Improved openGL and ImGUI implementation
This commit is contained in:
parent
2364038c5c
commit
645faf6546
@ -1,8 +0,0 @@
|
|||||||
[Window][Debug##Default]
|
|
||||||
Pos=60,60
|
|
||||||
Size=400,400
|
|
||||||
|
|
||||||
[Window][Settings]
|
|
||||||
Pos=60,60
|
|
||||||
Size=170,48
|
|
||||||
|
|
||||||
@ -6,7 +6,7 @@
|
|||||||
extern "C" {
|
extern "C" {
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
char* readFile(const char* filePath);
|
char* read_file(const char* filePath);
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
}
|
}
|
||||||
|
|||||||
8
include/main.h
Normal file
8
include/main.h
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
#ifndef MAIN_H
|
||||||
|
#define MAIN_H
|
||||||
|
|
||||||
|
#include <glad/glad.h> // Include GLAD before GLFW
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#endif // MAIN_H
|
||||||
@ -1,6 +1,6 @@
|
|||||||
#include "io.h"
|
#include "io.h"
|
||||||
|
|
||||||
char* readFile(const char* filePath) {
|
char* read_file(const char* filePath) {
|
||||||
FILE* file = fopen(filePath, "rb");
|
FILE* file = fopen(filePath, "rb");
|
||||||
if (file == NULL) {
|
if (file == NULL) {
|
||||||
fprintf(stderr, "Error: Could not open file %s\n", filePath);
|
fprintf(stderr, "Error: Could not open file %s\n", filePath);
|
||||||
|
|||||||
166
source/main.cpp
166
source/main.cpp
@ -1,7 +1,4 @@
|
|||||||
#include <glad/glad.h> // Include GLAD before GLFW
|
#include "main.h"
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
#include "io.h"
|
#include "io.h"
|
||||||
|
|
||||||
// ImGui includes
|
// ImGui includes
|
||||||
@ -9,103 +6,124 @@
|
|||||||
#include "imgui/imgui_impl_glfw.h"
|
#include "imgui/imgui_impl_glfw.h"
|
||||||
#include "imgui/imgui_impl_opengl3.h"
|
#include "imgui/imgui_impl_opengl3.h"
|
||||||
|
|
||||||
char* fragmentShaderFile = "./source/shader/fragment.glsl";
|
const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl";
|
||||||
char* vertexShaderFile = "./source/shader/vertex.glsl";
|
const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl";
|
||||||
|
|
||||||
|
const char PROGRAM_NAME[] = "ImGui OpenGL Example";
|
||||||
|
|
||||||
const unsigned int SCR_WIDTH = 1920;
|
const unsigned int SCR_WIDTH = 1920;
|
||||||
const unsigned int SCR_HEIGHT = 1080;
|
const unsigned int SCR_HEIGHT = 1080;
|
||||||
|
const char *glsl_version;
|
||||||
|
|
||||||
// Callback to resize the viewport when the window is resized
|
GLFWwindow *window;
|
||||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
unsigned int VBO, VAO;
|
||||||
(void)window; // Unused parameter
|
unsigned int shader;
|
||||||
glViewport(0, 0, width, height);
|
|
||||||
}
|
|
||||||
|
|
||||||
int main() {
|
__attribute__((constructor)) static void init_glfw(void) {
|
||||||
glfwInit();
|
if (!glfwInit()) {
|
||||||
|
fprintf(stderr, "GLFW initialization failed\n");
|
||||||
|
abort(); // program cannot continue
|
||||||
|
}
|
||||||
|
#ifdef __APPLE__
|
||||||
|
glsl_version = "#version 330";
|
||||||
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
||||||
|
#else
|
||||||
|
glsl_version = "#version 130";
|
||||||
|
#endif
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
#ifdef __APPLE__
|
window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, PROGRAM_NAME, NULL, NULL);
|
||||||
const char* glsl_version = "#version 330";
|
|
||||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
|
||||||
#endif
|
|
||||||
|
|
||||||
GLFWwindow *window = glfwCreateWindow( SCR_WIDTH, SCR_HEIGHT , "OpenGLTemplate", NULL, NULL);
|
|
||||||
if (window == NULL) {
|
if (window == NULL) {
|
||||||
std::cout << "Failed to create GLFW window" << std::endl;
|
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return -1;
|
fprintf(stderr, "Failed to create GLFW window\n");
|
||||||
|
abort(); // program cannot continue
|
||||||
}
|
}
|
||||||
|
|
||||||
glfwMakeContextCurrent(window);
|
glfwMakeContextCurrent(window);
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSwapInterval(1); // Enable vsync
|
||||||
|
|
||||||
if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress))) {
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
return -1;
|
glfwTerminate();
|
||||||
}
|
}
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
