp imgui/imgui_demo.cpp imgui/imgui_dock.cpp imgui/imgui_impl_glfw_gl3.cpp main.cpp
OBJS = $(SRCS:.cpp=.o)
CC = g++
ifeq ($(OS),Windows_NT)
LFLAGS = -lglfw3 -lglew32 -lopengl32 -lgdi32
EXE=a.exe
CFLAGS += -DGLEW_STATIC
else
LFLAGS = -lGL -lglfw -lGLEW
EXE=a.out
endif
all: $(SRCS) $(EXE)
debug: CFLAGS += -g -DDEBUG
debug: $(SRCS) $(EXE)
release: CFLAGS += -O2
release: $(SRCS) $(EXE)
$(EXE): $(OBJS)
$(CC) $(OBJS) -o $@ $(LFLAGS)
.cpp.o:
$(CC) $(CFLAGS) $(IFLAGS) $< -o $@
clean:
rm -v $(OBJS) $(EXE)

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# imgui_docking_minimal
A minimal example combining `dear imgui` with LumixEngine's extension for docking windows (tiling windows, essentially).
LumixEngine's code uses Lua for layout loading and saving. These have been removed and replaced with simpler functions that just read and write a plain textfile using fprintf and fscanf. These functions are not particularly impressive, but does its job at the moment.
The main program itself is a modified version of opengl3_example from the imgui repo. It has a menubar, and has 6 docked windows that can me rearranged how you see fit.
A cube (currently 4 cylinders) is rendered to a framebuffer texture, and that is drawn in one of the docks. This dock accepts mouse and keyboard input to move the camera while active/focused.
A simple Makefile tested for Windows (MinGW64-w64) and Linux (Arch?) is included, and a simple layout file (that matches the code in main.cpp) is included, that will update after modification of the layout while running the program.
## Dependencies:
- GLFW3
- GLEW
- dear imgui (included from the imgui repo)
- imgui_docking.{h,cpp} (included from the LumixEngine repo slightly modified)

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#version 330 core
in vec3 pos; // interpolated from the vertex shader values.
in vec4 start;
in vec4 stop;
in vec4 clusterIndex;
// Ouput data
//out vec3 color; // pixel/sample colour
layout(location=0) out vec3 color; // pixel/sample colour
uniform vec3 colors[13] = {
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0),
vec3(1.0, 1.0, 0.0),
vec3(0.0, 1.0, 1.0),
vec3(1.0, 0.0, 1.0),
vec3(1.0, 0.5, 0.0),
vec3(1.0, 0.0, 0.5),
vec3(0.5, 1.0, 0.0),
vec3(0.0, 1.0, 0.5),
vec3(0.5, 0.0, 1.0),
vec3(0.0, 0.5, 1.0),
vec3(1.0, 1.0, 1.0)
};
void main() {
// some periodic coloring function based on fragment position (model space) interpolated from triangle vertices
vec4 inside = vec4(0.0, 0.0, 0.0, 0.0);
if (pos.x < stop.x && pos.x > start.x)
inside.x = 1.0;
if (pos.x < stop.y && pos.x > start.y)
inside.y = 1.0;
if (pos.x < stop.z && pos.x > start.z)
inside.z = 1.0;
if (pos.x < stop.w && pos.x > start.w)
inside.w = 1.0;
float R, G, B;
if (gl_FrontFacing) {
color = vec3(0.5, 0.5, 0.5);
} else {
if (inside.x == 1.0)
color = colors[int(clusterIndex.x+0.5)];
else if (inside.y == 1.0)
color = colors[int(clusterIndex.y+0.5)];
else if (inside.z == 1.0)
color = colors[int(clusterIndex.z+0.5)];
else if (inside.w == 1.0)
color = colors[int(clusterIndex.w+0.5)];
else
color = colors[12];
}
/*
float R = 0.5 + 0.4*cos(2*3.14*pos.x);
float G = 0.6 + 0.3*sin(2*3.14*2*pos.y);
float B = 0.4 + 0.7*cos(2*3.14*3*pos.z);
color = vec3(R, G, B);
*/
}

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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.

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dear imgui,
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support)
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
dear imgui (AKA ImGui), is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- stb_rect_pack.h
- stb_textedit.h
- stb_truetype.h
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
_A common misunderstanding is that some people think immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes. Some lazy IMGUI-style librairies uses immediate mode rendering. This is NOT what Dear ImGui does, in fact it does quite the contrary. Those concepts are absolutely unrelated._
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
Demo
----
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
- [imgui-demo-binaries-20160410.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20160410.zip) (Windows binaries, ImGui 1.48+ 2016/04/10, 4 executables, 534 KB)
Gallery
-------
See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png)
[![profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_02.png)
![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v140/test_window_05_menus.png)
![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
```
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// For Microsoft IME, pass your HWND to enable IME positioning:
io.ImeWindowHandle = my_hwnd;
```
![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01_jp.png)
References
----------
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
Frequently Asked Question (FAQ)
-------------------------------
<b>Where is the documentation?</b>
- The documentation is at the top of imgui.cpp + effectively imgui.h.
- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
<b>How do I update to a newer version of ImGui?</b>
<br><b>What is ImTextureID and how do I display an image?</b>
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b>
<br><b>How can I load a different font than the default?</b>
<br><b>How can I load multiple fonts?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
See the FAQ in imgui.cpp for answers.
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/synergy/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>Can you create elaborate/serious tools with ImGui?</b>
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
<b>Is ImGui fast?</b>
Probably fast enough for most uses. Down to the foundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
![performance screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v138/performance_01.png)
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
<b>Can you reskin the look of ImGui?</b>
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged).
[![Skinning in LumixEngine](https://cloud.githubusercontent.com/assets/8225057/13198792/92808c5c-d812-11e5-9507-16b63918b05b.jpg)](https://cloud.githubusercontent.com/assets/8225057/13044612/59f07aec-d3cf-11e5-8ccb-39adf2e13e69.png)
<b>Why using C++ (as opposed to C)?</b>
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
Donate
------
<b>Can I donate to support the development of ImGui?</b>
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
I'm currently an independent developer and your contributions are useful. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I am available for hire to work on or with ImGui. Thanks!
Credits
-------
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
Ongoing ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Double-chocolate sponsors:
- Media Molecule
- Mobigame
Salty caramel supporters:
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko.
Caramel supporters:
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society.
And other supporters; thanks!
License
-------
Dear ImGui is licensed under the MIT License, see LICENSE for more information.

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//-----------------------------------------------------------------------------
// 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 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.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
//---- Don't define obsolete functions names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Implement STB libraries in a namespace to avoid conflicts
//#define IMGUI_STB_NAMESPACE ImGuiStb
//---- 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); }
*/
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
//---- e.g. 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 MyMatrix44& v, const char* float_format = NULL);
}
*/

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#pragma once
namespace ImGui
{
IMGUI_API void ShutdownDock();
IMGUI_API void RootDock(const ImVec2& pos, const ImVec2& size);
IMGUI_API bool BeginDock(const char* label, bool* opened = nullptr, ImGuiWindowFlags extra_flags = 0);
IMGUI_API void EndDock();
IMGUI_API void SetDockActive();
IMGUI_API void LoadDock();
IMGUI_API void SaveDock();
IMGUI_API void Print();
} // namespace ImGui

