Adding DearImGUI
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								src/imgui/imgui.cpp
									
										
									
									
									
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								src/imgui/imgui.cpp
									
										
									
									
									
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								src/imgui/imgui_draw.cpp
									
										
									
									
									
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								src/imgui/imgui_draw.cpp
									
										
									
									
									
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								src/imgui/imgui_impl_glfw.cpp
									
										
									
									
									
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								src/imgui/imgui_impl_glfw.cpp
									
										
									
									
									
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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (Requires: GLFW 3.1+)
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// Implemented features:
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//  [X] Platform: Clipboard support.
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//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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//  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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//  2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
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//  2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
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//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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//  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
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//  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
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//  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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//  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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//  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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//  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
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//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
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//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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//  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
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//  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h>   // for glfwGetWin32Window
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#endif
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#define GLFW_HAS_WINDOW_TOPMOST       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI      (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN               (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#ifdef GLFW_RESIZE_NESW_CURSOR        // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
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#define GLFW_HAS_NEW_CURSORS          (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
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#else
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#define GLFW_HAS_NEW_CURSORS          (0)
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#endif
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// GLFW data
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enum GlfwClientApi
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{
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    GlfwClientApi_Unknown,
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    GlfwClientApi_OpenGL,
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    GlfwClientApi_Vulkan
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};
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struct ImGui_ImplGlfw_Data
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{
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    GLFWwindow*             Window;
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    GlfwClientApi           ClientApi;
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    double                  Time;
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    GLFWwindow*             MouseWindow;
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    bool                    MouseJustPressed[ImGuiMouseButton_COUNT];
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    GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];
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    bool                    InstalledCallbacks;
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    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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    GLFWwindowfocusfun      PrevUserCallbackWindowFocus;
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    GLFWcursorenterfun      PrevUserCallbackCursorEnter;
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    GLFWmousebuttonfun      PrevUserCallbackMousebutton;
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    GLFWscrollfun           PrevUserCallbackScroll;
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    GLFWkeyfun              PrevUserCallbackKey;
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    GLFWcharfun             PrevUserCallbackChar;
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    GLFWmonitorfun          PrevUserCallbackMonitor;
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    ImGui_ImplGlfw_Data()   { memset(this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
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//   (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
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// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
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{
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    return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
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}
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// Functions
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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{
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    return glfwGetClipboardString((GLFWwindow*)user_data);
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}
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static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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{
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    glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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    if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
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        bd->PrevUserCallbackMousebutton(window, button, action, mods);
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    if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
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        bd->MouseJustPressed[button] = true;
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}
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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    if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
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        bd->PrevUserCallbackScroll(window, xoffset, yoffset);
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    ImGuiIO& io = ImGui::GetIO();
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    io.MouseWheelH += (float)xoffset;
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    io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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    if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
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        bd->PrevUserCallbackKey(window, key, scancode, action, mods);
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    ImGuiIO& io = ImGui::GetIO();
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    if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
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    {
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        if (action == GLFW_PRESS)
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            io.KeysDown[key] = true;
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        if (action == GLFW_RELEASE)
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            io.KeysDown[key] = false;
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    }
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    // Modifiers are not reliable across systems
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    io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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    io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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    io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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#ifdef _WIN32
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    io.KeySuper = false;
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#else
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    io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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#endif
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}
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void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
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{
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    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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    if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
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        bd->PrevUserCallbackWindowFocus(window, focused);
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    ImGuiIO& io = ImGui::GetIO();
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    io.AddFocusEvent(focused != 0);
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}
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void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
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{
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    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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    if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
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        bd->PrevUserCallbackCursorEnter(window, entered);
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    if (entered)
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        bd->MouseWindow = window;
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    if (!entered && bd->MouseWindow == window)
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        bd->MouseWindow = NULL;
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}
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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{
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    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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    if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
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        bd->PrevUserCallbackChar(window, c);
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    ImGuiIO& io = ImGui::GetIO();
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    io.AddInputCharacter(c);
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}
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void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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{
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	// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
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}
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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{
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    ImGuiIO& io = ImGui::GetIO();
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    IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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    // Setup backend capabilities flags
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    ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
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    io.BackendPlatformUserData = (void*)bd;
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    io.BackendPlatformName = "imgui_impl_glfw";
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    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
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    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
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    bd->Window = window;
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    bd->Time = 0.0;
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    // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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    io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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    io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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    io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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    io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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    io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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    io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
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    io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
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    io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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    io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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    io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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    io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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    io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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    io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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    io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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    io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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    io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
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    io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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    io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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    io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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    io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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    io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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    io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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    io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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    io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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    io.ClipboardUserData = bd->Window;
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#if defined(_WIN32)
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    io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
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#endif
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    // Create mouse cursors
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    // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
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    // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
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    // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
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    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
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    bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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    bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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    bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
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#if GLFW_HAS_NEW_CURSORS
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    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
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    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
 | 
			
