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Diffstat (limited to 'src/demo.cpp')
-rw-r--r-- | src/demo.cpp | 324 |
1 files changed, 324 insertions, 0 deletions
diff --git a/src/demo.cpp b/src/demo.cpp new file mode 100644 index 0000000..c571006 --- /dev/null +++ b/src/demo.cpp @@ -0,0 +1,324 @@ +#include "demo.hpp" + +#include "stb_image.h" + +#include <SDL.h> +#include <SDL_opengl.h> +#include <cstdio> +#include <fud_c_file.hpp> +#include <fud_string.hpp> +#include <imgui/imgui.h> +#include <imgui/imgui_impl_opengl3.h> +#include <imgui/imgui_impl_sdl2.h> +#include <spdlog/spdlog.h> +#include <vector> + +namespace bookworm { + +// Simple helper function to load an image into a OpenGL texture with common settings +bool LoadTextureFromMemory(const void* data, size_t data_size, GLuint* out_texture, int* out_width, int* out_height) +{ + // Load from file + int width = 0; + int height = 0; + int channelsInFile = 4; + unsigned char* + image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &width, &height, nullptr, 4); + if (image_data == nullptr) { + spdlog::error("Failed to get data from"); + return false; + } + + spdlog::info("Got result: {} pixels per row of {} scanlines with {} channels", width, height, channelsInFile); + + // Create a OpenGL texture identifier + GLuint image_texture; + glGenTextures(1, &image_texture); + glBindTexture(GL_TEXTURE_2D, image_texture); + + // Setup filtering parameters for display + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // Upload pixels into texture + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); + stbi_image_free(image_data); + + *out_texture = image_texture; + *out_width = width; + *out_height = height; + + return true; +} + +// Open and read a file, then forward to LoadTextureFromMemory() +bool LoadTextureFromFile(const fud::String& filename, GLuint* out_texture, int* out_width, int* out_height) +{ + fud::CBinaryFile inFile{filename, fud::CFileMode::ReadOnly}; + auto fileResult = inFile.open(); + using fud::FileStatus; + if (fileResult == FileStatus::Error) { + spdlog::error("can't open {}", filename.c_str()); + // return err(ImageError::FileError); + return false; + } + + auto fileSizeResult = inFile.size(); + if (fileSizeResult.isError()) { + spdlog::error("bad file size {} {}", filename.c_str(), FileStatusToString(fileSizeResult.getError())); + return false; + } + auto fileSize = fileSizeResult.getOkay(); + + auto* filePtr = inFile.file(); + if (filePtr == nullptr) { + spdlog::error("File associated with {} returned nullptr", filename.c_str()); + // return err(ImageError::FileError); + return false; + } + + std::vector<char> fileData{}; + fileData.resize(fileSize); + + auto readStatus = inFile.read(fileData.data(), fileSize, fileSize); + if (readStatus != FileStatus::Success) { + spdlog::error("bad read {} {}", filename.c_str(), FileStatusToString(readStatus)); + return false; + } + + bool ret = LoadTextureFromMemory(fileData.data(), fileSize, out_texture, out_width, out_height); + return ret; +} + +int demo(const fud::String& m_filename) +{ + + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | + SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow( + "Dear ImGui SDL2+OpenGL3 example", + SDL_WINDOWPOS_CENTERED, + SDL_WINDOWPOS_CENTERED, + 1280, + 720, + window_flags); + if (window == nullptr) { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + // ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + + int my_image_width = 0; + int my_image_height = 0; + GLuint my_image_texture = 0; + bool ret = LoadTextureFromFile(m_filename, &my_image_texture, &my_image_width, &my_image_height); + IM_ASSERT(ret); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use + // ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your + // application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling + // ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double + // backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See + // Makefile.emscripten for details. + // io.Fonts->AddFontDefault(); + // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + // ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, + // io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != nullptr); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the + // imgui.ini file. You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your + // inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or + // clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or + // clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those + // two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && + event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) { + SDL_Delay(10); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code + // to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + ImGui::Begin("OpenGL Texture Text"); + ImGui::Text("pointer = %x", my_image_texture); + ImGui::Text("size = %d x %d", my_image_width, my_image_height); + ImGui::Image( + (void*)(intptr_t)my_image_texture, + ImVec2(static_cast<float>(my_image_width), static_cast<float>(my_image_height))); + ImGui::End(); + + static float f = 0.0f; + static int counter = 0; + + // Create a window called "Hello, world!" and append into it. + ImGui::Begin("Hello, world!"); + + // Display some text (you can use a format strings too) + ImGui::Text("This is some useful text."); + // Edit bools storing our window open/close state + ImGui::Checkbox("Demo Window", &show_demo_window); + ImGui::Checkbox("Another Window", &show_another_window); + + // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + // Edit 3 floats representing a color + ImGui::ColorEdit3("clear color", (float*)&clear_color); + + // Buttons return true when clicked (most widgets return true when edited/activated) + if (ImGui::Button("Button")) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) { + // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when + // clicked) + ImGui::Begin("Another Window", &show_another_window); + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor( + clear_color.x * clear_color.w, + clear_color.y * clear_color.w, + clear_color.z * clear_color.w, + clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + SDL_GL_SwapWindow(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + // return ImageResult::okay(image); + + return 0; +} + +} // namespace bookworm |