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// ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_glfw_gl3.h"
// GL3W/GLFW
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3native.h>
#endif
// Data
static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// 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 ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
{
// Backup GL state
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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);
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO();
float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
const float ortho_projection[4][4] =
{
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-io.DisplaySize.y, 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]);
glBindVertexArray(g_VaoHandle);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
{
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
}
idx_buffer_offset += pcmd->ElemCount;
}
}
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBindVertexArray(last_vertex_array);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst);
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);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
}
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
{
return glfwGetClipboardString(g_Window);
}
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
{
glfwSetClipboardString(g_Window, text);
}
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true;
}
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
(void)mods; // 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];
}
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
bool ImGui_ImplGlfwGL3_CreateFontsTexture()
{
// Build texture atlas
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.
// 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);
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;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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);
glGenBuffers(1, &g_ElementsHandle);
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
ImGui_ImplGlfwGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array);
return true;
}
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
{
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VaoHandle = g_VboHandle = g_ElementsHandle = 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;
}
}
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
{
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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_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 = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
#ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
if (install_callbacks)
{
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
}
return true;
}
void ImGui_ImplGlfwGL3_Shutdown()
{
ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplGlfwGL3_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplGlfwGL3_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// 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);
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;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (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(g_Window, 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 OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
ImGui::NewFrame();
}

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// ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct GLFWwindow;
IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
IMGUI_API void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);

