// 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" #include "imnodes.hpp" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include "gui.hpp" #include #include // 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 // Initialize with gl3wInit() #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) #include // Initialize with glewInit() #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #include // Initialize with gladLoadGL() #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif // Include glfw3.h after our OpenGL definitions #include // [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 main([[maybe_unused]] int argc, [[maybe_unused]] char* argv[]) { // 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( 1280, 720, "irritator", NULL, NULL); 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); imnodes::Initialize(); irt::node_editor_initialize(); // 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); //bool show_demo_window = true; //bool show_another_window = false; 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(); if (!irt::node_editor_show()) glfwSetWindowShouldClose(window, GLFW_TRUE); // 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 irt::node_editor_shutdown(); imnodes::Shutdown(); ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow(window); glfwTerminate(); return 0; }