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			389 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			389 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// ImGui - standalone example application for OpenGL 3, using programmable pipeline
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#ifdef _MSC_VER
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#pragma warning (disable: 4996)                        // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
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#endif
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#ifdef __clang__
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#pragma clang diagnostic ignored "-Wunused-function"   // warning: unused function
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#endif
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#include "../../imgui.h"
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#include <stdio.h>
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// Glfw/Glew
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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static GLFWwindow* window;
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static bool mousePressed[2] = { false, false };
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// Shader variables
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static int shader_handle, vert_handle, frag_handle;
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static int texture_location, proj_mtx_location;
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static int position_location, uv_location, colour_location;
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static size_t vbo_max_size = 20000;
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static unsigned int vbo_handle, vao_handle;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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    if (cmd_lists_count == 0)
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        return;
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    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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    glEnable(GL_BLEND);
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    glBlendEquation(GL_FUNC_ADD);
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    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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    glDisable(GL_CULL_FACE);
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    glDisable(GL_DEPTH_TEST);
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    glEnable(GL_SCISSOR_TEST);
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    glActiveTexture(GL_TEXTURE0);
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    // Setup orthographic projection matrix
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    const float width = ImGui::GetIO().DisplaySize.x;
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    const float height = ImGui::GetIO().DisplaySize.y;
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    const float ortho_projection[4][4] =
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    {
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        { 2.0f/width,	0.0f,			0.0f,		0.0f },
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        { 0.0f,			2.0f/-height,	0.0f,		0.0f },
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        { 0.0f,			0.0f,			-1.0f,		0.0f },
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        { -1.0f,		1.0f,			0.0f,		1.0f },
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    };
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    glUseProgram(shader_handle);
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    glUniform1i(texture_location, 0);
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    glUniformMatrix4fv(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
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    // Grow our buffer according to what we need
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    size_t total_vtx_count = 0;
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    for (int n = 0; n < cmd_lists_count; n++)
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        total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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    glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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    size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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    if (neededBufferSize > vbo_max_size)
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    {
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        vbo_max_size = neededBufferSize + 5000;  // Grow buffer
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        glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
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    }
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    // Copy and convert all vertices into a single contiguous buffer
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    unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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    if (!buffer_data)
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        return;
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    for (int n = 0; n < cmd_lists_count; n++)
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    {
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        const ImDrawList* cmd_list = cmd_lists[n];
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        memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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        buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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    }
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    glUnmapBuffer(GL_ARRAY_BUFFER);
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    glBindBuffer(GL_ARRAY_BUFFER, 0);
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    glBindVertexArray(vao_handle);
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    int cmd_offset = 0;
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    for (int n = 0; n < cmd_lists_count; n++)
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    {
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        const ImDrawList* cmd_list = cmd_lists[n];
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        int vtx_offset = cmd_offset;
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        const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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        for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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        {
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            glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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            glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
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            glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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            vtx_offset += pcmd->vtx_count;
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        }
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        cmd_offset = vtx_offset;
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    }
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    // Restore modified state
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    glBindVertexArray(0);
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    glUseProgram(0);
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    glDisable(GL_SCISSOR_TEST);
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    glBindTexture(GL_TEXTURE_2D, 0);
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}
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static const char* ImImpl_GetClipboardTextFn()
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{
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    return glfwGetClipboardString(window);
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}
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static void ImImpl_SetClipboardTextFn(const char* text)
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{
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    glfwSetClipboardString(window, text);
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}
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// GLFW callbacks to get events
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static void glfw_error_callback(int error, const char* description)
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{
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    fputs(description, stderr);
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}
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static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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{
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    if (action == GLFW_PRESS && button >= 0 && button < 2)
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        mousePressed[button] = true;
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}
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static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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    ImGuiIO& io = ImGui::GetIO();
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    io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
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}
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static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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    ImGuiIO& io = ImGui::GetIO();
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    if (action == GLFW_PRESS)
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        io.KeysDown[key] = true;
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    if (action == GLFW_RELEASE)
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        io.KeysDown[key] = false;
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    io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
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    io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
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}
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static void glfw_char_callback(GLFWwindow* window, unsigned int c)
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{
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    if (c > 0 && c < 0x10000)
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        ImGui::GetIO().AddInputCharacter((unsigned short)c);
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}
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void InitGL()
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{
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    glfwSetErrorCallback(glfw_error_callback);
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    if (!glfwInit())
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        exit(1);
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    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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    window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
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    glfwMakeContextCurrent(window);
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    glfwSetKeyCallback(window, glfw_key_callback);
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    glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
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    glfwSetScrollCallback(window, glfw_scroll_callback);
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    glfwSetCharCallback(window, glfw_char_callback);
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    glewExperimental = GL_TRUE;
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    GLenum err = glewInit();
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    if (GLEW_OK != err)
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        fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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    const GLchar *vertex_shader =
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        "#version 330\n"
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        "uniform mat4 ProjMtx;\n"
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        "in vec2 Position;\n"
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        "in vec2 UV;\n"
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        "in vec4 Color;\n"
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        "out vec2 Frag_UV;\n"
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        "out vec4 Frag_Color;\n"
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        "void main()\n"
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        "{\n"
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        "	Frag_UV = UV;\n"
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        "	Frag_Color = Color;\n"
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        "	gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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        "}\n";
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    const GLchar* fragment_shader =
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        "#version 330\n"
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        "uniform sampler2D Texture;\n"
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        "in vec2 Frag_UV;\n"
