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200 lines
7.6 KiB
C++
200 lines
7.6 KiB
C++
3 years ago
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// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <sys/ipc.h>
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#include <sys/shm.h>
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#include <thread>
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#include "../overlay.h"
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include "GL/gl3w.h" // Initialize with gl3wInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Initialize with glewInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Initialize with gladLoadGL()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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// Include glfw3.h after our OpenGL definitions
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#include <GLFW/glfw3.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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swapchain_stats sw_stats {};
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overlay_params params {};
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static ImVec2 window_size;
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static uint32_t vendorID;
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static std::string deviceName;
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int fd;
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char str1[80];
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char *shm_str;
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void read_thread(){
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while (1){
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if (strcmp("read", shm_str)) {
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sprintf(shm_str, "%s", "read");
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update_hud_info(sw_stats, params, vendorID);
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} else {
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sleep(0.0001);
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}
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}
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}
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int main(int, char**)
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{
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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return 1;
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const char* glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_RESIZABLE, 1);
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glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, 1);
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// Create window with graphics context
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
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if (window == NULL)
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return 1;
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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// Initialize OpenGL loader
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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bool err = gl3wInit() != 0;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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bool err = glewInit() != GLEW_OK;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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bool err = gladLoadGL() == 0;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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bool err = false;
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glbinding::Binding::initialize();
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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bool err = false;
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glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
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#else
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bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
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#endif
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if (err)
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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return 1;
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}
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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parse_overlay_config(¶ms, getenv("MANGOHUD_CONFIG"));
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create_fonts(params, sw_stats.font1, sw_stats.font_text);
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HUDElements.convert_colors(params);
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init_cpu_stats(params);
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deviceName = (char*)glGetString(GL_RENDERER);
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sw_stats.deviceName = deviceName;
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if (deviceName.find("Radeon") != std::string::npos
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|| deviceName.find("AMD") != std::string::npos){
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vendorID = 0x1002;
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} else {
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vendorID = 0x10de;
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}
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init_gpu_stats(vendorID, params);
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init_system_info();
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// Our state
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key_t key = ftok("mangoapp",65);
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int shmid = shmget(key,1024,0666|IPC_CREAT);
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shm_str = (char*) shmat(shmid,(void*)0,0);
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std::thread(read_thread).detach();
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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{
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check_keybinds(sw_stats, params, vendorID);
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position_layer(sw_stats, params, window_size);
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render_imgui(sw_stats, params, window_size, true);
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}
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ImGui::PopStyleVar(3);
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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