This commit is contained in:
OusmBlueNinja 2024-11-25 17:08:00 -06:00
parent f88c571faa
commit a9bfb2d27a
107 changed files with 106838 additions and 0 deletions

22
.vscode/c_cpp_properties.json vendored Normal file
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{
"configurations": [
{
"name": "Win32",
"includePath": [
"${workspaceFolder}/**",
"C:/msys64/mingw64/include/**"
],
"defines": [
"_DEBUG",
"UNICODE",
"_UNICODE"
],
"windowsSdkVersion": "10.0.22621.0",
"compilerPath": "C:/msys64/mingw64/bin/g++.exe",
"cStandard": "c23",
"cppStandard": "c++23",
"intelliSenseMode": "windows-gcc-x64"
}
],
"version": 4
}

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{
"version": "0.2.0",
"configurations": [
{
"name": "Debug Game Engine",
"type": "cppdbg",
"request": "launch",
"program": "${workspaceFolder}/build/game_engine.exe", // Path to your executable
"args": [], // Add arguments to pass to your program if necessary
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"MIMode": "gdb",
"miDebuggerPath": "C:/msys64/mingw64/bin/gdb.exe", // Path to your GDB executable
"setupCommands": [
{
"description": "Enable pretty-printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": true
}
]
}
]
}

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{
"files.associations": {
"*.pyx": "python",
"*.js": "javascript",
"*.c": "c",
"array": "cpp",
"atomic": "cpp",
"bit": "cpp",
"*.tcc": "cpp",
"cctype": "cpp",
"charconv": "cpp",
"clocale": "cpp",
"cmath": "cpp",
"compare": "cpp",
"concepts": "cpp",
"cstdarg": "cpp",
"cstddef": "cpp",
"cstdint": "cpp",
"cstdio": "cpp",
"cstdlib": "cpp",
"cstring": "cpp",
"ctime": "cpp",
"cwchar": "cpp",
"cwctype": "cpp",
"deque": "cpp",
"list": "cpp",
"map": "cpp",
"set": "cpp",
"string": "cpp",
"unordered_map": "cpp",
"vector": "cpp",
"exception": "cpp",
"algorithm": "cpp",
"functional": "cpp",
"iterator": "cpp",
"memory": "cpp",
"memory_resource": "cpp",
"numeric": "cpp",
"optional": "cpp",
"random": "cpp",
"string_view": "cpp",
"system_error": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"utility": "cpp",
"format": "cpp",
"fstream": "cpp",
"initializer_list": "cpp",
"iomanip": "cpp",
"iosfwd": "cpp",
"iostream": "cpp",
"istream": "cpp",
"limits": "cpp",
"new": "cpp",
"numbers": "cpp",
"ostream": "cpp",
"ranges": "cpp",
"span": "cpp",
"sstream": "cpp",
"stdexcept": "cpp",
"streambuf": "cpp",
"text_encoding": "cpp",
"cinttypes": "cpp",
"typeinfo": "cpp",
"variant": "cpp",
"valarray": "cpp",
"filesystem": "cpp",
"codecvt": "cpp",
"ratio": "cpp",
"chrono": "cpp",
"condition_variable": "cpp",
"mutex": "cpp",
"semaphore": "cpp",
"stop_token": "cpp",
"thread": "cpp"
}
}

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{
"version": "2.0.0",
"tasks": [
{
"label": "Build with Makefile",
"type": "shell",
"command": "mingw32-make",
"args": ["all"], // Use the "all" target from your Makefile
"group": {
"kind": "build",
"isDefault": true
},
"problemMatcher": ["$gcc"],
"detail": "Task to build the project using the provided Makefile."
},
{
"label": "Clean with Makefile",
"type": "shell",
"command": "mingw32-make",
"args": ["clean"], // Use the "clean" target from your Makefile
"group": {
"kind": "build",
"isDefault": false
},
"detail": "Task to clean the project using the provided Makefile."
}
]
}

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Makefile Normal file
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# Compiler
CC = g++
# Compiler flags
CFLAGS = -Wall -g
# Paths to include directories (Adjust these paths to your installation)
IMG_INCLUDE_DIR = include
IMGUI_INCLUDE_DIR = imgui
SDL2_LIB_DIR = C:/msys64/mingw64/bin
LIB_DIR = lib
# Include directories
INCLUDE_DIRS = -I$(IMG_INCLUDE_DIR) -I$(IMGUI_INCLUDE_DIR)
# Library directories
LIB_DIRS = -L$(SDL2_LIB_DIR) -L$(LIB_DIR)
# Libraries to link
LIBS = -lmingw32 -lglfw3 -lopengl32 -lglew32 -lyaml-cpp -lcomdlg32
# Source directories
SRC_DIR = src
IMGUI_DIR = imgui
# Object directory
OBJ_DIR = build
# Source files
SOURCES = $(wildcard $(SRC_DIR)/*.cpp) $(wildcard $(IMGUI_DIR)/*.cpp)
# Object files
OBJECTS = $(patsubst $(SRC_DIR)/%.cpp,$(OBJ_DIR)/%.o,$(SOURCES))
OBJECTS := $(patsubst $(IMGUI_DIR)/%.cpp,$(OBJ_DIR)/%.o,$(OBJECTS))
# Executable name
EXECUTABLE = $(OBJ_DIR)/game_engine.exe
# Build target
all: $(OBJ_DIR) $(EXECUTABLE)
$(OBJ_DIR):
mkdir $(OBJ_DIR)
$(EXECUTABLE): $(OBJECTS)
$(CC) $(OBJECTS) -o $@ $(LIB_DIRS) $(LIBS)
$(OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp
$(CC) $(CFLAGS) $(INCLUDE_DIRS) -c $< -o $@
$(OBJ_DIR)/%.o: $(IMGUI_DIR)/%.cpp
$(CC) $(CFLAGS) $(INCLUDE_DIRS) -c $< -o $@
clean:
del /Q $(OBJ_DIR)\*.o

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assets/scenes/Scene.polys Normal file
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Entities:
- ID: 0
Name: Light
Components:
Light:
Type: 2
Intensity: 9.30000019
Color: [1, 1, 1]
Constant: 1
Linear: 0.0900000036
Quadratic: 0.0320000015
cutOff: 0
outerCutOff: 39.7900009
Direction: [-0.200000003, -1, -0.300000012]
Transform:
Position: [-1.70000005, -0.200000003, -0.100000001]
Rotation: [1.5, 2.70000005, -17.5]
Scale: [1, 1, 1]
- ID: 1
Name: Cube
Components:
Render:
MeshName: WhiteCube
Color: [1, 1, 1]
Transform:
Position: [-1.21370173, 1.20000005, 0]
Rotation: [1.34287302e-05, -41.9440002, 1.62548586e-05]
Scale: [1, 1, 1]

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Entities:
- ID: 0
Name: Entity 0
Components:
Light:
Type: 0
Intensity: 1
Color: [1, 1, 1]
Constant: 1
Linear: 0.0900000036
Quadratic: 0.0320000015
cutOff: 12.5
outerCutOff: 17.5
Direction: [-0.200000003, -1, -0.300000012]
Transform:
Position: [0, 0, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]

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Entities:
- ID: 0
Name: Entity 0
Components:
Transform:
Position: [0, 0, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]

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imgui.ini Normal file
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[Window][DockSpace Window]
Pos=0,20
Size=1280,720
Collapsed=0
[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Entity Component Tree]
Pos=318,28
Size=197,1161
Collapsed=0
DockId=0x00000005,0
[Window][Game View]
Pos=312,28
Size=626,322
Collapsed=0
DockId=0x00000009,0
[Window][Asset Panel]
Pos=8,379
Size=302,353
Collapsed=0
DockId=0x00000008,0
[Window][Inspector]
Pos=940,28
Size=332,704
Collapsed=0
DockId=0x00000004,0
[Window][Scene]
Pos=8,28
Size=302,349
Collapsed=0
DockId=0x00000007,0
[Window][Info]
Pos=312,352
Size=626,380
Collapsed=0
DockId=0x0000000A,0
[Docking][Data]
DockSpace ID=0xC746EC7D Window=0x9DF47A72 Pos=8,28 Size=1264,704 Split=X Selected=0x642CEEBB
DockNode ID=0x00000003 Parent=0xC746EC7D SizeRef=1570,1161 Split=X
DockNode ID=0x00000001 Parent=0x00000003 SizeRef=302,1161 Split=Y Selected=0x9D571615
DockNode ID=0x00000007 Parent=0x00000001 SizeRef=580,577 Selected=0xE192E354
DockNode ID=0x00000008 Parent=0x00000001 SizeRef=580,582 Selected=0x9D571615
DockNode ID=0x00000002 Parent=0x00000003 SizeRef=1600,1161 Split=X
DockNode ID=0x00000005 Parent=0x00000002 SizeRef=197,1161 Selected=0x4E0EE8E4
DockNode ID=0x00000006 Parent=0x00000002 SizeRef=1035,1161 Split=Y Selected=0x642CEEBB
DockNode ID=0x00000009 Parent=0x00000006 SizeRef=1266,779 CentralNode=1 Selected=0x642CEEBB
DockNode ID=0x0000000A Parent=0x00000006 SizeRef=1266,380 Selected=0xE534E588
DockNode ID=0x00000004 Parent=0xC746EC7D SizeRef=332,1161 Selected=0xE7039252