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// dear imgui, v1.50 WIP
// (internals)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
// #define IMGUI_DEFINE_MATH_OPERATORS
#pragma once
#ifndef IMGUI_VERSION
#error Must include imgui.h before imgui_internal.h
#endif
#include <stdio.h> // FILE*
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wold-style-cast"
#endif
//-----------------------------------------------------------------------------
// Forward Declarations
//-----------------------------------------------------------------------------
struct ImRect;
struct ImGuiColMod;
struct ImGuiStyleMod;
struct ImGuiGroupData;
struct ImGuiSimpleColumns;
struct ImGuiDrawContext;
struct ImGuiTextEditState;
struct ImGuiIniData;
struct ImGuiMouseCursorData;
struct ImGuiPopupRef;
struct ImGuiWindow;
typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_
typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_
//-------------------------------------------------------------------------
// STB libraries
//-------------------------------------------------------------------------
namespace ImGuiStb
{
#undef STB_TEXTEDIT_STRING
#undef STB_TEXTEDIT_CHARTYPE
#define STB_TEXTEDIT_STRING ImGuiTextEditState
#define STB_TEXTEDIT_CHARTYPE ImWchar
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
#include "stb_textedit.h"
} // namespace ImGuiStb
//-----------------------------------------------------------------------------
// Context
//-----------------------------------------------------------------------------
extern IMGUI_API ImGuiContext* GImGui; // current implicit ImGui context pointer
//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#define IM_PI 3.14159265358979323846f
// Helpers: UTF-8 <> wchar
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points
// Helpers: Misc
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
IMGUI_API void* ImLoadFileToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: String
IMGUI_API int ImStricmp(const char* str1, const char* str2);
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, int count);
IMGUI_API char* ImStrdup(const char* str);
IMGUI_API int ImStrlenW(const ImWchar* str);
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
IMGUI_API int ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_PRINTFARGS(3);
IMGUI_API int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args);
// Helpers: Math
// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
#ifdef IMGUI_DEFINE_MATH_OPERATORS
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); }
#endif
static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)f; }
static inline ImVec2 ImFloor(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
#ifdef IMGUI_DEFINE_PLACEMENT_NEW
struct ImPlacementNewDummy {};
inline void* operator new(size_t, ImPlacementNewDummy, void* ptr) { return ptr; }
inline void operator delete(void*, ImPlacementNewDummy, void*) {}
#define IM_PLACEMENT_NEW(_PTR) new(ImPlacementNewDummy(), _PTR)
#endif
//-----------------------------------------------------------------------------
// Types
//-----------------------------------------------------------------------------
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // (default) return pressed on click+release on same item (default if no PressedOn** flag is set)
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return pressed on click (default requires click+release)
ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return pressed on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return pressed on double-click (default requires click+release)
ImGuiButtonFlags_FlattenChilds = 1 << 5, // allow interaction even if a child window is overlapping
ImGuiButtonFlags_DontClosePopups = 1 << 6, // disable automatically closing parent popup on press
ImGuiButtonFlags_Disabled = 1 << 7, // disable interaction
ImGuiButtonFlags_AlignTextBaseLine = 1 << 8, // vertically align button to match text baseline - ButtonEx() only
ImGuiButtonFlags_NoKeyModifiers = 1 << 9, // disable interaction if a key modifier is held
ImGuiButtonFlags_AllowOverlapMode = 1 << 10 // require previous frame HoveredId to either match id or be null before being usable
};
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_Vertical = 1 << 0
};
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_Menu = 1 << 3,
ImGuiSelectableFlags_MenuItem = 1 << 4,
ImGuiSelectableFlags_Disabled = 1 << 5,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
};
// FIXME: this is in development, not exposed/functional as a generic feature yet.
enum ImGuiLayoutType_
{
ImGuiLayoutType_Vertical,
ImGuiLayoutType_Horizontal
};
enum ImGuiPlotType
{
ImGuiPlotType_Lines,
ImGuiPlotType_Histogram
};
enum ImGuiDataType
{
ImGuiDataType_Int,
ImGuiDataType_Float
};
// 2D axis aligned bounding-box
// NB: we can't rely on ImVec2 math operators being available here
struct IMGUI_API ImRect
{
ImVec2 Min; // Upper-left
ImVec2 Max; // Lower-right
ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
float GetWidth() const { return Max.x-Min.x; }
float GetHeight() const { return Max.y-Min.y; }
ImVec2 GetTL() const { return Min; } // Top-left
ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
ImVec2 GetBR() const { return Max; } // Bottom-right
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{
if (!on_edge && Contains(p))
return p;
if (p.x > Max.x) p.x = Max.x;
else if (p.x < Min.x) p.x = Min.x;
if (p.y > Max.y) p.y = Max.y;
else if (p.y < Min.y) p.y = Min.y;
return p;
}
};
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColMod
{
ImGuiCol Col;
ImVec4 PreviousValue;
};
// Stacked style modifier, backup of modified data so we can restore it
struct ImGuiStyleMod
{
ImGuiStyleVar Var;
ImVec2 PreviousValue;
};
// Stacked data for BeginGroup()/EndGroup()
struct ImGuiGroupData
{
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
float BackupIndentX;
float BackupCurrentLineHeight;
float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY;
bool AdvanceCursor;
};
// Per column data for Columns()
struct ImGuiColumnData
{
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
//float IndentX;
};
// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
struct IMGUI_API ImGuiSimpleColumns
{
int Count;
float Spacing;
float Width, NextWidth;
float Pos[8], NextWidths[8];
ImGuiSimpleColumns();
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w);
};
// Internal state of the currently focused/edited text input box
struct IMGUI_API ImGuiTextEditState
{
ImGuiID Id; // widget id owning the text state
ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
ImVector<char> TempTextBuffer;
int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
int BufSizeA; // end-user buffer size
float ScrollX;
ImGuiStb::STB_TexteditState StbState;
float CursorAnim;
bool CursorFollow;
bool SelectedAllMouseLock;
ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
void SelectAll() { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
void OnKeyPressed(int key);
};
// Data saved in imgui.ini file
struct ImGuiIniData
{
char* Name;
ImGuiID Id;
ImVec2 Pos;
ImVec2 Size;
bool Collapsed;
};
// Mouse cursor data (used when io.MouseDrawCursor is set)
struct ImGuiMouseCursorData
{
ImGuiMouseCursor Type;
ImVec2 HotOffset;
ImVec2 Size;
ImVec2 TexUvMin[2];
ImVec2 TexUvMax[2];
};
// Storage for current popup stack
struct ImGuiPopupRef
{
ImGuiID PopupId; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* ParentWindow; // Set on OpenPopup()
ImGuiID ParentMenuSet; // Set on OpenPopup()
ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
};
// Main state for ImGui
struct ImGuiContext
{
bool Initialized;
ImGuiIO IO;
ImGuiStyle Style;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
float Time;
int FrameCount;
int FrameCountEnded;
int FrameCountRendered;
ImVector<ImGuiWindow*> Windows;
ImVector<ImGuiWindow*> WindowsSortBuffer;
ImGuiWindow* CurrentWindow; // Being drawn into
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget
bool HoveredIdAllowOverlap;
ImGuiID HoveredIdPreviousFrame;
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Set only by active widget
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
ImGuiID MovedWindowMoveId; // == MovedWindow->RootWindow->MoveId
ImVector<ImGuiIniData> Settings; // .ini Settings
float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Storage for SetNexWindow** and SetNextTreeNode*** functions
ImVec2 SetNextWindowPosVal;
ImVec2 SetNextWindowSizeVal;
ImVec2 SetNextWindowContentSizeVal;
bool SetNextWindowCollapsedVal;
ImGuiSetCond SetNextWindowPosCond;
ImGuiSetCond SetNextWindowSizeCond;
ImGuiSetCond SetNextWindowContentSizeCond;
ImGuiSetCond SetNextWindowCollapsedCond;
ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;
void* SetNextWindowSizeConstraintCallbackUserData;
bool SetNextWindowSizeConstraint;
bool SetNextWindowFocus;
bool SetNextTreeNodeOpenVal;
ImGuiSetCond SetNextTreeNodeOpenCond;
// Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
ImVector<ImDrawList*> RenderDrawLists[3];
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor;
ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_];
// Widget state
ImGuiTextEditState InputTextState;
ImFont InputTextPasswordFont;
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
ImVec2 DragLastMouseDelta;
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DragSpeedScaleSlow;
float DragSpeedScaleFast;
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
char Tooltip[1024];
char* PrivateClipboard; // If no custom clipboard handler is defined
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
// Logging
bool LogEnabled;
FILE* LogFile; // If != NULL log to stdout/ file
ImGuiTextBuffer* LogClipboard; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
int LogStartDepth;
int LogAutoExpandMaxDepth;
// Misc
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
int FramerateSecPerFrameIdx;
float FramerateSecPerFrameAccum;
int CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
int CaptureKeyboardNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiContext()
{
Initialized = false;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
FontTexUvWhitePixel = ImVec2(0.0f, 0.0f);
Time = 0.0f;
FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1;
CurrentWindow = NULL;
FocusedWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
HoveredIdAllowOverlap = false;
HoveredIdPreviousFrame = 0;
ActiveId = 0;
ActiveIdPreviousFrame = 0;
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = NULL;
MovedWindow = NULL;
MovedWindowMoveId = 0;
SettingsDirtyTimer = 0.0f;
SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
SetNextWindowCollapsedVal = false;
SetNextWindowPosCond = 0;
SetNextWindowSizeCond = 0;
SetNextWindowContentSizeCond = 0;
SetNextWindowCollapsedCond = 0;
SetNextWindowFocus = false;
SetNextWindowSizeConstraintCallback = NULL;
SetNextWindowSizeConstraintCallbackUserData = NULL;
SetNextTreeNodeOpenVal = false;
SetNextTreeNodeOpenCond = 0;
ScalarAsInputTextId = 0;
DragCurrentValue = 0.0f;
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
DragSpeedDefaultRatio = 1.0f / 100.0f;
DragSpeedScaleSlow = 0.01f;
DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
memset(Tooltip, 0, sizeof(Tooltip));
PrivateClipboard = NULL;
OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
ModalWindowDarkeningRatio = 0.0f;
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
memset(MouseCursorData, 0, sizeof(MouseCursorData));
LogEnabled = false;
LogFile = NULL;
LogClipboard = NULL;
LogStartDepth = 0;
LogAutoExpandMaxDepth = 2;
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0;
FramerateSecPerFrameAccum = 0.0f;
CaptureMouseNextFrame = CaptureKeyboardNextFrame = -1;
memset(TempBuffer, 0, sizeof(TempBuffer));
}
};
// Transient per-window data, reset at the beginning of the frame
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
struct IMGUI_API ImGuiDrawContext
{
ImVec2 CursorPos;
ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos;
ImVec2 CursorMaxPos; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame
float CurrentLineHeight;
float CurrentLineTextBaseOffset;
float PrevLineHeight;
float PrevLineTextBaseOffset;
float LogLinePosY;
int TreeDepth;
ImGuiID LastItemId;
ImRect LastItemRect;
bool LastItemHoveredAndUsable; // Item rectangle is hovered, and its window is currently interactable with (not blocked by a popup preventing access to the window)
bool LastItemHoveredRect; // Item rectangle is hovered, but its window may or not be currently interactable with (might be blocked by a popup preventing access to the window)
bool MenuBarAppending;
float MenuBarOffsetX;
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage;
ImGuiLayoutType LayoutType;
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack;
ImVector<bool> AllowKeyboardFocusStack;
ImVector<bool> ButtonRepeatStack;
ImVector<ImGuiGroupData>GroupStack;
ImGuiColorEditMode ColorEditMode;
int StackSizesBackup[6]; // Store size of various stacks for asserting
float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
float GroupOffsetX;
float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
int ColumnsCurrent;
int ColumnsCount;
float ColumnsMinX;
float ColumnsMaxX;
float ColumnsStartPosY;
float ColumnsCellMinY;
float ColumnsCellMaxY;
bool ColumnsShowBorders;
ImGuiID ColumnsSetId;
ImVector<ImGuiColumnData> ColumnsData;
ImGuiDrawContext()
{
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
CurrentLineHeight = PrevLineHeight = 0.0f;
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
LogLinePosY = -1.0f;
TreeDepth = 0;
LastItemId = 0;
LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f);
LastItemHoveredAndUsable = LastItemHoveredRect = false;
MenuBarAppending = false;
MenuBarOffsetX = 0.0f;
StateStorage = NULL;
LayoutType = ImGuiLayoutType_Vertical;
ItemWidth = 0.0f;
ButtonRepeat = false;
AllowKeyboardFocus = true;
TextWrapPos = -1.0f;
ColorEditMode = ImGuiColorEditMode_RGB;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
IndentX = 0.0f;
ColumnsOffsetX = 0.0f;
ColumnsCurrent = 0;
ColumnsCount = 1;
ColumnsMinX = ColumnsMaxX = 0.0f;
ColumnsStartPosY = 0.0f;
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
ColumnsShowBorders = true;
ColumnsSetId = 0;
}
};
// Windows data
struct IMGUI_API ImGuiWindow
{
char* Name;
ImGuiID ID; // == ImHash(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
int IndexWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
ImGuiID MoveId; // == window->GetID("#MOVE")
ImVec2 Scroll;
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
bool ScrollbarX, ScrollbarY;
ImVec2 ScrollbarSizes;
float BorderSize;
bool Active; // Set to true on Begin()
bool WasActive;
bool Accessed; // Set to true when any widget access the current window
bool Collapsed; // Set when collapsing window to become only title-bar
bool SkipItems; // == Visible && !Collapsed
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
int AutoPosLastDirection;
int HiddenFrames;
int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
bool SetWindowPosCenterWanted;
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
int LastFrameActive;
float ItemWidthDefault;
ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
ImGuiStorage StateStorage;
float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList;
ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL.
// Navigation / Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
int FocusIdxAllRequestCurrent; // Item being requested for focus
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
int FocusIdxTabRequestNext; // "
public:
ImGuiWindow(const char* name);
~ImGuiWindow();
ImGuiID GetID(const char* str, const char* str_end = NULL);
ImGuiID GetID(const void* ptr);
ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
};
//-----------------------------------------------------------------------------
// Internal API
// No guarantee of forward compatibility here.
//-----------------------------------------------------------------------------
namespace ImGui
{
// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
// If this ever crash because g.CurrentWindow is NULL it means that either
// - ImGui::NewFrame() has never been called, which is illegal.
// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
IMGUI_API ImGuiWindow* GetParentWindow();
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id);
IMGUI_API bool IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged);
IMGUI_API bool IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false);
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop = true); // Return true if focus is requested
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
// NB: All position are in absolute pixels coordinates (not window coordinates)
// FIXME: All those functions are a mess and needs to be refactored into something decent. Avoid use outside of imgui.cpp!
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f, bool shadow = false);
IMGUI_API void RenderBullet(ImVec2 pos);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
IMGUI_API bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
IMGUI_API bool DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);
IMGUI_API bool DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);
IMGUI_API bool DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);
IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API void TreePushRawID(ImGuiID id);
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value);
IMGUI_API float RoundScalar(float value, int decimal_precision);
} // namespace ImGui
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#ifdef _MSC_VER
#pragma warning (pop)
#endif