		||||
#else
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
 | 
			
		||||
    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
 | 
			
		||||
#endif
 | 
			
		||||
    glfwSetErrorCallback(prev_error_callback);
 | 
			
		||||
 | 
			
		||||
    // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
 | 
			
		||||
    bd->PrevUserCallbackWindowFocus = NULL;
 | 
			
		||||
    bd->PrevUserCallbackCursorEnter = NULL;
 | 
			
		||||
    bd->PrevUserCallbackMousebutton = NULL;
 | 
			
		||||
    bd->PrevUserCallbackScroll = NULL;
 | 
			
		||||
    bd->PrevUserCallbackKey = NULL;
 | 
			
		||||
    bd->PrevUserCallbackChar = NULL;
 | 
			
		||||
    bd->PrevUserCallbackMonitor = NULL;
 | 
			
		||||
    if (install_callbacks)
 | 
			
		||||
    {
 | 
			
		||||
        bd->InstalledCallbacks = true;
 | 
			
		||||
        bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
 | 
			
		||||
        bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
 | 
			
		||||
        bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
 | 
			
		||||
        bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
 | 
			
		||||
        bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
 | 
			
		||||
        bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
 | 
			
		||||
        bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    bd->ClientApi = client_api;
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
 | 
			
		||||
{
 | 
			
		||||
    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
 | 
			
		||||
{
 | 
			
		||||
    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
 | 
			
		||||
{
 | 
			
		||||
    return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplGlfw_Shutdown()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    if (bd->InstalledCallbacks)
 | 
			
		||||
    {
 | 
			
		||||
        glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
 | 
			
		||||
        glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
 | 
			
		||||
        glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
 | 
			
		||||
        glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
 | 
			
		||||
        glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
 | 
			
		||||
        glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
 | 
			
		||||
        glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
 | 
			
		||||
        glfwDestroyCursor(bd->MouseCursors[cursor_n]);
 | 
			
		||||
 | 
			
		||||
    io.BackendPlatformName = NULL;
 | 
			
		||||
    io.BackendPlatformUserData = NULL;
 | 
			
		||||
    IM_DELETE(bd);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    const ImVec2 mouse_pos_prev = io.MousePos;
 | 
			
		||||
    io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
 | 
			
		||||
 | 
			
		||||
    // Update mouse buttons
 | 
			
		||||
    // (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
 | 
			
		||||
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
 | 
			
		||||
    {
 | 
			
		||||
        io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
 | 
			
		||||
        bd->MouseJustPressed[i] = false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
#ifdef __EMSCRIPTEN__
 | 
			
		||||
    const bool focused = true;
 | 
			
		||||
#else
 | 
			
		||||
    const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
 | 
			
		||||
#endif
 | 
			
		||||
    GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
 | 
			
		||||
 | 
			
		||||
    // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
 | 
			
		||||
    if (io.WantSetMousePos && focused)
 | 
			
		||||
        glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
 | 
			
		||||
 | 
			
		||||
    // Set Dear ImGui mouse position from OS position
 | 
			
		||||
    if (mouse_window != NULL)
 | 
			
		||||
    {
 | 
			
		||||
        double mouse_x, mouse_y;
 | 
			
		||||
        glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
 | 
			
		||||
        io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
 | 
			
		||||
    if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
 | 
			
		||||
    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
 | 
			
		||||
    {
 | 
			
		||||
        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
 | 
			
		||||
        glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        // Show OS mouse cursor
 | 
			
		||||
        // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
 | 
			
		||||
        glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
 | 
			
		||||
        glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplGlfw_UpdateGamepads()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    memset(io.NavInputs, 0, sizeof(io.NavInputs));
 | 
			
