uc3xx_testapp/src/main.cpp
2024-09-22 11:07:58 +02:00

118 lines
3.5 KiB
C++

#include <glad/glad.h> // Use GLAD instead of GLEW
#include <GLFW/glfw3.h>
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
//#include <glm/glm.hpp>
#include <iostream>
#define NOMINMAX
#include <windows.h>
// GLFW error callback function
void glfw_error_callback(int error, const char* description) {
std::cerr << "GLFW Error " << error << ": " << description << std::endl;
}
int main();
int CALLBACK WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
return main();
}
int main() {
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwWindowHint(GLFW_VISIBLE, GL_TRUE);
glfwWindowHint(GLFW_MAXIMIZED, GL_TRUE);
glfwWindowHint(GLFW_DEPTH_BITS, 0);
glfwWindowHint(GLFW_STENCIL_BITS, 0);
// Create a windowed mode window and its OpenGL context
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui + GLFW + GLAD Example", nullptr, nullptr);
if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(0); // Enable vsync
// Initialize GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cerr << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); //(void)io;
// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18);
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 130");
// Main loop
while (!glfwWindowShouldClose(window)) {
// Poll and handle events (inputs, window resize, etc.)
//glfwPollEvents();
glfwWaitEventsTimeout(0.1);
// Start the ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::DockSpaceOverViewport();
// Create a simple ImGui window
{
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!"
ImGui::Text("This is a simple window using ImGui and GLFW.");
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
ImGui::ShowDemoWindow();
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.45f, 0.55f, 0.60f, 1.00f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Swap buffers
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}