Adding DearImGUI
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include/imgui/imconfig.h
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include/imgui/imconfig.h
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//-----------------------------------------------------------------------------
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// COMPILE-TIME OPTIONS FOR DEAR IMGUI
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// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
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// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
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//-----------------------------------------------------------------------------
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// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
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// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
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//-----------------------------------------------------------------------------
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// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
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// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
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// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
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// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
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//-----------------------------------------------------------------------------
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#pragma once
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//---- Define assertion handler. Defaults to calling assert().
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// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
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// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
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// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
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// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
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//#define IMGUI_API __declspec( dllexport )
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//#define IMGUI_API __declspec( dllimport )
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//---- Disable all of Dear ImGui or don't implement standard windows.
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// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
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//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
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//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty.
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//---- Don't implement some functions to reduce linkage requirements.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
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//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
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//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
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//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
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//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
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//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
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//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
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//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
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//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
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//#define IMGUI_USE_WCHAR32
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
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// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
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//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
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//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
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//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
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//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
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//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
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// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
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// #define IMGUI_USE_STB_SPRINTF
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//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
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// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
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// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
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//#define IMGUI_ENABLE_FREETYPE
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//---- Use stb_truetype to build and rasterize the font atlas (default)
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// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
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//#define IMGUI_ENABLE_STB_TRUETYPE
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//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
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// This will be inlined as part of ImVec2 and ImVec4 class declarations.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
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operator MyVec2() const { return MyVec2(x,y); }
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#define IM_VEC4_CLASS_EXTRA \
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ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
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// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
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// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
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// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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//#define ImDrawIdx unsigned int
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//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
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//struct ImDrawList;
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//struct ImDrawCmd;
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//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
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//#define ImDrawCallback MyImDrawCallback
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//---- Debug Tools: Macro to break in Debugger
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// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
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//#define IM_DEBUG_BREAK IM_ASSERT(0)
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//#define IM_DEBUG_BREAK __debugbreak()
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//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
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// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
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// This adds a small runtime cost which is why it is not enabled by default.
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//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
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//---- Debug Tools: Enable slower asserts
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//#define IMGUI_DEBUG_PARANOID
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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/*
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namespace ImGui
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{
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void MyFunction(const char* name, const MyMatrix44& v);
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}
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*/
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2916
include/imgui/imgui.h
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include/imgui/imgui.h
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include/imgui/imgui_impl_glfw.h
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include/imgui/imgui_impl_glfw.h
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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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// 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'. FIXME: 3 cursors types are missing from GLFW.
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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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// About GLSL version:
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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struct GLFWwindow;
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struct GLFWmonitor;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
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IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
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// GLFW callbacks
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// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
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// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
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IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
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IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
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include/imgui/imgui_impl_opengl3.h
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include/imgui/imgui_impl_opengl3.h
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// dear imgui: Renderer Backend 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 Backend (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!
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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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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// About GLSL version:
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// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
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// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
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// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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// Backend API
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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// (Optional) Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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// Specific OpenGL ES versions
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//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
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//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
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// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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#if !defined(IMGUI_IMPL_OPENGL_ES2) \
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&& !defined(IMGUI_IMPL_OPENGL_ES3)
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// Try to detect GLES on matching platforms
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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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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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#else
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// Otherwise imgui_impl_opengl3_loader.h will be used.
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#endif
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#endif
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include/imgui/imgui_impl_opengl3_loader.h
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include/imgui/imgui_impl_opengl3_loader.h
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//-----------------------------------------------------------------------------
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// About imgui_impl_opengl3_loader.h:
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//
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// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
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// which proved to be endless problems for users.
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// Our loader is custom-generated, based on gl3w but automatically filtered to only include
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// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
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//
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// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
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// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
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//
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// Regenerate with:
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// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
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//
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// More info:
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// https://github.com/dearimgui/gl3w_stripped
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// https://github.com/ocornut/imgui/issues/4445
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//-----------------------------------------------------------------------------
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/*
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* This file was generated with gl3w_gen.py, part of imgl3w
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* (hosted at https://github.com/dearimgui/gl3w_stripped)
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*
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* This is free and unencumbered software released into the public domain.