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imgui/ImCurveEdit.cpp Normal file
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// https://github.com/CedricGuillemet/ImGuizmo
// v1.91.3 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#include "ImCurveEdit.h"
#include "imgui.h"
#include "imgui_internal.h"
#include <stdint.h>
#include <set>
#include <vector>
#if defined(_MSC_VER) || defined(__MINGW32__)
#include <malloc.h>
#endif
#if !defined(_MSC_VER) && !defined(__MINGW64_VERSION_MAJOR)
#define _malloca(x) alloca(x)
#define _freea(x)
#endif
namespace ImCurveEdit
{
#ifndef IMGUI_DEFINE_MATH_OPERATORS
static ImVec2 operator+(const ImVec2& a, const ImVec2& b) {
return ImVec2(a.x + b.x, a.y + b.y);
}
static ImVec2 operator-(const ImVec2& a, const ImVec2& b) {
return ImVec2(a.x - b.x, a.y - b.y);
}
static ImVec2 operator*(const ImVec2& a, const ImVec2& b) {
return ImVec2(a.x * b.x, a.y * b.y);
}
static ImVec2 operator/(const ImVec2& a, const ImVec2& b) {
return ImVec2(a.x / b.x, a.y / b.y);
}
static ImVec2 operator*(const ImVec2& a, const float b) {
return ImVec2(a.x * b, a.y * b);
}
#endif
static float smoothstep(float edge0, float edge1, float x)
{
x = ImClamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f);
return x * x * (3 - 2 * x);
}
static float distance(float x, float y, float x1, float y1, float x2, float y2)
{
float A = x - x1;
float B = y - y1;
float C = x2 - x1;
float D = y2 - y1;
float dot = A * C + B * D;
float len_sq = C * C + D * D;
float param = -1.f;
if (len_sq > FLT_EPSILON)
param = dot / len_sq;
float xx, yy;
if (param < 0.f) {
xx = x1;
yy = y1;
}
else if (param > 1.f) {
xx = x2;
yy = y2;
}
else {
xx = x1 + param * C;
yy = y1 + param * D;
}
float dx = x - xx;
float dy = y - yy;
return sqrtf(dx * dx + dy * dy);
}
static int DrawPoint(ImDrawList* draw_list, ImVec2 pos, const ImVec2 size, const ImVec2 offset, bool edited)
{
int ret = 0;
ImGuiIO& io = ImGui::GetIO();
static const ImVec2 localOffsets[4] = { ImVec2(1,0), ImVec2(0,1), ImVec2(-1,0), ImVec2(0,-1) };
ImVec2 offsets[4];
for (int i = 0; i < 4; i++)
{
offsets[i] = pos * size + localOffsets[i] * 4.5f + offset;
}
const ImVec2 center = pos * size + offset;
const ImRect anchor(center - ImVec2(5, 5), center + ImVec2(5, 5));
draw_list->AddConvexPolyFilled(offsets, 4, 0xFF000000);
if (anchor.Contains(io.MousePos))
{
ret = 1;
if (io.MouseDown[0])
ret = 2;
}
if (edited)
draw_list->AddPolyline(offsets, 4, 0xFFFFFFFF, true, 3.0f);
else if (ret)
draw_list->AddPolyline(offsets, 4, 0xFF80B0FF, true, 2.0f);
else
draw_list->AddPolyline(offsets, 4, 0xFF0080FF, true, 2.0f);
return ret;
}
int Edit(Delegate& delegate, const ImVec2& size, unsigned int id, const ImRect* clippingRect, ImVector<EditPoint>* selectedPoints)
{
static bool selectingQuad = false;
static ImVec2 quadSelection;
static int overCurve = -1;
static int movingCurve = -1;
static bool scrollingV = false;
static std::set<EditPoint> selection;
static bool overSelectedPoint = false;
int ret = 0;
ImGuiIO& io = ImGui::GetIO();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
ImGui::PushStyleColor(ImGuiCol_Border, 0);
ImGui::BeginChild(id, size, ImGuiChildFlags_FrameStyle);
delegate.focused = ImGui::IsWindowFocused();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
if (clippingRect)
draw_list->PushClipRect(clippingRect->Min, clippingRect->Max, true);
const ImVec2 offset = ImGui::GetCursorScreenPos() + ImVec2(0.f, size.y);
const ImVec2 ssize(size.x, -size.y);
const ImRect container(offset + ImVec2(0.f, ssize.y), offset + ImVec2(ssize.x, 0.f));
ImVec2& min = delegate.GetMin();
ImVec2& max = delegate.GetMax();
// handle zoom and VScroll
if (container.Contains(io.MousePos))
{
if (fabsf(io.MouseWheel) > FLT_EPSILON)
{
const float r = (io.MousePos.y - offset.y) / ssize.y;
float ratioY = ImLerp(min.y, max.y, r);
auto scaleValue = [&](float v) {
v -= ratioY;
v *= (1.f - io.MouseWheel * 0.05f);
v += ratioY;
return v;
};
min.y = scaleValue(min.y);
max.y = scaleValue(max.y);
}
if (!scrollingV && ImGui::IsMouseDown(2))
{
scrollingV = true;
}
}
ImVec2 range = max - min + ImVec2(1.f, 0.f); // +1 because of inclusive last frame
const ImVec2 viewSize(size.x, -size.y);
const ImVec2 sizeOfPixel = ImVec2(1.f, 1.f) / viewSize;
const size_t curveCount = delegate.GetCurveCount();
if (scrollingV)
{
float deltaH = io.MouseDelta.y * range.y * sizeOfPixel.y;
min.y -= deltaH;
max.y -= deltaH;
if (!ImGui::IsMouseDown(2))
scrollingV = false;
}
draw_list->AddRectFilled(offset, offset + ssize, delegate.GetBackgroundColor());
auto pointToRange = [&](ImVec2 pt) { return (pt - min) / range; };
auto rangeToPoint = [&](ImVec2 pt) { return (pt * range) + min; };
draw_list->AddLine(ImVec2(-1.f, -min.y / range.y) * viewSize + offset, ImVec2(1.f, -min.y / range.y) * viewSize + offset, 0xFF000000, 1.5f);
bool overCurveOrPoint = false;
int localOverCurve = -1;
// make sure highlighted curve is rendered last
int* curvesIndex = (int*)_malloca(sizeof(int) * curveCount);
for (size_t c = 0; c < curveCount; c++)
curvesIndex[c] = int(c);
int highLightedCurveIndex = -1;
if (overCurve != -1 && curveCount)
{
ImSwap(curvesIndex[overCurve], curvesIndex[curveCount - 1]);
highLightedCurveIndex = overCurve;
}
for (size_t cur = 0; cur < curveCount; cur++)
{
int c = curvesIndex[cur];
if (!delegate.IsVisible(c))
continue;
const size_t ptCount = delegate.GetPointCount(c);
if (ptCount < 1)
continue;
CurveType curveType = delegate.GetCurveType(c);
if (curveType == CurveNone)
continue;
const ImVec2* pts = delegate.GetPoints(c);
uint32_t curveColor = delegate.GetCurveColor(c);
if ((c == highLightedCurveIndex && selection.empty() && !selectingQuad) || movingCurve == c)
curveColor = 0xFFFFFFFF;
for (size_t p = 0; p < ptCount - 1; p++)
{
const ImVec2 p1 = pointToRange(pts[p]);
const ImVec2 p2 = pointToRange(pts[p + 1]);
if (curveType == CurveSmooth || curveType == CurveLinear)
{
size_t subStepCount = (curveType == CurveSmooth) ? 20 : 2;
float step = 1.f / float(subStepCount - 1);
for (size_t substep = 0; substep < subStepCount - 1; substep++)
{
float t = float(substep) * step;
const ImVec2 sp1 = ImLerp(p1, p2, t);
const ImVec2 sp2 = ImLerp(p1, p2, t + step);
const float rt1 = smoothstep(p1.x, p2.x, sp1.x);
const float rt2 = smoothstep(p1.x, p2.x, sp2.x);
const ImVec2 pos1 = ImVec2(sp1.x, ImLerp(p1.y, p2.y, rt1)) * viewSize + offset;
const ImVec2 pos2 = ImVec2(sp2.x, ImLerp(p1.y, p2.y, rt2)) * viewSize + offset;
if (distance(io.MousePos.x, io.MousePos.y, pos1.x, pos1.y, pos2.x, pos2.y) < 8.f && !scrollingV)
{
localOverCurve = int(c);
overCurve = int(c);
overCurveOrPoint = true;
}
draw_list->AddLine(pos1, pos2, curveColor, 1.3f);
} // substep
}
else if (curveType == CurveDiscrete)
{
ImVec2 dp1 = p1 * viewSize + offset;
ImVec2 dp2 = ImVec2(p2.x, p1.y) * viewSize + offset;
ImVec2 dp3 = p2 * viewSize + offset;
draw_list->AddLine(dp1, dp2, curveColor, 1.3f);
draw_list->AddLine(dp2, dp3, curveColor, 1.3f);
if ((distance(io.MousePos.x, io.MousePos.y, dp1.x, dp1.y, dp3.x, dp1.y) < 8.f ||
distance(io.MousePos.x, io.MousePos.y, dp3.x, dp1.y, dp3.x, dp3.y) < 8.f)
/*&& localOverCurve == -1*/)
{
localOverCurve = int(c);
overCurve = int(c);
overCurveOrPoint = true;
}
}
} // point loop
for (size_t p = 0; p < ptCount; p++)
{
const int drawState = DrawPoint(draw_list, pointToRange(pts[p]), viewSize, offset, (selection.find({ int(c), int(p) }) != selection.end() && movingCurve == -1 && !scrollingV));
if (drawState && movingCurve == -1 && !selectingQuad)
{
overCurveOrPoint = true;
overSelectedPoint = true;
overCurve = -1;
if (drawState == 2)
{
if (!io.KeyShift && selection.find({ int(c), int(p) }) == selection.end())
selection.clear();
selection.insert({ int(c), int(p) });
}
}
}
} // curves loop
if (localOverCurve == -1)
overCurve = -1;
// move selection
static bool pointsMoved = false;
static ImVec2 mousePosOrigin;
static std::vector<ImVec2> originalPoints;
if (overSelectedPoint && io.MouseDown[0])
{
if ((fabsf(io.MouseDelta.x) > 0.f || fabsf(io.MouseDelta.y) > 0.f) && !selection.empty())
{
if (!pointsMoved)
{
delegate.BeginEdit(0);
mousePosOrigin = io.MousePos;
originalPoints.resize(selection.size());
int index = 0;
for (auto& sel : selection)
{
const ImVec2* pts = delegate.GetPoints(sel.curveIndex);
originalPoints[index++] = pts[sel.pointIndex];
}
}
pointsMoved = true;
ret = 1;
auto prevSelection = selection;
int originalIndex = 0;
for (auto& sel : prevSelection)
{
const ImVec2 p = rangeToPoint(pointToRange(originalPoints[originalIndex]) + (io.MousePos - mousePosOrigin) * sizeOfPixel);
const int newIndex = delegate.EditPoint(sel.curveIndex, sel.pointIndex, p);
if (newIndex != sel.pointIndex)
{
selection.erase(sel);
selection.insert({ sel.curveIndex, newIndex });
}
originalIndex++;
}
}
}
if (overSelectedPoint && !io.MouseDown[0])
{
overSelectedPoint = false;
if (pointsMoved)
{
pointsMoved = false;
delegate.EndEdit();
}
}
// add point
if (overCurve != -1 && io.MouseDoubleClicked[0])
{
const ImVec2 np = rangeToPoint((io.MousePos - offset) / viewSize);
delegate.BeginEdit(overCurve);
delegate.AddPoint(overCurve, np);
delegate.EndEdit();
ret = 1;
}
// move curve
if (movingCurve != -1)
{
const size_t ptCount = delegate.GetPointCount(movingCurve);
const ImVec2* pts = delegate.GetPoints(movingCurve);
if (!pointsMoved)
{
mousePosOrigin = io.MousePos;
pointsMoved = true;
originalPoints.resize(ptCount);
for (size_t index = 0; index < ptCount; index++)
{
originalPoints[index] = pts[index];
}
}
if (ptCount >= 1)
{
for (size_t p = 0; p < ptCount; p++)
{
delegate.EditPoint(movingCurve, int(p), rangeToPoint(pointToRange(originalPoints[p]) + (io.MousePos - mousePosOrigin) * sizeOfPixel));
}
ret = 1;
}
if (!io.MouseDown[0])
{
movingCurve = -1;
pointsMoved = false;
delegate.EndEdit();
}
}
if (movingCurve == -1 && overCurve != -1 && ImGui::IsMouseClicked(0) && selection.empty() && !selectingQuad)
{
movingCurve = overCurve;
delegate.BeginEdit(overCurve);
}
// quad selection
if (selectingQuad)
{
const ImVec2 bmin = ImMin(quadSelection, io.MousePos);
const ImVec2 bmax = ImMax(quadSelection, io.MousePos);
draw_list->AddRectFilled(bmin, bmax, 0x40FF0000, 1.f);
draw_list->AddRect(bmin, bmax, 0xFFFF0000, 1.f);
const ImRect selectionQuad(bmin, bmax);
if (!io.MouseDown[0])
{
if (!io.KeyShift)
selection.clear();
// select everythnig is quad
for (size_t c = 0; c < curveCount; c++)
{
if (!delegate.IsVisible(c))
continue;
const size_t ptCount = delegate.GetPointCount(c);
if (ptCount < 1)
continue;
const ImVec2* pts = delegate.GetPoints(c);
for (size_t p = 0; p < ptCount; p++)
{
const ImVec2 center = pointToRange(pts[p]) * viewSize + offset;
if (selectionQuad.Contains(center))
selection.insert({ int(c), int(p) });
}
}
// done
selectingQuad = false;
}
}
if (!overCurveOrPoint && ImGui::IsMouseClicked(0) && !selectingQuad && movingCurve == -1 && !overSelectedPoint && container.Contains(io.MousePos))
{
selectingQuad = true;
quadSelection = io.MousePos;
}
if (clippingRect)
draw_list->PopClipRect();
ImGui::EndChild();
ImGui::PopStyleVar();
ImGui::PopStyleColor(1);
if (selectedPoints)
{
selectedPoints->resize(int(selection.size()));
int index = 0;
for (auto& point : selection)
(*selectedPoints)[index++] = point;
}
return ret;
}
}

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// https://github.com/CedricGuillemet/ImGuizmo
// v1.91.3 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#include "ImGradient.h"
#include "imgui.h"
#include "imgui_internal.h"
namespace ImGradient
{
#ifndef IMGUI_DEFINE_MATH_OPERATORS
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
#endif
static int DrawPoint(ImDrawList* draw_list, ImVec4 color, const ImVec2 size, bool editing, ImVec2 pos)
{
ImGuiIO& io = ImGui::GetIO();
ImVec2 p1 = ImLerp(pos, ImVec2(pos + ImVec2(size.x - size.y, 0.f)), color.w) + ImVec2(3, 3);
ImVec2 p2 = ImLerp(pos + ImVec2(size.y, size.y), ImVec2(pos + size), color.w) - ImVec2(3, 3);
ImRect rc(p1, p2);
color.w = 1.f;
draw_list->AddRectFilled(p1, p2, ImColor(color));
if (editing)
draw_list->AddRect(p1, p2, 0xFFFFFFFF, 2.f, 15, 2.5f);
else
draw_list->AddRect(p1, p2, 0x80FFFFFF, 2.f, 15, 1.25f);
if (rc.Contains(io.MousePos))
{
if (io.MouseClicked[0])
return 2;
return 1;
}
return 0;
}
bool Edit(Delegate& delegate, const ImVec2& size, int& selection)
{
bool ret = false;
ImGuiIO& io = ImGui::GetIO();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
ImGui::BeginChild(137, size, ImGuiChildFlags_FrameStyle);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
const ImVec2 offset = ImGui::GetCursorScreenPos();
const ImVec4* pts = delegate.GetPoints();
static int currentSelection = -1;
static int movingPt = -1;
if (currentSelection >= int(delegate.GetPointCount()))
currentSelection = -1;
if (movingPt != -1)
{
ImVec4 current = pts[movingPt];
current.w += io.MouseDelta.x / size.x;
current.w = ImClamp(current.w, 0.f, 1.f);
delegate.EditPoint(movingPt, current);
ret = true;
if (!io.MouseDown[0])
movingPt = -1;
}
for (size_t i = 0; i < delegate.GetPointCount(); i++)
{
int ptSel = DrawPoint(draw_list, pts[i], size, i == currentSelection, offset);
if (ptSel == 2)
{
currentSelection = int(i);
ret = true;
}
if (ptSel == 1 && io.MouseDown[0] && movingPt == -1)
{
movingPt = int(i);
}
}
ImRect rc(offset, offset + size);
if (rc.Contains(io.MousePos) && io.MouseDoubleClicked[0])
{
float t = (io.MousePos.x - offset.x) / size.x;
delegate.AddPoint(delegate.GetPoint(t));
ret = true;
}
ImGui::EndChild();
ImGui::PopStyleVar();
selection = currentSelection;
return ret;
}
}

