ppdnode/main.cpp

416 lines
13 KiB
C++

// Dear ImGui: standalone example application for SDL2 + OpenGL
// (SDL is a cross-platform general purpose library for handling windows,
// inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/
// folder).
// - Introduction, links and more at the top of imgui.cpp
//
#include <cstdint>
#ifdef __EMSCRIPTEN__
#else
#include "GL/glew.h"
#endif
#include <cstddef>
#define IMGUI_DEFINE_MATH_OPERATORS
#include "lib/backends/imgui_impl_opengl3.h"
#include "lib/backends/imgui_impl_sdl2.h"
#include "lib/imgui.h"
#include "lib/nodes/load_image.h"
#include <stdio.h>
#define STB_IMAGE_IMPLEMENTATION
#include "lib/stb_image.h"
#if defined(__APPLE__)
#include <SDL2/SDL.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL2/SDL_opengles.h>
#else
#include <SDL2/SDL_opengl.h>
#endif
#else
#include <SDL.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL_opengles2.h>
#else
#include <SDL_opengl.h>
#endif
#endif
// This example can also compile and run with Emscripten! See
// 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
#include "lib/emscripten/emscripten_mainloop_stub.h"
#endif
#include "lib/FrameBuffer.h"
#include "lib/ImNodeFlow.h"
static bool init = true;
GLuint initShader(const char *vShader, const char *fShader,
const char *outputAttributeName) {
struct Shader {
GLenum type;
const char *source;
} shaders[2] = {{GL_VERTEX_SHADER, vShader}, {GL_FRAGMENT_SHADER, fShader}};
GLuint program = glCreateProgram();
for (int i = 0; i < 2; ++i) {
Shader &s = shaders[i];
GLuint shader = glCreateShader(s.type);
glShaderSource(shader, 1, (const GLchar **)&s.source, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
std::cerr << " failed to compile:" << std::endl;
GLint logSize;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize);
char *logMsg = new char[logSize];
glGetShaderInfoLog(shader, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete[] logMsg;
exit(EXIT_FAILURE);
}
glAttachShader(program, shader);
}
/* Link output */
#ifndef EMSCRIPTEN
glBindFragDataLocation(program, 0, outputAttributeName);
#endif
/* link and error check */
glLinkProgram(program);
GLint linked;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) {
std::cerr << "Shader program failed to link" << std::endl;
GLint logSize;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
char *logMsg = new char[logSize];
glGetProgramInfoLog(program, logSize, NULL, logMsg);
std::cerr << logMsg << std::endl;
delete[] logMsg;
exit(EXIT_FAILURE);
}
/* use program object */
glUseProgram(program);
return program;
}
uint8_t loadShader() {
#ifdef EMSCRIPTEN
const char *vert = R"(#version 100
uniform vec2 offset;
attribute vec4 position;
attribute vec2 uv;
varying vec2 vUV;
void main (void)
{
vUV = uv;
gl_Position = position + vec4(offset,0.0,0.0);
})";
#else
const char *vert = R"(#version 150
uniform vec2 offset;
in vec4 position;
in vec2 uv;
out vec2 vUV;
void main (void)
{
vUV = uv;
gl_Position = position + vec4(offset,0.0,0.0);
})";
#endif
#ifdef EMSCRIPTEN
const char *frag = R"(#version 100
precision mediump float;
varying vec2 vUV;
uniform sampler2D tex;
void main(void)
{
gl_FragColor = texture2D(tex,vUV);
})";
#else
const char *frag = R"(#version 150
in vec2 vUV;
out vec4 fragColor;
uniform sampler2D tex;
void main(void)
{
fragColor = texture(tex,vUV);
})";
#endif
std::cout << "Starting to init" << std::endl;
uint8_t shaderProgram = initShader(vert, frag, "fragColor");
std::cout << "done to init" << std::endl;
uint8_t uvAttribute = glGetAttribLocation(shaderProgram, "uv");
if (uvAttribute < 0) {
std::cerr << "Shader did not contain the 'color' attribute." << std::endl;
}
uint8_t positionAttribute = glGetAttribLocation(shaderProgram, "position");
if (positionAttribute < 0) {
std::cerr << "Shader did not contain the 'position' attribute."
<< std::endl;
}
return shaderProgram;
}
uint8_t setup() { return loadShader(); }
// Main code
int main(int, char **) {
// 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("PPD Node", 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_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport /
// Platform Windows
// io.ConfigViewportsNoAutoMerge = true;
// io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform
// windows can look identical to regular ones.
ImGuiStyle &style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
ImFlow::ImNodeFlow editor = ImFlow::ImNodeFlow("Nodes");
uint8_t shader = 0;
// 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;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
{
#ifdef IMGUI_HAS_VIEWPORT
ImGuiViewport *viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
ImGui::SetNextWindowViewport(viewport->ID);
#else
ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
#endif
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::Begin("Main", NULL,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
ImGuiID dockspace_id = ImGui::GetID("MyDockspace");
ImGuiDockNodeFlags dockspace_flags =
ImGuiDockNodeFlags_PassthruCentralNode;
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f));
if (init) {
init = false;
ImGui::DockBuilderRemoveNode(dockspace_id);
ImGui::DockBuilderAddNode(
dockspace_id, dockspace_flags | ImGuiDockNodeFlags_DockSpace);
ImGui::DockBuilderSetNodeSize(dockspace_id, viewport->Size);
ImGui::DockBuilderDockWindow("Editor", dockspace_id);
ImGui::DockBuilderFinish(dockspace_id);
// setup_shaders();
}
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("Add")) {
if (ImGui::MenuItem("Load image")) {
editor.addNode<LoadImage>(ImVec2(10, 10));
}
if (ImGui::MenuItem("Preview")) {
editor.addNode<PreviewImage>(ImVec2(10, 10));
}
if (ImGui::MenuItem("Simple Brightness")) {
editor.addNode<SimpleBrightness>(ImVec2(10, 10));
}
if (ImGui::MenuItem("Contrast")) {
editor.addNode<Contrast>(ImVec2(10, 10));
}
if (ImGui::MenuItem("Exposure")) {
editor.addNode<Exposure>(ImVec2(10, 10));
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
ImGui::Begin("Editor", NULL,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
editor.update();
ImGui::End();
ImGui::End();
ImGui::PopStyleVar();
if (shader != 0) {
ImGui::Begin("Shader test");
ImGui::Text("Shader ID: %d", shader);
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());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we
// save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window,
// gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
SDL_Window *backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
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 0;
}