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*
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* Anyone is free to copy, modify, publish, use, compile, sell, or
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* distribute this software, either in source code form or as a compiled
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* binary, for any purpose, commercial or non-commercial, and by any
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* means.
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*
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* In jurisdictions that recognize copyright laws, the author or authors
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* of this software dedicate any and all copyright interest in the
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* software to the public domain. We make this dedication for the benefit
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* of the public at large and to the detriment of our heirs and
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* successors. We intend this dedication to be an overt act of
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* relinquishment in perpetuity of all present and future rights to this
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* software under copyright law.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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||||||
|
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||||
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||||
|
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||||
|
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||||
|
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||||
|
* OTHER DEALINGS IN THE SOFTWARE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef __gl3w_h_
|
||||||
|
#define __gl3w_h_
|
||||||
|
|
||||||
|
// Adapted from KHR/khrplatform.h to avoid including entire file.
|
||||||
|
#ifndef __khrplatform_h_
|
||||||
|
typedef float khronos_float_t;
|
||||||
|
typedef signed char khronos_int8_t;
|
||||||
|
typedef unsigned char khronos_uint8_t;
|
||||||
|
typedef signed short int khronos_int16_t;
|
||||||
|
typedef unsigned short int khronos_uint16_t;
|
||||||
|
#ifdef _WIN64
|
||||||
|
typedef signed long long int khronos_intptr_t;
|
||||||
|
typedef signed long long int khronos_ssize_t;
|
||||||
|
#else
|
||||||
|
typedef signed long int khronos_intptr_t;
|
||||||
|
typedef signed long int khronos_ssize_t;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(_MSC_VER) && !defined(__clang__)
|
||||||
|
typedef signed __int64 khronos_int64_t;
|
||||||
|
typedef unsigned __int64 khronos_uint64_t;
|
||||||
|
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
|
||||||
|
#include <stdint.h>
|
||||||
|
typedef int64_t khronos_int64_t;
|
||||||
|
typedef uint64_t khronos_uint64_t;
|
||||||
|
#else
|
||||||
|
typedef signed long long khronos_int64_t;
|
||||||
|
typedef unsigned long long khronos_uint64_t;
|
||||||
|
#endif
|
||||||
|
#endif // __khrplatform_h_
|
||||||
|
|
||||||
|
#ifndef __gl_glcorearb_h_
|
||||||
|
#define __gl_glcorearb_h_ 1
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
/*
|
||||||
|
** Copyright 2013-2020 The Khronos Group Inc.
|
||||||
|
** SPDX-License-Identifier: MIT
|
||||||
|
**
|
||||||
|
** This header is generated from the Khronos OpenGL / OpenGL ES XML
|
||||||
|
** API Registry. The current version of the Registry, generator scripts
|
||||||
|
** used to make the header, and the header can be found at
|
||||||
|
** https://github.com/KhronosGroup/OpenGL-Registry
|
||||||
|
*/
|
||||||
|
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
|
||||||
|
#ifndef WIN32_LEAN_AND_MEAN
|
||||||
|
#define WIN32_LEAN_AND_MEAN 1
|
||||||
|
#endif
|
||||||
|
#include <windows.h>
|
||||||
|
#endif
|
||||||
|
#ifndef APIENTRY
|
||||||
|
#define APIENTRY
|
||||||
|
#endif
|
||||||
|
#ifndef APIENTRYP
|
||||||
|
#define APIENTRYP APIENTRY *
|
||||||
|
#endif
|
||||||
|
#ifndef GLAPI
|
||||||
|
#define GLAPI extern
|
||||||
|
#endif
|
||||||
|
/* glcorearb.h is for use with OpenGL core profile implementations.
