#include "demo.hpp" #include "stb_image.h" #include #include #include #include #include #include #include #include #include #include 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 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(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", (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