|
||||||
// Compile shaders
|
glGenVertexArrays(1, &VAO);
|
||||||
char* vertexShaderSource = readFile(vertexShaderFile);
|
glBindVertexArray(VAO);
|
||||||
char* fragmentShaderSource = readFile(fragmentShaderFile);
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
|
||||||
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
glEnableVertexAttribArray(0);
|
||||||
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
|
||||||
glCompileShader(vertexShader);
|
|
||||||
|
|
||||||
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE);
|
||||||
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
char *fragment_shader_source = read_file(FRAGMENT_SHADER_SOURCE);
|
||||||
glCompileShader(fragmentShader);
|
|
||||||
|
|
||||||
unsigned int shaderProgram = glCreateProgram();
|
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
glAttachShader(shaderProgram, vertexShader);
|
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
|
||||||
glAttachShader(shaderProgram, fragmentShader);
|
glCompileShader(vertex_shader);
|
||||||
glLinkProgram(shaderProgram);
|
|
||||||
|
|
||||||
glDeleteShader(vertexShader);
|
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
glDeleteShader(fragmentShader);
|
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
|
||||||
|
glCompileShader(fragment_shader);
|
||||||
|
|
||||||
delete[] vertexShaderSource;
|
shader = glCreateProgram();
|
||||||
delete[] fragmentShaderSource;
|
glAttachShader(shader, vertex_shader);
|
||||||
|
glAttachShader(shader, fragment_shader);
|
||||||
|
glLinkProgram(shader);
|
||||||
|
|
||||||
// --- ImGui Setup Start ---
|
glDeleteShader(vertex_shader);
|
||||||
IMGUI_CHECKVERSION();
|
glDeleteShader(fragment_shader);
|
||||||
ImGui::CreateContext();
|
|
||||||
ImGuiIO &io = ImGui::GetIO();
|
free(vertex_shader_source);
|
||||||
(void)io;
|
free(fragment_shader_source);
|
||||||
ImGui::StyleColorsDark();
|
}
|
||||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
|
||||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
__attribute__((destructor)) static void shutdown_glfw(void) {
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glfwDestroyWindow(window);
|
||||||
|
glfwTerminate();
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline void init_imgui() {
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
|
ImGui::CreateContext();
|
||||||
|
ImGui::StyleColorsDark();
|
||||||
|
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||||
|
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||||
|
}
|
||||||
|
|
||||||
|
int main() {
|
||||||
|
init_imgui();
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(window)) {
|
while (!glfwWindowShouldClose(window)) {
|
||||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
// Poll events
|
||||||
glfwSetWindowShouldClose(window, true);
|
|
||||||
|
|
||||||
ImGui_ImplOpenGL3_NewFrame();
|
|
||||||
ImGui_ImplGlfw_NewFrame();
|
|
||||||
ImGui::NewFrame();
|
|
||||||
|
|
||||||
ImGui::Begin("Settings");
|
|
||||||
ImGui::Text("FPS: %.1f", static_cast<double>(ImGui::GetIO().Framerate));
|
|
||||||
ImGui::End();
|
|
||||||
glUseProgram(shaderProgram);
|
|
||||||
|
|
||||||
glClearColor(0.01f, 0.01f, 0.01f, 1.0f); // Set clear color (Dark Gray)
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT); // Clear the screen
|
|
||||||
|
|
||||||
|
|
||||||
ImGui::Render();
|
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
|
||||||
|
// Start ImGui frame
|
||||||
|
ImGui_ImplOpenGL3_NewFrame();
|
||||||
|
ImGui_ImplGlfw_NewFrame();
|
||||||
|
ImGui::NewFrame();
|
||||||
|
|
||||||
|
// Create ImGui window
|
||||||
|
ImGui::Begin("Debug");
|
||||||
|
ImGui::Text("FPS: %.1f", static_cast<double>(ImGui::GetIO().Framerate));
|
||||||
|
ImGui::End();
|
||||||
|
|
||||||
|
// Render
|
||||||
|
glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// Render ImGui
|
||||||
|
ImGui::Render();
|
||||||
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
|
||||||
|
// Swap buffers
|
||||||
|
glfwSwapBuffers(window);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 5. Clean up
|
|
||||||
ImGui_ImplOpenGL3_Shutdown();
|
|
||||||
ImGui_ImplGlfw_Shutdown();
|
|
||||||
ImGui::DestroyContext();
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user