View File

@ -1,573 +0,0 @@
// stb_rect_pack.h - v0.08 - 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.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// 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.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// Bugfixes / warning fixes
// Jeremy Jaussaud
//
// Version history:
//
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// This software is in the public domain. Where that dedication is not
// recognized, you are granted a perpetual, irrevocable license to copy,
// distribute, and modify this file as you see fit.
//////////////////////////////////////////////////////////////////////////////
//
// 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
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#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 *, 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
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
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
STBRP_SORT(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

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,146 +0,0 @@
docks 9
index 0
label Docks
x 0
y 507
size_x 1280
size_y 188
status 0
active 1
opened 1
location 3
child0 -1
child1 -1
prev_tab -1
next_tab 2
parent 7
index 1
label Dummy1
x 0
y 507
size_x 1280
size_y 188
status 0
active 0
opened 1
location 3
child0 -1
child1 -1
prev_tab 2
next_tab -1
parent 7
index 2
label Dummy2
x 0
y 507
size_x 1280
size_y 188
status 0
active 0
opened 1
location 3
child0 -1
child1 -1
prev_tab 0
next_tab 1
parent 7
index 3
label Cube
x 255
y 19
size_x 795
size_y 488
status 0
active 1
opened 1
location 102
child0 -1
child1 -1
prev_tab -1
next_tab -1
parent 8
index 4
label Dummy3
x 1050
y 19
size_x 230
size_y 488
status 0
active 1
opened 1
location 002
child0 -1
child1 -1
prev_tab -1
next_tab -1
parent 8
index 5
label StyleEditor
x 0
y 19
size_x 255
size_y 488
status 0
active 1
opened 1
location 12
child0 -1
child1 -1
prev_tab -1
next_tab -1
parent 6
index 6
label DOCK
x 0
y 19
size_x 1280
size_y 488
status 0
active 1
opened 0
location 2
child0 5
child1 8
prev_tab -1
next_tab -1
parent 7
index 7
label ROOT
x 0
y 19
size_x 1280
size_y 676
status 0
active 1
opened 0
location -1
child0 6
child1 0
prev_tab -1
next_tab -1
parent -1
index 8
label DOCK
x 255
y 19
size_x 1025
size_y 488
status 0
active 1
opened 0
location 02
child0 3
child1 4
prev_tab -1
next_tab -1
parent 6

View File

@ -1,19 +0,0 @@
#pragma once
namespace ImGui
{
IMGUI_API void ShutdownDock();
IMGUI_API void RootDock(const ImVec2& pos, const ImVec2& size);
IMGUI_API bool BeginDock(const char* label, bool* opened = nullptr, ImGuiWindowFlags extra_flags = 0);
IMGUI_API void EndDock();
IMGUI_API void SetDockActive();
IMGUI_API void LoadDock();
IMGUI_API void SaveDock();
IMGUI_API void Print();
} // namespace ImGui

