416 lines
13 KiB
C++
416 lines
13 KiB
C++
// Dear ImGui: standalone example application for SDL2 + OpenGL
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// (SDL is a cross-platform general purpose library for handling windows,
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// inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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//
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#include <cstdint>
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#ifdef __EMSCRIPTEN__
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#else
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#include "GL/glew.h"
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#endif
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#include <cstddef>
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include "lib/backends/imgui_impl_opengl3.h"
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#include "lib/backends/imgui_impl_sdl2.h"
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#include "lib/imgui.h"
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#include "lib/nodes/load_image.h"
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#include <stdio.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "lib/stb_image.h"
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#if defined(__APPLE__)
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#include <SDL2/SDL.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL2/SDL_opengles.h>
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#else
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#include <SDL2/SDL_opengl.h>
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#endif
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#else
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#include <SDL.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <SDL_opengles2.h>
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#else
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#include <SDL_opengl.h>
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#endif
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#endif
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// This example can also compile and run with Emscripten! See
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// 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__
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#include "lib/emscripten/emscripten_mainloop_stub.h"
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#endif
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#include "lib/FrameBuffer.h"
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#include "lib/ImNodeFlow.h"
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static bool init = true;
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GLuint initShader(const char *vShader, const char *fShader,
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const char *outputAttributeName) {
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struct Shader {
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GLenum type;
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const char *source;
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} shaders[2] = {{GL_VERTEX_SHADER, vShader}, {GL_FRAGMENT_SHADER, fShader}};
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GLuint program = glCreateProgram();
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for (int i = 0; i < 2; ++i) {
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Shader &s = shaders[i];
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GLuint shader = glCreateShader(s.type);
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glShaderSource(shader, 1, (const GLchar **)&s.source, NULL);
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glCompileShader(shader);
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GLint compiled;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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std::cerr << " failed to compile:" << std::endl;
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GLint logSize;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize);
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char *logMsg = new char[logSize];
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glGetShaderInfoLog(shader, logSize, NULL, logMsg);
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std::cerr << logMsg << std::endl;
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delete[] logMsg;
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exit(EXIT_FAILURE);
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}
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glAttachShader(program, shader);
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}
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/* Link output */
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#ifndef EMSCRIPTEN
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glBindFragDataLocation(program, 0, outputAttributeName);
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#endif
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/* link and error check */
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glLinkProgram(program);
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GLint linked;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (!linked) {
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std::cerr << "Shader program failed to link" << std::endl;
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GLint logSize;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
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char *logMsg = new char[logSize];
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glGetProgramInfoLog(program, logSize, NULL, logMsg);
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std::cerr << logMsg << std::endl;
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delete[] logMsg;
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exit(EXIT_FAILURE);
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}
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/* use program object */
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glUseProgram(program);
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return program;
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}
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uint8_t loadShader() {
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#ifdef EMSCRIPTEN
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const char *vert = R"(#version 100
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uniform vec2 offset;
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attribute vec4 position;
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attribute vec2 uv;
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varying vec2 vUV;
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void main (void)
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{
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vUV = uv;
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gl_Position = position + vec4(offset,0.0,0.0);
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})";
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#else
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const char *vert = R"(#version 150
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uniform vec2 offset;
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in vec4 position;
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in vec2 uv;
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out vec2 vUV;
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void main (void)
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{
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vUV = uv;
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gl_Position = position + vec4(offset,0.0,0.0);
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})";
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#endif
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#ifdef EMSCRIPTEN
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const char *frag = R"(#version 100
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precision mediump float;
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varying vec2 vUV;
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uniform sampler2D tex;
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void main(void)
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{
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gl_FragColor = texture2D(tex,vUV);
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})";
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#else
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const char *frag = R"(#version 150
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in vec2 vUV;
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out vec4 fragColor;
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uniform sampler2D tex;
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void main(void)
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{
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fragColor = texture(tex,vUV);
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})";
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#endif
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std::cout << "Starting to init" << std::endl;
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uint8_t shaderProgram = initShader(vert, frag, "fragColor");
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std::cout << "done to init" << std::endl;
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uint8_t uvAttribute = glGetAttribLocation(shaderProgram, "uv");
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if (uvAttribute < 0) {
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std::cerr << "Shader did not contain the 'color' attribute." << std::endl;
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}
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uint8_t positionAttribute = glGetAttribLocation(shaderProgram, "position");
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if (positionAttribute < 0) {
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std::cerr << "Shader did not contain the 'position' attribute."
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<< std::endl;
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}
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return shaderProgram;
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}
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uint8_t setup() { return loadShader(); }
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// Main code
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int main(int, char **) {
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) !=
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0) {
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printf("Error: %s\n", SDL_GetError());
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return -1;
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}
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100
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const char *glsl_version = "#version 100";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#elif defined(__APPLE__)
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// GL 3.2 Core + GLSL 150
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const char *glsl_version = "#version 150";
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SDL_GL_SetAttribute(
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SDL_GL_CONTEXT_FLAGS,
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SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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#else
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// GL 3.0 + GLSL 130
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const char *glsl_version = "#version 130";
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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// From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_WindowFlags window_flags =
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(SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
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SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window *window =
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SDL_CreateWindow("PPD Node", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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if (window == nullptr) {
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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return -1;
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}
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport /
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// Platform Windows
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// io.ConfigViewportsNoAutoMerge = true;
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// io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::StyleColorsLight();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform
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// windows can look identical to regular ones.
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ImGuiStyle &style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ImFlow::ImNodeFlow editor = ImFlow::ImNodeFlow("Nodes");
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uint8_t shader = 0;
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// Main loop
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bool done = false;
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#ifdef __EMSCRIPTEN__
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// For an Emscripten build we are disabling file-system access, so let's not
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// attempt to do a fopen() of the imgui.ini file. You may manually call
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// LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = nullptr;
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EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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while (!done)
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#endif
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to
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// tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to
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// your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
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// data to your main application, or clear/overwrite your copy of the
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// keyboard data. Generally you may always pass all inputs to dear imgui,
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// and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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if (event.type == SDL_WINDOWEVENT &&
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event.window.event == SDL_WINDOWEVENT_CLOSE &&
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event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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{
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#ifdef IMGUI_HAS_VIEWPORT
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ImGuiViewport *viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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ImGui::SetNextWindowViewport(viewport->ID);
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#else
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ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
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ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
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#endif
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::Begin("Main", NULL,
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ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
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ImGuiID dockspace_id = ImGui::GetID("MyDockspace");
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ImGuiDockNodeFlags dockspace_flags =
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ImGuiDockNodeFlags_PassthruCentralNode;
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ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f));
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if (init) {
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init = false;
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ImGui::DockBuilderRemoveNode(dockspace_id);
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ImGui::DockBuilderAddNode(
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dockspace_id, dockspace_flags | ImGuiDockNodeFlags_DockSpace);
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ImGui::DockBuilderSetNodeSize(dockspace_id, viewport->Size);
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ImGui::DockBuilderDockWindow("Editor", dockspace_id);
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ImGui::DockBuilderFinish(dockspace_id);
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// setup_shaders();
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}
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if (ImGui::BeginMainMenuBar()) {
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if (ImGui::BeginMenu("Add")) {
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if (ImGui::MenuItem("Load image")) {
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editor.addNode<LoadImage>(ImVec2(10, 10));
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}
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if (ImGui::MenuItem("Preview")) {
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editor.addNode<PreviewImage>(ImVec2(10, 10));
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}
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if (ImGui::MenuItem("Simple Brightness")) {
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editor.addNode<SimpleBrightness>(ImVec2(10, 10));
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}
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if (ImGui::MenuItem("Contrast")) {
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editor.addNode<Contrast>(ImVec2(10, 10));
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}
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if (ImGui::MenuItem("Exposure")) {
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editor.addNode<Exposure>(ImVec2(10, 10));
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}
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ImGui::EndMenu();
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}
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ImGui::EndMainMenuBar();
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}
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ImGui::Begin("Editor", NULL,
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ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
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editor.update();
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ImGui::End();
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ImGui::End();
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ImGui::PopStyleVar();
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if (shader != 0) {
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ImGui::Begin("Shader test");
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ImGui::Text("Shader ID: %d", shader);
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ImGui::End();
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}
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}
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// Rendering
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w,
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clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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// (Platform functions may change the current OpenGL context, so we
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// save/restore it to make it easier to paste this code elsewhere.
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// For this specific demo app we could also call SDL_GL_MakeCurrent(window,
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// gl_context) directly)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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SDL_Window *backup_current_window = SDL_GL_GetCurrentWindow();
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SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
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}
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SDL_GL_SwapWindow(window);
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}
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_MAINLOOP_END;
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#endif
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_GL_DeleteContext(gl_context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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