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// https://github.com/CedricGuillemet/ImGuizmo
// v1.91.3 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#include "ImSequencer.h"
#include "imgui.h"
#include "imgui_internal.h"
#include <cstdlib>
namespace ImSequencer
{
#ifndef IMGUI_DEFINE_MATH_OPERATORS
static ImVec2 operator+(const ImVec2& a, const ImVec2& b) {
return ImVec2(a.x + b.x, a.y + b.y);
}
#endif
static bool SequencerAddDelButton(ImDrawList* draw_list, ImVec2 pos, bool add = true)
{
ImGuiIO& io = ImGui::GetIO();
ImRect btnRect(pos, ImVec2(pos.x + 16, pos.y + 16));
bool overBtn = btnRect.Contains(io.MousePos);
bool containedClick = overBtn && btnRect.Contains(io.MouseClickedPos[0]);
bool clickedBtn = containedClick && io.MouseReleased[0];
int btnColor = overBtn ? 0xAAEAFFAA : 0x77A3B2AA;
if (containedClick && io.MouseDownDuration[0] > 0)
btnRect.Expand(2.0f);
float midy = pos.y + 16 / 2 - 0.5f;
float midx = pos.x + 16 / 2 - 0.5f;
draw_list->AddRect(btnRect.Min, btnRect.Max, btnColor, 4);
draw_list->AddLine(ImVec2(btnRect.Min.x + 3, midy), ImVec2(btnRect.Max.x - 3, midy), btnColor, 2);
if (add)
draw_list->AddLine(ImVec2(midx, btnRect.Min.y + 3), ImVec2(midx, btnRect.Max.y - 3), btnColor, 2);
return clickedBtn;
}
bool Sequencer(SequenceInterface* sequence, int* currentFrame, bool* expanded, int* selectedEntry, int* firstFrame, int sequenceOptions)
{
bool ret = false;
ImGuiIO& io = ImGui::GetIO();
int cx = (int)(io.MousePos.x);
int cy = (int)(io.MousePos.y);
static float framePixelWidth = 10.f;
static float framePixelWidthTarget = 10.f;
int legendWidth = 200;
static int movingEntry = -1;
static int movingPos = -1;
static int movingPart = -1;
int delEntry = -1;
int dupEntry = -1;
int ItemHeight = 20;
bool popupOpened = false;
int sequenceCount = sequence->GetItemCount();
if (!sequenceCount)
return false;
ImGui::BeginGroup();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
int firstFrameUsed = firstFrame ? *firstFrame : 0;
int controlHeight = sequenceCount * ItemHeight;
for (int i = 0; i < sequenceCount; i++)
controlHeight += int(sequence->GetCustomHeight(i));
int frameCount = ImMax(sequence->GetFrameMax() - sequence->GetFrameMin(), 1);
static bool MovingScrollBar = false;
static bool MovingCurrentFrame = false;
struct CustomDraw
{
int index;
ImRect customRect;
ImRect legendRect;
ImRect clippingRect;
ImRect legendClippingRect;
};
ImVector<CustomDraw> customDraws;
ImVector<CustomDraw> compactCustomDraws;
// zoom in/out
const int visibleFrameCount = (int)floorf((canvas_size.x - legendWidth) / framePixelWidth);
const float barWidthRatio = ImMin(visibleFrameCount / (float)frameCount, 1.f);
const float barWidthInPixels = barWidthRatio * (canvas_size.x - legendWidth);
ImRect regionRect(canvas_pos, canvas_pos + canvas_size);
static bool panningView = false;
static ImVec2 panningViewSource;
static int panningViewFrame;
if (ImGui::IsWindowFocused() && io.KeyAlt && io.MouseDown[2])
{
if (!panningView)
{
panningViewSource = io.MousePos;
panningView = true;
panningViewFrame = *firstFrame;
}
*firstFrame = panningViewFrame - int((io.MousePos.x - panningViewSource.x) / framePixelWidth);
*firstFrame = ImClamp(*firstFrame, sequence->GetFrameMin(), sequence->GetFrameMax() - visibleFrameCount);
}
if (panningView && !io.MouseDown[2])
{
panningView = false;
}
framePixelWidthTarget = ImClamp(framePixelWidthTarget, 0.1f, 50.f);
framePixelWidth = ImLerp(framePixelWidth, framePixelWidthTarget, 0.33f);
frameCount = sequence->GetFrameMax() - sequence->GetFrameMin();
if (visibleFrameCount >= frameCount && firstFrame)
*firstFrame = sequence->GetFrameMin();
// --
if (expanded && !*expanded)
{
ImGui::InvisibleButton("canvas", ImVec2(canvas_size.x - canvas_pos.x, (float)ItemHeight));
draw_list->AddRectFilled(canvas_pos, ImVec2(canvas_size.x + canvas_pos.x, canvas_pos.y + ItemHeight), 0xFF3D3837, 0);
char tmps[512];
ImFormatString(tmps, IM_ARRAYSIZE(tmps), sequence->GetCollapseFmt(), frameCount, sequenceCount);
draw_list->AddText(ImVec2(canvas_pos.x + 26, canvas_pos.y + 2), 0xFFFFFFFF, tmps);
}
else
{
bool hasScrollBar(true);
/*
int framesPixelWidth = int(frameCount * framePixelWidth);
if ((framesPixelWidth + legendWidth) >= canvas_size.x)
{
hasScrollBar = true;
}
*/
// test scroll area
ImVec2 headerSize(canvas_size.x, (float)ItemHeight);
ImVec2 scrollBarSize(canvas_size.x, 14.f);
ImGui::InvisibleButton("topBar", headerSize);
draw_list->AddRectFilled(canvas_pos, canvas_pos + headerSize, 0xFFFF0000, 0);
ImVec2 childFramePos = ImGui::GetCursorScreenPos();
ImVec2 childFrameSize(canvas_size.x, canvas_size.y - 8.f - headerSize.y - (hasScrollBar ? scrollBarSize.y : 0));
ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);
ImGui::BeginChild(889, childFrameSize, ImGuiChildFlags_FrameStyle);
sequence->focused = ImGui::IsWindowFocused();
ImGui::InvisibleButton("contentBar", ImVec2(canvas_size.x, float(controlHeight)));
const ImVec2 contentMin = ImGui::GetItemRectMin();
const ImVec2 contentMax = ImGui::GetItemRectMax();
const ImRect contentRect(contentMin, contentMax);
const float contentHeight = contentMax.y - contentMin.y;
// full background
draw_list->AddRectFilled(canvas_pos, canvas_pos + canvas_size, 0xFF242424, 0);
// current frame top
ImRect topRect(ImVec2(canvas_pos.x + legendWidth, canvas_pos.y), ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + ItemHeight));
if (!MovingCurrentFrame && !MovingScrollBar && movingEntry == -1 && sequenceOptions & SEQUENCER_CHANGE_FRAME && currentFrame && *currentFrame >= 0 && topRect.Contains(io.MousePos) && io.MouseDown[0])
{
MovingCurrentFrame = true;
}
if (MovingCurrentFrame)
{
if (frameCount)
{
*currentFrame = (int)((io.MousePos.x - topRect.Min.x) / framePixelWidth) + firstFrameUsed;
if (*currentFrame < sequence->GetFrameMin())
*currentFrame = sequence->GetFrameMin();
if (*currentFrame >= sequence->GetFrameMax())
*currentFrame = sequence->GetFrameMax();
}
if (!io.MouseDown[0])
MovingCurrentFrame = false;
}
//header
draw_list->AddRectFilled(canvas_pos, ImVec2(canvas_size.x + canvas_pos.x, canvas_pos.y + ItemHeight), 0xFF3D3837, 0);
if (sequenceOptions & SEQUENCER_ADD)
{
if (SequencerAddDelButton(draw_list, ImVec2(canvas_pos.x + legendWidth - ItemHeight, canvas_pos.y + 2), true))
ImGui::OpenPopup("addEntry");
if (ImGui::BeginPopup("addEntry"))
{
for (int i = 0; i < sequence->GetItemTypeCount(); i++)
if (ImGui::Selectable(sequence->GetItemTypeName(i)))
{
sequence->Add(i);
*selectedEntry = sequence->GetItemCount() - 1;
}
ImGui::EndPopup();
popupOpened = true;
}
}
//header frame number and lines
int modFrameCount = 10;
int frameStep = 1;
while ((modFrameCount * framePixelWidth) < 150)
{
modFrameCount *= 2;
frameStep *= 2;
};
int halfModFrameCount = modFrameCount / 2;
auto drawLine = [&](int i, int regionHeight) {
bool baseIndex = ((i % modFrameCount) == 0) || (i == sequence->GetFrameMax() || i == sequence->GetFrameMin());
bool halfIndex = (i % halfModFrameCount) == 0;
int px = (int)canvas_pos.x + int(i * framePixelWidth) + legendWidth - int(firstFrameUsed * framePixelWidth);
int tiretStart = baseIndex ? 4 : (halfIndex ? 10 : 14);
int tiretEnd = baseIndex ? regionHeight : ItemHeight;
if (px <= (canvas_size.x + canvas_pos.x) && px >= (canvas_pos.x + legendWidth))
{
draw_list->AddLine(ImVec2((float)px, canvas_pos.y + (float)tiretStart), ImVec2((float)px, canvas_pos.y + (float)tiretEnd - 1), 0xFF606060, 1);
draw_list->AddLine(ImVec2((float)px, canvas_pos.y + (float)ItemHeight), ImVec2((float)px, canvas_pos.y + (float)regionHeight - 1), 0x30606060, 1);
}
if (baseIndex && px > (canvas_pos.x + legendWidth))
{
char tmps[512];
ImFormatString(tmps, IM_ARRAYSIZE(tmps), "%d", i);
draw_list->AddText(ImVec2((float)px + 3.f, canvas_pos.y), 0xFFBBBBBB, tmps);
}
};
auto drawLineContent = [&](int i, int /*regionHeight*/) {
int px = (int)canvas_pos.x + int(i * framePixelWidth) + legendWidth - int(firstFrameUsed * framePixelWidth);
int tiretStart = int(contentMin.y);
int tiretEnd = int(contentMax.y);
if (px <= (canvas_size.x + canvas_pos.x) && px >= (canvas_pos.x + legendWidth))
{
//draw_list->AddLine(ImVec2((float)px, canvas_pos.y + (float)tiretStart), ImVec2((float)px, canvas_pos.y + (float)tiretEnd - 1), 0xFF606060, 1);
draw_list->AddLine(ImVec2(float(px), float(tiretStart)), ImVec2(float(px), float(tiretEnd)), 0x30606060, 1);
}
};
for (int i = sequence->GetFrameMin(); i <= sequence->GetFrameMax(); i += frameStep)
{
drawLine(i, ItemHeight);
}
drawLine(sequence->GetFrameMin(), ItemHeight);
drawLine(sequence->GetFrameMax(), ItemHeight);
/*
draw_list->AddLine(canvas_pos, ImVec2(canvas_pos.x, canvas_pos.y + controlHeight), 0xFF000000, 1);
draw_list->AddLine(ImVec2(canvas_pos.x, canvas_pos.y + ItemHeight), ImVec2(canvas_size.x, canvas_pos.y + ItemHeight), 0xFF000000, 1);
*/
// clip content
draw_list->PushClipRect(childFramePos, childFramePos + childFrameSize, true);
// draw item names in the legend rect on the left
size_t customHeight = 0;
for (int i = 0; i < sequenceCount; i++)
{
int type;
sequence->Get(i, NULL, NULL, &type, NULL);
ImVec2 tpos(contentMin.x + 3, contentMin.y + i * ItemHeight + 2 + customHeight);
draw_list->AddText(tpos, 0xFFFFFFFF, sequence->GetItemLabel(i));
if (sequenceOptions & SEQUENCER_DEL)
{
if (SequencerAddDelButton(draw_list, ImVec2(contentMin.x + legendWidth - ItemHeight + 2 - 10, tpos.y + 2), false))
delEntry = i;
if (SequencerAddDelButton(draw_list, ImVec2(contentMin.x + legendWidth - ItemHeight - ItemHeight + 2 - 10, tpos.y + 2), true))
dupEntry = i;
}
customHeight += sequence->GetCustomHeight(i);
}
// slots background
customHeight = 0;
for (int i = 0; i < sequenceCount; i++)
{
unsigned int col = (i & 1) ? 0xFF3A3636 : 0xFF413D3D;
size_t localCustomHeight = sequence->GetCustomHeight(i);
ImVec2 pos = ImVec2(contentMin.x + legendWidth, contentMin.y + ItemHeight * i + 1 + customHeight);
ImVec2 sz = ImVec2(canvas_size.x + canvas_pos.x, pos.y + ItemHeight - 1 + localCustomHeight);
if (!popupOpened && cy >= pos.y && cy < pos.y + (ItemHeight + localCustomHeight) && movingEntry == -1 && cx>contentMin.x && cx < contentMin.x + canvas_size.x)
{
col += 0x80201008;
pos.x -= legendWidth;
}
draw_list->AddRectFilled(pos, sz, col, 0);
customHeight += localCustomHeight;
}
draw_list->PushClipRect(childFramePos + ImVec2(float(legendWidth), 0.f), childFramePos + childFrameSize, true);
// vertical frame lines in content area
for (int i = sequence->GetFrameMin(); i <= sequence->GetFrameMax(); i += frameStep)
{
drawLineContent(i, int(contentHeight));
}
drawLineContent(sequence->GetFrameMin(), int(contentHeight));
drawLineContent(sequence->GetFrameMax(), int(contentHeight));
// selection
bool selected = selectedEntry && (*selectedEntry >= 0);
if (selected)
{
customHeight = 0;
for (int i = 0; i < *selectedEntry; i++)
customHeight += sequence->GetCustomHeight(i);
draw_list->AddRectFilled(ImVec2(contentMin.x, contentMin.y + ItemHeight * *selectedEntry + customHeight), ImVec2(contentMin.x + canvas_size.x, contentMin.y + ItemHeight * (*selectedEntry + 1) + customHeight), 0x801080FF, 1.f);
}
// slots
customHeight = 0;
for (int i = 0; i < sequenceCount; i++)
{
int* start, * end;
unsigned int color;
sequence->Get(i, &start, &end, NULL, &color);
size_t localCustomHeight = sequence->GetCustomHeight(i);
ImVec2 pos = ImVec2(contentMin.x + legendWidth - firstFrameUsed * framePixelWidth, contentMin.y + ItemHeight * i + 1 + customHeight);
ImVec2 slotP1(pos.x + *start * framePixelWidth, pos.y + 2);
ImVec2 slotP2(pos.x + *end * framePixelWidth + framePixelWidth, pos.y + ItemHeight - 2);
ImVec2 slotP3(pos.x + *end * framePixelWidth + framePixelWidth, pos.y + ItemHeight - 2 + localCustomHeight);
unsigned int slotColor = color | 0xFF000000;
unsigned int slotColorHalf = (color & 0xFFFFFF) | 0x40000000;
if (slotP1.x <= (canvas_size.x + contentMin.x) && slotP2.x >= (contentMin.x + legendWidth))
{
draw_list->AddRectFilled(slotP1, slotP3, slotColorHalf, 2);
draw_list->AddRectFilled(slotP1, slotP2, slotColor, 2);
}
if (ImRect(slotP1, slotP2).Contains(io.MousePos) && io.MouseDoubleClicked[0])
{
sequence->DoubleClick(i);
}
// Ensure grabbable handles
const float max_handle_width = slotP2.x - slotP1.x / 3.0f;
const float min_handle_width = ImMin(10.0f, max_handle_width);
const float handle_width = ImClamp(framePixelWidth / 2.0f, min_handle_width, max_handle_width);
ImRect rects[3] = { ImRect(slotP1, ImVec2(slotP1.x + handle_width, slotP2.y))
, ImRect(ImVec2(slotP2.x - handle_width, slotP1.y), slotP2)
, ImRect(slotP1, slotP2) };
const unsigned int quadColor[] = { 0xFFFFFFFF, 0xFFFFFFFF, slotColor + (selected ? 0 : 0x202020) };
if (movingEntry == -1 && (sequenceOptions & SEQUENCER_EDIT_STARTEND))// TODOFOCUS && backgroundRect.Contains(io.MousePos))
{
for (int j = 2; j >= 0; j--)
{
ImRect& rc = rects[j];
if (!rc.Contains(io.MousePos))
continue;
draw_list->AddRectFilled(rc.Min, rc.Max, quadColor[j], 2);
}
for (int j = 0; j < 3; j++)
{
ImRect& rc = rects[j];
if (!rc.Contains(io.MousePos))
continue;
if (!ImRect(childFramePos, childFramePos + childFrameSize).Contains(io.MousePos))
continue;
if (ImGui::IsMouseClicked(0) && !MovingScrollBar && !MovingCurrentFrame)
{
movingEntry = i;
movingPos = cx;
movingPart = j + 1;
sequence->BeginEdit(movingEntry);
break;
}
}
}
// custom draw
if (localCustomHeight > 0)
{
ImVec2 rp(canvas_pos.x, contentMin.y + ItemHeight * i + 1 + customHeight);
ImRect customRect(rp + ImVec2(legendWidth - (firstFrameUsed - sequence->GetFrameMin() - 0.5f) * framePixelWidth, float(ItemHeight)),
rp + ImVec2(legendWidth + (sequence->GetFrameMax() - firstFrameUsed - 0.5f + 2.f) * framePixelWidth, float(localCustomHeight + ItemHeight)));
ImRect clippingRect(rp + ImVec2(float(legendWidth), float(ItemHeight)), rp + ImVec2(canvas_size.x, float(localCustomHeight + ItemHeight)));
ImRect legendRect(rp + ImVec2(0.f, float(ItemHeight)), rp + ImVec2(float(legendWidth), float(localCustomHeight)));
ImRect legendClippingRect(canvas_pos + ImVec2(0.f, float(ItemHeight)), canvas_pos + ImVec2(float(legendWidth), float(localCustomHeight + ItemHeight)));
customDraws.push_back({ i, customRect, legendRect, clippingRect, legendClippingRect });
}
else
{
ImVec2 rp(canvas_pos.x, contentMin.y + ItemHeight * i + customHeight);
ImRect customRect(rp + ImVec2(legendWidth - (firstFrameUsed - sequence->GetFrameMin() - 0.5f) * framePixelWidth, float(0.f)),
rp + ImVec2(legendWidth + (sequence->GetFrameMax() - firstFrameUsed - 0.5f + 2.f) * framePixelWidth, float(ItemHeight)));
ImRect clippingRect(rp + ImVec2(float(legendWidth), float(0.f)), rp + ImVec2(canvas_size.x, float(ItemHeight)));
compactCustomDraws.push_back({ i, customRect, ImRect(), clippingRect, ImRect() });
}
customHeight += localCustomHeight;
}
// moving
if (/*backgroundRect.Contains(io.MousePos) && */movingEntry >= 0)
{
#if IMGUI_VERSION_NUM >= 18723
ImGui::SetNextFrameWantCaptureMouse(true);
#else
ImGui::CaptureMouseFromApp();
#endif
int diffFrame = int((cx - movingPos) / framePixelWidth);
if (std::abs(diffFrame) > 0)
{
int* start, * end;
sequence->Get(movingEntry, &start, &end, NULL, NULL);
if (selectedEntry)
*selectedEntry = movingEntry;
int& l = *start;
int& r = *end;
if (movingPart & 1)
l += diffFrame;
if (movingPart & 2)
r += diffFrame;
if (l < 0)
{
if (movingPart & 2)
r -= l;
l = 0;
}
if (movingPart & 1 && l > r)
l = r;
if (movingPart & 2 && r < l)
r = l;
movingPos += int(diffFrame * framePixelWidth);
}
if (!io.MouseDown[0])
{
// single select
if (!diffFrame && movingPart && selectedEntry)
{
*selectedEntry = movingEntry;
ret = true;
}
movingEntry = -1;
sequence->EndEdit();
}
}
// cursor
if (currentFrame && firstFrame && *currentFrame >= *firstFrame && *currentFrame <= sequence->GetFrameMax())
{
static const float cursorWidth = 8.f;
float cursorOffset = contentMin.x + legendWidth + (*currentFrame - firstFrameUsed) * framePixelWidth + framePixelWidth / 2 - cursorWidth * 0.5f;
draw_list->AddLine(ImVec2(cursorOffset, canvas_pos.y), ImVec2(cursorOffset, contentMax.y), 0xA02A2AFF, cursorWidth);
char tmps[512];
ImFormatString(tmps, IM_ARRAYSIZE(tmps), "%d", *currentFrame);
draw_list->AddText(ImVec2(cursorOffset + 10, canvas_pos.y + 2), 0xFF2A2AFF, tmps);
}
draw_list->PopClipRect();
draw_list->PopClipRect();
for (auto& customDraw : customDraws)
sequence->CustomDraw(customDraw.index, draw_list, customDraw.customRect, customDraw.legendRect, customDraw.clippingRect, customDraw.legendClippingRect);
for (auto& customDraw : compactCustomDraws)
sequence->CustomDrawCompact(customDraw.index, draw_list, customDraw.customRect, customDraw.clippingRect);
// copy paste
if (sequenceOptions & SEQUENCER_COPYPASTE)
{
ImRect rectCopy(ImVec2(contentMin.x + 100, canvas_pos.y + 2)
, ImVec2(contentMin.x + 100 + 30, canvas_pos.y + ItemHeight - 2));
bool inRectCopy = rectCopy.Contains(io.MousePos);
unsigned int copyColor = inRectCopy ? 0xFF1080FF : 0xFF000000;
draw_list->AddText(rectCopy.Min, copyColor, "Copy");
ImRect rectPaste(ImVec2(contentMin.x + 140, canvas_pos.y + 2)
, ImVec2(contentMin.x + 140 + 30, canvas_pos.y + ItemHeight - 2));
bool inRectPaste = rectPaste.Contains(io.MousePos);
unsigned int pasteColor = inRectPaste ? 0xFF1080FF : 0xFF000000;
draw_list->AddText(rectPaste.Min, pasteColor, "Paste");
if (inRectCopy && io.MouseReleased[0])
{
sequence->Copy();
}
if (inRectPaste && io.MouseReleased[0])
{
sequence->Paste();
}
}
//
ImGui::EndChild();
ImGui::PopStyleColor();
if (hasScrollBar)
{
ImGui::InvisibleButton("scrollBar", scrollBarSize);
ImVec2 scrollBarMin = ImGui::GetItemRectMin();
ImVec2 scrollBarMax = ImGui::GetItemRectMax();
// ratio = number of frames visible in control / number to total frames
float startFrameOffset = ((float)(firstFrameUsed - sequence->GetFrameMin()) / (float)frameCount) * (canvas_size.x - legendWidth);
ImVec2 scrollBarA(scrollBarMin.x + legendWidth, scrollBarMin.y - 2);
ImVec2 scrollBarB(scrollBarMin.x + canvas_size.x, scrollBarMax.y - 1);
draw_list->AddRectFilled(scrollBarA, scrollBarB, 0xFF222222, 0);
ImRect scrollBarRect(scrollBarA, scrollBarB);
bool inScrollBar = scrollBarRect.Contains(io.MousePos);
draw_list->AddRectFilled(scrollBarA, scrollBarB, 0xFF101010, 8);
ImVec2 scrollBarC(scrollBarMin.x + legendWidth + startFrameOffset, scrollBarMin.y);
ImVec2 scrollBarD(scrollBarMin.x + legendWidth + barWidthInPixels + startFrameOffset, scrollBarMax.y - 2);
draw_list->AddRectFilled(scrollBarC, scrollBarD, (inScrollBar || MovingScrollBar) ? 0xFF606060 : 0xFF505050, 6);
ImRect barHandleLeft(scrollBarC, ImVec2(scrollBarC.x + 14, scrollBarD.y));
ImRect barHandleRight(ImVec2(scrollBarD.x - 14, scrollBarC.y), scrollBarD);
bool onLeft = barHandleLeft.Contains(io.MousePos);
bool onRight = barHandleRight.Contains(io.MousePos);
static bool sizingRBar = false;
static bool sizingLBar = false;
draw_list->AddRectFilled(barHandleLeft.Min, barHandleLeft.Max, (onLeft || sizingLBar) ? 0xFFAAAAAA : 0xFF666666, 6);
draw_list->AddRectFilled(barHandleRight.Min, barHandleRight.Max, (onRight || sizingRBar) ? 0xFFAAAAAA : 0xFF666666, 6);
ImRect scrollBarThumb(scrollBarC, scrollBarD);
static const float MinBarWidth = 44.f;
if (sizingRBar)
{
if (!io.MouseDown[0])
{
sizingRBar = false;
}
else
{
float barNewWidth = ImMax(barWidthInPixels + io.MouseDelta.x, MinBarWidth);
float barRatio = barNewWidth / barWidthInPixels;
framePixelWidthTarget = framePixelWidth = framePixelWidth / barRatio;
int newVisibleFrameCount = int((canvas_size.x - legendWidth) / framePixelWidthTarget);
int lastFrame = *firstFrame + newVisibleFrameCount;
if (lastFrame > sequence->GetFrameMax())
{
framePixelWidthTarget = framePixelWidth = (canvas_size.x - legendWidth) / float(sequence->GetFrameMax() - *firstFrame);
}
}
}
else if (sizingLBar)
{
if (!io.MouseDown[0])
{
sizingLBar = false;
}
else
{
if (fabsf(io.MouseDelta.x) > FLT_EPSILON)
{
float barNewWidth = ImMax(barWidthInPixels - io.MouseDelta.x, MinBarWidth);
float barRatio = barNewWidth / barWidthInPixels;
float previousFramePixelWidthTarget = framePixelWidthTarget;
framePixelWidthTarget = framePixelWidth = framePixelWidth / barRatio;
int newVisibleFrameCount = int(visibleFrameCount / barRatio);
int newFirstFrame = *firstFrame + newVisibleFrameCount - visibleFrameCount;
newFirstFrame = ImClamp(newFirstFrame, sequence->GetFrameMin(), ImMax(sequence->GetFrameMax() - visibleFrameCount, sequence->GetFrameMin()));
if (newFirstFrame == *firstFrame)
{
framePixelWidth = framePixelWidthTarget = previousFramePixelWidthTarget;
}
else
{
*firstFrame = newFirstFrame;
}
}
}
}
else
{
if (MovingScrollBar)
{
if (!io.MouseDown[0])
{
MovingScrollBar = false;
}
else
{
float framesPerPixelInBar = barWidthInPixels / (float)visibleFrameCount;
*firstFrame = int((io.MousePos.x - panningViewSource.x) / framesPerPixelInBar) - panningViewFrame;
*firstFrame = ImClamp(*firstFrame, sequence->GetFrameMin(), ImMax(sequence->GetFrameMax() - visibleFrameCount, sequence->GetFrameMin()));
}
}
else
{
if (scrollBarThumb.Contains(io.MousePos) && ImGui::IsMouseClicked(0) && firstFrame && !MovingCurrentFrame && movingEntry == -1)
{
MovingScrollBar = true;
panningViewSource = io.MousePos;
panningViewFrame = -*firstFrame;
}
if (!sizingRBar && onRight && ImGui::IsMouseClicked(0))
sizingRBar = true;
if (!sizingLBar && onLeft && ImGui::IsMouseClicked(0))
sizingLBar = true;
}
}
}
}
ImGui::EndGroup();
if (regionRect.Contains(io.MousePos))
{
bool overCustomDraw = false;
for (auto& custom : customDraws)
{
if (custom.customRect.Contains(io.MousePos))
{
overCustomDraw = true;
}
}
if (overCustomDraw)
{
}
else
{
#if 0
frameOverCursor = *firstFrame + (int)(visibleFrameCount * ((io.MousePos.x - (float)legendWidth - canvas_pos.x) / (canvas_size.x - legendWidth)));
//frameOverCursor = max(min(*firstFrame - visibleFrameCount / 2, frameCount - visibleFrameCount), 0);
/**firstFrame -= frameOverCursor;
*firstFrame *= framePixelWidthTarget / framePixelWidth;
*firstFrame += frameOverCursor;*/
if (io.MouseWheel < -FLT_EPSILON)
{
*firstFrame -= frameOverCursor;
*firstFrame = int(*firstFrame * 1.1f);
framePixelWidthTarget *= 0.9f;
*firstFrame += frameOverCursor;
}
if (io.MouseWheel > FLT_EPSILON)
{
*firstFrame -= frameOverCursor;
*firstFrame = int(*firstFrame * 0.9f);
framePixelWidthTarget *= 1.1f;
*firstFrame += frameOverCursor;
}
#endif
}
}
if (expanded)
{
if (SequencerAddDelButton(draw_list, ImVec2(canvas_pos.x + 2, canvas_pos.y + 2), !*expanded))
*expanded = !*expanded;
}
if (delEntry != -1)
{
sequence->Del(delEntry);
if (selectedEntry && (*selectedEntry == delEntry || *selectedEntry >= sequence->GetItemCount()))
*selectedEntry = -1;
}
if (dupEntry != -1)
{
sequence->Duplicate(dupEntry);
}
return ret;
}
}