View File

@ -1,775 +0,0 @@
#define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
#include <imgui.h>
//#include "imgui_impl_glfw.h"
#include "imgui_impl_glfw_gl3.h"
#include "imgui_dock.h"
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h> // extension loading
#include <GLFW/glfw3.h>
#include "mathGL.h"
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error %d: %s\n", error, description);
}
GLFWwindow* window;
int resx = 1280;
int resy = 720;
float prevx = -1, prevy = -1; // to track how much the mouse moved between frames
float cam_x = -2.0, cam_y = -2.0; // world coordinates of lower-left corner of the window
float cam_height = 4.0;
float cam_width = cam_height*resx/float(resy);
// buffer object stuffs
GLuint cube_program;
GLuint VertexArrayID;
GLuint vertexbuffer;
GLuint elementbuffer;
int num_indices;
GLuint sizebuffer;
GLuint positionbuffer;
GLuint rotatebuffer;
GLuint startbuffer;
GLuint stopbuffer;
GLuint indexbuffer;
// Framebuffer stuff
GLuint framebuffer;
GLuint texture;
GLuint depthbuffer;
int textureX = resx;
int textureY = resy;
float rotateX = 10.0, rotateY = 0.0;
char *readFile(const char *filename);
void CompileShader(const char * file_path, GLuint ShaderID);
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);
void init_GLFW_GLEW();
void init_GL();
void init_ImGUI();
void draw_cube();
void cube_GUI();
int main_menu_GUI();
void do_GUI();
bool fullscreen = false;
int main(int, char**) {
init_GLFW_GLEW();
init_GL();
init_ImGUI();
// Main loop
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glfwGetFramebufferSize(window, &resx, &resy);
ImGui_ImplGlfwGL3_NewFrame();
do_GUI();
// Rendering
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, resx, resy);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
ImGui::SaveDock();
// Cleanup
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;
}
void init_GLFW_GLEW() {
// Setup window
glfwSetErrorCallback(error_callback);
if (!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW window\n"); fflush(stderr);
exit(-1);
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(resx, resy, "ImGui OpenGL3 Docking", NULL, NULL);
if (!window) {
fprintf(stderr, "Failed to create window\n"); fflush(stderr);
exit(-2);
}
glfwMakeContextCurrent(window);
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n"); fflush(stderr);
exit(-3);
}
glfwSwapInterval(1);
}
void init_GL() {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
/////////////////////////
// Create and bind VBO //
/////////////////////////
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
////////////////////////////////////////////////////////////////////
// Create program for drawing cube, create VBOs and copy the data //
////////////////////////////////////////////////////////////////////
cube_program = LoadShaders("vertex_shader.vs", "fragment_shader.fs");
// Actually a cylinder with 20 triangles
const int n = 10;
num_indices = 2*n+2;
GLfloat cubeVertices[n*2*3];
GLubyte cubeIndices[2*n+2];
for (int i = 0; i < n; i++) {
float x = cos(2*PI*i/float(n));
float y = sin(2*PI*i/float(n));
cubeVertices[2*3*i + 0] = -1.0;
cubeVertices[2*3*i + 1] = x;
cubeVertices[2*3*i + 2] = y;
cubeVertices[2*3*i + 3] = 1.0;
cubeVertices[2*3*i + 4] = x;
cubeVertices[2*3*i + 5] = y;
cubeIndices[2*i+0] = 2*i + 0;
cubeIndices[2*i+1] = 2*i + 1;
}
cubeIndices[2*n+0] = 0;
cubeIndices[2*n+1] = 1;
/*
const GLfloat cubeVertices[] = {
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
};
const GLubyte cubeIndices[] = {
0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1
};
*/
const GLfloat instanceSizes[] = {
1.0, 0.1, 0.1,
1.0, 0.2, 0.2,
1.0, 0.3, 0.3,
};
const GLfloat instancePositions[] {
0.0, 0.0, 0.0,
2.0, 0.0, 0.0,
1.0, sqrt(3), 0.0,
};
const GLfloat instanceRotate[] {
30.0, 150.0, 90.0
};
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &sizebuffer);
glBindBuffer(GL_ARRAY_BUFFER, sizebuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceSizes), instanceSizes, GL_STATIC_DRAW);
glGenBuffers(1, &positionbuffer);
glBindBuffer(GL_ARRAY_BUFFER, positionbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instancePositions), instancePositions, GL_STATIC_DRAW);
glGenBuffers(1, &rotatebuffer);
glBindBuffer(GL_ARRAY_BUFFER, rotatebuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceRotate), instanceRotate, GL_STATIC_DRAW);
const GLfloat instanceStart[] = {
0.7, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.2, 0.4, 0.6
};
const GLfloat instanceStop[] = {
1.0, 0.0, 0.0, 0.0,
0.3, 1.0, 0.0, 0.0,
0.1, 0.3, 0.5, 0.8
};
const GLfloat instanceIndex[] {
0.0, -1.0, -1.0, -1.0,
1.0, 0.0, -1.0, -1.0,
0.0, 2.0, 3.0, 4.0
};
glGenBuffers(1, &startbuffer);
glBindBuffer(GL_ARRAY_BUFFER, startbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceStart), instanceStart, GL_STATIC_DRAW);
glGenBuffers(1, &stopbuffer);
glBindBuffer(GL_ARRAY_BUFFER, stopbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceStop), instanceStop, GL_STATIC_DRAW);
glGenBuffers(1, &indexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, indexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceIndex), instanceIndex, GL_STATIC_DRAW);
glGenBuffers(1, &elementbuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeIndices), cubeIndices, GL_STATIC_DRAW);
////////////////////////////////////////////////////////////////////////
// Create and bind framebuffer, attach a depth buffer to it //
// Create the texture to render to, and attach it to the framebuffer //
////////////////////////////////////////////////////////////////////////
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glGenRenderbuffers(1, &depthbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, resx, resy);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthbuffer);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, resx, resy, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, 0);
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
printf("Error in setting up the framebuffer\n");
}
}
void init_ImGUI() {
///////////////////////////////////////////////////////////
// Style setup for ImGui. Colors copied from Stylepicker //
///////////////////////////////////////////////////////////
ImGuiStyle& style = ImGui::GetStyle();
style.WindowPadding = ImVec2(4.0f, 4.0f);
style.WindowRounding = 2.0f;
style.FramePadding = ImVec2(3.0f, 3.0f);
style.FrameRounding = 2.0f;
style.Colors[ImGuiCol_Text] = ImVec4(0.97f, 0.97f, 0.97f, 1.00f);
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.56f, 0.56f, 0.54f, 1.00f);
style.Colors[ImGuiCol_WindowBg] = ImVec4(0.15f, 0.16f, 0.13f, 1.00f);
style.Colors[ImGuiCol_ChildWindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
style.Colors[ImGuiCol_PopupBg] = ImVec4(0.24f, 0.24f, 0.23f, 1.00f);
style.Colors[ImGuiCol_Border] = ImVec4(0.70f, 0.70f, 0.70f, 0.65f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
style.Colors[ImGuiCol_FrameBg] = ImVec4(0.20f, 0.20f, 0.18f, 1.00f);
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.24f, 0.24f, 0.23f, 1.00f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.24f, 0.24f, 0.23f, 1.00f);
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.21f, 0.21f, 0.20f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
style.Colors[ImGuiCol_ComboBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
style.Colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
style.Colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
style.Colors[ImGuiCol_Button] = ImVec4(0.32f, 0.32f, 0.32f, 1.00f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.48f, 0.48f, 0.48f, 1.00f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.65f, 0.65f, 0.65f, 1.00f);
style.Colors[ImGuiCol_Header] = ImVec4(0.26f, 0.26f, 0.26f, 1.00f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
style.Colors[ImGuiCol_Column] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
style.Colors[ImGuiCol_ColumnHovered] = ImVec4(0.70f, 0.60f, 0.60f, 1.00f);
style.Colors[ImGuiCol_ColumnActive] = ImVec4(0.90f, 0.70f, 0.70f, 1.00f);
style.Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
style.Colors[ImGuiCol_CloseButton] = ImVec4(0.50f, 0.50f, 0.90f, 0.50f);
style.Colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.70f, 0.70f, 0.90f, 0.60f);
style.Colors[ImGuiCol_CloseButtonActive] = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
style.Colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
style.Colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
///////////////////////////////////////
// Load docks from imgui_dock.layout //
///////////////////////////////////////
ImGui::LoadDock();
}
void draw_cube() {
/*
const GLfloat instanceStart[] = {
0.7, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.2, 0.4, 0.6
};
const GLfloat instanceStop[] = {
1.0, 0.0, 0.0, 0.0,
0.3, 1.0, 0.0, 0.0,
0.1, 0.3, 0.5, 0.8
};
const GLfloat instanceIndex[] {
0.0, -1.0, -1.0, -1.0,
1.0, 0.0, -1.0, -1.0,
0.0, 2.0, 3.0, 4.0
};
glBindBuffer(GL_ARRAY_BUFFER, startbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceStart), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(instanceStart), instanceStart);
glBindBuffer(GL_ARRAY_BUFFER, stopbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceStop), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(instanceStop), instanceStop);
glBindBuffer(GL_ARRAY_BUFFER, indexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(instanceIndex), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(instanceIndex), instanceIndex);
*/
//////////////////////////////////////////////////////////////////////
// Draw a cube to a framebuffer texture using orthogonal projection //
// with camera looking along the negative Z axis //
// The cube rotates around a random axis //
//////////////////////////////////////////////////////////////////////
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0,0,textureX,textureY);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(cube_program);
/////////////////////////////////////////////////////////////////
// View matrix is identity matrix for 2D, //
// camera movement put in orthogonal projection matrix instead //
/////////////////////////////////////////////////////////////////
mat4 View = mat4(1.0f);
mat4 Projection = ortho(cam_x, cam_x + cam_width, cam_y, cam_y + cam_height, -10, 10);
//mat4 View = view(vec3(1,0,0), vec3(0,1,0), vec3(0,0,-1), vec3(cam_x,cam_y,6));
//mat4 Projection = projection(60, resx/float(resy), 0.01, 10.0);
////////////////////////////////
// same RNG seed every frame //
// "minimal standard" LCG RNG //
