#include // Include GLAD before GLFW #include #include // ImGui includes #include "imgui/imgui.h" #include "imgui/imgui_impl_glfw.h" #include "imgui/imgui_impl_opengl3.h" // Callback to resize the viewport when the window is resized void framebuffer_size_callback(GLFWwindow *window, int width, int height) { (void)window; // Unused parameter glViewport(0, 0, width, height); } int main() { // 1. Initialize GLFW glfwInit(); // Set OpenGL version to 3.3 Core Profile - For MacOS, you may need to uncomment the next line glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ const char* glsl_version = "#version 330"; glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac #endif // 2. Create the Window GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // 3. Initialize GLAD (Load function pointers) if (!gladLoadGLLoader(reinterpret_cast(glfwGetProcAddress))) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // --- ImGui Setup Start --- IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO &io = ImGui::GetIO(); (void)io; // Setup Dear ImGui style ImGui::StyleColorsDark(); // ImGui::StyleColorsLight(); // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); // 4. The Render Loop while (!glfwWindowShouldClose(window)) { // Input if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); // --- ImGui Frame Start --- ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); // Create a simple window ImGui::Begin("Settings"); ImGui::Text("Hello from Dear ImGui!"); ImGui::End(); // --- ImGui Frame End --- // Rendering commands here 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()); // Swap buffers and poll IO events glfwSwapBuffers(window); glfwPollEvents(); } // 5. Clean up ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); return 0; }