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// https://github.com/CedricGuillemet/ImGuizmo
// v1.91.3 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#pragma once
#include <vector>
#include <stdint.h>
#include <string>
#include "imgui.h"
#include "imgui_internal.h"
namespace GraphEditor {
typedef size_t NodeIndex;
typedef size_t SlotIndex;
typedef size_t LinkIndex;
typedef size_t TemplateIndex;
// Force the view to be respositionned and zoom to fit nodes with Show function.
// Parameter value will be changed to Fit_None by the function.
enum FitOnScreen
{
Fit_None,
Fit_AllNodes,
Fit_SelectedNodes
};
// Display options and colors
struct Options
{
ImRect mMinimap{{0.75f, 0.8f, 0.99f, 0.99f}}; // rectangle coordinates of minimap
ImU32 mBackgroundColor{ IM_COL32(40, 40, 40, 255) }; // full background color
ImU32 mGridColor{ IM_COL32(0, 0, 0, 60) }; // grid lines color
ImU32 mGridColor2{ IM_COL32(0, 0, 0, 160) }; // grid lines color every 10th
ImU32 mSelectedNodeBorderColor{ IM_COL32(255, 130, 30, 255) }; // node border color when it's selected
ImU32 mNodeBorderColor{ IM_COL32(100, 100, 100, 0) }; // node border color when it's not selected
ImU32 mQuadSelection{ IM_COL32(255, 32, 32, 64) }; // quad selection inside color
ImU32 mQuadSelectionBorder{ IM_COL32(255, 32, 32, 255) }; // quad selection border color
ImU32 mDefaultSlotColor{ IM_COL32(128, 128, 128, 255) }; // when no color is provided in node template, use this value
ImU32 mFrameFocus{ IM_COL32(64, 128, 255, 255) }; // rectangle border when graph editor has focus
float mLineThickness{ 5 }; // links width in pixels when zoom value is 1
float mGridSize{ 64.f }; // background grid size in pixels when zoom value is 1
float mRounding{ 3.f }; // rounding at node corners
float mZoomRatio{ 0.1f }; // factor per mouse wheel delta
float mZoomLerpFactor{ 0.25f }; // the smaller, the smoother
float mBorderSelectionThickness{ 6.f }; // thickness of selection border around nodes
float mBorderThickness{ 6.f }; // thickness of selection border around nodes
float mNodeSlotRadius{ 8.f }; // circle radius for inputs and outputs
float mNodeSlotHoverFactor{ 1.2f }; // increase size when hovering
float mMinZoom{ 0.2f }, mMaxZoom { 1.1f };
float mSnap{ 5.f };
bool mDisplayLinksAsCurves{ true }; // false is straight and 45deg lines
bool mAllowQuadSelection{ true }; // multiple selection using drag and drop
bool mRenderGrid{ true }; // grid or nothing
bool mDrawIONameOnHover{ true }; // only draw node input/output when hovering
};
// View state: scroll position and zoom factor
struct ViewState
{
ImVec2 mPosition{0.0f, 0.0f}; // scroll position
float mFactor{ 1.0f }; // current zoom factor
float mFactorTarget{ 1.0f }; // targeted zoom factor interpolated using Options.mZoomLerpFactor
};
struct Template
{
ImU32 mHeaderColor;
ImU32 mBackgroundColor;
ImU32 mBackgroundColorOver;
ImU8 mInputCount;
const char** mInputNames; // can be nullptr. No text displayed.
ImU32* mInputColors; // can be nullptr, default slot color will be used.
ImU8 mOutputCount;
const char** mOutputNames; // can be nullptr. No text displayed.
ImU32* mOutputColors; // can be nullptr, default slot color will be used.
};
struct Node
{
const char* mName;
TemplateIndex mTemplateIndex;
ImRect mRect;
bool mSelected{ false };
};
struct Link
{
NodeIndex mInputNodeIndex;
SlotIndex mInputSlotIndex;
NodeIndex mOutputNodeIndex;
SlotIndex mOutputSlotIndex;
};
struct Delegate
{
virtual bool AllowedLink(NodeIndex from, NodeIndex to) = 0;
virtual void SelectNode(NodeIndex nodeIndex, bool selected) = 0;
virtual void MoveSelectedNodes(const ImVec2 delta) = 0;
virtual void AddLink(NodeIndex inputNodeIndex, SlotIndex inputSlotIndex, NodeIndex outputNodeIndex, SlotIndex outputSlotIndex) = 0;
virtual void DelLink(LinkIndex linkIndex) = 0;
// user is responsible for clipping
virtual void CustomDraw(ImDrawList* drawList, ImRect rectangle, NodeIndex nodeIndex) = 0;
// use mouse position to open context menu
// if nodeIndex != -1, right click happens on the specified node
virtual void RightClick(NodeIndex nodeIndex, SlotIndex slotIndexInput, SlotIndex slotIndexOutput) = 0;
virtual const size_t GetTemplateCount() = 0;
virtual const Template GetTemplate(TemplateIndex index) = 0;
virtual const size_t GetNodeCount() = 0;
virtual const Node GetNode(NodeIndex index) = 0;
virtual const size_t GetLinkCount() = 0;
virtual const Link GetLink(LinkIndex index) = 0;
virtual ~Delegate() = default;
};
void Show(Delegate& delegate, const Options& options, ViewState& viewState, bool enabled, FitOnScreen* fit = nullptr);
void GraphEditorClear();
bool EditOptions(Options& options);
} // namespace

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// https://github.com/CedricGuillemet/ImGuizmo
// v1.91.3 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#pragma once
#include <stdint.h>
#include "imgui.h"
struct ImRect;
namespace ImCurveEdit
{
enum CurveType
{
CurveNone,
CurveDiscrete,
CurveLinear,
CurveSmooth,
CurveBezier,
};
struct EditPoint
{
int curveIndex;
int pointIndex;
bool operator <(const EditPoint& other) const
{
if (curveIndex < other.curveIndex)
return true;
if (curveIndex > other.curveIndex)
return false;
if (pointIndex < other.pointIndex)
return true;
return false;
}
};
struct Delegate
{
bool focused = false;
virtual size_t GetCurveCount() = 0;
virtual bool IsVisible(size_t /*curveIndex*/) { return true; }
virtual CurveType GetCurveType(size_t /*curveIndex*/) const { return CurveLinear; }
virtual ImVec2& GetMin() = 0;
virtual ImVec2& GetMax() = 0;
virtual size_t GetPointCount(size_t curveIndex) = 0;
virtual uint32_t GetCurveColor(size_t curveIndex) = 0;
virtual ImVec2* GetPoints(size_t curveIndex) = 0;
virtual int EditPoint(size_t curveIndex, int pointIndex, ImVec2 value) = 0;
virtual void AddPoint(size_t curveIndex, ImVec2 value) = 0;
virtual unsigned int GetBackgroundColor() { return 0xFF202020; }
// handle undo/redo thru this functions
virtual void BeginEdit(int /*index*/) {}
virtual void EndEdit() {}
virtual ~Delegate() = default;
};
int Edit(Delegate& delegate, const ImVec2& size, unsigned int id, const ImRect* clippingRect = NULL, ImVector<EditPoint>* selectedPoints = NULL);
}

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// https://github.com/CedricGuillemet/ImGuizmo
// v1.91.3 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#pragma once
#include <cstddef>
struct ImVec4;
struct ImVec2;
namespace ImGradient
{
struct Delegate
{
virtual size_t GetPointCount() = 0;
virtual ImVec4* GetPoints() = 0;
virtual int EditPoint(int pointIndex, ImVec4 value) = 0;
virtual ImVec4 GetPoint(float t) = 0;
virtual void AddPoint(ImVec4 value) = 0;
virtual ~Delegate() = default;
};
bool Edit(Delegate& delegate, const ImVec2& size, int& selection);
}

