main-unix.cpp 7.49 KB
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// Copyright (c) 2020 INRA Distributed under the Boost Software License,
// Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at
// http://www.boost.org/LICENSE_1_0.txt)

#include "imgui.h"
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#include "imnodes.hpp"
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#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"

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#include "gui.hpp"

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#include <cstdio>
#include <cstring>

// About OpenGL function loaders: modern OpenGL doesn't have a standard header
// file and requires individual function pointers to be loaded manually. Helper
// libraries are often used for this purpose! Here we are supporting a few
// common ones: gl3w, glew, glad. You may use another loader/header of your
// choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif

// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>

// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to
// maximize ease of testing and compatibility with old VS compilers. To link
// with VS2010-era libraries, VS2015+ requires linking with
// legacy_stdio_definitions.lib, which we do using this pragma. Your own
// project should not be affected, as you are likely to link with a newer
// binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) &&                                \
  !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif

static void
glfw_error_callback(int error, const char* description)
{
    fprintf(
      stderr,
      "Glfw Error %d: %s\nTry to use declare environment variables before "
      "running irritator. For example:\n$ MESA_GLSL_VERSION_OVERRIDE=450 env "
      "MESA_GL_VERSION_OVERRIDE=4.5COMPAT ./irritator\n",
      error,
      description);
}

int
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main([[maybe_unused]] int argc, [[maybe_unused]] char* argv[])
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{
    // Setup window
    glfwSetErrorCallback(glfw_error_callback);
    if (!glfwInit())
        return 1;

        // Decide GL+GLSL versions
#if __APPLE__
    // GL 3.2 + GLSL 150
    const char* glsl_version = "#version 150";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
    // GL 3.0 + GLSL 130
    const char* glsl_version = "#version 130";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    // glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+
    // only glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif

    // Create window with graphics context
    GLFWwindow* window = glfwCreateWindow(
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      1280, 720, "irritator", NULL, NULL);
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    if (window == NULL)
        return 1;
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // Enable vsync

    // Initialize OpenGL loader
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
    bool err = gl3wInit() != 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
    bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
    bool err = gladLoadGL() == 0;
#else
    bool err =
      false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader
             // is likely to requires some form of initialization.
#endif
    if (err) {
        fprintf(stderr, "Failed to initialize OpenGL loader!\n");
        return 1;
    }

    // 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_ImplGlfw_InitForOpenGL(window, true);
    ImGui_ImplOpenGL3_Init(glsl_version);
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    imnodes::Initialize();
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    irt::node_editor_initialize();
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    // 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 NULL. 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.
    // - Read 'misc/fonts/README.txt' 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 \\ !
    // io.Fonts->AddFontDefault();
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    // ImFont* font =
    // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f,
    // NULL, io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != NULL);

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    //bool show_demo_window = true;
    //bool show_another_window = false;
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    while (!glfwWindowShouldClose(window)) {
        // 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.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard
        // input data to your main application. Generally you may always pass
        // all inputs to dear imgui, and hide them from your application based
        // on those two flags.
        glfwPollEvents();

        // Start the Dear ImGui frame
        ImGui_ImplOpenGL3_NewFrame();
        ImGui_ImplGlfw_NewFrame();
        ImGui::NewFrame();

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        if (!irt::node_editor_show())
            glfwSetWindowShouldClose(window, GLFW_TRUE);
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        // Rendering
        ImGui::Render();
        int display_w, display_h;
        glfwMakeContextCurrent(window);
        glfwGetFramebufferSize(window, &display_w, &display_h);
        glViewport(0, 0, display_w, display_h);
        glClearColor(
          clear_color.x, clear_color.y, clear_color.z, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

        glfwMakeContextCurrent(window);
        glfwSwapBuffers(window);
    }

    // Cleanup
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    irt::node_editor_shutdown();
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    imnodes::Shutdown();

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    ImGui_ImplOpenGL3_Shutdown();
    ImGui_ImplGlfw_Shutdown();
    ImGui::DestroyContext();

    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}