Add imgui

This commit is contained in:
2020-03-21 22:38:10 +01:00
parent b22be7d6a5
commit 4a7e0ac82a
178 changed files with 73595 additions and 94 deletions

View File

@@ -3,33 +3,31 @@
#include <opengl-playground/openglshader.hpp>
#include <opengl-playground/textured-rectangle.hpp>
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 640
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <imgui.h>
#include <imgui_impl_sdl.h>
#include <imgui_impl_opengl3.h>
#define WINDOW_WIDTH 1200
#define WINDOW_HEIGHT 800
int main(int argc, char **argv)
{
(void)argc;
(void)argv;
MainWindow *window;
GLuint triangle_vao;
GLuint triangle_vbo;
SdlMainWindow *window;
SDL_Event event;
bool run = true;
bool got_event = false;
glm::mat4 view_matrix;
glm::mat4 projection_matrix;
bool show_demo_window = true;
float nav_point[2] = {0.0f, 0.0f};
float zoom = 1.0;
float triangle_vertices[] = { -0.5f, 0.0f,
0.0f, 0.5f,
0.0f, 0.0f,
0.8f, 0.0f,
0.8f, 0.5f,
0.5f, 0.2f,
};
window = new SdlMainWindow(WINDOW_HEIGHT, WINDOW_WIDTH);
window->show();
@@ -40,73 +38,73 @@ int main(int argc, char **argv)
glClearColor(0.1f, 0.1f, 0.1f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
glGenVertexArrays(1, &triangle_vao);
glBindVertexArray(triangle_vao);
glGenBuffers(1, &triangle_vbo);
glBindBuffer(GL_ARRAY_BUFFER, triangle_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_vertices), triangle_vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
std::shared_ptr<OpenGlShaderProgram> textured_rect_prog =
std::make_shared<OpenGlShaderProgram>("shaders/textured-rectangle-vertex.glsl", "",
"shaders/textured-rectangle-fragment.glsl");
OpenGlShaderProgram prog = OpenGlShaderProgram("shaders/2d-zoom-translate-vertex.glsl", "shaders/triangle-gen-zoomed-geometry.glsl", "shaders/fixed-red-fragment.glsl");
prog.compile();
projection_matrix = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, -1.0f, 1.0f);
textured_rect_prog->setProjectionView(projection_matrix, glm::mat4(1.0f));
textured_rect_prog->compile();
OpenGlShaderProgram textured_rect_prog = OpenGlShaderProgram("shaders/textured-rectangle-vertex.glsl", "", "shaders/textured-rectangle-fragment.glsl");
textured_rect_prog.compile();
TexturedRectangle rect = TexturedRectangle(-0.1, -0.1, 0.1, 0.1, textured_rect_prog);
TexturedRectangle rect = TexturedRectangle(-1, -1, 1, 1, textured_rect_prog);
rect.realize();
// 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::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window->getWindow(), window->getContext());
ImGui_ImplOpenGL3_Init("#version 330");
while (run) {
glClear(GL_COLOR_BUFFER_BIT);
// Draw the triangles
prog.use();
prog.setUniformFloat("zoom", zoom);
prog.setUniformVec2("center_pos", nav_point);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindVertexArray(triangle_vao);
glDrawArrays(GL_POINTS, 0, sizeof(triangle_vertices)/2);
rect.setZoom(zoom);
rect.setOffset(nav_point[0], nav_point[1]);
rect.render();
window->swapBuffer();
got_event = false;
while (!got_event) {
if (SDL_WaitEvent(&event)) {
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_w) {
nav_point[1] += 0.05;
} else if (event.key.keysym.sym == SDLK_s) {
nav_point[1] -= 0.05;
} else if (event.key.keysym.sym == SDLK_a) {
nav_point[0] -= 0.05;
} else if (event.key.keysym.sym == SDLK_d) {
nav_point[0] += 0.05;
} else if (event.key.keysym.sym == SDLK_ESCAPE) {
std::cout << "Bye!" << std::endl;
run = false;
} else if (event.key.keysym.sym == SDLK_PLUS) {
zoom += 0.01f;
} else if (event.key.keysym.sym == SDLK_MINUS) {
zoom -= 0.01f;
if (zoom < 0.0f)
zoom = 0.0f;
}
got_event = true;
}
}
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
run = false;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window->getWindow()))
run = false;
}
glClear(GL_COLOR_BUFFER_BIT);
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window->getWindow());
ImGui::NewFrame();
view_matrix = glm::scale(glm::mat4(1.0f), glm::vec3(zoom, zoom, zoom));
view_matrix = glm::translate(view_matrix, glm::vec3(-nav_point[0], -nav_point[1], 0.0f));
textured_rect_prog->setProjectionView(projection_matrix, view_matrix);
rect.render();
ImGui::ShowDemoWindow(&show_demo_window);
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
window->swapBuffer();
}
textured_rect_prog.unload();
prog.unload();
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
textured_rect_prog->unload();
delete window;
}

