diff --git a/Navmesher.sln b/Navmesher.sln index de745f2..aebe06f 100644 --- a/Navmesher.sln +++ b/Navmesher.sln @@ -18,6 +18,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SizedBuffer", "SizedBuffer\ EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "imgui\examples\example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Navmesher", "Navmesher\Navmesher.vcxproj", "{036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Itanium = Debug|Itanium @@ -121,6 +123,24 @@ Global {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.ReleaseWithoutAsm|x64.Build.0 = Release|x64 {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.ReleaseWithoutAsm|x86.ActiveCfg = Release|Win32 {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.ReleaseWithoutAsm|x86.Build.0 = Release|Win32 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|Itanium.ActiveCfg = Debug|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|Itanium.Build.0 = Debug|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|x64.ActiveCfg = Debug|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|x64.Build.0 = Debug|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|x86.ActiveCfg = Debug|Win32 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Debug|x86.Build.0 = Debug|Win32 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|Itanium.ActiveCfg = Release|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|Itanium.Build.0 = Release|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|x64.ActiveCfg = Release|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|x64.Build.0 = Release|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|x86.ActiveCfg = Release|Win32 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.Release|x86.Build.0 = Release|Win32 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|Itanium.ActiveCfg = Release|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|Itanium.Build.0 = Release|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|x64.ActiveCfg = Release|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|x64.Build.0 = Release|x64 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|x86.ActiveCfg = Release|Win32 + {036D6C81-1E1C-4ADE-A48A-F1DDAF9286A1}.ReleaseWithoutAsm|x86.Build.0 = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/Navmesher/Navmesher.vcxproj b/Navmesher/Navmesher.vcxproj new file mode 100644 index 0000000..3f97a8e --- /dev/null +++ b/Navmesher/Navmesher.vcxproj @@ -0,0 +1,165 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + Debug + x64 + + + Release + x64 + + + + 16.0 + Win32Proj + {036d6c81-1e1c-4ade-a48a-f1ddaf9286a1} + Navmesher + 10.0 + + + + Application + true + v143 + Unicode + + + Application + false + v143 + true + Unicode + + + Application + true + v143 + Unicode + + + Application + false + v143 + true + Unicode + + + + + + + + + + + + + + + + + + + + + + Level3 + true + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + + + Windows + true + + + + + Level3 + true + true + true + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + + + Windows + true + true + true + + + + + EnableAllWarnings + true + _DEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + ..\imgui\backends;..\glfw\include;..\imgui;%(AdditionalIncludeDirectories) + + + Console + true + ..\glfw\build\src\Debug;%(AdditionalLibraryDirectories) + msvcrt.lib + + + opengl32.lib;glfw3.lib;$(CoreLibraryDependencies);%(AdditionalDependencies) + + + + + Level3 + true + true + true + NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + true + ..\imgui\backends;..\glfw\include;..\imgui;%(AdditionalIncludeDirectories) + + + Windows + true + true + true + ..\glfw\build\src\Release;%(AdditionalLibraryDirectories) + opengl32.lib;glfw3.lib;$(CoreLibraryDependencies);%(AdditionalDependencies) + + + mainCRTStartup + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Navmesher/Navmesher.vcxproj.filters b/Navmesher/Navmesher.vcxproj.filters new file mode 100644 index 0000000..6d47d0c --- /dev/null +++ b/Navmesher/Navmesher.vcxproj.filters @@ -0,0 +1,71 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + {e93560d6-5678-4cf7-a5e0-7d56705806fe} + + + + + imgui + + + imgui + + + imgui + + + imgui + + + imgui + + + Source Files + + + Source Files + + + Source Files + + + + + imgui + + + imgui + + + imgui + + + Source Files + + + Source Files + + + Source Files + + + + + Source Files + + + \ No newline at end of file diff --git a/Navmesher/imgui.ini b/Navmesher/imgui.ini new file mode 100644 index 0000000..07dd1cb --- /dev/null +++ b/Navmesher/imgui.ini @@ -0,0 +1,18 @@ +[Window][Debug##Default] +Pos=60,60 +Size=400,400 +Collapsed=0 + +[Window][Hello, world!] +Pos=73,108 +Size=339,180 +Collapsed=0 + +[Window][Dear ImGui Demo] +ViewportPos=2016,706 +ViewportId=0xE927CF2F +Size=550,680 +Collapsed=0 + +[Docking][Data] + diff --git a/Navmesher/main.cpp b/Navmesher/main.cpp new file mode 100644 index 0000000..6c41533 --- /dev/null +++ b/Navmesher/main.cpp @@ -0,0 +1,195 @@ +// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl3.h" +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#endif +#include // Will drag system OpenGL headers + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// 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. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +static void glfw_error_callback(int error, const char *description) +{ + fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +int main(int, char **) +{ + // Setup window + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char *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 + const char *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 + const char *glsl_version = "#version 130"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only +#endif + + // Create window with graphics context + GLFWwindow *window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL); + if (window == NULL) + return 1; + glfwMakeContextCurrent(window); + glfwSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO &io = ImGui::GetIO(); (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle &style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float *)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + int display_w, display_h; + glfwGetFramebufferSize(window, &display_w, &display_h); + glViewport(0, 0, display_w, display_h); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + GLFWwindow *backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } + + glfwSwapBuffers(window); + } + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} \ No newline at end of file