////////////////////////////////
mat4 Model = rotate(vec3(1.0, 0.0, 0.0), rotateX)*rotate(vec3(0.0, 1.0, 0.0), rotateY);
mat4 MVP = Projection*View*Model;
glUniformMatrix4fv(glGetUniformLocation(cube_program, "MVP"), 1, GL_FALSE, &MVP.M[0][0]);
// Draw!
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, sizebuffer);
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, positionbuffer);
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, rotatebuffer);
glVertexAttribPointer(3,1,GL_FLOAT,GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(4);
glBindBuffer(GL_ARRAY_BUFFER, startbuffer);
glVertexAttribPointer(4,4,GL_FLOAT,GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(5);
glBindBuffer(GL_ARRAY_BUFFER, stopbuffer);
glVertexAttribPointer(5,4,GL_FLOAT,GL_FALSE,0,(void*)0);
glEnableVertexAttribArray(6);
glBindBuffer(GL_ARRAY_BUFFER, indexbuffer);
glVertexAttribPointer(6,4,GL_FLOAT,GL_FALSE,0,(void*)0);
glVertexAttribDivisor(0, 0);
glVertexAttribDivisor(1, 1);
glVertexAttribDivisor(2, 1);
glVertexAttribDivisor(3, 1);
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
glVertexAttribDivisor(6, 1);
//glDrawElements(GL_TRIANGLE_STRIP, 14, GL_UNSIGNED_BYTE, (void*)0);
glDrawElementsInstanced(GL_TRIANGLE_STRIP, num_indices, GL_UNSIGNED_BYTE, (void*)0, 3);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(4);
glDisableVertexAttribArray(5);
glDisableVertexAttribArray(6);
}
void cube_GUI() {
/////////////////////////////////////////////////////
// Get available size of the current window (dock) //
// and adjust the texture size if it has changed //
// keep cam_height constant //
/////////////////////////////////////////////////////
ImVec2 size = ImGui::GetContentRegionAvail();
if (textureX != size.x || textureY != size.y) {
textureX = size.x;
textureY = size.y;
cam_width = cam_height*textureX/float(textureY);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureX, textureY, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, textureX, textureY);
}
draw_cube();
ImGuiIO& io = ImGui::GetIO();
static ImVec2 imagePos = ImVec2(textureX/2, textureY/2); // If mouse cursor is outside the screen, use center of image as zoom point
ImVec2 cursorPos = ImGui::GetCursorScreenPos(); // "cursor" is where imgui will draw the image
ImVec2 mousePos = io.MousePos;
//////////////////////////////////////////////////////
// Draw the image/texture, filling the whole window //
//////////////////////////////////////////////////////
//ImGui::Image(reinterpret_cast<ImTextureID>(texture), size, ImVec2(0, 0), ImVec2(1, -1));
ImGui::Image((ImTextureID)((size_t)texture), size, ImVec2(0, 0), ImVec2(1, -1));
bool isHovered = ImGui::IsItemHovered();
bool isLeftClicked = ImGui::IsMouseClicked(0, false);
bool isRightClicked = ImGui::IsMouseClicked(1, false);
bool isFocused = ImGui::IsWindowFocused();
////////////////////////////////////////////////////////////////////////////////////
// So we can move the camera while the mouse cursor is outside the docking window //
// but the button is not released yet //
////////////////////////////////////////////////////////////////////////////////////
static bool clickedLeftWhileHovered = false;
static bool clickedRightWhileHovered = false;
if (isHovered && isLeftClicked) {
clickedLeftWhileHovered = true;
}
if (isHovered && isRightClicked) {
clickedRightWhileHovered = true;
}
/////////////////////////////////////////////////////////////////////////////
// Only do input if the window containing the image is in focus (activaed) //
/////////////////////////////////////////////////////////////////////////////
if (isFocused) {
ImVec2 mouseDelta = io.MouseDelta;
if (clickedLeftWhileHovered) {
clickedLeftWhileHovered = io.MouseDown[0];
if (io.MouseDown[0]) {
cam_x -= mouseDelta.x/size.x*cam_width;
cam_y += mouseDelta.y/size.y*cam_height;
}
}
if (clickedRightWhileHovered) {
clickedRightWhileHovered = io.MouseDown[1];
if (io.MouseDown[1]) {
float degreesPerPixel = 1.0;
rotateX += degreesPerPixel*mouseDelta.y;
rotateY += degreesPerPixel*mouseDelta.x;
}
}
float speed = 3; // 3 units per second
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL)) speed *= 0.1; // slow
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)) speed *= 10.0; // fast
float deltaMoveForward = speed*(glfwGetKey(window, GLFW_KEY_W) - glfwGetKey(window, GLFW_KEY_S));
float deltaMoveRight = speed*(glfwGetKey(window, GLFW_KEY_D) - glfwGetKey(window, GLFW_KEY_A));
float deltaMoveUp = speed*(glfwGetKey(window, GLFW_KEY_E) - glfwGetKey(window, GLFW_KEY_Q));
// move camera...
float dt = io.DeltaTime;
cam_x += dt*deltaMoveRight;
cam_y += dt*deltaMoveUp;
// Zoom...
if (isHovered) {
imagePos = ImVec2(mousePos.x - cursorPos.x, mousePos.y - cursorPos.y);
}
///////////////////////////////////////////////////////////
// Zoom by keeping the mouse cursor at the same location //
// in world coordinates before and after zooming //
///////////////////////////////////////////////////////////
float zoomFactor = powf(0.95f,dt*deltaMoveForward);
float xend = cam_x + imagePos.x*(cam_width)/textureX;
float yend = cam_y + (textureY - imagePos.y)*cam_height/textureY;
cam_x = (1.0-zoomFactor)*xend + zoomFactor*cam_x;
cam_y = (1.0-zoomFactor)*yend + zoomFactor*cam_y;
cam_width *= zoomFactor;
cam_height *= zoomFactor;
if (ImGui::IsMouseDoubleClicked(0)) {
fullscreen = !fullscreen;
}
}
}
int main_menu_GUI() {
//////////////////////
// Placeholder menu //
//////////////////////
int menu_height = 0;
if (ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("New")) {}
if (ImGui::MenuItem("Open", "Ctrl+O")) {}
if (ImGui::BeginMenu("Open Recent"))
{
ImGui::MenuItem("fish_hat.c");
ImGui::MenuItem("fish_hat.inl");
ImGui::MenuItem("fish_hat.h");
if (ImGui::BeginMenu("More.."))
{
ImGui::MenuItem("Hello");
ImGui::MenuItem("Sailor");
ImGui::EndMenu();
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Disabled", false)) // Disabled
{
IM_ASSERT(0);
}
if (ImGui::MenuItem("Fullscreen", NULL, fullscreen)) {fullscreen = !fullscreen;}
if (ImGui::MenuItem("Quit", "Alt+F4")) {}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Edit"))
{
if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item
ImGui::Separator();
if (ImGui::MenuItem("Cut", "CTRL+X")) {}
if (ImGui::MenuItem("Copy", "CTRL+C")) {}
if (ImGui::MenuItem("Paste", "CTRL+V")) {}
ImGui::EndMenu();
}
menu_height = ImGui::GetWindowSize().y;
ImGui::EndMainMenuBar();
}
return menu_height;
}
void do_GUI() {
static bool show_scene1 = true;
static bool show_scene2 = true;
static bool show_scene3 = true;
static bool show_scene4 = true;
static bool show_scene5 = true;
static bool show_scene6 = true;
int menu_height = main_menu_GUI();
if (ImGui::GetIO().DisplaySize.y > 0) {
////////////////////////////////////////////////////
// Setup root docking window //
// taking into account menu height and status bar //
////////////////////////////////////////////////////
auto pos = ImVec2(0, menu_height);
auto size = ImGui::GetIO().DisplaySize;
size.y -= pos.y;
ImGui::RootDock(pos, ImVec2(size.x, size.y - 25.0f));
// Draw status bar (no docking)
ImGui::SetNextWindowSize(ImVec2(size.x, 25.0f), ImGuiSetCond_Always);
ImGui::SetNextWindowPos(ImVec2(0, size.y - 6.0f), ImGuiSetCond_Always);
ImGui::Begin("statusbar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoResize);
ImGui::Text("FPS: %f", ImGui::GetIO().Framerate);
ImGui::End();
}
if (fullscreen) {
ImGui::SetNextWindowSize(ImVec2(resx, resy-menu_height), ImGuiSetCond_Always);
ImGui::SetNextWindowPos(ImVec2(0.0, menu_height), ImGuiSetCond_Always);
if (ImGui::Begin("Fullscreen", &fullscreen, ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoTitleBar)) {
ImVec2 size = ImGui::GetContentRegionAvail();
if (textureX != size.x || textureY != size.y) {
textureX = size.x;
textureY = size.y;
cam_width = cam_height*textureX/float(textureY);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureX, textureY, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, textureX, textureY);
}
cube_GUI();
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
fullscreen = false;
}
}
ImGui::End();
} else {
// Draw docking windows
if (ImGui::BeginDock("Docks", &show_scene1)) {
ImGui::Print(); // print docking information
}
ImGui::EndDock();
if (ImGui::BeginDock("Dummy1", &show_scene2)) {
ImGui::Text("Placeholder!");
}
ImGui::EndDock();
if(ImGui::BeginDock("Dummy2", &show_scene3)) {
ImGui::Text("Placeholder!");
}
ImGui::EndDock();
if(ImGui::BeginDock("Cube", &show_scene4, ImGuiWindowFlags_NoScrollbar)) {
cube_GUI();
}
ImGui::EndDock();
if(ImGui::BeginDock("Dummy3", &show_scene5)) {
ImGui::Text("Placeholder!");
}
ImGui::EndDock();
if (ImGui::BeginDock("StyleEditor", &show_scene6)) {
ImGui::ShowStyleEditor();
}
ImGui::EndDock();
}
}
char *readFile(const char *filename) {
/////////////////////////////////////////////////////////////
// Read content of "filename" and return it as a c-string. //
/////////////////////////////////////////////////////////////
printf("Reading %s\n", filename);
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
printf("Filesize = %d\n", int(fsize));
char *string = (char*)malloc(fsize + 1);
fread(string, fsize, 1, f);
string[fsize] = '\0';
fclose(f);
return string;
}
void CompileShader(const char * file_path, GLuint ShaderID) {
GLint Result = GL_FALSE;
int InfoLogLength;
char *ShaderCode = readFile(file_path);
// Compile Shader
printf("Compiling shader : %s\n", file_path);
glShaderSource(ShaderID, 1, (const char**)&ShaderCode , NULL);
glCompileShader(ShaderID);
// Check Shader
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( Result == GL_FALSE ){
char ShaderErrorMessage[9999];
glGetShaderInfoLog(ShaderID, InfoLogLength, NULL, ShaderErrorMessage);
printf("%s", ShaderErrorMessage);
}
}
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path) {
printf("Creating shaders\n");
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
CompileShader(vertex_file_path, VertexShaderID);
CompileShader(fragment_file_path, FragmentShaderID);
printf("Create and linking program\n");
GLuint program = glCreateProgram();
glAttachShader(program, VertexShaderID);
glAttachShader(program, FragmentShaderID);
glLinkProgram(program);
// Check the program
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(program, GL_LINK_STATUS, &Result);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
GLchar ProgramErrorMessage[9999];
glGetProgramInfoLog(program, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]); fflush(stdout);
}
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return program;
}

