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21
src/imgui/CMakeLists.txt
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21
src/imgui/CMakeLists.txt
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project(imguiImpl)
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include_directories(".")
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add_library(imguiImpl)
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set_property(TARGET imguiImpl PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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target_sources(imguiImpl PRIVATE
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imgui_impl_opengl3.cpp
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imgui_impl_opengl3.h
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imgui_impl_vulkan.cpp
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imgui_impl_vulkan.h
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imgui_extension.cpp
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imgui_extension.h
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)
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target_precompile_headers(imguiImpl PRIVATE ../Common/precompiled.h)
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target_link_libraries(CemuCommon)
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target_include_directories(imguiImpl PRIVATE ../)
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166
src/imgui/imgui_extension.cpp
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166
src/imgui/imgui_extension.cpp
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#include "imgui_extension.h"
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#include "gui/guiWrapper.h"
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#include "Cafe/HW/Latte/Renderer/Renderer.h"
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#include "resource/IconsFontAwesome5.h"
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#include "imgui_impl_opengl3.h"
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#include "resource/resource.h"
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#include "imgui_impl_vulkan.h"
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#include "input/InputManager.h"
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// <imgui_internal.h>
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template<typename T> static T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
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template<typename T> static T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
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static ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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int rotation_start_index;
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void ImRotateStart()
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{
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rotation_start_index = ImGui::GetWindowDrawList()->VtxBuffer.Size;
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}
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ImVec2 ImRotationCenter()
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{
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ImVec2 l(FLT_MAX, FLT_MAX), u(-FLT_MAX, -FLT_MAX); // bounds
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const auto& buf = ImGui::GetWindowDrawList()->VtxBuffer;
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for (int i = rotation_start_index; i < buf.Size; i++)
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l = ImMin(l, buf[i].pos), u = ImMax(u, buf[i].pos);
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return ImVec2((l.x + u.x) / 2, (l.y + u.y) / 2); // or use _ClipRectStack?
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}
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void ImRotateEnd(float rad, ImVec2 center)
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{
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const float s = sin(rad);
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const float c = cos(rad);
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center = ImRotate(center, s, c) - center;
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auto& buf = ImGui::GetWindowDrawList()->VtxBuffer;
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for (int i = rotation_start_index; i < buf.Size; i++)
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buf[i].pos = ImRotate(buf[i].pos, s, c) - center;
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}
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uint8* extractCafeDefaultFont(sint32* size);
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sint32 g_font_size = 0;
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uint8* g_font_data = nullptr;
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std::unordered_map<int, ImFont*> g_imgui_fonts;
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std::stack<int> g_font_requests;
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void ImGui_PrecacheFonts()
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{
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while (!g_font_requests.empty())
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{
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const int size = g_font_requests.top();
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g_font_requests.pop();
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auto& io = ImGui::GetIO();
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cemu_assert(io.Fonts->Locked == false);
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if (g_font_size == 0)
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g_font_data = extractCafeDefaultFont(&g_font_size);
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ImFontConfig cfg{};
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cfg.FontDataOwnedByAtlas = false;
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//cfg.FontData = g_font_data;
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//cfg.FontDataSize = g_font_size;
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//cfg.SizePixels = size;
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ImFont* font = io.Fonts->AddFontFromMemoryTTF(g_font_data, g_font_size, (float)size, &cfg);
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#if BOOST_OS_WINDOWS
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const auto hinstance = GetModuleHandle(nullptr);
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const HRSRC res = FindResource(hinstance, MAKEINTRESOURCE(IDR_FONTAWESOME), RT_RCDATA);
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if (res)
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{
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const HGLOBAL mem = ::LoadResource(hinstance, res);
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if (mem)
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{
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void* data = LockResource(mem);
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const size_t len = SizeofResource(hinstance, res);
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ImFontConfig cfgmerge{};
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cfgmerge.FontDataOwnedByAtlas = false;
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cfgmerge.MergeMode = true;
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cfgmerge.GlyphMinAdvanceX = 20.0f;
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//cfgmerge.GlyphOffset = { 2,2 };
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static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
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io.Fonts->AddFontFromMemoryTTF(data, (int)len, (float)size, &cfgmerge, icon_ranges);
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}
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}
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#endif
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g_imgui_fonts[(int)size] = font;
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// Vulkan doesn't let us destroy resources that are still being used, so we flush here
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g_renderer->Flush(true);
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g_renderer->DeleteFontTextures();
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}
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}
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ImFont* ImGui_GetFont(float size)
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{
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const auto it = g_imgui_fonts.find((int)size);
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if (it != g_imgui_fonts.cend())
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return it->second;
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g_font_requests.emplace((int)size);
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return nullptr; // will create the font in next precache call
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}
