#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. #include //#include #include "Globals.h" #include #include #include #include #include #include #include "Timer.h" #include "RuntimeModuleManager.h" #include "imgui/imgui.h" #include "imgui_dock.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include "FileModificationObserver.h" #include "Serializer.h" Timer* gTimer = nullptr; Renderer* gRenderer = nullptr; GLFWwindow* gWindow = nullptr; RuntimeModuleManager* gModuleManager = nullptr; WriteSerializer* gWriteSerializer = nullptr; ReadSerializer* gReadSerializer = nullptr; GuiInputState* gGuiInputState = nullptr; FileModificationObserver* gFileModificationObserver = nullptr; double gTimeAtStart = 0; double mouse_scroll_x = 0.; double mouse_scroll_y = 0.; bool show_dock_1 = true; bool show_dock_2 = true; bool show_dock_3 = true; using namespace std; static void error_callback(int error, const char* description) { fprintf(stderr, "Error (%d): %s\n", error, description); } static void opengl_error_callback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) { // gLog ("OpenGL Error: %s type %0x%x, severity = 0x%x, message = %s", // ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ), // type, severity, message ); } static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GLFW_TRUE); } void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { mouse_scroll_x += xoffset; mouse_scroll_y += yoffset; } void handle_mouse () { if (!glfwGetWindowAttrib(gWindow, GLFW_FOCUSED)) { return; } if (glfwGetMouseButton(gWindow, 1)) { glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED); } else { glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } double mouse_x, mouse_y; glfwGetCursorPos(gWindow, &mouse_x, &mouse_y); gGuiInputState->mousedX = mouse_x - gGuiInputState->mouseX; gGuiInputState->mousedY = mouse_y - gGuiInputState->mouseY; gGuiInputState->mouseX = mouse_x; gGuiInputState->mouseY = mouse_y; gGuiInputState->mouseScroll = mouse_scroll_y; gGuiInputState->mouseButton = glfwGetMouseButton(gWindow, 0) + (glfwGetMouseButton(gWindow, 1) << 1) + (glfwGetMouseButton(gWindow, 2) << 2); } int main(void) { gTimeAtStart = gGetCurrentTime(); std::cout << "Time at start: " << gTimeAtStart << std::endl; LoggingInit(); WriteSerializer out_serializer; ReadSerializer in_serializer; // Initialize GLFW glfwSetErrorCallback(error_callback); glfwInit(); const char* glsl_version = "#version 130"; glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_SAMPLES, 16); // glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #if __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif gWindow = glfwCreateWindow(800, 600, "ProtoT", NULL, NULL); assert(gWindow != NULL); glfwMakeContextCurrent(gWindow); glfwSwapInterval(1); // Initialize OpenGL loader gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); glfwSetKeyCallback(gWindow, key_callback); glfwSetScrollCallback (gWindow, mouse_scroll_callback); std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl; std::cout << "GLSL Version : " << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl; // During init, enable debug output // glEnable ( GL_DEBUG_OUTPUT ); // glDebugMessageCallback( (GLDEBUGPROC) opengl_error_callback, 0 ); // imgui initialization. IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; GuiInputState gui_input_state; gGuiInputState = &gui_input_state; ImGui_ImplGlfw_InitForOpenGL(gWindow, true); ImGui_ImplOpenGL3_Init(glsl_version); // Setup Style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); ImGuiStyle& style = ImGui::GetStyle(); style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha // FileModificationObserver FileModificationObserver file_modification_observer; gFileModificationObserver = &file_modification_observer; // Timer Timer timer; gTimer = &timer; timer.mCurrentTime = 0.0f; timer.mDeltaTime = 0.0f; printf("Initializing ModuleManager...\n"); RuntimeModuleManager module_manager; module_manager.RegisterModule("src/modules/libRenderModule.so"); module_manager.RegisterModule("src/modules/libTestModule.so"); // module_manager.RegisterModule("src/modules/libCharacterModule.so"); // Setup global variables gModuleManager = &module_manager; gWriteSerializer = &out_serializer; gReadSerializer = &in_serializer; // Load modules module_manager.LoadModules(); double frame_time_last = glfwGetTime(); double frame_time_current = frame_time_last; double frame_delta_time = 0.0; uint64_t frame_counter = 0; bool show_demo_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); while(!glfwWindowShouldClose(gWindow)) { frame_counter++; // Start the imgui frame such that widgets can be submitted handle_mouse(); glfwPollEvents(); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); if (module_manager.CheckModulesChanged()) { gLog("Detected module update at frame %d. Unloading all modules.", frame_counter); module_manager.UnloadModules(); // We need to sleep to make sure we load the new files module_manager.LoadModules(); } frame_time_last = frame_time_current; frame_time_current = glfwGetTime(); frame_delta_time = frame_time_current - frame_time_last; gTimer->mFrameTime = (float)(frame_delta_time); if (!gTimer->mPaused) { gTimer->mDeltaTime = gTimer->mFrameTime; gTimer->mCurrentTime = gTimer->mCurrentTime + gTimer->mDeltaTime; } else { gTimer->mDeltaTime = 0.0f; } assert (gTimer->mDeltaTime >= 0.0f); int width, height; ImGui::BeginMainMenuBar(); if (ImGui::BeginMenu("Dialogs")) { ImGui::Checkbox("ImGui Demo", &show_demo_window); ImGui::EndMenu(); } float menu_bar_height = ImGui::GetWindowHeight(); ImGui::EndMainMenuBar(); if (show_demo_window) ImGui::ShowDemoWindow(); static bool opt_fullscreen_persistant = true; static ImGuiDockNodeFlags opt_flags = ImGuiDockNodeFlags_None; bool opt_fullscreen = opt_fullscreen_persistant; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, // because it would be confusing to have two docking targets within each others. ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->Pos); ImGui::SetNextWindowSize(viewport->Size); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } // When using ImGuiDockNodeFlags_PassthruDockspace, DockSpace() will render our background and handle the pass-thru hole, so we ask Begin() to not render a background. if (opt_flags & ImGuiDockNodeFlags_PassthruDockspace) window_flags |= ImGuiWindowFlags_NoBackground; ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace Demo", NULL, window_flags); ImGui::PopStyleVar(); if (opt_fullscreen) ImGui::PopStyleVar(2); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGuiID dockspace_id = ImGui::GetID("MyDockspace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), opt_flags); } else { gLog("Error: no docking not enabled"); } ImGui::End(); module_manager.Update(gTimer->mDeltaTime); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Rendering ImGui::Render(); int display_w, display_h; glfwMakeContextCurrent(gWindow); glfwGetFramebufferSize(gWindow, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImDrawData* draw_data = ImGui::GetDrawData(); assert (draw_data != NULL); ImGui_ImplOpenGL3_RenderDrawData(draw_data); // Update and Render additional Platform Windows if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } glfwMakeContextCurrent(gWindow); glfwSwapBuffers(gWindow); // Send the application to sleep if we have some time left for this frame double frame_target_time = 1.0 / module_manager.mTargetFPS; if (frame_delta_time < frame_target_time) { usleep ((frame_target_time - frame_delta_time) * 1000000 * 0.98); } if (glfwGetKey(gWindow, GLFW_KEY_F5) == GLFW_PRESS) { gFileModificationObserver->Update(); } } module_manager.UnregisterModules(); gRenderer = nullptr; ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); }