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#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 <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 bookmouse {
// 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 readResult = inFile.read(fileData.data(), fileSize, fileSize);
if (readResult.status != FileStatus::Success) {
spdlog::error("bad read {} {}", filename.c_str(), FileStatusToString(readResult.status));
return false;
}
bool ret = LoadTextureFromMemory(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(m_filename, &my_image_texture, &my_image_width, &my_image_height);
IM_ASSERT(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<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);
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<int>(imguiIO.DisplaySize.x), static_cast<int>(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
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