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@ -1,298 +0,0 @@
#include <math.h>
#define MIN(a,b) ((a) < (b) ? (a) : (b))
#define MAX(a,b) ((a) > (b) ? (a) : (b))
static const double PI = 4.0*atan(1.0);
struct vec4;
// Declare vec3 and corrensponding operator overloading and functions
// so that i don't have to include a separate library for it (glm.h)
struct vec3 {
float x, y, z;
vec3();
vec3(const float &, const float &, const float &);
vec3(const vec4 &);
};
vec3 operator+(const vec3 &, const vec3 &);
vec3 operator-(const vec3 &, const vec3 &);
vec3 operator-(const vec3 &);
vec3 operator*(const vec3 &, const float &);
vec3 operator*(const float &, const vec3 &);
vec3 normalize(const vec3 &);
float dot(const vec3 &, const vec3 &);
vec3 cross(const vec3 &, const vec3 &);
// Declare vec4 and corrensponding operator overloading and functions
struct vec4 {
float x, y, z, w;
vec4();
vec4(const float &, const float &, const float &, const float &);
vec4(const vec3 &, const float &);
};
vec4 operator+(const vec4 &, const vec4 &);
vec4 operator-(const vec4 &, const vec4 &);
vec4 operator-(const vec4 &);
vec4 operator*(const vec4 &, const float &);
vec4 operator*(const float &, const vec4 &);
vec4 normalize(const vec4 &);
float dot(const vec4 &, const vec4 &);
// Declare mat4 and corrensponding operator overloading and functions
struct mat4 {
union {
struct {float m11, m21, m31, m41, m12, m22, m32, m42, m13, m23, m33, m43, m14, m24, m34, m44;};
float m[16];
float M[4][4];
};
mat4(const float &);
mat4(const vec4 &, const vec4 &, const vec4 &, const vec4 &);
};
vec4 operator*(const mat4 &, const vec4 &);
mat4 operator*(const mat4 &, const mat4 &);
mat4 translate(const vec3 &);
mat4 scale(const vec3 &);
mat4 rotate(const vec3 &, const float &);
mat4 view(const vec3 &, const vec3 &, const vec3 &, const vec3 &);
mat4 lookAt(const vec3 &, const vec3 &, const vec3 &);
mat4 projection(const float &, const float &, const float &, const float &);
mat4 ortho(float x1, float x2, float y1, float y2, float z1, float z2);
vec3::vec3() : x(0.0f), y(0.0f), z(0.0f) {
}
vec3::vec3(const float &x, const float &y, const float &z) : x(x), y(y), z(z) {
}
vec3::vec3(const vec4 &v) : x(v.x), y(v.y), z(v.z) {
}
vec3 operator+(const vec3 &lhs, const vec3 &rhs) {
return vec3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z);
}
vec3 operator-(const vec3 &lhs, const vec3 &rhs) {
return vec3(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z);
}
vec3 operator-(const vec3 &lhs) {
return vec3(-lhs.x, -lhs.y, -lhs.z);
}
vec3 operator*(const vec3 &lhs, const float &rhs) {
return vec3(lhs.x*rhs, lhs.y*rhs, lhs.z*rhs);
}
vec3 operator*(const float &lhs, const vec3 &rhs) {
return vec3(lhs*rhs.x, lhs*rhs.y, lhs*rhs.z);
}
float dot(const vec3 &a, const vec3 &b) {
return a.x*b.x + a.y*b.y + a.z*b.z;
}
vec3 normalize(const vec3 &in) {
float norm = 1.0/sqrt(dot(in, in));
return in*norm;
}
vec3 cross(const vec3 &u, const vec3 &v) {
return vec3(u.y*v.z - u.z*v.y, u.z*v.x - u.x*v.z, u.x*v.y - u.y*v.x);
}
vec4::vec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) {
// vec4 empty constructor
}
vec4::vec4(const float &x, const float &y, const float &z, const float &w) : x(x), y(y), z(z), w(w) {
// vec4 constructor using explicit values
}
vec4::vec4(const vec3 &v, const float &w) : x(v.x), y(v.y), z(v.z), w(w) {
// vec4 constructor using vec3
}
vec4 operator+(const vec4 &lhs, const vec4 &rhs) {
return vec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w);
}
vec4 operator-(const vec4 &lhs, const vec4 &rhs) {
return vec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w);
}
vec4 operator-(const vec4 &lhs) {
return vec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w);
}
vec4 operator*(const vec4 &lhs, const float &rhs) {
return vec4(lhs.x*rhs, lhs.y*rhs, lhs.z*rhs, lhs.w*rhs);
}
vec4 operator*(const float &lhs, const vec4 &rhs) {
return vec4(lhs*rhs.x, lhs*rhs.y, lhs*rhs.z, lhs*rhs.w);
}
float dot(const vec4 &a, const vec4 &b) {
return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
}
vec4 normalize(const vec4 in) {
float norm = 1.0/sqrt(dot(in, in));
return norm*in;
}
mat4::mat4(const float & diag = 1.0f) {
// create diagonal matrix
for (int i = 0; i < 16; i++)
m[i] = ((i / 4) == (i % 4) ? diag : 0.0f);
}
mat4::mat4(const vec4 &a, const vec4 &b, const vec4 &c, const vec4 &d) {
// create matrix from 4 column vectors
m11 = a.x, m12 = b.x, m13 = c.x, m14 = d.x;
m21 = a.y, m22 = b.y, m23 = c.y, m24 = d.y;
m31 = a.z, m32 = b.z, m33 = c.z, m34 = d.z;
m41 = a.w, m42 = b.w, m43 = c.w, m44 = d.w;
}
vec4 operator*(const mat4 &lhs, const vec4 &rhs) {
// matrix-vector product
vec4 out;
out.x = lhs.m11*rhs.x + lhs.m12*rhs.y + lhs.m13*rhs.z + lhs.m14*rhs.w;
out.y = lhs.m21*rhs.x + lhs.m22*rhs.y + lhs.m23*rhs.z + lhs.m24*rhs.w;
out.z = lhs.m31*rhs.x + lhs.m32*rhs.y + lhs.m33*rhs.z + lhs.m34*rhs.w;
out.w = lhs.m41*rhs.x + lhs.m42*rhs.y + lhs.m43*rhs.z + lhs.m44*rhs.w;
return out;
}
mat4 operator*(const mat4 &lhs, const mat4 &rhs) {
mat4 out(0.0f);
for (int j = 0; j < 4; j++) {
for (int i = 0; i < 4; i++) {
for (int k = 0; k < 4; k++) {
out.M[j][i] += lhs.M[k][i]*rhs.M[j][k];
}
}
}
return out;
}
mat4 translate(const vec3 &move) {
// 1 0 0 x
// 0 1 0 y
// 0 0 1 z
// 0 0 0 1
mat4 out(1.0f);
out.m14 = move.x, out.m24 = move.y, out.m34 = move.z;
return out;
}
mat4 scale(const vec3 &scale) {
// x 0 0 0
// 0 y 0 0
// 0 0 z 0
// 0 0 0 1
mat4 out(1.0f);
out.m11 = scale.x;
out.m22 = scale.y;
out.m33 = scale.z;
return out;
}
mat4 rotate(const vec3 &axis, const float &angle) {
vec3 axis_ = normalize(axis);
// Goggle: "Q38: How do I generate a rotation matrix for a selected axis and angle?""
// need to negate the angle
float rcos = cos(-angle*PI/180.0f);
float rsin = sin(-angle*PI/180.0f);
float u = axis_.x;
float v = axis_.y;
float w = axis_.z;
mat4 mat = mat4(1.0f);
mat.m11 = rcos + u*u*(1.0f - rcos);
mat.m12 = w * rsin + v*u*(1.0f - rcos);
mat.m13 = -v * rsin + w*u*(1.0f - rcos);
mat.m21 = -w * rsin + u*v*(1.0f - rcos);
mat.m22 = rcos + v*v*(1.0f - rcos);
mat.m23 = u * rsin + w*v*(1.0f - rcos);
mat.m31 = v * rsin + u*w*(1.0f - rcos);
mat.m32 = -u * rsin + v*w*(1.0f - rcos);
mat.m33 = rcos + w*w*(1.0f - rcos);
return mat;
}
mat4 view(const vec3 &r, const vec3 &u, const vec3 &f, const vec3 &p) {
// multiply the model matrix by this matrix to transform a vertex
// into camera space
//
// rx ry rz -dot(r,p)
// ux uy uz -dot(u,p)
// -fx -fy -fz dot(f,p)
// 0 0 0 1
mat4 mat(1.0f);
mat.m11 = r.x, mat.m12 = r.y, mat.m13 = r.z, mat.m14 = -dot(r, p);
mat.m21 = u.x, mat.m22 = u.y, mat.m23 = u.z, mat.m24 = -dot(u, p);
mat.m31 = -f.x, mat.m32 = -f.y, mat.m33 = -f.z, mat.m34 = dot(f, p);
return mat;
}
mat4 lookAt(const vec3 &eye, const vec3 &center, const vec3 &up) {
// Convert camera direction to a right handed coordinate system
// with one vector pointing in the direction of the camera (y-axis),
// one vector poiting to the "right" of this one (x-axis)
// and one orthogonal to these two, the "up" axis (z-axis). r x f = u
//
// These are automatically normalized. "Easily" derived by hand.
// Physicist notation is used, i.e. theta is the polar axis.
vec3 f = normalize(vec3(center.x - eye.x, center.y - eye.y, center.z - eye.z));
vec3 u = normalize(up);
vec3 r = normalize(cross(f,u));
u = cross(r,f);
return view(r, u ,f, eye);
}
mat4 projection(const float &fov, const float &ratio, const float &zmin, const float &zmax) {
// transforms camera space into clip space, perspective projection.
// Multiply with modelView to make modelViewProjection matrix (MVP)
//
// f/ratio 0 0 0
// 0 f 0 0
// 0 0 (zmax + zmin)/(zmin - zmax) 2*zmax*zmin/(zmin - zmax)
// 0 0 -1 0
mat4 out(0.0f);
float f = 1.0/tan(fov*PI/180.0/2.0);
out.m11 = f/ratio;
out.m22 = f;
out.m33 = (zmax + zmin)/(zmin - zmax);
out.m34 = 2*zmax*zmin/(zmin - zmax);
out.m43 = -1.0;
return out;
}
// https://msdn.microsoft.com/en-us/library/windows/desktop/dd373965(v=vs.85).aspx
mat4 ortho(float l, float r, float b, float t, float n, float f) {
mat4 out(1.0f);
out.m11 = 2/(r-l);
out.m22 = 2/(t-b);
out.m33 = -2/(f-n);
out.m14 = -(r+l)/(r-l);
out.m24 = -(t+b)/(t-b);
out.m34 = -(f+n)/(f-n);
return out;
}