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void ImGui_UpdateWindowInformation(bool mainWindow)
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{
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extern WindowInfo g_window_info;
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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#if BOOST_OS_WINDOWS
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io.ImeWindowHandle = mainWindow ? g_window_info.window_main.hwnd : g_window_info.window_pad.hwnd;
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#else
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io.ImeWindowHandle = nullptr;
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#endif
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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auto& instance = InputManager::instance();
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const auto mousePos = instance.get_mouse_position(!mainWindow);
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io.MousePos = { (float)mousePos.x, (float)mousePos.y };
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bool padDown;
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const auto pos = instance.get_left_down_mouse_info(&padDown);
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io.MouseDown[0] = padDown != mainWindow && pos.has_value();
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std::fill_n(io.KeysDown, std::size(io.KeysDown), false);
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std::copy(std::cbegin(g_window_info.keydown), std::cend(g_window_info.keydown), io.KeysDown);
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// printf("%f %f %d\n", io.MousePos.x, io.MousePos.y, io.MouseDown[0]);
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for (auto i = 0; i < InputManager::kMaxController; ++i)
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{
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const auto controller = instance.get_controller(i);
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if (!controller)
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continue;
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if (controller->is_start_down())
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io.NavInputs[ImGuiNavInput_Input] = 1.0f;
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if (controller->is_a_down())
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io.NavInputs[ImGuiNavInput_Activate] = 1.0f;
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if (controller->is_b_down())
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io.NavInputs[ImGuiNavInput_Cancel] = 1.0f;
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if (controller->is_left_down())
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io.NavInputs[ImGuiNavInput_DpadLeft] = 1.0f;
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if (controller->is_right_down())
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io.NavInputs[ImGuiNavInput_DpadRight] = 1.0f;
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if (controller->is_up_down())
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io.NavInputs[ImGuiNavInput_DpadUp] = 1.0f;
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if (controller->is_down_down())
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io.NavInputs[ImGuiNavInput_DpadDown] = 1.0f;
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}
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}
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14
src/imgui/imgui_extension.h
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src/imgui/imgui_extension.h
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#pragma once
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#include "imgui.h"
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void ImRotateStart();
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ImVec2 ImRotationCenter();
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void ImRotateEnd(float rad, ImVec2 center = ImRotationCenter());
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inline ImVec2 operator-(const ImVec2& l, const ImVec2& r) { return{ l.x - r.x, l.y - r.y }; }
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inline bool operator<(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x < rhs.x; }
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inline bool operator>=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x >= rhs.x; }
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void ImGui_PrecacheFonts();
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ImFont* ImGui_GetFont(float size);
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void ImGui_UpdateWindowInformation(bool mainWindow);
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661
src/imgui/imgui_impl_opengl3.cpp
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661
src/imgui/imgui_impl_opengl3.cpp
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// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 2.x 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
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// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
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// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
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// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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//----------------------------------------
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// OpenGL GLSL GLSL
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.1 120 "#version 120"
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// 3.0 130 "#version 130"
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// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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// 3.3 330 "#version 330 core"
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// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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// 4.2 420 "#version 410 core"
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// 4.3 430 "#version 430 core"
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// ES 2.0 100 "#version 100" = WebGL 1.0
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include "Common/GLInclude/GLInclude.h"
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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#include <stdint.h> // intptr_t
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#endif
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#endif
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// Auto-detect GL version
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
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#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES3/gl.h> // Use GL ES 3
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#else
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#include <GLES3/gl3.h> // Use GL ES 3
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#endif
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#else
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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> // Needs to be initialized with gl3wInit() in user's code
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
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#else
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//#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM"glext.h""glext.h"
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#endif
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#endif
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// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
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#else
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
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#endif
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// OpenGL Data
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static char g_GlslVersionString[32] = "";
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static GLuint g_FontTexture = 0;
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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if (glsl_version == NULL)
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glsl_version = "#version 100";
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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if (glsl_version == NULL)
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glsl_version = "#version 300 es";
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#else
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||||
if (glsl_version == NULL)
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||||
glsl_version = "#version 130";
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||||
#endif
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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||||
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash below.
