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#include "App.hpp"
#include "AppConfig.hpp"
#include "EditorNotification.hpp"
#include "Ires.hpp"
#include "Material.hpp"
#include "Mesh.hpp"
#include "Shader.hpp"
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_opengl2.h>
#include <backends/imgui_impl_opengl3.h>
#include <glad/glad.h>
#include <imgui.h>
#include <cstdlib>
#include <cxxopts.hpp>
#include <filesystem>
#include <string>
namespace fs = std::filesystem;
static void GlfwErrorCallback(int error, const char* description) {
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
static void GlfwMouseCallback(GLFWwindow* window, int button, int action, int mods) {
if (ImGui::GetIO().WantCaptureMouse) {
return;
}
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
app->HandleMouse(button, action);
}
static void GlfwMouseMotionCallback(GLFWwindow* window, double xOff, double yOff) {
if (ImGui::GetIO().WantCaptureMouse) {
return;
}
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
app->HandleMouseMotion(xOff, yOff);
}
static void GlfwKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (ImGui::GetIO().WantCaptureKeyboard) {
return;
}
GLFWkeyboard* keyboard = glfwGetLastActiveKeyboard();
if (keyboard) {
App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
app->HandleKey(keyboard, key, action);
}
}
int main(int argc, char* argv[]) {
using namespace Tags;
constexpr auto kImGuiBackend = "imgui-backend";
constexpr auto kGameDataDir = "game-data-directory";
constexpr auto kGameAssetDir = "game-asset-directory";
cxxopts::Options options(std::string(AppConfig::kAppName), "");
// clang-format off
options.add_options()
(kImGuiBackend, "ImGui backend. Options: opengl2, opengl3. Leave empty to default.", cxxopts::value<std::string>())
(kGameAssetDir, "Directory in which assets are looked up from. Can be relative paths to the executable.", cxxopts::value<std::string>()->default_value("."))
(kGameDataDir, "Directory in which game data (such as saves and options) are saved to. Leave empty to use the default directory on each platform.", cxxopts::value<std::string>())
;
// clang-format on
auto args = options.parse(argc, argv);
bool imguiUseOpenGL3;
{
auto imguiBackend = args[kImGuiBackend].as<std::string>();
if (imguiBackend == "opengl2") {
imguiUseOpenGL3 = false;
} else if (imguiBackend == "opengl3") {
imguiUseOpenGL3 = true;
} else {
// TODO support more backends?
imguiUseOpenGL3 = false;
}
}
{
auto assetDir = args[kGameAssetDir].as<std::string>();
fs::path assetDirPath(assetDir);
if (!fs::exists(assetDirPath)) {
fprintf(stderr, "Invalid asset directory.\n");
return -4;
}
AppConfig::assetDir = std::move(assetDir);
AppConfig::assetDirPath = std::move(assetDirPath);
}
if (args.count(kGameDataDir) > 0) {
auto dataDir = args[kGameDataDir].as<std::string>();
fs::path dataDirPath(dataDir);
fs::create_directories(dataDir);
AppConfig::dataDir = std::move(dataDir);
AppConfig::dataDirPath = std::move(dataDirPath);
} else {
// TODO platform default path
AppConfig::dataDir = ".";
AppConfig::dataDirPath = fs::path(".");
}
if (!glfwInit()) {
return -1;
}
glfwSetErrorCallback(&GlfwErrorCallback);
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* imguiGlslVersion = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* imguiGlslVersion = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* imguiGlslVersion = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#endif
App app;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui Command Palette Example", nullptr, nullptr);
if (window == nullptr) {
return -2;
}
glfwSetWindowUserPointer(window, &app);
// Window callbacks are retained by ImGui GLFW backend
glfwSetKeyCallback(window, &GlfwKeyCallback);
glfwSetMouseButtonCallback(window, &GlfwMouseCallback);
glfwSetCursorPosCallback(window, &GlfwMouseMotionCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
return -3;
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplGlfw_InitForOpenGL(window, true);
if (imguiUseOpenGL3) {
ImGui_ImplOpenGL3_Init(imguiGlslVersion);
} else {
ImGui_ImplOpenGL2_Init();
}
ShaderManager::instance = new ShaderManager();
MaterialManager::instance = new MaterialManager();
IresManager::instance = new IresManager();
ShaderManager::instance->DiscoverShaders();
MaterialManager::instance->DiscoverMaterials();
IresManager::instance->DiscoverFilesDesignatedLocation();
gVformatStandard.Attach(new VertexFormat());
gVformatStandard->AddElement(VertexElementFormat{
.bindingIndex = 0,
.type = VET_Float3,
.semantic = VES_Position,
});
gVformatStandard->AddElement(VertexElementFormat{
.bindingIndex = 1,
.type = VET_Float2,
.semantic = VES_TexCoords1,
});
gVformatStandard->AddElement(VertexElementFormat{
.bindingIndex = 1,
.type = VET_Ubyte4Norm,
.semantic = VES_Color1,
});
gVformatStandardPacked.Attach(new VertexFormat());
gVformatStandardPacked->AddElement(VertexElementFormat{
.bindingIndex = 0,
.type = VET_Float3,
.semantic = VES_Position,
});
gVformatStandardPacked->AddElement(VertexElementFormat{
.bindingIndex = 0,
.type = VET_Float2,
.semantic = VES_TexCoords1,
});
gVformatStandardPacked->AddElement(VertexElementFormat{
.bindingIndex = 0,
.type = VET_Ubyte4Norm,
.semantic = VES_Color1,
});
app.Init();
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
int fbWidth, fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
glViewport(0, 0, fbWidth, fbHeight);
auto clearColor = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
glClearColor(clearColor.x * clearColor.w, clearColor.y * clearColor.w, clearColor.z * clearColor.w, clearColor.w);
glClear(GL_COLOR_BUFFER_BIT);
{ // Regular draw
app.Update();
app.Draw();
}
{ // ImGui stuff
if (imguiUseOpenGL3) {
ImGui_ImplOpenGL3_NewFrame();
} else {
ImGui_ImplOpenGL2_NewFrame();
}
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
app.Show();
ImGui::ShowNotifications();
ImGui::Render();
if (imguiUseOpenGL3) {
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
} else {
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
}
}
glfwSwapBuffers(window);
}
app.Shutdown();
if (imguiUseOpenGL3) {
ImGui_ImplOpenGL3_Shutdown();
} else {
ImGui_ImplOpenGL2_Shutdown();
}
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
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