View File

@@ -2,12 +2,23 @@
OpenGlGraphics::OpenGlGraphics(OpenGlShaderProgram &prog) : shaderprog(prog)
OpenGlGraphics::OpenGlGraphics(std::shared_ptr<OpenGlShaderProgram>shader_prog)
{
this->shaderprog = shader_prog;
this->setModelMatrix(glm::mat4(1.0f));
}
OpenGlGraphics::~OpenGlGraphics()
{
}
void OpenGlGraphics::setModelMatrix(const glm::mat4 &model_matrix)
{
this->model_matrix = model_matrix;
}
glm::mat4 OpenGlGraphics::getModelMatrix()
{
return this->model_matrix;
}

View File

@@ -9,11 +9,29 @@ OpenGlShaderProgram::OpenGlShaderProgram(std::string vertex_file, std::string ge
this->geometry_file = geometry_file;
this->fragment_file = fragment_file;
this->compiled = false;
this->setProjectionView(glm::mat4(1.0f), glm::mat4(1.0f));
}
OpenGlShaderProgram::~OpenGlShaderProgram()
{
this->unload();
}
void OpenGlShaderProgram::setProjectionView(const glm::mat4 &projection, const glm::mat4 &view)
{
this->proj = projection;
this->view = view;
this->proj_view = projection * view;
}
glm::mat4 OpenGlShaderProgram::getProjection()
{
return this->proj;
}
glm::mat4 OpenGlShaderProgram::getView()
{
return this->view;
}
std::string load_shader_program_from_file(std::string &file_name)
@@ -154,6 +172,8 @@ int OpenGlShaderProgram::use()
return -1;
glUseProgram(this->shader_program);
this->setUniformMat4("projection_view_matrix", this->proj_view);
return 0;
}
@@ -173,6 +193,14 @@ void OpenGlShaderProgram::setUniformVec2(const std::string &uniform, float *vect
}
}
void OpenGlShaderProgram::setUniformMat4(const std::string &uniform, const glm::mat4 &matrix)
{
int loc = this->getUniformLoc(uniform);
if (loc >= 0) {
glUniformMatrix4fv(loc, 1, GL_FALSE, &matrix[0][0]);
}
}
int OpenGlShaderProgram::getUniformLoc(const std::string &uniform)
{
if (!this->compiled)

View File

@@ -39,3 +39,13 @@ void SdlMainWindow::activateGlContext()
else
SDL_GL_MakeCurrent(this->window, this->context);
}
SDL_Window *SdlMainWindow::getWindow()
{
return this->window;
}
SDL_GLContext SdlMainWindow::getContext()
{
return this->context;
}

View File

@@ -1,8 +1,8 @@
#include <opengl-playground/textured-rectangle.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
TexturedRectangle::TexturedRectangle(float x0, float y0, float x1, float y1, OpenGlShaderProgram &shaderprog) :
TexturedRectangle::TexturedRectangle(float x0, float y0, float x1, float y1, std::shared_ptr<OpenGlShaderProgram> shaderprog) :
OpenGlGraphics(shaderprog)
{
this->pos1[0] = x0;
@@ -45,14 +45,9 @@ void TexturedRectangle::realize()
void TexturedRectangle::render()
{
float offset[2];
this->shaderprog.use();
offset[0] = this->getOffsetX();
offset[1] = this->getOffsetY();
this->shaderprog.setUniformVec2("pos_offset", offset);
this->shaderprog.setUniformFloat("zoom", this->zoom);
this->shaderprog->use();
this->shaderprog->setUniformMat4("model_matrix", this->model_matrix);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindVertexArray(this->vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
@@ -62,6 +57,7 @@ void TexturedRectangle::render()
void TexturedRectangle::setZoom(float zoom)
{
this->zoom = zoom;
this->calculateModelMatrix();
}
float TexturedRectangle::getZoom()
@@ -73,6 +69,7 @@ void TexturedRectangle::setOffset(float x_off, float y_off)
{
this->x_offset = x_off;
this->y_offset = y_off;
this->calculateModelMatrix();
}
float TexturedRectangle::getOffsetX()
@@ -84,3 +81,9 @@ float TexturedRectangle::getOffsetY()
{
return this->y_offset;
}
void TexturedRectangle::calculateModelMatrix()
{
glm::mat4 moved_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(-this->x_offset, -this->y_offset, 0.0f));
this->model_matrix = glm::scale(moved_matrix, glm::vec3(this->zoom, this->zoom, 0.0f));
}