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        "in vec4 Frag_Color;\n"
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        "out vec4 Out_Color;\n"
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        "void main()\n"
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        "{\n"
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        "	Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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        "}\n";
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    shader_handle = glCreateProgram();
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    vert_handle = glCreateShader(GL_VERTEX_SHADER);
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    frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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    glShaderSource(vert_handle, 1, &vertex_shader, 0);
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    glShaderSource(frag_handle, 1, &fragment_shader, 0);
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    glCompileShader(vert_handle);
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    glCompileShader(frag_handle);
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    glAttachShader(shader_handle, vert_handle);
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    glAttachShader(shader_handle, frag_handle);
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    glLinkProgram(shader_handle);
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    texture_location = glGetUniformLocation(shader_handle, "Texture");
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    proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
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    position_location = glGetAttribLocation(shader_handle, "Position");
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    uv_location = glGetAttribLocation(shader_handle, "UV");
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    colour_location = glGetAttribLocation(shader_handle, "Color");
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    glGenBuffers(1, &vbo_handle);
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    glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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    glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
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    glGenVertexArrays(1, &vao_handle);
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    glBindVertexArray(vao_handle);
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    glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
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    glEnableVertexAttribArray(position_location);
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    glEnableVertexAttribArray(uv_location);
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    glEnableVertexAttribArray(colour_location);
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    glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
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    glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
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    glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
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    glBindVertexArray(0);
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    glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void LoadFontsTexture()
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{
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    ImGuiIO& io = ImGui::GetIO();
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    //ImFont* my_font1 = io.Fonts->AddFontDefault();
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    //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
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    //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
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    //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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    //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
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    unsigned char* pixels;
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    int width, height;
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    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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    GLuint tex_id;
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    glGenTextures(1, &tex_id);
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    glBindTexture(GL_TEXTURE_2D, tex_id);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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    // Store our identifier
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    io.Fonts->TexID = (void *)(intptr_t)tex_id;
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}
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void InitImGui()
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{
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    ImGuiIO& io = ImGui::GetIO();
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    io.DeltaTime = 1.0f / 60.0f;                                  // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
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    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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    io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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    io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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    io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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    io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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    io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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    io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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    io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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    io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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    io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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    io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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    io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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    io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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    io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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    io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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    io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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    LoadFontsTexture();
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}
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void UpdateImGui()
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{
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    ImGuiIO& io = ImGui::GetIO();
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    // Setup resolution (every frame to accommodate for window resizing)
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    int w, h;
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    int display_w, display_h;
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    glfwGetWindowSize(window, &w, &h);
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    glfwGetFramebufferSize(window, &display_w, &display_h);
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    io.DisplaySize = ImVec2((float)display_w, (float)display_h);                                   // Display size, in pixels. For clamping windows positions.
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    // Setup time step
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    static double time = 0.0f;
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    const double current_time =  glfwGetTime();
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    io.DeltaTime = (float)(current_time - time);
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    time = current_time;
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    // Setup inputs
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    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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    double mouse_x, mouse_y;
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    glfwGetCursorPos(window, &mouse_x, &mouse_y);
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    mouse_x *= (float)display_w / w;                                                               // Convert mouse coordinates to pixels
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    mouse_y *= (float)display_h / h;
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    io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);                                          // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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    io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;  // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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    io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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    // Start the frame
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    ImGui::NewFrame();
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}
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// Application code
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int main(int argc, char** argv)
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{
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    InitGL();
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    InitImGui();
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    bool show_test_window = true;
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    bool show_another_window = false;
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    ImVec4 clear_col = ImColor(114, 144, 154);
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    while (!glfwWindowShouldClose(window))
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    {
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        ImGuiIO& io = ImGui::GetIO();
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        io.MouseWheel = 0;
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        mousePressed[0] = mousePressed[1] = false;
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        glfwPollEvents();
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        UpdateImGui();
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        // 1. Show a simple window
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        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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        {
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            static float f;
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            ImGui::Text("Hello, world!");
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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            ImGui::ColorEdit3("clear color", (float*)&clear_col);
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            if (ImGui::Button("Test Window")) show_test_window ^= 1;
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            if (ImGui::Button("Another Window")) show_another_window ^= 1;
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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        }
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        // 2. Show another simple window, this time using an explicit Begin/End pair
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        if (show_another_window)
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        {
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            ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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            ImGui::Text("Hello");
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            ImGui::End();
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        }
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						|
        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
 | 
						|
        if (show_test_window)
 | 
						|
        {
 | 
						|
            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
 | 
						|
            ImGui::ShowTestWindow(&show_test_window);
 | 
						|
        }
 | 
						|
        
 | 
						|
        // Rendering
 | 
						|
        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
 | 
						|
        glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
 | 
						|
        glClear(GL_COLOR_BUFFER_BIT);
 | 
						|
        ImGui::Render();
 | 
						|
        glfwSwapBuffers(window);
 | 
						|
    }
 | 
						|
 | 
						|
    // Cleanup
 | 
						|
    if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
 | 
						|
    if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
 | 
						|
    glDetachShader(shader_handle, vert_handle);
 | 
						|
    glDetachShader(shader_handle, frag_handle);
 | 
						|
    glDeleteShader(vert_handle);
 | 
						|
    glDeleteShader(frag_handle);
 | 
						|
    glDeleteProgram(shader_handle);
 | 
						|
 | 
						|
    ImGui::Shutdown();
 | 
						|
    glfwTerminate();
 | 
						|
 | 
						|
    return 0;
 | 
						|
}
 |