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// https://github.com/CedricGuillemet/ImGuizmo
// v1.91.3 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// -------------------------------------------------------------------------------------------
// History :
// 2019/11/03 View gizmo
// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode.
// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
// 2016/08/31 First version
//
// -------------------------------------------------------------------------------------------
// Future (no order):
//
// - Multi view
// - display rotation/translation/scale infos in local/world space and not only local
// - finish local/world matrix application
// - OPERATION as bitmask
//
// -------------------------------------------------------------------------------------------
// Example
#if 0
void EditTransform(const Camera& camera, matrix_t& matrix)
{
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::IsKeyPressed(90))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
mCurrentGizmoOperation = ImGuizmo::SCALE;
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
ImGui::SameLine();
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
ImGui::SameLine();
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
mCurrentGizmoOperation = ImGuizmo::SCALE;
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
{
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
mCurrentGizmoMode = ImGuizmo::LOCAL;
ImGui::SameLine();
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
mCurrentGizmoMode = ImGuizmo::WORLD;
}
static bool useSnap(false);
if (ImGui::IsKeyPressed(83))
useSnap = !useSnap;
ImGui::Checkbox("", &useSnap);
ImGui::SameLine();
vec_t snap;
switch (mCurrentGizmoOperation)
{
case ImGuizmo::TRANSLATE:
snap = config.mSnapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.mSnapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.mSnapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
}
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
}
#endif
#pragma once
#ifdef USE_IMGUI_API
#include "imconfig.h"
#endif
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUIZMO_NAMESPACE
#define IMGUIZMO_NAMESPACE ImGuizmo
#endif
struct ImGuiWindow;
namespace IMGUIZMO_NAMESPACE
{
// call inside your own window and before Manipulate() in order to draw gizmo to that window.
// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()).
IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr);
// call BeginFrame right after ImGui_XXXX_NewFrame();
IMGUI_API void BeginFrame();
// this is necessary because when imguizmo is compiled into a dll, and imgui into another
// globals are not shared between them.
// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam
// expose method to set imgui context
IMGUI_API void SetImGuiContext(ImGuiContext* ctx);
// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
IMGUI_API bool IsOver();
// return true if mouse IsOver or if the gizmo is in moving state
IMGUI_API bool IsUsing();
// return true if the view gizmo is in moving state
IMGUI_API bool IsUsingViewManipulate();
// only check if your mouse is over the view manipulator - no matter whether it's active or not
IMGUI_API bool IsViewManipulateHovered();
// return true if any gizmo is in moving state
IMGUI_API bool IsUsingAny();
// enable/disable the gizmo. Stay in the state until next call to Enable.
// gizmo is rendered with gray half transparent color when disabled
IMGUI_API void Enable(bool enable);
// helper functions for manualy editing translation/rotation/scale with an input float
// translation, rotation and scale float points to 3 floats each
// Angles are in degrees (more suitable for human editing)
// example:
// float matrixTranslation[3], matrixRotation[3], matrixScale[3];
// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
// ImGui::InputFloat3("Tr", matrixTranslation, 3);
// ImGui::InputFloat3("Rt", matrixRotation, 3);
// ImGui::InputFloat3("Sc", matrixScale, 3);
// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
//
// These functions have some numerical stability issues for now. Use with caution.
IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale);
IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix);
IMGUI_API void SetRect(float x, float y, float width, float height);
// default is false
IMGUI_API void SetOrthographic(bool isOrthographic);
// Render a cube with face color corresponding to face normal. Usefull for debug/tests
IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount);
IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize);
// call it when you want a gizmo
// Needs view and projection matrices.
// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
// translation is applied in world space
enum OPERATION
{
TRANSLATE_X = (1u << 0),
TRANSLATE_Y = (1u << 1),
TRANSLATE_Z = (1u << 2),
ROTATE_X = (1u << 3),
ROTATE_Y = (1u << 4),
ROTATE_Z = (1u << 5),
ROTATE_SCREEN = (1u << 6),
SCALE_X = (1u << 7),
SCALE_Y = (1u << 8),
SCALE_Z = (1u << 9),
BOUNDS = (1u << 10),
SCALE_XU = (1u << 11),
SCALE_YU = (1u << 12),
SCALE_ZU = (1u << 13),
TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
SCALE = SCALE_X | SCALE_Y | SCALE_Z,
SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal
UNIVERSAL = TRANSLATE | ROTATE | SCALEU
};
inline OPERATION operator|(OPERATION lhs, OPERATION rhs)
{
return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs));
}
enum MODE
{
LOCAL,
WORLD
};
IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL);
//
// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
// other software are using the same mechanics. But just in case, you are now warned!
//
IMGUI_API void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
// use this version if you did not call Manipulate before and you are just using ViewManipulate
IMGUI_API void ViewManipulate(float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
IMGUI_API void SetAlternativeWindow(ImGuiWindow* window);
[[deprecated("Use PushID/PopID instead.")]]
IMGUI_API void SetID(int id);
// ID stack/scopes
// Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
// - Those questions are answered and impacted by understanding of the ID stack system:
// - "Q: Why is my widget not reacting when I click on it?"
// - "Q: How can I have widgets with an empty label?"
// - "Q: How can I have multiple widgets with the same label?"
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
IMGUI_API void PopID(); // pop from the ID stack.
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id);
// return true if the cursor is over the operation's gizmo
IMGUI_API bool IsOver(OPERATION op);
IMGUI_API void SetGizmoSizeClipSpace(float value);
// Allow axis to flip
// When true (default), the guizmo axis flip for better visibility
// When false, they always stay along the positive world/local axis
IMGUI_API void AllowAxisFlip(bool value);
// Configure the limit where axis are hidden
IMGUI_API void SetAxisLimit(float value);
// Set an axis mask to permanently hide a given axis (true -> hidden, false -> shown)
IMGUI_API void SetAxisMask(bool x, bool y, bool z);
// Configure the limit where planes are hiden
IMGUI_API void SetPlaneLimit(float value);
// from a x,y,z point in space and using Manipulation view/projection matrix, check if mouse is in pixel radius distance of that projected point
IMGUI_API bool IsOver(float* position, float pixelRadius);
enum COLOR
{
DIRECTION_X, // directionColor[0]
DIRECTION_Y, // directionColor[1]
DIRECTION_Z, // directionColor[2]
PLANE_X, // planeColor[0]
PLANE_Y, // planeColor[1]
PLANE_Z, // planeColor[2]
SELECTION, // selectionColor
INACTIVE, // inactiveColor
TRANSLATION_LINE, // translationLineColor
SCALE_LINE,
ROTATION_USING_BORDER,
ROTATION_USING_FILL,
HATCHED_AXIS_LINES,
TEXT,
TEXT_SHADOW,
COUNT
};
struct Style
{
IMGUI_API Style();
float TranslationLineThickness; // Thickness of lines for translation gizmo
float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo
float RotationLineThickness; // Thickness of lines for rotation gizmo
float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo
float ScaleLineThickness; // Thickness of lines for scale gizmo
float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo
float HatchedAxisLineThickness; // Thickness of hatched axis lines
float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo
ImVec4 Colors[COLOR::COUNT];
};
IMGUI_API Style& GetStyle();
}

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// https://github.com/CedricGuillemet/ImGuizmo
// v1.91.3 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#pragma once
#include <cstddef>
struct ImDrawList;
struct ImRect;
namespace ImSequencer
{
enum SEQUENCER_OPTIONS
{
SEQUENCER_EDIT_NONE = 0,
SEQUENCER_EDIT_STARTEND = 1 << 1,
SEQUENCER_CHANGE_FRAME = 1 << 3,
SEQUENCER_ADD = 1 << 4,
SEQUENCER_DEL = 1 << 5,
SEQUENCER_COPYPASTE = 1 << 6,
SEQUENCER_EDIT_ALL = SEQUENCER_EDIT_STARTEND | SEQUENCER_CHANGE_FRAME
};
struct SequenceInterface
{
bool focused = false;
virtual int GetFrameMin() const = 0;
virtual int GetFrameMax() const = 0;
virtual int GetItemCount() const = 0;
virtual void BeginEdit(int /*index*/) {}
virtual void EndEdit() {}
virtual int GetItemTypeCount() const { return 0; }
virtual const char* GetItemTypeName(int /*typeIndex*/) const { return ""; }
virtual const char* GetItemLabel(int /*index*/) const { return ""; }
virtual const char* GetCollapseFmt() const { return "%d Frames / %d entries"; }
virtual void Get(int index, int** start, int** end, int* type, unsigned int* color) = 0;
virtual void Add(int /*type*/) {}
virtual void Del(int /*index*/) {}
virtual void Duplicate(int /*index*/) {}
virtual void Copy() {}
virtual void Paste() {}
virtual size_t GetCustomHeight(int /*index*/) { return 0; }
virtual void DoubleClick(int /*index*/) {}
virtual void CustomDraw(int /*index*/, ImDrawList* /*draw_list*/, const ImRect& /*rc*/, const ImRect& /*legendRect*/, const ImRect& /*clippingRect*/, const ImRect& /*legendClippingRect*/) {}
virtual void CustomDrawCompact(int /*index*/, ImDrawList* /*draw_list*/, const ImRect& /*rc*/, const ImRect& /*clippingRect*/) {}
virtual ~SequenceInterface() = default;
};
// return true if selection is made
bool Sequencer(SequenceInterface* sequence, int* currentFrame, bool* expanded, int* selectedEntry, int* firstFrame, int sequenceOptions);
}

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#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

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//-----------------------------------------------------------------------------
// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert.
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
//---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg.
// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- ...Or use Dear ImGui's own very basic math operators.
//#define IMGUI_DEFINE_MATH_OPERATORS
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/

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// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct GLFWwindow;
struct GLFWmonitor;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
#endif
// GLFW callbacks install
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
// GFLW callbacks options:
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About GLSL version:
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif
#endif
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//-----------------------------------------------------------------------------
// About imgui_impl_opengl3_loader.h:
//
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
// which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
//
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
//
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
//
// Regenerate with:
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
//
// More info:
// https://github.com/dearimgui/gl3w_stripped
// https://github.com/ocornut/imgui/issues/4445
//-----------------------------------------------------------------------------
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
*
* This is free and unencumbered software released into the public domain.
*
* Anyone is free to copy, modify, publish, use, compile, sell, or
* distribute this software, either in source code form or as a compiled
* binary, for any purpose, commercial or non-commercial, and by any
* means.
*
* In jurisdictions that recognize copyright laws, the author or authors
* of this software dedicate any and all copyright interest in the
* software to the public domain. We make this dedication for the benefit
* of the public at large and to the detriment of our heirs and
* successors. We intend this dedication to be an overt act of
* relinquishment in perpetuity of all present and future rights to this
* software under copyright law.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
#ifndef __khrplatform_h_
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef signed long long int khronos_ssize_t;
#else
typedef signed long int khronos_intptr_t;
typedef signed long int khronos_ssize_t;
#endif
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#else
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#endif // __khrplatform_h_
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifndef GLAPI
#define GLAPI extern
#endif
/* glcorearb.h is for use with OpenGL core profile implementations.
** It should should be placed in the same directory as gl.h and
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
**
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
** <GL/glext.h> in the same source file.
*/
/* Generated C header for:
* API: gl
* Profile: core
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: glcore
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_VERSION_1_0
typedef void GLvoid;
typedef unsigned int GLenum;
typedef khronos_float_t GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef double GLdouble;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef khronos_uint8_t GLubyte;
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_VIEWPORT 0x0BA2
#define GL_BLEND 0x0BE2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_REPEAT 0x2901
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glFlush (void);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI GLenum APIENTRY glGetError (void);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#endif /* GL_VERSION_1_0 */
#ifndef GL_VERSION_1_1
typedef khronos_float_t GLclampf;
typedef double GLclampd;
#define GL_TEXTURE_BINDING_2D 0x8069
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif
#endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_2
#define GL_CLAMP_TO_EDGE 0x812F
#endif /* GL_VERSION_1_2 */
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glActiveTexture (GLenum texture);
#endif
#endif /* GL_VERSION_1_3 */
#ifndef GL_VERSION_1_4
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_FUNC_ADD 0x8006
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GLAPI void APIENTRY glBlendEquation (GLenum mode);
#endif
#endif /* GL_VERSION_1_4 */
#ifndef GL_VERSION_1_5
typedef khronos_ssize_t GLsizeiptr;
typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
typedef char GLchar;
typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_UPPER_LEFT 0x8CA2
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glCompileShader (GLuint shader);
GLAPI GLuint APIENTRY glCreateProgram (void);
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif
#endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_2_1
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#endif /* GL_VERSION_2_1 */
#ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
GLAPI void APIENTRY glBindVertexArray (GLuint array);
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
#endif
#endif /* GL_VERSION_3_0 */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_PRIMITIVE_RESTART 0x8F9D
#endif /* GL_VERSION_3_1 */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64;
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_PROFILE_MASK 0x9126
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
#endif
#endif /* GL_VERSION_3_2 */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
#endif
#endif /* GL_VERSION_3_3 */
#ifndef GL_VERSION_4_1
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
#endif /* GL_VERSION_4_1 */
#ifndef GL_VERSION_4_3
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_VERSION_4_3 */
#ifndef GL_VERSION_4_5
#define GL_CLIP_ORIGIN 0x935C
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
#endif /* GL_VERSION_4_5 */
#ifndef GL_ARB_bindless_texture
typedef khronos_uint64_t GLuint64EXT;
#endif /* GL_ARB_bindless_texture */
#ifndef GL_ARB_cl_event
struct _cl_context;
struct _cl_event;
#endif /* GL_ARB_cl_event */
#ifndef GL_ARB_clip_control
#define GL_ARB_clip_control 1
#endif /* GL_ARB_clip_control */
#ifndef GL_ARB_debug_output
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_ARB_debug_output */
#ifndef GL_EXT_EGL_image_storage
typedef void *GLeglImageOES;
#endif /* GL_EXT_EGL_image_storage */
#ifndef GL_EXT_direct_state_access
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
#endif /* GL_EXT_direct_state_access */
#ifndef GL_NV_draw_vulkan_image
typedef void (APIENTRY *GLVULKANPROCNV)(void);
#endif /* GL_NV_draw_vulkan_image */
#ifndef GL_NV_gpu_shader5
typedef khronos_int64_t GLint64EXT;
#endif /* GL_NV_gpu_shader5 */
#ifndef GL_NV_vertex_buffer_unified_memory
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef __cplusplus
}
#endif
#endif
#ifndef GL3W_API
#define GL3W_API
#endif
#ifndef __gl_h_
#define __gl_h_
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define GL3W_OK 0
#define GL3W_ERROR_INIT -1
#define GL3W_ERROR_LIBRARY_OPEN -2
#define GL3W_ERROR_OPENGL_VERSION -3
typedef void (*GL3WglProc)(void);
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
/* gl3w api */
GL3W_API int imgl3wInit(void);
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union ImGL3WProcs {
GL3WglProc ptr[59];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLBUFFERSUBDATAPROC BufferSubData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETERRORPROC GetError;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
PFNGLISENABLEDPROC IsEnabled;
PFNGLISPROGRAMPROC IsProgram;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union ImGL3WProcs imgl3wProcs;
/* OpenGL functions */
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
#define glAttachShader imgl3wProcs.gl.AttachShader
#define glBindBuffer imgl3wProcs.gl.BindBuffer
#define glBindSampler imgl3wProcs.gl.BindSampler
#define glBindTexture imgl3wProcs.gl.BindTexture
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
#define glBlendEquation imgl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
#define glBufferData imgl3wProcs.gl.BufferData
#define glBufferSubData imgl3wProcs.gl.BufferSubData
#define glClear imgl3wProcs.gl.Clear
#define glClearColor imgl3wProcs.gl.ClearColor
#define glCompileShader imgl3wProcs.gl.CompileShader
#define glCreateProgram imgl3wProcs.gl.CreateProgram
#define glCreateShader imgl3wProcs.gl.CreateShader
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
#define glDeleteShader imgl3wProcs.gl.DeleteShader
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
#define glDetachShader imgl3wProcs.gl.DetachShader
#define glDisable imgl3wProcs.gl.Disable
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
#define glDrawElements imgl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
#define glEnable imgl3wProcs.gl.Enable
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
#define glGetError imgl3wProcs.gl.GetError
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
#define glGetString imgl3wProcs.gl.GetString
#define glGetStringi imgl3wProcs.gl.GetStringi
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
#define glIsEnabled imgl3wProcs.gl.IsEnabled
#define glIsProgram imgl3wProcs.gl.IsProgram
#define glLinkProgram imgl3wProcs.gl.LinkProgram
#define glPixelStorei imgl3wProcs.gl.PixelStorei
#define glPolygonMode imgl3wProcs.gl.PolygonMode
#define glReadPixels imgl3wProcs.gl.ReadPixels
#define glScissor imgl3wProcs.gl.Scissor
#define glShaderSource imgl3wProcs.gl.ShaderSource
#define glTexImage2D imgl3wProcs.gl.TexImage2D
#define glTexParameteri imgl3wProcs.gl.TexParameteri
#define glUniform1i imgl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
#define glUseProgram imgl3wProcs.gl.UseProgram
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
#define glViewport imgl3wProcs.gl.Viewport
#ifdef __cplusplus
}
#endif
#endif
#ifdef IMGL3W_IMPL
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
static HMODULE libgl;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address;
static int open_libgl(void)
{
libgl = LoadLibraryA("opengl32.dll");
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
return GL3W_OK;
}
static void close_libgl(void) { FreeLibrary(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = (GL3WglProc)wgl_get_proc_address(proc);
if (!res)
res = (GL3WglProc)GetProcAddress(libgl, proc);
return res;
}
#elif defined(__APPLE__)
#include <dlfcn.h>
static void *libgl;
static int open_libgl(void)
{
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#else
#include <dlfcn.h>
static void* libgl; // OpenGL library
static void* libglx; // GLX library
static void* libegl; // EGL library
static GL3WGetProcAddressProc gl_get_proc_address;
static void close_libgl(void)
{
if (libgl) {
dlclose(libgl);
libgl = NULL;
}
if (libegl) {
dlclose(libegl);
libegl = NULL;
}
if (libglx) {
dlclose(libglx);
libglx = NULL;
}
}
static int is_library_loaded(const char* name, void** lib)
{
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
return *lib != NULL;
}
static int open_libs(void)
{
// On Linux we have two APIs to get process addresses: EGL and GLX.
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
libgl = NULL;
libegl = NULL;
libglx = NULL;
// First check what's already loaded, the windowing library might have
// already loaded either EGL or GLX and we want to use the same one.
if (is_library_loaded("libEGL.so.1", &libegl) ||
is_library_loaded("libGLX.so.0", &libglx)) {
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
else
close_libgl();
}
if (is_library_loaded("libGL.so", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.1", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.3", &libgl))
return GL3W_OK;
// Neither is already loaded, so we have to load one. Try EGL first
// because it is supported under both X11 and Wayland.
// Load OpenGL + EGL
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (libgl && libegl)
return GL3W_OK;
else
close_libgl();
// Fall back to legacy libGL, which includes GLX
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN;
}
static int open_libgl(void)
{
int res = open_libs();
if (res)
return res;
if (libegl)
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
else if (libglx)
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
else
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
if (!gl_get_proc_address) {
close_libgl();
return GL3W_ERROR_LIBRARY_OPEN;
}
return GL3W_OK;
}
static GL3WglProc get_proc(const char* proc)
{
GL3WglProc res = NULL;
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
// functions and may return a dummy function if we try, so try to load the
// function from the GL library directly first.
if (libegl)
*(void**)(&res) = dlsym(libgl, proc);
if (!res)
res = gl_get_proc_address(proc);
if (!libegl && !res)
*(void**)(&res) = dlsym(libgl, proc);
return res;
}
#endif
static struct { int major, minor; } version;
static int parse_version(void)
{
if (!glGetIntegerv)
return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major == 0 && version.minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
}
if (version.major < 2)
return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK;
}
static void load_procs(GL3WGetProcAddressProc proc);
int imgl3wInit(void)
{
int res = open_libgl();
if (res)
return res;
atexit(close_libgl);
return imgl3wInit2(get_proc);
}
int imgl3wInit2(GL3WGetProcAddressProc proc)
{
load_procs(proc);
return parse_version();
}
int imgl3wIsSupported(int major, int minor)
{
if (major < 2)
return 0;
if (version.major == major)
return version.minor >= minor;
return version.major >= major;
}
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
static const char *proc_names[] = {
"glActiveTexture",
"glAttachShader",
"glBindBuffer",
"glBindSampler",
"glBindTexture",
"glBindVertexArray",
"glBlendEquation",
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glBufferSubData",
"glClear",
"glClearColor",
"glCompileShader",
"glCreateProgram",
"glCreateShader",
"glDeleteBuffers",
"glDeleteProgram",
"glDeleteShader",
"glDeleteTextures",
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDisableVertexAttribArray",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glFlush",
"glGenBuffers",
"glGenTextures",
"glGenVertexArrays",
"glGetAttribLocation",
"glGetError",
"glGetIntegerv",
"glGetProgramInfoLog",
"glGetProgramiv",
"glGetShaderInfoLog",
"glGetShaderiv",
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glGetVertexAttribPointerv",
"glGetVertexAttribiv",
"glIsEnabled",
"glIsProgram",
"glLinkProgram",
"glPixelStorei",
"glPolygonMode",
"glReadPixels",
"glScissor",
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
"glVertexAttribPointer",
"glViewport",
};
GL3W_API union ImGL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = proc(proc_names[i]);
}
#ifdef __cplusplus
}
#endif
#endif