File diff suppressed because it is too large Load Diff

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@ -1,38 +0,0 @@
#version 330 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 instanceSize;
layout(location = 2) in vec3 instancePosition;
layout(location = 3) in float instanceRotation;
layout(location = 4) in vec4 instanceStart;
layout(location = 5) in vec4 instanceStop;
layout(location = 6) in vec4 instanceIndex;
uniform mat4 MVP;
out vec3 pos; // to fragment shader
#define M_PI 3.1415926535897932384626433832795
out vec4 start;
out vec4 stop;
out vec4 clusterIndex;
void main() {
vec3 new_pos = vertexPosition*instanceSize;
float cost = cos(instanceRotation*M_PI/180.0);
float sint = sin(instanceRotation*M_PI/180.0);
float x = new_pos.x * cost - new_pos.y * sint;
float y = new_pos.x * sint + new_pos.y * cost;
new_pos.x = x;
new_pos.y = y;
new_pos = new_pos + instancePosition;
gl_Position = MVP * vec4(new_pos, 1.0);
pos = vertexPosition;
start = instanceStart*2-1;
stop = instanceStop*2-1;
clusterIndex = instanceIndex;
}

27
notes.txt Normal file
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gltf model rendering:
AssetFile::DrawModel (program):
* loop over all scene nodes
* call DrawNode()
* assembles matrix for the node
- either via mat44
- or assemble mat44 from SRT
* if have mesh
call DrawMesh()
* loop over all primitives
* gather primitive attributes
- get dimension
- get attribute type (position, normal, texcoord)
- get stride
- set attribute pointer
- enable attribute
* get accessor
* bind buffer using accessor
* get primitive mode
* draw array using primitive mode and accessor
* disable attributes
* if children
recurse DrawNode()

8
scripts/trigger_reload.sh Executable file
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@ -0,0 +1,8 @@
#!/bin/bash
PIDS=$(ps a | grep $1 | egrep -v "grep|$0" | sed -s 's/^\s//' | cut -d " " -f 1)
echo "PIDs: '$PIDS'"
for p in $PIDS; do
kill -s USR1 $p
done