-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathgui.cpp
More file actions
505 lines (463 loc) · 16.6 KB
/
gui.cpp
File metadata and controls
505 lines (463 loc) · 16.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
#include "materialab.h"
#include "imgui_impl_opengl3.h"
//#include "imgui/imgui.h"
#include <string>
#include <unordered_map>
#include <GL/glew.h>
#include "ImGuiFileDialog/ImGuiFileDialog.h"
#include "tira/graphics_gl.h"
extern tira::glMaterial material;
extern std::unordered_map<std::string, ShaderData> MaterialMap;
extern glm::mat4 projection;
extern glm::mat4 view;
extern glm::mat4 mvp;
extern tira::camera camera;
// stage control parameters
float x_dest, y_dest, z_dest;
void HomeX() {};
void HomeY() {};
void HomeZ() {};
float ui_scale = 1.5f;
ImVec2 gui_window_size;
std::string ShaderFileName;
// mesh variables
std::vector<std::string> mesh_names = { "cube", "sphere", "icosahedron", "icosphere"};
Mesh mesh_type = Mesh::Cube; // Here we store our selection data as an index.
float float_step = 0.01;
void UpdateMappedUniform(std::string name, GLenum type, void* uniform_data) {
switch (type) {
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_DOUBLE:
case GL_DOUBLE_VEC2:
case GL_DOUBLE_VEC3:
case GL_DOUBLE_VEC4:
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
// update the matrix if it is mapped to an interface matrix
if (MaterialMap[name].mapto == (int)MatrixMap::Projection)
(*(glm::mat4*)uniform_data) = projection;
if (MaterialMap[name].mapto == (int)MatrixMap::View)
(*(glm::mat4*)uniform_data) = view;
if (MaterialMap[name].mapto == (int)MatrixMap::ViewProjection)
(*(glm::mat4*)uniform_data) = projection * view;
material.Bind();
material.SetUniformMat4f(name, *(glm::mat4*)(uniform_data));
break;
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
case GL_DOUBLE_MAT2:
case GL_DOUBLE_MAT3:
case GL_DOUBLE_MAT4:
case GL_DOUBLE_MAT2x3:
case GL_DOUBLE_MAT2x4:
case GL_DOUBLE_MAT3x2:
case GL_DOUBLE_MAT3x4:
case GL_DOUBLE_MAT4x2:
case GL_DOUBLE_MAT4x3:
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_2D_RECT:
case GL_SAMPLER_2D_RECT_SHADOW:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D_RECT:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_2D_RECT:
case GL_IMAGE_CUBE:
case GL_IMAGE_BUFFER:
case GL_IMAGE_1D_ARRAY:
case GL_IMAGE_2D_ARRAY:
case GL_IMAGE_2D_MULTISAMPLE:
case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_INT_IMAGE_1D:
case GL_INT_IMAGE_2D:
case GL_INT_IMAGE_3D:
case GL_INT_IMAGE_2D_RECT:
case GL_INT_IMAGE_CUBE:
case GL_INT_IMAGE_BUFFER:
case GL_INT_IMAGE_1D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_2D_MULTISAMPLE:
case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_IMAGE_1D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_2D_RECT:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_ATOMIC_COUNTER:
default:
break;
}
}
void ShaderUniformUI(std::string name, GLenum type, void* uniform_data){
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white
size_t texture_id;
switch (type) {
case GL_FLOAT:
ImGui::Text("%s", ("(float) " + name).c_str());
if(ImGui::DragScalar(("##0"+name).c_str(), ImGuiDataType_Float, (float*)uniform_data, 0.005f)) {
material.Bind();
material.SetUniform1f(name, *(float*)(uniform_data));
}
break;
case GL_FLOAT_VEC2:
ImGui::DragFloat2(name.c_str(), (float*)uniform_data);
break;
case GL_FLOAT_VEC3:
ImGui::DragFloat3(name.c_str(), (float*)uniform_data);
break;
case GL_FLOAT_VEC4:
ImGui::DragFloat4(name.c_str(), (float*)uniform_data);
break;
case GL_DOUBLE:
ImGui::Text("%s", (name + " (double)").c_str());
if (ImGui::DragScalar(("##0" + name).c_str(), ImGuiDataType_Double, (double*)uniform_data, 0.00005f)) {
material.Bind();
material.SetUniform1f(name, *(double*)(uniform_data));
}
break;
case GL_DOUBLE_VEC2:
case GL_DOUBLE_VEC3:
case GL_DOUBLE_VEC4:
case GL_INT:
ImGui::DragInt(name.c_str(), (int*)uniform_data);
break;
case GL_INT_VEC2:
ImGui::DragInt2(name.c_str(), (int*)uniform_data);
break;
case GL_INT_VEC3:
ImGui::DragInt3(name.c_str(), (int*)uniform_data);
break;
case GL_INT_VEC4:
ImGui::DragInt4(name.c_str(), (int*)uniform_data);
break;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
ImGui::Text("%s", (name + " (mat4)").c_str());
ImGui::SameLine();
if (ImGui::BeginCombo(("##0" + name).c_str(), matrix_map_names[(int)MaterialMap[name].mapto].c_str())) {
for (int n = 0; n < matrix_map_names.size(); n++) {
const bool is_selected = (MaterialMap[name].mapto == n);
if (ImGui::Selectable(matrix_map_names[n].c_str(), is_selected)) {
MaterialMap[name].mapto = n;
}
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
ImGui::DragFloat4(("##0" + name).c_str(), (float*)uniform_data);
ImGui::DragFloat4(("##1" + name).c_str(), ((float*)uniform_data) + 4);
ImGui::DragFloat4(("##2" + name).c_str(), ((float*)uniform_data) + 8);
ImGui::DragFloat4(("##3" + name).c_str(), ((float*)uniform_data) + 12);
break;
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
case GL_DOUBLE_MAT2:
case GL_DOUBLE_MAT3:
case GL_DOUBLE_MAT4:
case GL_DOUBLE_MAT2x3:
case GL_DOUBLE_MAT2x4:
case GL_DOUBLE_MAT3x2:
case GL_DOUBLE_MAT3x4:
case GL_DOUBLE_MAT4x2:
case GL_DOUBLE_MAT4x3:
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
ImGui::Text("%s", (name + " (sampler2d)").c_str());
if (ImGui::Button("Load Image")) {
ImGuiFileDialog::Instance()->OpenDialog("ChooseFileDlgKey", "Choose File", ".bmp,.png,.jpg", ".");
}
ImGui::SameLine();
texture_id = material.GetTexture(name).ID();
ImGui::Image((ImTextureID)texture_id, ImVec2(100, 100), uv_min, uv_max, tint_col, border_col);
// display
if (ImGuiFileDialog::Instance()->Display("ChooseFileDlgKey")) {
// action if OK
if (ImGuiFileDialog::Instance()->IsOk()) {
std::string filePathName = ImGuiFileDialog::Instance()->GetFilePathName();
std::string filePath = ImGuiFileDialog::Instance()->GetCurrentPath();
// action
tira::image<unsigned char> teximage(filePathName);
material.SetTexture(name, teximage);
}
// close
ImGuiFileDialog::Instance()->Close();
}
break;
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_2D_RECT:
case GL_SAMPLER_2D_RECT_SHADOW:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D_RECT:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_2D_RECT:
case GL_IMAGE_CUBE:
case GL_IMAGE_BUFFER:
case GL_IMAGE_1D_ARRAY:
case GL_IMAGE_2D_ARRAY:
case GL_IMAGE_2D_MULTISAMPLE:
case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_INT_IMAGE_1D:
case GL_INT_IMAGE_2D:
case GL_INT_IMAGE_3D:
case GL_INT_IMAGE_2D_RECT:
case GL_INT_IMAGE_CUBE:
case GL_INT_IMAGE_BUFFER:
case GL_INT_IMAGE_1D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_2D_MULTISAMPLE:
case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_IMAGE_1D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_2D_RECT:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_ATOMIC_COUNTER:
default:
break;
}
}
void RenderInterfaceVariables() {
ImGui::BeginDisabled();
glm::vec3 position = camera.getPosition();
ImGui::Text("Camera Position");
ImGui::DragFloat3("##0 Camera Position", (float*)&position);
ImGui::Text("View Matrix");
ImGui::DragFloat4("##0 View Matrix", (float*)&view);
ImGui::DragFloat4("##1 View Matrix", ((float*)&view) + 4);
ImGui::DragFloat4("##2 View Matrix", ((float*)&view) + 8);
ImGui::DragFloat4("##3 View Matrix", ((float*)&view) + 12);
ImGui::Text("Projection Matrix");
ImGui::DragFloat4("##0 Projection Matrix", (float*)&projection);
ImGui::DragFloat4("##1 Projection Matrix", ((float*)&projection) + 4);
ImGui::DragFloat4("##2 Projection Matrix", ((float*)&projection) + 8);
ImGui::DragFloat4("##3 Projection Matrix", ((float*)&projection) + 12);
glm::mat4 PV = projection * view;
ImGui::Text("P * V");
ImGui::DragFloat4("##0 P * V", (float*)&PV);
ImGui::DragFloat4("##1 P * V", ((float*)&PV) + 4);
ImGui::DragFloat4("##2 P * V", ((float*)&PV) + 8);
ImGui::DragFloat4("##3 P * V", ((float*)&PV) + 12);
ImGui::EndDisabled();
}
void RenderUI() {
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Active Shader"); // Create a window called "Hello, world!" and append into it.