		||||
    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    // Update gamepad inputs
 | 
			
		||||
    #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
 | 
			
		||||
    #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
 | 
			
		||||
    int axes_count = 0, buttons_count = 0;
 | 
			
		||||
    const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
 | 
			
		||||
    const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
 | 
			
		||||
    MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
 | 
			
		||||
    MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
 | 
			
		||||
    MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
 | 
			
		||||
    MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
 | 
			
		||||
    MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
 | 
			
		||||
    #undef MAP_BUTTON
 | 
			
		||||
    #undef MAP_ANALOG
 | 
			
		||||
    if (axes_count > 0 && buttons_count > 0)
 | 
			
		||||
        io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
 | 
			
		||||
    else
 | 
			
		||||
        io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplGlfw_NewFrame()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
 | 
			
		||||
 | 
			
		||||
    // Setup display size (every frame to accommodate for window resizing)
 | 
			
		||||
    int w, h;
 | 
			
		||||
    int display_w, display_h;
 | 
			
		||||
    glfwGetWindowSize(bd->Window, &w, &h);
 | 
			
		||||
    glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
 | 
			
		||||
    io.DisplaySize = ImVec2((float)w, (float)h);
 | 
			
		||||
    if (w > 0 && h > 0)
 | 
			
		||||
        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
 | 
			
		||||
 | 
			
		||||
    // Setup time step
 | 
			
		||||
    double current_time = glfwGetTime();
 | 
			
		||||
    io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
 | 
			
		||||
    bd->Time = current_time;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplGlfw_UpdateMousePosAndButtons();
 | 
			
		||||
    ImGui_ImplGlfw_UpdateMouseCursor();
 | 
			
		||||
 | 
			
		||||
    // Update game controllers (if enabled and available)
 | 
			
		||||
    ImGui_ImplGlfw_UpdateGamepads();
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										793
									
								
								src/imgui/imgui_impl_opengl3.cpp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										793
									
								
								src/imgui/imgui_impl_opengl3.cpp
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,793 @@
 | 
			
		|||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
 | 
			
		||||
// - Desktop GL: 2.x 3.x 4.x
 | 
			
		||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
 | 
			
		||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
 | 
			
		||||
 | 
			
		||||
// Implemented features:
 | 
			
		||||
//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 | 
			
		||||
//  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
 | 
			
		||||
 | 
			
		||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | 
			
		||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | 
			
		||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
			
		||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
			
		||||
 | 
			
		||||
// CHANGELOG
 | 
			
		||||
// (minor and older changes stripped away, please see git history for details)
 | 
			
		||||
//  2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
 | 
			
		||||
//  2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
 | 
			
		||||
//  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
 | 
			
		||||
//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 | 
			
		||||
//  2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
 | 
			
		||||
//  2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
 | 
			
		||||
//  2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
 | 
			
		||||
//  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
 | 
			
		||||
//  2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
 | 
			
		||||
//  2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
 | 
			
		||||
//  2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
 | 
			
		||||
//  2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
 | 
			
		||||
//  2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
 | 
			
		||||
//  2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
 | 
			
		||||
//  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
 | 
			
		||||
//  2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
 | 
			
		||||
//  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
 | 
			
		||||
//  2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
 | 
			
		||||
//  2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
 | 
			
		||||
//  2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
 | 
			
		||||
//  2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
 | 
			
		||||
//  2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
 | 
			
		||||
//  2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
 | 
			
		||||
//  2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 | 
			
		||||
//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
 | 
			
		||||
//  2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
 | 
			
		||||
//  2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
 | 
			
		||||
//  2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
 | 
			
		||||
//  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.
 | 
			
		||||
//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
 | 
			
		||||
//  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
 | 
			
		||||
//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 | 
			
		||||
//  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
 | 
			
		||||
//  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
 | 
			
		||||
//  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
 | 
			
		||||
//  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
 | 
			
		||||
//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
 | 
			
		||||
//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
 | 
			
		||||
//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 | 
			
		||||
//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
 | 
			
		||||
//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
 | 
			
		||||
//  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".
 | 
			
		||||
//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
 | 
			
		||||
//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
 | 
			
		||||
//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
 | 
			
		||||
//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
 | 
			
		||||
//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
 | 
			
		||||
//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
 | 
			
		||||
//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
 | 
			
		||||
//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
 | 
			
		||||
 | 
			
		||||
//----------------------------------------
 | 
			
		||||
// OpenGL    GLSL      GLSL
 | 
			
		||||
// version   version   string
 | 
			
		||||
//----------------------------------------
 | 
			
		||||
//  2.0       110       "#version 110"
 | 
			
		||||
//  2.1       120       "#version 120"
 | 
			
		||||
//  3.0       130       "#version 130"
 | 
			
		||||
//  3.1       140       "#version 140"
 | 
			
		||||
//  3.2       150       "#version 150"
 | 
			
		||||
//  3.3       330       "#version 330 core"
 | 
			
		||||
//  4.0       400       "#version 400 core"
 | 
			
		||||
//  4.1       410       "#version 410 core"
 | 
			
		||||
//  4.2       420       "#version 410 core"
 | 
			
		||||
//  4.3       430       "#version 430 core"
 | 
			
		||||
//  ES 2.0    100       "#version 100"      = WebGL 1.0
 | 
			
		||||
//  ES 3.0    300       "#version 300 es"   = WebGL 2.0
 | 
			
		||||
//----------------------------------------
 | 
			
		||||
 | 
			
		||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
 | 
			
		||||
#define _CRT_SECURE_NO_WARNINGS
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#include "imgui.h"
 | 
			
		||||
#include "imgui_impl_opengl3.h"
 | 
			
		||||
#include <stdio.h>
 | 
			
		||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
 | 
			
		||||
#include <stddef.h>     // intptr_t
 | 
			
		||||
#else
 | 
			
		||||
#include <stdint.h>     // intptr_t
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// GL includes
 | 
			
		||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
 | 
			
		||||
#include <GLES2/gl2.h>
 | 
			
		||||
#if defined(__EMSCRIPTEN__)
 | 
			
		||||
#ifndef GL_GLEXT_PROTOTYPES
 | 
			
		||||
#define GL_GLEXT_PROTOTYPES
 | 
			
		||||
#endif
 | 
			
		||||
#include <GLES2/gl2ext.h>
 | 
			
		||||
#endif
 | 
			
		||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
 | 
			
		||||
#if defined(__APPLE__)
 | 
			
		||||
#include <TargetConditionals.h>
 | 
			
		||||
#endif
 | 
			
		||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
 | 
			
		||||
#include <OpenGLES/ES3/gl.h>    // Use GL ES 3
 | 
			
		||||
#else
 | 
			
		||||
#include <GLES3/gl3.h>          // Use GL ES 3
 | 
			
		||||
#endif
 | 
			
		||||
#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
 | 
			
		||||
// 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 using our own minimal custom loader based on gl3w.
 | 
			
		||||
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
 | 
			
		||||
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
 | 
			
		||||
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
 | 
			
		||||
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
 | 
			
		||||
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
 | 
			
		||||
#define IMGL3W_IMPL
 | 
			
		||||
#include "imgui_impl_opengl3_loader.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
 | 
			
		||||
#ifndef IMGUI_IMPL_OPENGL_ES2
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
#elif defined(__EMSCRIPTEN__)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
#define glBindVertexArray       glBindVertexArrayOES
 | 
			
		||||
#define glGenVertexArrays       glGenVertexArraysOES
 | 
			
		||||
#define glDeleteVertexArrays    glDeleteVertexArraysOES
 | 
			
		||||
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
 | 
			
		||||
#ifdef GL_POLYGON_MODE
 | 
			
		||||
#define IMGUI_IMPL_HAS_POLYGON_MODE
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL 3.3+ has glBindSampler()
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// Desktop GL use extension detection
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// OpenGL Data
 | 
			
		||||
struct ImGui_ImplOpenGL3_Data
 | 
			
		||||
{
 | 
			
		||||
    GLuint          GlVersion;               // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
 | 
			
		||||
    char            GlslVersionString[32];   // Specified by user or detected based on compile time GL settings.
 | 
			
		||||
    GLuint          FontTexture;
 | 
			
		||||
    GLuint          ShaderHandle;
 | 
			
		||||
    GLint           AttribLocationTex;       // Uniforms location
 | 
			
		||||
    GLint           AttribLocationProjMtx;
 | 
			
		||||
    GLuint          AttribLocationVtxPos;    // Vertex attributes location
 | 
			
		||||
    GLuint          AttribLocationVtxUV;
 | 
			
		||||
    GLuint          AttribLocationVtxColor;
 | 
			
		||||
    unsigned int    VboHandle, ElementsHandle;
 | 
			
		||||
    GLsizeiptr      VertexBufferSize;
 | 
			
		||||
    GLsizeiptr      IndexBufferSize;
 | 
			
		||||
    bool            HasClipOrigin;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
 | 
			
		||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 | 
			
		||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
 | 
			
		||||
{
 | 
			
		||||
    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Functions
 | 
			
		||||
bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
 | 
			
		||||
 | 
			
		||||
    // Initialize our loader
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
 | 
			
		||||
    if (imgl3wInit() != 0)
 | 
			
		||||
    {
 | 
			
		||||
        fprintf(stderr, "Failed to initialize OpenGL loader!\n");
 | 
			
		||||
        return false;
 | 
			
		||||
    }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Setup backend capabilities flags
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
 | 
			
		||||
    io.BackendRendererUserData = (void*)bd;
 | 
			
		||||
    io.BackendRendererName = "imgui_impl_opengl3";
 | 
			
		||||
 | 
			
		||||
    // Query for GL version (e.g. 320 for GL 3.2)
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
 | 
			
		||||
    GLint major = 0;
 | 
			
		||||
    GLint minor = 0;
 | 
			
		||||
    glGetIntegerv(GL_MAJOR_VERSION, &major);
 | 
			
		||||
    glGetIntegerv(GL_MINOR_VERSION, &minor);
 | 
			
		||||
    if (major == 0 && minor == 0)
 | 
			
		||||
    {
 | 
			
		||||
        // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
 | 
			
		||||
        const char* gl_version = (const char*)glGetString(GL_VERSION);
 | 
			
		||||
        sscanf(gl_version, "%d.%d", &major, &minor);
 | 
			
		||||
    }
 | 
			
		||||
    bd->GlVersion = (GLuint)(major * 100 + minor * 10);
 | 
			
		||||
#else
 | 
			
		||||
    bd->GlVersion = 200; // GLES 2
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
 | 
			
		||||
    if (bd->GlVersion >= 320)
 | 
			
		||||
        io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // 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.
 | 
			
		||||
    if (glsl_version == NULL)
 | 
			
		||||
    {
 | 
			
		||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
 | 
			
		||||
        glsl_version = "#version 100";
 | 
			
		||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
 | 
			
		||||
        glsl_version = "#version 300 es";
 | 
			
		||||
#elif defined(__APPLE__)
 | 
			
		||||
        glsl_version = "#version 150";
 | 
			
		||||
#else
 | 
			
		||||
        glsl_version = "#version 130";
 | 
			
		||||
#endif
 | 
			
		||||
    }
 | 
			
		||||
    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
 | 
			
		||||
    strcpy(bd->GlslVersionString, glsl_version);
 | 
			
		||||
    strcat(bd->GlslVersionString, "\n");
 | 
			
		||||
 | 
			
		||||
    // Make an arbitrary GL call (we don't actually need the result)
 | 
			
		||||
    // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
 | 
			
		||||
    GLint current_texture;
 | 
			
		||||
    glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
 | 
			
		||||
 | 
			
		||||
    // Detect extensions we support
 | 
			
		||||
    bd->HasClipOrigin = (bd->GlVersion >= 450);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
 | 
			
		||||
    GLint num_extensions = 0;
 | 
			
		||||
    glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
 | 
			
		||||
    for (GLint i = 0; i < num_extensions; i++)
 | 
			
		||||
    {
 | 
			
		||||
        const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
 | 
			
		||||
        if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
 | 
			
		||||
            bd->HasClipOrigin = true;
 | 
			
		||||
    }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_Shutdown()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_DestroyDeviceObjects();
 | 
			
		||||
    io.BackendRendererName = NULL;
 | 
			
		||||
    io.BackendRendererUserData = NULL;
 | 
			
		||||
    IM_DELETE(bd);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_NewFrame()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
 | 
			
		||||
 | 
			
		||||
    if (!bd->ShaderHandle)
 | 
			
		||||
        ImGui_ImplOpenGL3_CreateDeviceObjects();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
 | 
			
		||||
    glEnable(GL_BLEND);
 | 
			
		||||
    glBlendEquation(GL_FUNC_ADD);
 | 
			
		||||
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 | 
			
		||||
    glDisable(GL_CULL_FACE);
 | 
			
		||||
    glDisable(GL_DEPTH_TEST);
 | 
			
		||||
    glDisable(GL_STENCIL_TEST);
 | 
			
		||||
    glEnable(GL_SCISSOR_TEST);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | 
			
		||||
    if (bd->GlVersion >= 310)
 | 
			
		||||
        glDisable(GL_PRIMITIVE_RESTART);
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
 | 
			
		||||
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
 | 
			
		||||
#if defined(GL_CLIP_ORIGIN)
 | 
			
		||||
    bool clip_origin_lower_left = true;
 | 
			
		||||
    if (bd->HasClipOrigin)
 | 
			
		||||
    {
 | 
			
		||||
        GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
 | 
			
		||||
        if (current_clip_origin == GL_UPPER_LEFT)
 | 
			
		||||
            clip_origin_lower_left = false;
 | 
			
		||||
    }
 | 
			
		||||
#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;
 | 
			
		||||
#if defined(GL_CLIP_ORIGIN)
 | 
			
		||||
    if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
 | 
			
		||||
#endif
 | 
			
		||||
    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(bd->ShaderHandle);
 | 
			
		||||
    glUniform1i(bd->AttribLocationTex, 0);
 | 
			
		||||
    glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
 | 
			
		||||
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
    if (bd->GlVersion >= 330)
 | 
			
		||||
        glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    (void)vertex_array_object;
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    glBindVertexArray(vertex_array_object);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Bind vertex/index buffers and setup attributes for ImDrawVert
 | 
			
		||||
    glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
 | 
			
		||||
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
 | 
			
		||||
    glEnableVertexAttribArray(bd->AttribLocationVtxPos);
 | 
			
		||||
    glEnableVertexAttribArray(bd->AttribLocationVtxUV);
 | 
			
		||||
    glEnableVertexAttribArray(bd->AttribLocationVtxColor);
 | 
			
		||||
    glVertexAttribPointer(bd->AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
 | 
			
		||||
    glVertexAttribPointer(bd->AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
 | 
			
		||||
    glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE,  sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// OpenGL3 Render function.
 | 
			
		||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
 | 
			
		||||
// This is in order to be able to run within an 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;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Backup GL state
 | 
			
		||||
    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
 | 
			
		||||
    glActiveTexture(GL_TEXTURE0);
 | 
			
		||||
    GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
 | 
			
		||||
    GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
    GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
 | 
			
		||||
#endif
 | 
			
		||||
    GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
 | 
			
		||||
#endif
 | 
			
		||||
#ifdef IMGUI_IMPL_HAS_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 = glIsEnabled(GL_BLEND);
 | 
			
		||||
    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
 | 
			
		||||
    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
 | 
			
		||||
    GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
 | 
			
		||||
    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | 
			
		||||
    GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_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;
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    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
 | 
			
		||||
        GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
 | 
			
		||||
        GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
 | 
			
		||||
        if (bd->VertexBufferSize < vtx_buffer_size)
 | 
			
		||||
        {
 | 
			
		||||
            bd->VertexBufferSize = vtx_buffer_size;
 | 
			
		||||
            glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
 | 
			
		||||
        }
 | 
			
		||||
        if (bd->IndexBufferSize < idx_buffer_size)
 | 
			
		||||
        {
 | 
			
		||||
            bd->IndexBufferSize = idx_buffer_size;
 | 
			
		||||
            glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
 | 
			
		||||
        }
 | 
			
		||||
        glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
 | 
			
		||||
        glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
 | 
			
		||||
 | 
			
		||||
        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
 | 
			
		||||
                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
 | 
			
		||||
                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
 | 
			
		||||
                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
 | 
			
		||||
                    continue;
 | 
			
		||||
 | 
			
		||||
                // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
 | 
			
		||||
                glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
 | 
			
		||||
 | 
			
		||||
                // Bind texture, Draw
 | 
			
		||||
                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
 | 
			
		||||
                if (bd->GlVersion >= 320)
 | 
			
		||||
                    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
 | 
			
		||||
#endif
 | 
			
		||||
                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Destroy the temporary VAO
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    glDeleteVertexArrays(1, &vertex_array_object);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Restore modified GL state
 | 
			
		||||
    glUseProgram(last_program);
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, last_texture);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
    if (bd->GlVersion >= 330)
 | 
			
		||||
        glBindSampler(0, last_sampler);
 | 
			
		||||
#endif
 | 
			
		||||
    glActiveTexture(last_active_texture);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    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);
 | 
			
		||||
    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_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
 | 
			
		||||
    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | 
			
		||||
    if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGUI_IMPL_HAS_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]);
 | 
			
		||||
    (void)bd; // Not all compilation paths use this
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Build texture atlas
 | 
			
		||||
    unsigned char* pixels;
 | 
			
		||||
    int width, height;
 | 
			
		||||
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (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, &bd->FontTexture);
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, bd->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 // Not on WebGL/ES
 | 
			
		||||
    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->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
 | 
			
		||||
 | 
			
		||||
    // Restore state
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, last_texture);
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    if (bd->FontTexture)
 | 
			
		||||
    {
 | 
			
		||||
        glDeleteTextures(1, &bd->FontTexture);
 | 
			
		||||
        io.Fonts->SetTexID(0);
 | 
			
		||||
        bd->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)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    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! With GLSL: %s\n", desc, bd->GlslVersionString);
 | 
			
		||||
    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)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    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, bd->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()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Backup GL state
 | 
			
		||||
    GLint last_texture, last_array_buffer;
 | 
			
		||||
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
 | 
			
		||||
    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    GLint last_vertex_array;
 | 
			
		||||
    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Parse GLSL version string
 | 
			
		||||
    int glsl_version = 130;
 | 
			
		||||
    sscanf(bd->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 highp 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] = { bd->GlslVersionString, vertex_shader };
 | 
			
		||||
    GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
 | 
			
		||||
    glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
 | 
			
		||||
    glCompileShader(vert_handle);
 | 
			
		||||
    CheckShader(vert_handle, "vertex shader");
 | 
			
		||||
 | 
			
		||||
    const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
 | 
			
		||||
    GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
 | 
			
		||||
    glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
 | 
			
		||||
    glCompileShader(frag_handle);
 | 
			
		||||
    CheckShader(frag_handle, "fragment shader");
 | 
			
		||||
 | 
			
		||||
    // Link
 | 
			
		||||
    bd->ShaderHandle = glCreateProgram();
 | 
			
		||||
    glAttachShader(bd->ShaderHandle, vert_handle);
 | 
			
		||||
    glAttachShader(bd->ShaderHandle, frag_handle);
 | 
			
		||||
    glLinkProgram(bd->ShaderHandle);
 | 
			
		||||
    CheckProgram(bd->ShaderHandle, "shader program");
 | 
			
		||||
 | 
			
		||||
    glDetachShader(bd->ShaderHandle, vert_handle);
 | 
			
		||||
    glDetachShader(bd->ShaderHandle, frag_handle);
 | 
			
		||||
    glDeleteShader(vert_handle);
 | 
			
		||||
    glDeleteShader(frag_handle);
 | 
			
		||||
 | 
			
		||||
    bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
 | 
			
		||||
    bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
 | 
			
		||||
    bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
 | 
			
		||||
    bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
 | 
			
		||||
    bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
 | 
			
		||||
 | 
			
		||||
    // Create buffers
 | 
			
		||||
    glGenBuffers(1, &bd->VboHandle);
 | 
			
		||||
    glGenBuffers(1, &bd->ElementsHandle);
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_CreateFontsTexture();
 | 
			
		||||
 | 
			
		||||
    // Restore modified GL state
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, last_texture);
 | 
			
		||||
    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    glBindVertexArray(last_vertex_array);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    if (bd->VboHandle)      { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
 | 
			
		||||
    if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
 | 
			
		||||
    if (bd->ShaderHandle)   { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
 | 
			
		||||
    ImGui_ImplOpenGL3_DestroyFontsTexture();
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										4049
									
								
								src/imgui/imgui_tables.cpp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										4049
									
								
								src/imgui/imgui_tables.cpp
									
										
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load diff
											
										
									
								
							
							
								
								
									
										8305
									
								
								src/imgui/imgui_widgets.cpp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										8305
									
								
								src/imgui/imgui_widgets.cpp
									
										
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load diff
											
										
									
								
							
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