#include "demo.hpp" #include "gl_context.hpp" #include "imgui_context.hpp" #include "sdl_context.hpp" #include "sdl_main_window.hpp" #include "stb_image.h" #include #include #include #include #include #include #include #include #include #include #include namespace bookmouse { using fud::assertFail; // Simple helper function to load an image into a OpenGL texture with common settings bool LoadTextureFromMemory( // force newline 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( // force (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( // force "Got result: {} pixels per row of {} scanlines with {} channels", width, height, channelsInFile); // Create a OpenGL texture identifier GLuint imageTexture; glGenTextures(1, &imageTexture); glBindTexture(GL_TEXTURE_2D, imageTexture); // 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( // force GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); stbi_image_free(image_data); *out_texture = imageTexture; *out_width = width; *out_height = height; return true; } // Open and read a file, then forward to LoadTextureFromMemory() bool LoadTextureFromFile( // force 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::FudStatus; if (fileResult == FudStatus::Failure) { spdlog::error("can't open {}", filename.c_str()); // return err(ImageError::FileError); return false; } auto fileSizeResult = inFile.size(); if (fileSizeResult.isError()) { spdlog::error( // force "bad file size {} {}", filename.c_str(), FudStatusToString(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 fileData{}; fileData.resize(fileSize); auto readResult = inFile.read(fileData.data(), fileSize, fileSize); if (readResult.status != FudStatus::Success) { spdlog::error( // force "bad read {} {}", filename.c_str(), FudStatusToString(readResult.status)); return false; } bool ret = LoadTextureFromMemory( // force fileData.data(), fileSize, out_texture, out_width, out_height); return ret; } int demo(const fud::String& m_filename) { SdlContext sdlContext{}; SdlMainWindow mainWindow{sdlContext}; GlContext glContext{mainWindow}; ImguiContext imguiContext{glContext, sdlContext, mainWindow}; // Setup Platform/Renderer backends int my_image_width = 0; int my_image_height = 0; GLuint my_image_texture = 0; bool ret = LoadTextureFromFile( // force m_filename, &my_image_texture, &my_image_width, &my_image_height); fudAssert(ret); // 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; while (!done) { // 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(mainWindow.window())) { done = true; } } if (SDL_GetWindowFlags(mainWindow.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(my_image_width), static_cast(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", &clear_color.x); // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) counter++; ImGui::SameLine(); ImGui::Text("counter = %d", counter); auto framerate = imguiContext.getIO().Framerate; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / framerate, 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(); const auto& imguiIO = imguiContext.getIO(); glViewport(0, 0, static_cast(imguiIO.DisplaySize.x), static_cast(imguiIO.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(mainWindow.window()); } // return ImageResult::okay(image); return 0; } } // namespace bookmouse // (* 3840 2160) 8294400 // (* 2 2560 1440) 7372800