{
/// Handle the button and dialog box for loading and refreshing shaders //
if (ImGui::Button("Load Shader")) // create a button for loading the shader
ImGuiFileDialog::Instance()->OpenDialog("ChooseShaderFile", "Choose Shader File", ".shader,.*", ".");
ImGui::SameLine();
if (ImGuiFileDialog::Instance()->Display("ChooseShaderFile")){ // if the user opened a file dialog
if (ImGuiFileDialog::Instance()->IsOk()){ // and clicks okay, they've probably selected a file
ShaderFileName = ImGuiFileDialog::Instance()->GetFilePathName(); // get the name of the file
material.LoadShader(ShaderFileName); // load a shader with the corresponding pathname
RefreshLocalMaterialData(); // refresh the local shader properties (uniform variables)
}
ImGuiFileDialog::Instance()->Close(); // close the file dialog box
}
if (ShaderFileName == "") // If the user hasn't opened a shader (the file name is empty)
ImGui::BeginDisabled(); // then the "Refresh" button will be disabled.
{
if (ImGui::Button("Refresh")) { // If the user clicks the "Refresh" button,
material.LoadShader(ShaderFileName); // the current shader file will be loaded
RefreshLocalMaterialData(); // and the material data in memory and on the device
RefreshDeviceMaterialData(); // will be refreshed.
}
if (ShaderFileName == "")
ImGui::EndDisabled();
}
ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
{
if (ImGui::BeginTabItem("Uniforms"))
{
for (std::unordered_map<std::string, ShaderData>::iterator i = MaterialMap.begin();
i != MaterialMap.end(); i++) {
ShaderUniformUI(i->second.name, i->second.type, i->second.data);
}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Interface"))
{
ImGui::Text("%s", "Mesh");
if (ImGui::BeginCombo("##0 Meshes", mesh_names[(int)mesh_type].c_str())) {
for (int n = 0; n < mesh_names.size(); n++) {
const bool is_selected = (mesh_type == (Mesh)n);
if (ImGui::Selectable(mesh_names[n].c_str(), is_selected)) { // if a new mesh is selected
mesh_type = (Mesh)n; // change the mesh type based on user selection
LoadMesh(mesh_type); // load the user-selected mesh
}
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
RenderInterfaceVariables();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::Separator();
gui_window_size = ImGui::GetWindowSize();
ImGui::End();
}
// Update mapped variables
for (std::unordered_map<std::string, ShaderData>::iterator i = MaterialMap.begin(); i != MaterialMap.end(); i++) {
UpdateMappedUniform(i->second.name, i->second.type, i->second.data); // update any uniforms mapped to interface data
}
// Rendering
ImGui::Render();
}
void InitUI(GLFWwindow* window, const char* glsl_version) {
// 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
// Setup Dear ImGui style
ImGui::StyleColorsDark();
ImGui::GetStyle().ScaleAllSizes(ui_scale);
io.FontGlobalScale = ui_scale;
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("Roboto-Medium.ttf", ui_scale * 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
}
void DestroyUI() {
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}