// 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 #include #include #include "lib/backends/imgui_impl_opengl3.h" #include "lib/backends/imgui_impl_sdl2.h" #include "lib/imgui.h" #include "lib/imgui_internal.h" #include #include #include #define STB_IMAGE_IMPLEMENTATION #include "lib/stb_image.h" #if defined(__APPLE__) #include #if defined(IMGUI_IMPL_OPENGL_ES2) #include #else #include #endif #else #include #if defined(IMGUI_IMPL_OPENGL_ES2) #include #else #include #endif #endif #include "lib/imgui_tex_inspect.h" #include "lib/backends/tex_inspect_opengl.h" #include "lib/argparse.hpp" struct Args : public argparse::Args { std::string &fpath = arg("path to the image"); }; struct Texture { ImTextureID texture; ImVec2 size; }; Texture LoadTexture(const char * path) { const int channelCount = 4; int imageFileChannelCount; int width, height; uint8_t *image = (uint8_t *)stbi_load(path, &width, &height, &imageFileChannelCount, channelCount); if (image == NULL) { fprintf(stderr, "%s\nFailed to open %s\n", stbi_failure_reason(), path); return {nullptr,{0,0}}; } GLenum dataFormat = GL_RGBA; GLuint textureHandle; glGenTextures(1, &textureHandle); glBindTexture(GL_TEXTURE_2D, textureHandle); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, dataFormat, GL_UNSIGNED_BYTE, image); Texture t; t.texture = (void*)(uintptr_t)(textureHandle); t.size = ImVec2((float)width,(float)height); stbi_image_free(image); return t; } static bool init = true; static bool showHelp = false; static int mode = 0; const int maxAnnotatedTexels = 10000; // Main code int main(int argc, char* argv[]) { // Setup SDL if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); return -1; } bool TOOLTIP_ENABLED = false; bool GRID_ENABLED = true; bool AA_ENABLED = true; // 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("tview", 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 ImGuiTexInspect::ImplOpenGL3_Init(); // Or DirectX 11 equivalent (check your chosen backend header file) ImGuiTexInspect::Init(); ImGuiTexInspect::CreateContext(); ImGui::StyleColorsDark(); ImGuiStyle &style = ImGui::GetStyle(); ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL3_Init(glsl_version); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); Texture t; if (init) { init = false; try { auto args = argparse::parse(argc, argv, true); t = LoadTexture(args.fpath.c_str()); } catch (const std::runtime_error &e) { std::cerr << "failed to parse arguments: " << e.what() << std::endl; return -1; } } // Main loop bool done = false; while (!done) { auto flags = ImGuiTexInspect::InspectorFlags_FillVertical | ImGuiTexInspect::InspectorFlags_FillHorizontal; // Poll and handle events (inputs, window resize, etc.) SDL_Event event; while (SDL_PollEvent(&event)) { ImGui_ImplSDL2_ProcessEvent(&event); if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; switch (event.type) { case SDL_QUIT: done = true; break; case SDL_KEYDOWN: switch (event.key.keysym.scancode) { case SDL_SCANCODE_G: GRID_ENABLED = !GRID_ENABLED; break; case SDL_SCANCODE_T: TOOLTIP_ENABLED = !TOOLTIP_ENABLED; break; case SDL_SCANCODE_A: AA_ENABLED = !AA_ENABLED; break; case SDL_SCANCODE_H: showHelp = !showHelp; break; case SDL_SCANCODE_D: mode = (mode + 1) % 5; break; case SDL_SCANCODE_Q: done = true; break; default: break; } } } // 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::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); ImGui::SetNextWindowPos(viewport->Pos); ImGui::SetNextWindowSize(viewport->Size); ImGui::Begin("Main", NULL, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize); auto wSize = ImGui::GetContentRegionAvail(); if (t.texture != 0) { if (!TOOLTIP_ENABLED) { flags = flags | ImGuiTexInspect::InspectorFlags_NoTooltip; } ImGuiTexInspect::BeginInspectorPanel( "Inspector", t.texture, t.size, flags, ImGuiTexInspect::SizeExcludingBorder(wSize) ); if (GRID_ENABLED) { CurrentInspector_ClearFlags(ImGuiTexInspect::InspectorFlags_NoGrid); }else { CurrentInspector_SetFlags(ImGuiTexInspect::InspectorFlags_NoGrid); } if (TOOLTIP_ENABLED) { CurrentInspector_ClearFlags(ImGuiTexInspect::InspectorFlags_NoTooltip); }else { CurrentInspector_SetFlags(ImGuiTexInspect::InspectorFlags_NoTooltip); } if (AA_ENABLED) { CurrentInspector_ClearFlags(ImGuiTexInspect::InspectorFlags_NoForceFilterNearest); }else { CurrentInspector_SetFlags(ImGuiTexInspect::InspectorFlags_NoForceFilterNearest); } switch(mode) { case 1: ImGuiTexInspect::DrawAnnotations(ImGuiTexInspect::Arrow().UsePreset(ImGuiTexInspect::Arrow::NormalMap), maxAnnotatedTexels); break; case 2: ImGuiTexInspect::DrawAnnotations(ImGuiTexInspect::ValueText(ImGuiTexInspect::ValueText::Format::HexString), maxAnnotatedTexels); break; case 3: ImGuiTexInspect::DrawAnnotations(ImGuiTexInspect::ValueText(ImGuiTexInspect::ValueText::Format::BytesDec), maxAnnotatedTexels); break; case 4: ImGuiTexInspect::DrawAnnotations(ImGuiTexInspect::ValueText(ImGuiTexInspect::ValueText::Format::Floats), maxAnnotatedTexels); break; default: break; } ImGuiTexInspect::EndInspectorPanel(); } ImGui::End(); ImGui::PopStyleVar(); ImGui::PopStyleVar(); if (showHelp){ ImGui::OpenPopup("HelpPopup"); showHelp = !showHelp; } if (ImGui::BeginPopup("HelpPopup")) { ImGui::Text("tview Help"); ImGui::Separator(); ImGui::Text("g - toggle grid"); ImGui::Text("a - toggle filtering"); ImGui::Text("t - toggle tooltip"); ImGui::Text("d - cycle pixel detail mode"); ImGui::Text("q - quit"); ImGui::Text("h - show help popup"); ImGui::Separator(); ImGui::Text("click anywhere to continue"); ImGui::EndPopup(); } } // 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()); SDL_GL_SwapWindow(window); } // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext(); SDL_GL_DeleteContext(gl_context); SDL_DestroyWindow(window); SDL_Quit(); return 0; }