|
||||||
|
** It should should be placed in the same directory as gl.h and
|
||||||
|
** included as <GL/glcorearb.h>.
|
||||||
|
**
|
||||||
|
** glcorearb.h includes only APIs in the latest OpenGL core profile
|
||||||
|
** implementation together with APIs in newer ARB extensions which
|
||||||
|
** can be supported by the core profile. It does not, and never will
|
||||||
|
** include functionality removed from the core profile, such as
|
||||||
|
** fixed-function vertex and fragment processing.
|
||||||
|
**
|
||||||
|
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
|
||||||
|
** <GL/glext.h> in the same source file.
|
||||||
|
*/
|
||||||
|
/* Generated C header for:
|
||||||
|
* API: gl
|
||||||
|
* Profile: core
|
||||||
|
* Versions considered: .*
|
||||||
|
* Versions emitted: .*
|
||||||
|
* Default extensions included: glcore
|
||||||
|
* Additional extensions included: _nomatch_^
|
||||||
|
* Extensions removed: _nomatch_^
|
||||||
|
*/
|
||||||
|
#ifndef GL_VERSION_1_0
|
||||||
|
typedef void GLvoid;
|
||||||
|
typedef unsigned int GLenum;
|
||||||
|
|
||||||
|
typedef khronos_float_t GLfloat;
|
||||||
|
typedef int GLint;
|
||||||
|
typedef int GLsizei;
|
||||||
|
typedef unsigned int GLbitfield;
|
||||||
|
typedef double GLdouble;
|
||||||
|
typedef unsigned int GLuint;
|
||||||
|
typedef unsigned char GLboolean;
|
||||||
|
typedef khronos_uint8_t GLubyte;
|
||||||
|
#define GL_COLOR_BUFFER_BIT 0x00004000
|
||||||
|
#define GL_FALSE 0
|
||||||
|
#define GL_TRUE 1
|
||||||
|
#define GL_TRIANGLES 0x0004
|
||||||
|
#define GL_ONE 1
|
||||||
|
#define GL_SRC_ALPHA 0x0302
|
||||||
|
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
|
||||||
|
#define GL_FRONT_AND_BACK 0x0408
|
||||||
|
#define GL_POLYGON_MODE 0x0B40
|
||||||
|
#define GL_CULL_FACE 0x0B44
|
||||||
|
#define GL_DEPTH_TEST 0x0B71
|
||||||
|
#define GL_STENCIL_TEST 0x0B90
|
||||||
|
#define GL_VIEWPORT 0x0BA2
|
||||||
|
#define GL_BLEND 0x0BE2
|
||||||
|
#define GL_SCISSOR_BOX 0x0C10
|
||||||
|
#define GL_SCISSOR_TEST 0x0C11
|
||||||
|
#define GL_UNPACK_ROW_LENGTH 0x0CF2
|
||||||
|
#define GL_PACK_ALIGNMENT 0x0D05
|
||||||
|
#define GL_TEXTURE_2D 0x0DE1
|
||||||
|
#define GL_UNSIGNED_BYTE 0x1401
|
||||||
|
#define GL_UNSIGNED_SHORT 0x1403
|
||||||
|
#define GL_UNSIGNED_INT 0x1405
|
||||||
|
#define GL_FLOAT 0x1406
|
||||||
|
#define GL_RGBA 0x1908
|
||||||
|
#define GL_FILL 0x1B02
|
||||||
|
#define GL_VERSION 0x1F02
|
||||||
|
#define GL_EXTENSIONS 0x1F03
|
||||||
|
#define GL_LINEAR 0x2601
|
||||||
|
#define GL_TEXTURE_MAG_FILTER 0x2800
|
||||||
|
#define GL_TEXTURE_MIN_FILTER 0x2801
|
||||||
|
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
|
||||||
|
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||||
|
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
|
||||||
|
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
|
||||||
|
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
|
||||||
|
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||||
|
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
|
||||||
|
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
|
||||||
|
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
|
||||||
|
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||||
|
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
|
||||||
|
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
|
||||||
|
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
|
||||||
|
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
|
||||||
|
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
|
||||||
|
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||||
|
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
|
||||||
|
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
|
||||||
|
GLAPI void APIENTRY glClear (GLbitfield mask);
|
||||||
|
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||||
|
GLAPI void APIENTRY glDisable (GLenum cap);
|
||||||
|
GLAPI void APIENTRY glEnable (GLenum cap);
|
||||||
|
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
|
||||||
|
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||||
|
GLAPI GLenum APIENTRY glGetError (void);
|
||||||
|
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
|
||||||
|
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
|
||||||
|
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
|
||||||
|
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_1_0 */
|
||||||
|
#ifndef GL_VERSION_1_1
|
||||||
|
typedef khronos_float_t GLclampf;
|
||||||
|
typedef double GLclampd;
|
||||||
|
#define GL_TEXTURE_BINDING_2D 0x8069
|
||||||
|
