mirror of
https://github.com/SatDump/SatDump
synced 2026-08-13 17:47:30 -04:00
152 lines
No EOL
4.9 KiB
C++
152 lines
No EOL
4.9 KiB
C++
#include "imgui/imgui.h"
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#include "imgui/imgui_impl_glfw.h"
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#include "imgui/imgui_impl_opengl3.h"
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h> // Initialize with gl3wInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Initialize with glewInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Initialize with gladLoadGL()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#include <glbinding/glbinding.h> // Initialize with glbinding::initialize()
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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// Include glfw3.h after our OpenGL definitions
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#include <GLFW/glfw3.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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#include "process.h"
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#include "logger.h"
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#include "style.h"
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static void glfw_error_callback(int error, const char *description)
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{
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logger->error("Glfw Error " + std::to_string(error) + ": " + description);
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}
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std::shared_ptr<std::vector<std::shared_ptr<ProcessingModule>>> uiCallList;
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std::shared_ptr<std::mutex> uiCallListMutex;
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std::thread processThread;
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int main(int argc, char *argv[])
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{
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// Setup window
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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{
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logger->critical("Could not init GLFW");
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exit(1);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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// Create window with graphics context
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GLFWwindow *window = glfwCreateWindow(500, 500, "SatDump", NULL, NULL);
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if (window == NULL)
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{
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logger->critical("Could not init GLFW Window");
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exit(1);
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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if (glewInit() != GLEW_OK)
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{
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logger->critical("Failed to initialize OpenGL loader!");
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exit(1);
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}
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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(void)io;
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io.IniFilename = NULL;
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// Setup Platform/Renderer bindings
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 150");
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processThread = std::thread(&process, argc, argv);
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style::setDarkStyle("..");
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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int wwidth, wheight;
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glfwGetWindowSize(window, &wwidth, &wheight);
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// User rendering
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{
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//ImGui::Begin("SatDump");
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//ImGui::End();
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uiCallListMutex->lock();
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for (std::shared_ptr<ProcessingModule> module : *uiCallList)
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{
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module->drawUI();
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}
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uiCallListMutex->unlock();
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}
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(0.0666f, 0.0666f, 0.0666f, 1.0f);
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//glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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if (processThread.joinable())
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processThread.join();
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} |