Dear 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).
https://github.com/ocornut/imgui
// |>----------<>----------<>----------<>----------<>----------<|
// |> ImGUI <|
// |>----------<>----------<>----------<>----------<>----------<|
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 440");
//ImGui variables:
//bool show_demo_window = true;
//bool show_another_window = false;
float clear_color[]{ 0.45f, 0.55f, 0.60f, 1.00f };
// |>----------<>----------<>----------<>----------<>----------<|
// |> RENDER LOOP <|
// |>----------<>----------<>----------<>----------<>----------<|
// render imgui
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("test");
ImGui::ColorEdit4("bg color", clear_color);
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <string>
#include <iostream>
#include "Shader.h"
#include "VertexArray.h"
#include "VertexBuffer.h"
#include "IndexBuffer.h"
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
void processInput(GLFWwindow* window);
void size_callback(GLFWwindow* window, int width, int height);
GLFWwindow* create_GLFWwindow(float width, float height, std::string title);
void init_glad();
Shader shader;
float SCR_WIDTH = 640, SCR_HEIGHT = 480;
std::string SCR_TITLE = "My 3D App";
glm::mat4 proj, view, model;
float currentFrame, lastFrame, deltaTime;
int main() {
GLFWwindow* window = create_GLFWwindow(SCR_WIDTH, SCR_HEIGHT, SCR_TITLE);
init_glad();
shader.Compile();
shader.Bind();
// |>----------<>----------<>----------<>----------<>----------<|
// |> DEFINE VERTICES <|
// |>----------<>----------<>----------<>----------<>----------<|
float vertices[]{
-100.0f, -100.0f, 0.0f, 0.0f,// 0 - bottom left
100.0f, -100.0f, 1.0f, 0.0f,// 1 - bottom right
100.0f, 100.0f, 1.0f, 1.0f,// 2 - top right
-100.0f, 100.0f, 0.0f, 1.0f,// 3 - top left
};
//for (float& i : vertices) i *= 200; // we scale our shape
unsigned int indices[] = {
0, 1, 2, // first Triangle
0, 2, 3 // second Triangle
};
unsigned int layout[]{ 2, GL_FLOAT,2,GL_FLOAT };
VertexArray va; va.Bind();
VertexBuffer vb(&vertices[0], sizeof(vertices));
IndexBuffer ib(indices, sizeof(indices));
vb.setLayout(layout,sizeof(layout));
va.Unbind();
// |>----------<>----------<>----------<>----------<>----------<|
// |> TEXTURE <|
// |>----------<>----------<>----------<>----------<>----------<|
// load and create a texture
unsigned int texture1;
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
unsigned char* data = stbi_load("res/horse-face.png", &width, &height, &nrChannels, 0);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
shader.SetUniform1i("texture1", 0);
// enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// |>----------<>----------<>----------<>----------<>----------<|
// |> CAMERA <|
// |>----------<>----------<>----------<>----------<>----------<|
// set our initial values
float w = SCR_WIDTH;
float h = SCR_HEIGHT;
proj = glm::ortho(0.0f, w, 0.0f, h, -1.0f, 1.0f);
view = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 0));
model = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 0));
glm::mat4 mvp = proj * view * model;
shader.setUniformMat4f("u_MVP", mvp); // update our uniform
// |>----------<>----------<>----------<>----------<>----------<|
// |> ImGUI <|
// |>----------<>----------<>----------<>----------<>----------<|
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 440");
//ImGui variables:
//bool show_demo_window = true;
//bool show_another_window = false;
float clear_color[]{ 0.45f, 0.55f, 0.60f, 1.00f };
// |>----------<>----------<>----------<>----------<>----------<|
// |> RENDER LOOP <|
// |>----------<>----------<>----------<>----------<>----------<|
va.Bind();
while (!glfwWindowShouldClose(window)) {
// per-frame time logic
// --------------------
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
// clear
glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
glClear(GL_COLOR_BUFFER_BIT);
// update and redraw model matrix 9 times
for(int i = 0; i<3; i++)
for (int j = 0; j < 3; j++) {
model = glm::translate(glm::mat4(1.0f), glm::vec3(i * 250, j * 250, 0));
glm::mat4 mvp = proj * view * model;
shader.setUniformMat4f("u_MVP", mvp);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}
// render imgui
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("test");
ImGui::ColorEdit4("bg color", clear_color);
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
}
}
void processInput(GLFWwindow* window){
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = static_cast<float>(250 * deltaTime);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
view = glm::translate(view, glm::vec3(0, -1, 0) * cameraSpeed);
else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
view = glm::translate(view, glm::vec3(0, 1, 0) * cameraSpeed);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
view = glm::translate(view, glm::vec3(1, 0, 0) * cameraSpeed);
else if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
view = glm::translate(view, glm::vec3(-1, 0, 0) * cameraSpeed);
glm::mat4 mvp = proj * view * model;
shader.setUniformMat4f("u_MVP", mvp);
}
void size_callback(GLFWwindow* window, int width, int height) {
std::cout << "New width: " << width << "\theight: " << height << std::endl;
// update the projection matrix
float f = width, h = height;
proj = glm::ortho(0.0f, f, 0.0f, h, -1.0f, 1.0f);
glm::mat4 mvp = proj * view * model;
shader.setUniformMat4f("u_MVP", mvp);
glViewport(0, 0, width, height);
}
GLFWwindow* create_GLFWwindow(float width, float height, std::string title){
// |>----------<>----------<>----------<>----------<>----------<|
// |> CREATE GLFW WINDOW <|
// |>----------<>----------<>----------<>----------<>----------<|
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
//return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwSetFramebufferSizeCallback(window, size_callback); // we bind callback to our size_callback func.
return window;
}
void init_glad(){
// |>----------<>----------<>----------<>----------<>----------<|
// |> LOAD OPENGL FUNCTION POINTERS <|
// |>----------<>----------<>----------<>----------<>----------<|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
exit(EXIT_FAILURE);
}
}
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