96 lines
2.6 KiB
C++

#include <glad/glad.h> // Include GLAD before GLFW
#include <GLFW/glfw3.h>
#include <iostream>
// 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<GLADloadproc>(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;
}