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Examples: SDL+OpenGL3: Using glew like existing example + renaming (#356
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ocornut committed Nov 16, 2015
1 parent 624adb1 commit 9d0caa2
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24 changes: 19 additions & 5 deletions examples/sdl_opengl3_example/README.md
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@@ -1,8 +1,22 @@

# How to Build

Link
===
OpenGL
SDL2
GLEW
- On Windows with Visual Studio's CLI

```
set SDL2DIR=path_to_your_sdl2_folder
cl /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
```

- On Linux and similar Unixes

```
c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -o sdl2example
```

- On Mac OS X

```
brew install sdl2
c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -o sdl2example
```
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Expand Up @@ -3,9 +3,9 @@

#include <SDL.h>
#include <SDL_syswm.h>
#include <GL/glew.h>
#include <GL/gl3w.h>
#include "imgui.h"
#include "imgui_impl_sdlogl3.h"
#include "imgui_impl_sdl_gl3.h"

// Data
static SDL_Window* g_Window = NULL;
Expand All @@ -21,7 +21,7 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdlOgl3_RenderDrawLists(ImDrawData* draw_data)
void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
{
// Backup GL state
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
Expand Down Expand Up @@ -106,17 +106,17 @@ void ImGui_ImplSdlOgl3_RenderDrawLists(ImDrawData* draw_data)
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
}

static const char* ImGui_ImplSdlOgl3_GetClipboardText()
static const char* ImGui_ImplSdlGL3_GetClipboardText()
{
return SDL_GetClipboardText();
}

static void ImGui_ImplSdlOgl3_SetClipboardText(const char* text)
static void ImGui_ImplSdlGL3_SetClipboardText(const char* text)
{
SDL_SetClipboardText(text);
}

bool ImGui_ImplSdlOgl3_ProcessEvent(SDL_Event* event)
bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
Expand Down Expand Up @@ -156,7 +156,7 @@ bool ImGui_ImplSdlOgl3_ProcessEvent(SDL_Event* event)
return false;
}

void ImGui_ImplSdlOgl3_CreateFontsTexture()
void ImGui_ImplSdlGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();

Expand All @@ -180,7 +180,7 @@ void ImGui_ImplSdlOgl3_CreateFontsTexture()
io.Fonts->ClearTexData();
}

bool ImGui_ImplSdlOgl3_CreateDeviceObjects()
bool ImGui_ImplSdlGL3_CreateDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
Expand Down Expand Up @@ -247,7 +247,7 @@ bool ImGui_ImplSdlOgl3_CreateDeviceObjects()
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF

ImGui_ImplSdlOgl3_CreateFontsTexture();
ImGui_ImplSdlGL3_CreateFontsTexture();

// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
Expand All @@ -257,7 +257,7 @@ bool ImGui_ImplSdlOgl3_CreateDeviceObjects()
return true;
}

void ImGui_ImplSdlOgl3_InvalidateDeviceObjects()
void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
Expand All @@ -267,7 +267,7 @@ void ImGui_ImplSdlOgl3_InvalidateDeviceObjects()
}
}

bool ImGui_ImplSdlOgl3_Init(SDL_Window *window)
bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
{
g_Window = window;

Expand All @@ -292,9 +292,9 @@ bool ImGui_ImplSdlOgl3_Init(SDL_Window *window)
io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z;

io.RenderDrawListsFn = ImGui_ImplSdlOgl3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdlOgl3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdlOgl3_GetClipboardText;
io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;

#ifdef _WIN32
SDL_SysWMinfo wmInfo;
Expand All @@ -306,7 +306,7 @@ bool ImGui_ImplSdlOgl3_Init(SDL_Window *window)
return true;
}

void ImGui_ImplSdlOgl3_Shutdown()
void ImGui_ImplSdlGL3_Shutdown()
{
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
Expand All @@ -333,10 +333,10 @@ void ImGui_ImplSdlOgl3_Shutdown()
ImGui::Shutdown();
}

void ImGui_ImplSdlOgl3_NewFrame(SDL_Window *window)
void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window)
{
if (!g_FontTexture)
ImGui_ImplSdlOgl3_CreateDeviceObjects();
ImGui_ImplSdlGL3_CreateDeviceObjects();

ImGuiIO& io = ImGui::GetIO();

Expand Down
14 changes: 14 additions & 0 deletions examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
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@@ -0,0 +1,14 @@
// ImGui SDL2 binding with OpenGL3
// https://github.com/ocornut/imgui

struct SDL_Window;
typedef union SDL_Event SDL_Event;

IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window);
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);

// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();
14 changes: 0 additions & 14 deletions examples/sdl_opengl3_example/imgui_impl_sdlogl3.h

This file was deleted.

15 changes: 8 additions & 7 deletions examples/sdl_opengl3_example/main.cpp
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@@ -1,10 +1,10 @@
// ImGui - standalone example application for SDL2 + OpenGL

#include <imgui.h>
#include "imgui_impl_sdlogl3.h"
#include "imgui_impl_sdl_gl3.h"
#include <stdio.h>
#include <GL/gl3w.h>
#include <SDL.h>
#include <GL/glew.h>

int main(int, char**)
{
Expand All @@ -23,11 +23,12 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
gl3wInit();

// Setup ImGui binding
ImGui_ImplSdlOgl3_Init(window);
ImGui_ImplSdlGL3_Init(window);

// Load Fonts
// (see extra_fonts/README.txt for more details)
Expand Down Expand Up @@ -56,11 +57,11 @@ int main(int, char**)
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSdlOgl3_ProcessEvent(&event);
ImGui_ImplSdlGL3_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
}
ImGui_ImplSdlOgl3_NewFrame(window);
ImGui_ImplSdlGL3_NewFrame(window);

// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
Expand Down Expand Up @@ -99,7 +100,7 @@ int main(int, char**)
}

// Cleanup
ImGui_ImplSdlOgl3_Shutdown();
ImGui_ImplSdlGL3_Shutdown();
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();
Expand Down

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