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// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

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import trimesh
def generate_vertex_array_from_model(file_path):
# Load the model using trimesh
mesh = trimesh.load(file_path)
# Ensure the mesh has valid geometry
if not mesh.is_volume:
print("Warning: The loaded mesh is not a closed volume.")
# Prepare vertex array data
vertices = []
for face in mesh.faces:
for vertex_index in face:
# Get the vertex position
position = mesh.vertices[vertex_index]
# Get the vertex normal
normal = mesh.vertex_normals[vertex_index]
# Add position and normal to the vertex array
vertices.extend([*position, *normal])
return vertices
# Save the vertex array to a formatted string
def save_vertex_array_to_file(vertices, output_file):
with open(output_file, 'w') as f:
f.write("GLfloat vertices[] = {\n")
for i, value in enumerate(vertices):
f.write(f" {value:.4f}f,")
if (i + 1) % 6 == 0: # Add a newline after every vertex (6 values: 3 position + 3 normal)
f.write("\n")
f.write("};\n")
# Example usage
model_path = "./model.obj" # Replace with the path to your model
output_path = "output_vertex_array.txt"
vertices = generate_vertex_array_from_model(model_path)
save_vertex_array_to_file(vertices, output_path)
print(f"Vertex array saved to {output_path}")

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#version 330 core
in vec3 fragColor;
out vec4 color;
void main() {
color = vec4(fragColor, 1.0);
}

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#version 330 core
layout(location = 0) in vec3 position;
uniform vec3 lineStart;
uniform vec3 lineEnd;
uniform mat4 view;
uniform mat4 projection;
out vec3 fragColor;
void main() {
vec3 worldPos = mix(lineStart, lineEnd, float(gl_VertexID));
gl_Position = projection * view * vec4(worldPos, 1.0);
fragColor = vec3(0.0, 1.0, 1.0); // Set line color
}

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#version 330 core
out vec4 color;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 viewPos;
// Point Lights
struct PointLight {
vec3 position;
vec3 color;
float constant;
float linear;
float quadratic;
};
#define MAX_POINT_LIGHTS 256
uniform int numPointLights;
uniform PointLight pointLights[MAX_POINT_LIGHTS];
// Directional Lights
struct DirLight {
vec3 direction;
vec3 color;
};
#define MAX_DIR_LIGHTS 10
uniform int numDirLights;
uniform DirLight dirLights[MAX_DIR_LIGHTS];
// Spotlights
struct SpotLight {
vec3 position;
vec3 direction;
vec3 color;
float cutOff; // Cosine of the inner cutoff angle
float outerCutOff; // Cosine of the outer cutoff angle
float constant;
float linear;
float quadratic;
};
#define MAX_SPOT_LIGHTS 64
uniform int numSpotLights;
uniform SpotLight spotLights[MAX_SPOT_LIGHTS];
uniform vec3 objectColor; // Fallback color
uniform sampler2D texture1; // Texture sampler
uniform bool useTexture; // Flag to determine if a texture is used
in vec2 TexCoords;
// Function to calculate lighting for a Point Light
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 viewDir, vec3 fragPos)
{
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// Diffuse
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// Specular
float specularStrength = 0.5;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
// Attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
return (ambient + diffuse + specular) * attenuation;
}
// Function to calculate lighting for a Directional Light
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// Diffuse
vec3 lightDir = normalize(-light.direction); // Directional light direction
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// Specular
float specularStrength = 0.5;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
return (ambient + diffuse + specular);
}
// Function to calculate lighting for a Spotlight
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 viewDir, vec3 fragPos)
{
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// Diffuse
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// Specular
float specularStrength = 0.5;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
// Attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
// Spotlight intensity
vec3 spotDir = normalize(light.direction);
float theta = dot(lightDir, spotDir);
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
return (ambient + diffuse + specular) * attenuation * intensity;
}
void main()
{
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 result = vec3(0.0);
// Calculate Point Lights
for (int i = 0; i < numPointLights; ++i)
{
result += CalcPointLight(pointLights[i], norm, viewDir, FragPos);
}
// Calculate Directional Lights
for (int i = 0; i < numDirLights; ++i)
{
result += CalcDirLight(dirLights[i], norm, viewDir);
}
// Calculate Spotlights
for (int i = 0; i < numSpotLights; ++i)
{
result += CalcSpotLight(spotLights[i], norm, viewDir, FragPos);
}
// Combine lighting with object color or texture
vec3 baseColor = useTexture ? texture(texture1, TexCoords).rgb : objectColor;
color = vec4(result * baseColor, 1.0);
}

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#version 330 core
out vec4 color;
uniform vec3 gizmoColor;
void main()
{
color = vec4(gizmoColor, 1.0);
}

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#version 330 core
layout(location = 0) in vec3 position;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0);
}

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#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 texCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
TexCoords = texCoords; // Pass texture coordinates to fragment shader
FragPos = vec3(model * vec4(position, 1.0));
Normal = mat3(transpose(inverse(model))) * normal;
gl_Position = projection * view * vec4(FragPos, 1.0);
}

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// CameraComponent.h
#pragma once
#include <string>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "Component.h"
#include <yaml-cpp/yaml.h>
// Enumeration for Projection Types (Optional)
enum class ProjectionType {
Perspective = 0,
Orthographic = 1
};
struct CameraComponent : public Component {
// Camera Attributes
float zoom; // Applicable for Orthographic Projection
float fov; // Field of View in degrees for Perspective Projection
bool orthographic; // Toggle between Orthographic and Perspective
float nearPlane;
float farPlane;
// Constructor with default values
CameraComponent()
: zoom(10.0f),
fov(45.0f),
orthographic(false),
nearPlane(0.1f),
farPlane(1000.0f)
{}
// Override to provide the component's name
virtual const std::string& GetName() const override {
static std::string name = "Camera";
return name;
}
// Static method to retrieve the component's name
static std::string GetStaticName() {
return "Camera";
}
// Computes the view matrix based on position and rotation from TransformComponent
glm::mat4 GetViewMatrix(const glm::vec3& position, float rotation) const {
glm::mat4 view = glm::mat4(1.0f);
// Apply translation and rotation inversely to simulate camera movement
view = glm::translate(view, -position);
view = glm::rotate(view, glm::radians(-rotation), glm::vec3(0, 0, 1));
return view;
}
// Computes the projection matrix based on the current projection type and aspect ratio
glm::mat4 GetProjectionMatrix(float aspectRatio) const {
if (orthographic) {
float halfWidth = zoom / 2.0f;
float halfHeight = halfWidth / aspectRatio;
return glm::ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, nearPlane, farPlane);
} else {
return glm::perspective(glm::radians(fov), aspectRatio, nearPlane, farPlane);
}
}
// Serialization Method
virtual YAML::Node Serialize() override {
YAML::Node node;
// Zoom
node["Zoom"] = zoom;
// Field of View
node["FOV"] = fov;
// Orthographic Projection Toggle
node["Orthographic"] = orthographic;
// Near Plane
node["NearPlane"] = nearPlane;
// Far Plane
node["FarPlane"] = farPlane;
return node;
}
// Deserialization Method
virtual void Deserialize(const YAML::Node& node) override {
if (node["Zoom"]) {
zoom = node["Zoom"].as<float>();
}
if (node["FOV"]) {
fov = node["FOV"].as<float>();
}
if (node["Orthographic"]) {
orthographic = node["Orthographic"].as<bool>();
}
if (node["NearPlane"]) {
nearPlane = node["NearPlane"].as<float>();
}
if (node["FarPlane"]) {
farPlane = node["FarPlane"].as<float>();
}
}
};

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// CollisionShape3DComponent.cpp
#include "CollisionShape3DComponent.h"
#include <iostream>
#include <vector>
// Define the static name
const std::string CollisionShape3DComponent::name = "CollisionShape";
// ============================================================
// Constructors
// ============================================================
// Default Constructor
CollisionShape3DComponent::CollisionShape3DComponent()
: shapeType(CollisionShapeType::Box),
size(1.0f, 1.0f, 1.0f),
radius(1.0f),
direction(0.0f, 1.0f, 0.0f),
height(2.0f)
{
}
// Parameterized Constructor
CollisionShape3DComponent::CollisionShape3DComponent(CollisionShapeType type, const glm::vec3& sz, float rad, const glm::vec3& dir, float ht)
: shapeType(type),
size(sz),
radius(rad),
direction(dir),
height(ht)
{
}
// ============================================================
// GetName Methods
// ============================================================
// Returns the name of the component
const std::string& CollisionShape3DComponent::GetName() const
{
return GetStaticName();
}
// Returns the static name of the component
const std::string& CollisionShape3DComponent::GetStaticName()
{
return name;
}
// ============================================================
// Serialization Methods
// ============================================================
// Serialize the component to YAML
YAML::Node CollisionShape3DComponent::Serialize()
{
YAML::Node node;
node["ShapeType"] = static_cast<int>(shapeType);
switch (shapeType)
{
case CollisionShapeType::Box:
{
YAML::Node SizeNode;
SizeNode.SetStyle(YAML::EmitterStyle::Flow);
SizeNode.push_back(size.x);
SizeNode.push_back(size.y);
SizeNode.push_back(size.z);
node["Size"] = SizeNode;
break;
}
case CollisionShapeType::Sphere:
node["Radius"] = radius;
break;
case CollisionShapeType::Capsule:
{
YAML::Node DirNode;
DirNode.SetStyle(YAML::EmitterStyle::Flow);
DirNode.push_back(direction.x);
DirNode.push_back(direction.y);
DirNode.push_back(direction.z);
node["Direction"] = DirNode;
node["Height"] = height;
break;
}
default:
std::cerr << "Warning: Unknown CollisionShapeType during serialization.\n";
break;
}
return node;
}
// Deserialize the component from YAML
void CollisionShape3DComponent::Deserialize(const YAML::Node& node)
{
// Deserialize ShapeType
if (node["ShapeType"])
{
try
{
int typeInt = node["ShapeType"].as<int>();
if (typeInt >= 0 && typeInt <= 2) // Assuming enum values 0,1,2
{
shapeType = static_cast<CollisionShapeType>(typeInt);
}
else
{
std::cerr << "Warning: 'ShapeType' has an invalid value (" << typeInt << "). Using default (Box).\n";
shapeType = CollisionShapeType::Box;
}
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'ShapeType': " << e.what() << "\nUsing default (Box).\n";
shapeType = CollisionShapeType::Box;
}
}
else
{
std::cerr << "Warning: 'ShapeType' node not found. Using default (Box).\n";
shapeType = CollisionShapeType::Box;
}
// Deserialize based on ShapeType
switch (shapeType)
{
case CollisionShapeType::Box:
{
if (node["Size"])
{
try
{
auto sz = node["Size"].as<std::vector<float>>();
if (sz.size() == 3)
size = glm::vec3(sz[0], sz[1], sz[2]);
else
std::cerr << "Warning: 'Size' does not have exactly 3 elements. Using default size.\n";
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'Size': " << e.what() << "\nUsing default size.\n";
size = glm::vec3(1.0f, 1.0f, 1.0f);
}
}
else
{
std::cerr << "Warning: 'Size' node not found for Box. Using default size.\n";
size = glm::vec3(1.0f, 1.0f, 1.0f);
}
break;
}
case CollisionShapeType::Sphere:
if (node["Radius"])
{
try
{
radius = node["Radius"].as<float>();
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'Radius': " << e.what() << "\nUsing default radius.\n";
radius = 1.0f;
}
}
else
{
std::cerr << "Warning: 'Radius' node not found for Sphere. Using default radius.\n";
radius = 1.0f;
}
break;
case CollisionShapeType::Capsule:
{
if (node["Direction"])
{
try
{
auto dir = node["Direction"].as<std::vector<float>>();
if (dir.size() == 3)
direction = glm::vec3(dir[0], dir[1], dir[2]);
else
std::cerr << "Warning: 'Direction' does not have exactly 3 elements. Using default direction.\n";
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'Direction': " << e.what() << "\nUsing default direction.\n";
direction = glm::vec3(0.0f, 1.0f, 0.0f);
}
}
else
{
std::cerr << "Warning: 'Direction' node not found for Capsule. Using default direction.\n";
direction = glm::vec3(0.0f, 1.0f, 0.0f);
}
if (node["Height"])
{
try
{
height = node["Height"].as<float>();
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'Height': " << e.what() << "\nUsing default height.\n";
height = 2.0f;
}
}
else
{
std::cerr << "Warning: 'Height' node not found for Capsule. Using default height.\n";
height = 2.0f;
}
break;
}
// Add deserialization for additional shapes here
default:
std::cerr << "Warning: Unknown CollisionShapeType during deserialization.\n";
break;
}
}