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
const char* gl_loader = "Unknown";
|
||||
IM_UNUSED(gl_loader);
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
gl_loader = "GL3W";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
gl_loader = "GLEW";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
gl_loader = "GLAD";
|
||||
#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
gl_loader = "Custom";
|
||||
#endif
|
||||
|
||||
// Make a dummy GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
|
||||
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
if (!g_ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
|
||||
if(g_FontTexture == 0)
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
{
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnablei(GL_BLEND, 0);
|
||||
glBlendEquationSeparatei(0, GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparatei(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f / (R - L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f / (T - B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||
{ (R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f },
|
||||
};
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor);
|
||||
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
//GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
//GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
//GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
//GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
//GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
//GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
//GLboolean last_enable_blend = false; glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
bool clip_origin_lower_left = true;
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
if (last_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
#endif
|
||||
|
||||
// Setup desired GL state
|
||||
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
||||
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
||||
GLuint vertex_array_object = 0;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glGenVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
if (clip_origin_lower_left)
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
else
|
||||
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
#else
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glDeleteVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
//glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
//glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
//if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
glDisablei(GL_BLEND, 0);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
#endif
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
if (g_FontTexture != 0) // already created
|
||||
return false;
|
||||
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
#ifdef GL_UNPACK_ROW_LENGTH
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
#endif
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
io.Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute vec2 Position;\n"
|
||||
"attribute vec2 UV;\n"
|
||||
"attribute vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_130 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_410_core =
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_120 =
|
||||
"#ifdef GL_ES\n"
|
||||
" precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_130 =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_410_core =
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = NULL;
|
||||
const GLchar* fragment_shader = NULL;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version >= 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (glsl_version == 300)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_300_es;
|
||||
fragment_shader = fragment_shader_glsl_300_es;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_130;
|
||||
fragment_shader = fragment_shader_glsl_130;
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
||||
glCompileShader(g_VertHandle);
|
||||
CheckShader(g_VertHandle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(g_FragHandle);
|
||||
CheckShader(g_FragHandle, "fragment shader");
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
CheckProgram(g_ShaderHandle, "shader program");
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
|
||||
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
|
||||
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
|
||||
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
|
||||
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
|
||||
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
|
||||
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
53
src/imgui/imgui_impl_opengl3.h
Normal file
53
src/imgui/imgui_impl_opengl3.h
Normal file
|
@ -0,0 +1,53 @@
|
|||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 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 Binding (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 in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (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
|
||||
|
||||
// Specific OpenGL versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
#include "imgui.h"
|
||||
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM "glext.h"
|
||||
#include "Common/GLInclude/GLInclude.h"
|
||||
|
||||
// Set default OpenGL3 loader to be gl3w
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#endif
|
||||
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// 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();
|
1481
src/imgui/imgui_impl_vulkan.cpp
Normal file
1481
src/imgui/imgui_impl_vulkan.cpp
Normal file
File diff suppressed because it is too large
Load diff
138
src/imgui/imgui_impl_vulkan.h
Normal file
138
src/imgui/imgui_impl_vulkan.h
Normal file
|
@ -0,0 +1,138 @@
|
|||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <imgui.h>
|
||||
#include "Cafe/HW/Latte/Renderer/Vulkan/VulkanAPI.h"
|
||||
#include "util/math/vector2.h"
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
VkInstance Instance;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(VkCommandBuffer command_buffer, VkFramebuffer framebuffer, VkExtent2D& extend);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
//
|
||||
//IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
//IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
//IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
//IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
|
||||
//IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
//IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
IMGUI_IMPL_API ImTextureID ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
|
||||
IMGUI_IMPL_API ImTextureID ImGui_ImplVulkan_GenerateTexture(VkCommandBuffer commandBuffer, const std::vector<uint8>& data, const Vector2i& size);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DeleteTexture(ImTextureID id);
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
|
||||
//-------------------------------------------------------------------------
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the upcoming multi-viewport feature will need them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
|
||||
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
struct ImGui_ImplVulkanH_Frame;
|
||||
struct ImGui_ImplVulkanH_Window;
|
||||
|
||||
// Helpers
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_Frame
|
||||
{
|
||||
VkCommandPool CommandPool;
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkFence Fence;
|
||||
VkImage Backbuffer;
|
||||
VkImageView BackbufferView;
|
||||
VkFramebuffer Framebuffer;
|
||||
};
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameSemaphores
|
||||
{
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
};
|
||||
|
||||
// Helper structure to hold the data needed by one rendering context into one OS window
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
struct ImGui_ImplVulkanH_Window
|
||||
{
|
||||
int Width;
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkSurfaceKHR Surface;
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkRenderPass RenderPass;
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImGui_ImplVulkanH_Frame* Frames;
|
||||
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
||||
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
|
||||
ClearEnable = true;
|
||||
}
|
||||
};
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue