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#include "common.hpp"
#include "ui.hpp"
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <imgui_impl_opengl3_loader.h>
#include <cstdio>
#include <stdexcept>
// Different packaging defines this inconsistently, e.g. Xrepo but not most Linux distros
// We need it, so define just in case
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
static void glfw_error_handler(int err, const char* desc) {
fprintf(stderr, MSG_ERROR "GLFW error %d: %s", err, desc);
}
static const char* imgui_glsl_version = nullptr;
struct GlfwInit {
GlfwInit() {
if (!glfwInit()) {
throw std::runtime_error("failed to init GLFW");
}
glfwSetErrorCallback(&glfw_error_handler);
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
imgui_glsl_version = "#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
imgui_glsl_version = "#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
imgui_glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#endif
}
~GlfwInit() {
glfwTerminate();
}
};
struct GlfwWindow {
GLFWwindow* _h;
GlfwWindow(int width, int height, const char* title) {
_h = glfwCreateWindow(width, height, title, nullptr, nullptr);
if (_h == nullptr)
throw std::runtime_error("failed to create GLFW window");
}
~GlfwWindow() {
glfwDestroyWindow(_h);
}
};
struct ImGuiInit {
ImGuiInit(GLFWwindow* window) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 130");
}
~ImGuiInit() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
};
int main() {
GlfwInit i_glfw;
GlfwWindow i_window(1280, 730, "Sand Physics");
GLFWwindow* window = i_window._h;
glfwMakeContextCurrent(window);
// V-sync to make timing easier, we don't really care about latency
glfwSwapInterval(1);
ImGuiInit i_imgui(window);
ImVec4 bg_col(1.0f, 1.0f, 1.0f, 1.0f);
bg_col.x *= bg_col.w;
bg_col.y *= bg_col.w;
bg_col.z *= bg_col.w;
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ShowEverything();
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(bg_col.x * bg_col.w, bg_col.y * bg_col.w, bg_col.z * bg_col.w, bg_col.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
}
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