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// CollisionShape3DComponent.h
#ifndef COLLISIONSHAPE3DCOMPONENT_H
#define COLLISIONSHAPE3DCOMPONENT_H
#include "Component.h"
#include <glm/glm.hpp>
#include <yaml-cpp/yaml.h>
#include <string>
// Enum for different collision shapes
enum class CollisionShapeType {
Box,
Sphere,
Capsule,
// Add more shapes as needed
};
class CollisionShape3DComponent : public Component
{
public:
// Collision Shape Properties
CollisionShapeType shapeType;
glm::vec3 size; // For Box: width, height, depth
float radius; // For Sphere: radius
glm::vec3 direction; // For Capsule: direction vector
float height; // For Capsule: height
// Constructors
CollisionShape3DComponent();
CollisionShape3DComponent(CollisionShapeType type, const glm::vec3& sz = glm::vec3(1.0f), float rad = 1.0f, const glm::vec3& dir = glm::vec3(0.0f, 1.0f, 0.0f), float ht = 2.0f);
// Override Component methods
virtual const std::string& GetName() const override;
static const std::string& GetStaticName();
// Serialization methods
virtual YAML::Node Serialize() override;
virtual void Deserialize(const YAML::Node& node) override;
private:
static const std::string name;
};
#endif // COLLISIONSHAPE3DCOMPONENT_H

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// Component.h
#ifndef COMPONENT_H
#define COMPONENT_H
#include <string>
#include <yaml-cpp/yaml.h>
class Component
{
public:
virtual ~Component() {}
virtual const std::string& GetName() const = 0;
// Serialization methods
virtual YAML::Node Serialize() = 0;
virtual void Deserialize(const YAML::Node& node) = 0;
};
#endif // COMPONENT_H

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// EditorCamera.cpp
#include "EditorCamera.h"
#include <glm/gtx/rotate_vector.hpp>
#include <iostream>
EditorCamera::EditorCamera(glm::vec3 target, float distance, float yaw, float pitch)
: target(target), distance(distance), yaw(yaw), pitch(pitch), positionDirty(true)
{
// Initialize the camera position based on the initial yaw, pitch, and distance
UpdateCameraPosition();
}
void EditorCamera::ProcessMouseMovement(float deltaX, float deltaY)
{
float sensitivity = 0.1f; // Adjust sensitivity as needed
yaw += deltaX * sensitivity;
pitch += deltaY * sensitivity;
// Clamp the pitch to prevent flipping
if (pitch > maxPitch)
pitch = maxPitch;
if (pitch < minPitch)
pitch = minPitch;
positionDirty = true;
}
void EditorCamera::ProcessMouseScroll(float deltaScroll)
{
float zoomSensitivity = 1.0f; // Adjust zoom sensitivity as needed
distance -= deltaScroll * zoomSensitivity;
// Clamp the distance to prevent the camera from getting too close or too far
if (distance < minDistance)
distance = minDistance;
if (distance > maxDistance)
distance = maxDistance;
positionDirty = true;
}
glm::mat4 EditorCamera::GetViewMatrix() const
{
if (positionDirty)
const_cast<EditorCamera *>(this)->UpdateCameraPosition();
return glm::lookAt(position, target, glm::vec3(0.0f, 1.0f, 0.0f));
}
glm::mat4 EditorCamera::GetProjectionMatrix(float aspectRatio) const
{
return glm::perspective(glm::radians(45.0f), aspectRatio, 0.1f, 100.0f);
}
glm::vec3 EditorCamera::GetPosition() const
{
if (positionDirty)
const_cast<EditorCamera *>(this)->UpdateCameraPosition();
return position;
}
void EditorCamera::SetTarget(const glm::vec3 &newTarget)
{
target = newTarget;
positionDirty = true;
}
glm::vec3 EditorCamera::GetTarget() const
{
return target;
}
void EditorCamera::UpdateCameraPosition()
{
// Convert angles from degrees to radians
float yawRad = glm::radians(yaw);
float pitchRad = glm::radians(pitch);
// Calculate the camera's position in spherical coordinates
float x = distance * cos(pitchRad) * sin(yawRad);
float y = distance * sin(pitchRad);
float z = distance * cos(pitchRad) * cos(yawRad);
// Update the camera's position relative to the target
position = target + glm::vec3(x, y, z);
positionDirty = false;
}
void EditorCamera::SetYaw(float newYaw)
{
yaw = newYaw;
positionDirty = true;
}
void EditorCamera::SetPitch(float newPitch)
{
// Clamp the pitch to prevent flipping
if (newPitch > maxPitch)
pitch = maxPitch;
else if (newPitch < minPitch)
pitch = minPitch;
else
pitch = newPitch;
positionDirty = true;
}

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// EditorCamera.h
#pragma once
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class EditorCamera
{
public:
EditorCamera(
glm::vec3 target = glm::vec3(0.0f),
float distance = 10.0f,
float yaw = 45.0f, // Horizontal angle in degrees
float pitch = 30.0f // Vertical angle in degrees
);
// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void ProcessMouseMovement(float deltaX, float deltaY);
// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void ProcessMouseScroll(float deltaScroll);
// Returns the view matrix calculated using Euler Angles and the LookAt Matrix
glm::mat4 GetViewMatrix() const;
// Returns the projection matrix
glm::mat4 GetProjectionMatrix(float aspectRatio) const;
// Returns the current position of the camera
glm::vec3 GetPosition() const;
// Sets a new target for the camera to orbit around
void SetTarget(const glm::vec3& newTarget);
// Gets the current target
glm::vec3 GetTarget() const;
void SetYaw(float newYaw);
void SetPitch(float newPitch);
private:
// Updates the camera's position based on spherical coordinates
void UpdateCameraPosition();
// Camera Attributes
glm::vec3 target; // The point the camera is looking at
float distance; // Distance from the target
float yaw; // Horizontal angle in degrees
float pitch; // Vertical angle in degrees
// Constraints
const float minPitch = -89.0f;
const float maxPitch = 89.0f;
const float minDistance = 1.0f;
const float maxDistance = 100.0f;
// Cached camera position and flag to check if it needs updating
mutable glm::vec3 position;
mutable bool positionDirty;
};

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// Entity.cpp
#include "Entity.h"
#include "TransformComponent.h"
#include "RenderComponent.h"
#include "LightComponent.h"
#include "RigidBody3DComponent.h"
#include "CollisionShape3DComponent.h"
#include "CameraComponent.h"
Entity::Entity(int id, const std::string& name)
: id(id), name(name)
{
}
void Entity::AddComponent(const std::shared_ptr<Component>& component)
{
components[component->GetName()] = component;
}
YAML::Node Entity::Serialize()
{
YAML::Node node;
node["ID"] = id;
node["Name"] = name;
YAML::Node componentsNode;
for (const auto& compPair : components)
{
const std::string& compName = compPair.first;
std::shared_ptr<Component> component = compPair.second;
componentsNode[compName] = component->Serialize();
}
node["Components"] = componentsNode;
return node;
}
void Entity::Deserialize(const YAML::Node& node)
{
if (node["ID"])
{
id = node["ID"].as<int>();
}
if (node["Name"])
{
name = node["Name"].as<std::string>();
}
if (node["Components"])
{
YAML::Node componentsNode = node["Components"];
for (auto it = componentsNode.begin(); it != componentsNode.end(); ++it)
{
std::string compName = it->first.as<std::string>();
YAML::Node compNode = it->second;
if (compName == TransformComponent::GetStaticName())
{
auto transform = std::make_shared<TransformComponent>();
transform->Deserialize(compNode);
AddComponent(transform);
}
else if (compName == RenderComponent::GetStaticName())
{
auto render = std::make_shared<RenderComponent>();
render->Deserialize(compNode);
AddComponent(render);
}
else if (compName == LightComponent::GetStaticName())
{
auto lightComponent = std::make_shared<LightComponent>();
lightComponent->Deserialize(compNode);
AddComponent(lightComponent);
}
else if (compName == RigidBody3DComponent::GetStaticName())
{
auto ridgid = std::make_shared<RigidBody3DComponent>();
ridgid->Deserialize(compNode);
AddComponent(ridgid);
}
else if (compName == CollisionShape3DComponent::GetStaticName())
{
auto collis = std::make_shared<CollisionShape3DComponent>();
collis->Deserialize(compNode);
AddComponent(collis);
}
else if (compName == CameraComponent::GetStaticName())
{
auto cammera = std::make_shared<CameraComponent>();
cammera->Deserialize(compNode);
AddComponent(cammera);
} else {
std::cout << "[Poly] [De/Serialize] [ERROR] Invalid Component Type '"<< compName <<"' Skipping" << std::endl;
}
// Add deserialization for other components as needed
}
}
}

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// Entity.h
#ifndef ENTITY_H
#define ENTITY_H
#include <string>
#include <unordered_map>
#include <memory>
#include <yaml-cpp/yaml.h>
#include "Component.h"
class Entity
{
public:
int id;
std::string name;
std::unordered_map<std::string, std::shared_ptr<Component>> components;
Entity(int id, const std::string& name);
void AddComponent(const std::shared_ptr<Component>& component);
template <typename T>
std::shared_ptr<T> GetComponent()
{
auto it = components.find(T::GetStaticName());
if (it != components.end())
{
return std::dynamic_pointer_cast<T>(it->second);
}
return nullptr;
}
// Serialization methods
YAML::Node Serialize();
void Deserialize(const YAML::Node& node);
};
#endif // ENTITY_H

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#include "ImGuiStyle.h"
#include "imgui.h"
void SetupImGuiStyle()
{
// Windark style by DestroyerDarkNess from ImThemes
ImGuiStyle& style = ImGui::GetStyle();
style.Alpha = 1.0f;
style.DisabledAlpha = 0.6000000238418579f;
style.WindowPadding = ImVec2(8.0f, 8.0f);
style.WindowRounding = 8.399999618530273f;
style.WindowBorderSize = 1.0f;
style.WindowMinSize = ImVec2(32.0f, 32.0f);
style.WindowTitleAlign = ImVec2(0.0f, 0.5f);
style.WindowMenuButtonPosition = ImGuiDir_Right;
style.ChildRounding = 3.0f;
style.ChildBorderSize = 1.0f;
style.PopupRounding = 3.0f;
style.PopupBorderSize = 1.0f;
style.FramePadding = ImVec2(4.0f, 3.0f);
style.FrameRounding = 3.0f;
style.FrameBorderSize = 1.0f;
style.ItemSpacing = ImVec2(8.0f, 4.0f);
style.ItemInnerSpacing = ImVec2(4.0f, 4.0f);
style.CellPadding = ImVec2(4.0f, 2.0f);
style.IndentSpacing = 21.0f;
style.ColumnsMinSpacing = 6.0f;
style.ScrollbarSize = 5.599999904632568f;
style.ScrollbarRounding = 18.0f;
style.GrabMinSize = 10.0f;
style.GrabRounding = 3.0f;
style.TabRounding = 3.0f;
style.TabBorderSize = 0.0f;
style.TabMinWidthForCloseButton = 0.0f;
style.ColorButtonPosition = ImGuiDir_Right;
style.ButtonTextAlign = ImVec2(0.5f, 0.5f);
style.SelectableTextAlign = ImVec2(0.0f, 0.0f);
style.Colors[ImGuiCol_Text] = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.6000000238418579f, 0.6000000238418579f, 0.6000000238418579f, 1.0f);
style.Colors[ImGuiCol_WindowBg] = ImVec4(0.125490203499794f, 0.125490203499794f, 0.125490203499794f, 1.0f);
style.Colors[ImGuiCol_ChildBg] = ImVec4(0.125490203499794f, 0.125490203499794f, 0.125490203499794f, 1.0f);
style.Colors[ImGuiCol_PopupBg] = ImVec4(0.168627455830574f, 0.168627455830574f, 0.168627455830574f, 1.0f);
style.Colors[ImGuiCol_Border] = ImVec4(0.250980406999588f, 0.250980406999588f, 0.250980406999588f, 1.0f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.0f, 0.0f, 0.0f, 0.0f);
style.Colors[ImGuiCol_FrameBg] = ImVec4(0.168627455830574f, 0.168627455830574f, 0.168627455830574f, 1.0f);
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.2156862765550613f, 0.2156862765550613f, 0.2156862765550613f, 1.0f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.250980406999588f, 0.250980406999588f, 0.250980406999588f, 1.0f);
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.125490203499794f, 0.125490203499794f, 0.125490203499794f, 1.0f);
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.168627455830574f, 0.168627455830574f, 0.168627455830574f, 1.0f);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.125490203499794f, 0.125490203499794f, 0.125490203499794f, 1.0f);
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.168627455830574f, 0.168627455830574f, 0.168627455830574f, 1.0f);
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.125490203499794f, 0.125490203499794f, 0.125490203499794f, 1.0f);
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.250980406999588f, 0.250980406999588f, 0.250980406999588f, 1.0f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.3019607961177826f, 0.3019607961177826f, 0.3019607961177826f, 1.0f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.3490196168422699f, 0.3490196168422699f, 0.3490196168422699f, 1.0f);
style.Colors[ImGuiCol_CheckMark] = ImVec4(0.0f, 0.4705882370471954f, 0.843137264251709f, 1.0f);
style.Colors[ImGuiCol_SliderGrab] = ImVec4(0.0f, 0.4705882370471954f, 0.843137264251709f, 1.0f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.0f, 0.3294117748737335f, 0.6000000238418579f, 1.0f);
style.Colors[ImGuiCol_Button] = ImVec4(0.168627455830574f, 0.168627455830574f, 0.168627455830574f, 1.0f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.2156862765550613f, 0.2156862765550613f, 0.2156862765550613f, 1.0f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.250980406999588f, 0.250980406999588f, 0.250980406999588f, 1.0f);
style.Colors[ImGuiCol_Header] = ImVec4(0.2156862765550613f, 0.2156862765550613f, 0.2156862765550613f, 1.0f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.250980406999588f, 0.250980406999588f, 0.250980406999588f, 1.0f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.3019607961177826f, 0.3019607961177826f, 0.3019607961177826f, 1.0f);
style.Colors[ImGuiCol_Separator] = ImVec4(0.2156862765550613f, 0.2156862765550613f, 0.2156862765550613f, 1.0f);
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.250980406999588f, 0.250980406999588f, 0.250980406999588f, 1.0f);
style.Colors[ImGuiCol_SeparatorActive] = ImVec4(0.3019607961177826f, 0.3019607961177826f, 0.3019607961177826f, 1.0f);
style.Colors[ImGuiCol_ResizeGrip] = ImVec4(0.2156862765550613f, 0.2156862765550613f, 0.2156862765550613f, 1.0f);
style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.250980406999588f, 0.250980406999588f, 0.250980406999588f, 1.0f);
style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.3019607961177826f, 0.3019607961177826f, 0.3019607961177826f, 1.0f);
style.Colors[ImGuiCol_Tab] = ImVec4(0.168627455830574f, 0.168627455830574f, 0.168627455830574f, 1.0f);
style.Colors[ImGuiCol_TabHovered] = ImVec4(0.2156862765550613f, 0.2156862765550613f, 0.2156862765550613f, 1.0f);
style.Colors[ImGuiCol_TabActive] = ImVec4(0.250980406999588f, 0.250980406999588f, 0.250980406999588f, 1.0f);
style.Colors[ImGuiCol_TabUnfocused] = ImVec4(0.168627455830574f, 0.168627455830574f, 0.168627455830574f, 1.0f);
style.Colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.2156862765550613f, 0.2156862765550613f, 0.2156862765550613f, 1.0f);
style.Colors[ImGuiCol_PlotLines] = ImVec4(0.0f, 0.4705882370471954f, 0.843137264251709f, 1.0f);
style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.0f, 0.3294117748737335f, 0.6000000238418579f, 1.0f);
style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.0f, 0.4705882370471954f, 0.843137264251709f, 1.0f);
style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(0.0f, 0.3294117748737335f, 0.6000000238418579f, 1.0f);
style.Colors[ImGuiCol_TableHeaderBg] = ImVec4(0.1882352977991104f, 0.1882352977991104f, 0.2000000029802322f, 1.0f);
style.Colors[ImGuiCol_TableBorderStrong] = ImVec4(0.3098039329051971f, 0.3098039329051971f, 0.3490196168422699f, 1.0f);
style.Colors[ImGuiCol_TableBorderLight] = ImVec4(0.2274509817361832f, 0.2274509817361832f, 0.2470588237047195f, 1.0f);
style.Colors[ImGuiCol_TableRowBg] = ImVec4(0.0f, 0.0f, 0.0f, 0.0f);
style.Colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.0f, 1.0f, 1.0f, 0.05999999865889549f);
style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.0f, 0.4705882370471954f, 0.843137264251709f, 1.0f);
style.Colors[ImGuiCol_DragDropTarget] = ImVec4(1.0f, 1.0f, 0.0f, 0.8999999761581421f);
style.Colors[ImGuiCol_NavHighlight] = ImVec4(0.2588235437870026f, 0.5882353186607361f, 0.9764705896377563f, 1.0f);
style.Colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.0f, 1.0f, 1.0f, 0.699999988079071f);
style.Colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.800000011920929f, 0.800000011920929f, 0.800000011920929f, 0.2000000029802322f);
style.Colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.800000011920929f, 0.800000011920929f, 0.800000011920929f, 0.3499999940395355f);
}

