summaryrefslogtreecommitdiff
path: root/Client/ThirdParty/imgui/examples/example_emscripten_opengl3
diff options
context:
space:
mode:
authorchai <chaifix@163.com>2021-12-13 00:07:19 +0800
committerchai <chaifix@163.com>2021-12-13 00:07:19 +0800
commit60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 (patch)
treeb2c7b0a868f18159dbc43d8954e1bd7668549a88 /Client/ThirdParty/imgui/examples/example_emscripten_opengl3
+init
Diffstat (limited to 'Client/ThirdParty/imgui/examples/example_emscripten_opengl3')
-rw-r--r--Client/ThirdParty/imgui/examples/example_emscripten_opengl3/Makefile91
-rw-r--r--Client/ThirdParty/imgui/examples/example_emscripten_opengl3/README.md26
-rw-r--r--Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp174
-rw-r--r--Client/ThirdParty/imgui/examples/example_emscripten_opengl3/shell_minimal.html64
4 files changed, 355 insertions, 0 deletions
diff --git a/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/Makefile b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/Makefile
new file mode 100644
index 0000000..b2933e1
--- /dev/null
+++ b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/Makefile
@@ -0,0 +1,91 @@
+#
+# Makefile to use with emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make` will produce three files:
+# - web/index.html
+# - web/index.js
+# - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s USE_SDL=2
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
+#EMS += -s BINARYEN_TRAP_MODE=clamp
+#EMS += -s SAFE_HEAP=1 ## Adds overhead
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file shell_minimal.html $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(EXE)
+
+$(WEB_DIR):
+ mkdir $@
+
+serve: all
+ python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+ $(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+ rm -rf $(OBJS) $(WEB_DIR)
diff --git a/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/README.md b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/README.md
new file mode 100644
index 0000000..e2b19e4
--- /dev/null
+++ b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/README.md
@@ -0,0 +1,26 @@
+## How to Build
+
+- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+
+- Then build using `make` while in the `example_emscripten_opengl3/` directory.
+
+## How to Run
+
+To run on a local machine:
+- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver:
+ - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+ - Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+ - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+ - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+ - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
+
+## Obsolete features:
+
+- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
+- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`
diff --git a/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp
new file mode 100644
index 0000000..be338a8
--- /dev/null
+++ b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/main.cpp
@@ -0,0 +1,174 @@
+// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
+// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
+// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
+// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <emscripten.h>
+#include <SDL.h>
+#include <SDL_opengles2.h>
+
+// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
+// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
+SDL_Window* g_Window = NULL;
+SDL_GLContext g_GLContext = NULL;
+
+// For clarity, our main loop code is declared at the end.
+static void main_loop(void*);
+
+int main(int, char**)
+{
+ // Setup SDL
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
+ // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
+ // run this code on Chrome for Android for example.
+ const char* glsl_version = "#version 100";
+ //const char* glsl_version = "#version 300 es";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+
+ // Create window with graphics context
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ SDL_DisplayMode current;
+ SDL_GetCurrentDisplayMode(0, &current);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+ g_GLContext = SDL_GL_CreateContext(g_Window);
+ if (!g_GLContext)
+ {
+ fprintf(stderr, "Failed to initialize WebGL context!\n");
+ return 1;
+ }
+ SDL_GL_SetSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = NULL;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
+ ImGui_ImplOpenGL3_Init(glsl_version);
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
+ //io.Fonts->AddFontDefault();
+#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
+ io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+#endif
+
+ // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
+ emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
+}
+
+static void main_loop(void* arg)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
+
+ // Our state (make them static = more or less global) as a convenience to keep the example terse.
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ // Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ SDL_GL_MakeCurrent(g_Window, g_GLContext);
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+ SDL_GL_SwapWindow(g_Window);
+}
diff --git a/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/shell_minimal.html b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/shell_minimal.html
new file mode 100644
index 0000000..514385d
--- /dev/null
+++ b/Client/ThirdParty/imgui/examples/example_emscripten_opengl3/shell_minimal.html
@@ -0,0 +1,64 @@
+<!doctype html>
+<html lang="en-us">
+ <head>
+ <meta charset="utf-8">
+ <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
+ <title>Dear ImGui Emscripten example</title>
+ <style>
+ body { margin: 0; background-color: black }
+ .emscripten {
+ position: absolute;
+ top: 0px;
+ left: 0px;
+ margin: 0px;
+ border: 0;
+ width: 100%;
+ height: 100%;
+ overflow: hidden;
+ display: block;
+ image-rendering: optimizeSpeed;
+ image-rendering: -moz-crisp-edges;
+ image-rendering: -o-crisp-edges;
+ image-rendering: -webkit-optimize-contrast;
+ image-rendering: optimize-contrast;
+ image-rendering: crisp-edges;
+ image-rendering: pixelated;
+ -ms-interpolation-mode: nearest-neighbor;
+ }
+ </style>
+ </head>
+ <body>
+ <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
+ <script type='text/javascript'>
+ var Module = {
+ preRun: [],
+ postRun: [],
+ print: (function() {
+ return function(text) {
+ text = Array.prototype.slice.call(arguments).join(' ');
+ console.log(text);
+ };
+ })(),
+ printErr: function(text) {
+ text = Array.prototype.slice.call(arguments).join(' ');
+ console.error(text);
+ },
+ canvas: (function() {
+ var canvas = document.getElementById('canvas');
+ //canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
+ return canvas;
+ })(),
+ setStatus: function(text) {
+ console.log("status: " + text);
+ },
+ monitorRunDependencies: function(left) {
+ // no run dependencies to log
+ }
+ };
+ window.onerror = function() {
+ console.log("onerror: " + event);
+ };
+ </script>
+ {{{ SCRIPT }}}
+ </body>
+</html>