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// ImGuiStyle.h
#ifndef IMGUISTYLE_H
#define IMGUISTYLE_H
void SetupImGuiStyle();
#endif // IMGUISTYLE_H

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// LightComponent.cpp
#include "LightComponent.h"
const std::string LightComponent::name = "Light";
LightComponent::LightComponent()
: type(LightType::Point),
color(1.0f, 1.0f, 1.0f), // Default color
direction(-0.2f, -1.0f, -0.3f), // Default direction
intensity(1.0f),
constant(1.0f),
linear(0.09f),
quadratic(0.032f),
cutOff(12.5f), // Reasonable default for spotlight
outerCutOff(17.5f) // Slightly larger than cutOff for smooth transition
{
}
const std::string &LightComponent::GetName() const
{
return name;
}
const std::string &LightComponent::GetStaticName()
{
return name;
}
YAML::Node LightComponent::Serialize()
{
YAML::Node node;
node["Type"] = static_cast<int>(type);
node["Intensity"] = intensity;
// Serialize Color
YAML::Node colorNode;
colorNode.push_back(color.r);
colorNode.push_back(color.g);
colorNode.push_back(color.b);
colorNode.SetStyle(YAML::EmitterStyle::Flow);
node["Color"] = colorNode;
// Serialize Attenuation
node["Constant"] = constant;
node["Linear"] = linear;
node["Quadratic"] = quadratic;
// Serialize Cutoff Angles
node["cutOff"] = cutOff;
node["outerCutOff"] = outerCutOff;
// Serialize Direction
YAML::Node directionNode;
directionNode.push_back(direction.x);
directionNode.push_back(direction.y);
directionNode.push_back(direction.z);
directionNode.SetStyle(YAML::EmitterStyle::Flow);
node["Direction"] = directionNode;
return node;
}
void LightComponent::Deserialize(const YAML::Node &node)
{
if (node["Type"])
{
type = static_cast<LightType>(node["Type"].as<int>());
}
if (node["Intensity"])
{
intensity = node["Intensity"].as<float>();
}
if (node["Color"])
{
auto clr = node["Color"].as<std::vector<float>>();
if (clr.size() == 3)
color = glm::vec3(clr[0], clr[1], clr[2]);
}
if (node["Constant"])
{
constant = node["Constant"].as<float>();
}
if (node["cutOff"])
{
cutOff = node["cutOff"].as<float>();
}
if (node["outerCutOff"])
{
outerCutOff = node["outerCutOff"].as<float>();
}
if (node["Linear"])
{
linear = node["Linear"].as<float>();
}
if (node["Quadratic"])
{
quadratic = node["Quadratic"].as<float>();
}
if (node["Direction"])
{
auto dir = node["Direction"].as<std::vector<float>>();
if (dir.size() == 3)
direction = glm::vec3(dir[0], dir[1], dir[2]);
}
}

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// LightComponent.h
#ifndef LIGHT_COMPONENT_H
#define LIGHT_COMPONENT_H
#include "Component.h"
#include <glm/glm.hpp>
#include <yaml-cpp/yaml.h>
#include <iostream>
enum class LightType
{
Point,
Directional,
Spot
};
class LightComponent : public Component
{
public:
LightType type;
glm::vec3 color;
float intensity;
// Point light properties
float constant;
float linear;
float quadratic;
// Directional light properties
glm::vec3 direction;
// Cutoff angles (for Spot Lights, in radians)
float cutOff;
float outerCutOff;
LightComponent();
virtual const std::string& GetName() const override;
static const std::string& GetStaticName();
// Serialization methods
virtual YAML::Node Serialize() override;
virtual void Deserialize(const YAML::Node& node) override;
private:
static const std::string name;
};
#endif // LIGHT_COMPONENT_H

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// LogSystem.cpp
#include "LogSystem.h"
#include <chrono>
#include <ctime>
#include <sstream>
#include <iomanip>
#include <imgui.h>
// Initialize global log buffer and mutex
std::vector<std::string> g_LogBuffer;
std::mutex g_LogMutex;
// Helper function to get current timestamp as string
std::string GetCurrentTimestamp() {
auto now = std::chrono::system_clock::now();
auto now_time_t = std::chrono::system_clock::to_time_t(now);
auto now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(
now.time_since_epoch()) %
1000;
std::tm tm_time;
#if defined(_WIN32) || defined(_WIN64)
localtime_s(&tm_time, &now_time_t);
#else
localtime_r(&now_time_t, &tm_time);
#endif
std::ostringstream oss;
oss << std::put_time(&tm_time, "%H:%M:%S") << "."
<< std::setfill('0') << std::setw(3) << now_ms.count();
return oss.str();
}
// Function to add a new log message with timestamp
void AddLogMessage(const std::string& message) {
std::lock_guard<std::mutex> lock(g_LogMutex);
// Create the log entry with timestamp
std::string logEntry = "[Poly] [" +GetCurrentTimestamp() + "] " + message;
g_LogBuffer.emplace_back(logEntry);
// Ensure the log buffer doesn't exceed the maximum size
if (g_LogBuffer.size() > MAX_LOG_MESSAGES) {
g_LogBuffer.erase(g_LogBuffer.begin(),
g_LogBuffer.begin() + (g_LogBuffer.size() - MAX_LOG_MESSAGES));
}
}
// Function to draw the log terminal
void DrawLogTerminal(const char* title, bool* p_open) {
ImGui::Begin(title, p_open);
// Top Bar: Clear Button and Auto-Scroll Checkbox
if (ImGui::Button("Clear")) {
std::lock_guard<std::mutex> lock(g_LogMutex);
g_LogBuffer.clear();
}
ImGui::SameLine();
static bool autoScroll = true;
ImGui::Checkbox("Auto-scroll", &autoScroll);
ImGui::Separator();
// Child region for scrolling
ImGui::BeginChild("ScrollingRegion", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
// Lock the mutex to safely access the log buffer
{
std::lock_guard<std::mutex> lock(g_LogMutex);
for (const auto& log : g_LogBuffer) {
ImGui::TextUnformatted(log.c_str());
}
}
// Auto-scroll to the bottom if enabled
if (autoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) {
ImGui::SetScrollHereY(1.0f);
}
ImGui::EndChild();
ImGui::End();
}

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// LogSystem.h
#ifndef LOGSYSTEM_H
#define LOGSYSTEM_H
#include <vector>
#include <string>
#include <mutex>
// Global log buffer and its mutex
extern std::vector<std::string> g_LogBuffer;
extern std::mutex g_LogMutex;
// Maximum number of log messages to retain
constexpr size_t MAX_LOG_MESSAGES = 1000;
// Function to add a new log message
void AddLogMessage(const std::string& message);
// Function to draw the log terminal
void DrawLogTerminal(const char* title = "Terminal", bool* p_open = nullptr);
#endif // LOGSYSTEM_H

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// RenderComponent.cpp
#include "RenderComponent.h"
const std::string RenderComponent::name = "Render";
RenderComponent::RenderComponent()
: meshName("WhiteCube"), color(1.0f, 1.0f, 1.0f)
{
}
const std::string& RenderComponent::GetName() const
{
return name;
}
const std::string& RenderComponent::GetStaticName()
{
return name;
}
YAML::Node RenderComponent::Serialize()
{
YAML::Node node;
node["MeshName"] = meshName;
// Color
{
YAML::Node colorNode;
colorNode.SetStyle(YAML::EmitterStyle::Flow);
colorNode.push_back(color.r);
colorNode.push_back(color.g);
colorNode.push_back(color.b);
node["Color"] = colorNode;
}
return node;
}
void RenderComponent::Deserialize(const YAML::Node& node)
{
if (node["MeshName"])
{
meshName = node["MeshName"].as<std::string>();
}
if (node["Color"])
{
auto clr = node["Color"].as<std::vector<float>>();
if (clr.size() == 3)
color = glm::vec3(clr[0], clr[1], clr[2]);
}
}

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// RenderComponent.h
#ifndef RENDER_COMPONENT_H
#define RENDER_COMPONENT_H
#include "Component.h"
#include <string>
#include <fstream>
#include <glm/glm.hpp>
#include <yaml-cpp/yaml.h>
class RenderComponent : public Component
{
public:
std::string meshName;
glm::vec3 color;
RenderComponent();
virtual const std::string& GetName() const override;
static const std::string& GetStaticName();
// Serialization methods
virtual YAML::Node Serialize() override;
virtual void Deserialize(const YAML::Node& node) override;
private:
static const std::string name;
};
#endif // RENDER_COMPONENT_H

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// RigidBody3DComponent.cpp
#include "RigidBody3DComponent.h"
// Other necessary includes
#include <glm/gtc/type_ptr.hpp> // For glm::value_ptr if used in ImGui
#include <iostream>
// Define the static name
const std::string RigidBody3DComponent::name = "RigidBody";
// ============================================================
// Constructors
// ============================================================
// Default Constructor
RigidBody3DComponent::RigidBody3DComponent()
: velocity(0.0f, 0.0f, 0.0f),
acceleration(0.0f, 0.0f, 0.0f),
mass(1.0f),
type(RigidBodyType::Dynamic)
{
}
// Parameterized Constructor
RigidBody3DComponent::RigidBody3DComponent(const glm::vec3 &vel, const glm::vec3 &acc, float m, RigidBodyType rbType)
: velocity(vel),
acceleration(acc),
mass(m),
type(rbType)
{
}
// ============================================================
// GetName Methods
// ============================================================
// Returns the name of the component
const std::string &RigidBody3DComponent::GetName() const
{
return GetStaticName();
}
// Returns the static name of the component
const std::string &RigidBody3DComponent::GetStaticName()
{
return name;
}
// ============================================================
// Serialization Methods
// ============================================================
// Serialize the component to YAML
YAML::Node RigidBody3DComponent::Serialize()
{
YAML::Node node;
// Position
{
YAML::Node VelNode;
VelNode.SetStyle(YAML::EmitterStyle::Flow);
VelNode.push_back(velocity.x);
VelNode.push_back(velocity.y);
VelNode.push_back(velocity.z);
node["Velocity"] = VelNode;
}
{
YAML::Node accNode;
accNode.SetStyle(YAML::EmitterStyle::Flow);
accNode.push_back(acceleration.x);
accNode.push_back(acceleration.y);
accNode.push_back(acceleration.z);
node["Acceleration"] = accNode;
}
node["Mass"] = mass;
node["Type"] = static_cast<int>(type); // Serialize enum as int
return node;
}
// Deserialize the component from YAML
void RigidBody3DComponent::Deserialize(const YAML::Node& node)
{
// Deserialize Velocity
if (node["Velocity"])
{
try
{
auto vel = node["Velocity"].as<std::vector<float>>();
if (vel.size() == 3)
velocity = glm::vec3(vel[0], vel[1], vel[2]);
else
std::cerr << "Warning: 'Velocity' does not have exactly 3 elements. Using default value.\n";
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'Velocity': " << e.what() << "\nUsing default velocity.\n";
velocity = glm::vec3(0.0f, 0.0f, 0.0f); // Default value
}
}
else
{
std::cerr << "Warning: 'Velocity' node not found. Using default value.\n";
velocity = glm::vec3(0.0f, 0.0f, 0.0f);
}
// Deserialize Acceleration
if (node["Acceleration"])
{
try
{
auto acc = node["Acceleration"].as<std::vector<float>>();
if (acc.size() == 3)
acceleration = glm::vec3(acc[0], acc[1], acc[2]);
else
std::cerr << "Warning: 'Acceleration' does not have exactly 3 elements. Using default value.\n";
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'Acceleration': " << e.what() << "\nUsing default acceleration.\n";
acceleration = glm::vec3(0.0f, 0.0f, 0.0f); // Default value
}
}
else
{
std::cerr << "Warning: 'Acceleration' node not found. Using default value.\n";
acceleration = glm::vec3(0.0f, 0.0f, 0.0f);
}
// Deserialize Mass
if (node["Mass"])
{
try
{
mass = node["Mass"].as<float>();
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'Mass': " << e.what() << "\nUsing default mass.\n";
mass = 1.0f; // Default value
}
}
else
{
std::cerr << "Warning: 'Mass' node not found. Using default mass.\n";
mass = 1.0f;
}
// Deserialize Type
if (node["Type"])
{
try
{
int typeInt = node["Type"].as<int>();
if (typeInt >= 0 && typeInt <= 2) // Assuming enum values 0,1,2
{
type = static_cast<RigidBodyType>(typeInt);
}
else
{
std::cerr << "Warning: 'Type' has an invalid value (" << typeInt << "). Using default (Dynamic).\n";
type = RigidBodyType::Dynamic;
}
}
catch (const YAML::Exception& e)
{
std::cerr << "Error deserializing 'Type': " << e.what() << "\nUsing default type (Dynamic).\n";
type = RigidBodyType::Dynamic; // Default value
}
}
else
{
std::cerr << "Warning: 'Type' node not found. Using default type (Dynamic).\n";
type = RigidBodyType::Dynamic;
}
}

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// RigidBody3DComponent.h
#ifndef RIGIDBODY3DCOMPONENT_H
#define RIGIDBODY3DCOMPONENT_H
#include "Component.h"
#include <glm/glm.hpp>
#include <yaml-cpp/yaml.h>
#include <fstream>
// Enum for Rigid Body Types (optional, based on your needs)
enum class RigidBodyType {
Static,
Dynamic,
Kinematic
};
class RigidBody3DComponent : public Component
{
public:
// Physical Properties
glm::vec3 velocity;
glm::vec3 acceleration;
float mass;
RigidBodyType type;
// Constructors
RigidBody3DComponent();
RigidBody3DComponent(const glm::vec3& vel, const glm::vec3& acc, float m, RigidBodyType rbType);
// Override Component methods
virtual const std::string& GetName() const override;
static const std::string& GetStaticName();
// Serialization methods
virtual YAML::Node Serialize() override;
virtual void Deserialize(const YAML::Node& node) override;
private:
static const std::string name;
};
#endif // RIGIDBODY3DCOMPONENT_H

98
src/Shader.cpp Normal file
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#include "Shader.h"
#include <fstream>
#include <sstream>
#include <iostream>
// Shader constructor
Shader::Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// Ensure ifstream objects can throw exceptions
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try
{
// Open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// Close file handlers
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure& e)
{
std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ\n";
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar* fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
// Check compile errors
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << '\n';
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// Check compile errors
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << '\n';
}
// Shader Program
Program = glCreateProgram();
glAttachShader(Program, vertex);
glAttachShader(Program, fragment);
glLinkProgram(Program);
// Check linking errors
glGetProgramiv(Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(Program, 512, NULL, infoLog);
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << '\n';
}
// Delete the shaders
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// Activate the shader
void Shader::Use()
{
glUseProgram(Program);
}
// Set integer uniform
void Shader::setInt(const std::string& name, int value) const
{
glUniform1i(glGetUniformLocation(Program, name.c_str()), value);
}

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