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||||
|
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
|
||||||
|
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
|
||||||
|
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||||
|
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
|
||||||
|
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
|
||||||
|
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_1_1 */
|
||||||
|
#ifndef GL_VERSION_1_3
|
||||||
|
#define GL_TEXTURE0 0x84C0
|
||||||
|
#define GL_ACTIVE_TEXTURE 0x84E0
|
||||||
|
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glActiveTexture (GLenum texture);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_1_3 */
|
||||||
|
#ifndef GL_VERSION_1_4
|
||||||
|
#define GL_BLEND_DST_RGB 0x80C8
|
||||||
|
#define GL_BLEND_SRC_RGB 0x80C9
|
||||||
|
#define GL_BLEND_DST_ALPHA 0x80CA
|
||||||
|
#define GL_BLEND_SRC_ALPHA 0x80CB
|
||||||
|
#define GL_FUNC_ADD 0x8006
|
||||||
|
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||||
|
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||||
|
GLAPI void APIENTRY glBlendEquation (GLenum mode);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_1_4 */
|
||||||
|
#ifndef GL_VERSION_1_5
|
||||||
|
typedef khronos_ssize_t GLsizeiptr;
|
||||||
|
typedef khronos_intptr_t GLintptr;
|
||||||
|
#define GL_ARRAY_BUFFER 0x8892
|
||||||
|
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
|
||||||
|
#define GL_ARRAY_BUFFER_BINDING 0x8894
|
||||||
|
#define GL_STREAM_DRAW 0x88E0
|
||||||
|
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
|
||||||
|
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
|
||||||
|
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
|
||||||
|
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||||
|
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
|
||||||
|
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
|
||||||
|
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
|
||||||
|
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||||
|
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_1_5 */
|
||||||
|
#ifndef GL_VERSION_2_0
|
||||||
|
typedef char GLchar;
|
||||||
|
typedef khronos_int16_t GLshort;
|
||||||
|
typedef khronos_int8_t GLbyte;
|
||||||
|
typedef khronos_uint16_t GLushort;
|
||||||
|
#define GL_BLEND_EQUATION_RGB 0x8009
|
||||||
|
#define GL_BLEND_EQUATION_ALPHA 0x883D
|
||||||
|
#define GL_FRAGMENT_SHADER 0x8B30
|
||||||
|
#define GL_VERTEX_SHADER 0x8B31
|
||||||
|
#define GL_COMPILE_STATUS 0x8B81
|
||||||
|
#define GL_LINK_STATUS 0x8B82
|
||||||
|
#define GL_INFO_LOG_LENGTH 0x8B84
|
||||||
|
#define GL_CURRENT_PROGRAM 0x8B8D
|
||||||
|
#define GL_UPPER_LEFT 0x8CA2
|
||||||
|
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
|
||||||
|
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
|
||||||
|
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
|
||||||
|
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
|
||||||
|
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
|
||||||
|
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
|
||||||
|
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
|
||||||
|
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||||
|
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||||
|
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||||
|
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||||
|
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||||
|
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||||
|
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
|
||||||
|
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
|
||||||
|
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||||
|
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
|
||||||
|
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
|
||||||
|
GLAPI void APIENTRY glCompileShader (GLuint shader);
|
||||||
|
GLAPI GLuint APIENTRY glCreateProgram (void);
|
||||||
|
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
|
||||||
|
GLAPI void APIENTRY glDeleteProgram (GLuint program);
|
||||||
|
GLAPI void APIENTRY glDeleteShader (GLuint shader);
|
||||||
|
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
|
||||||
|
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
|
||||||
|
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
|
||||||
|
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
|
||||||
|
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||||
|
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
|
||||||
|
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||||
|
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
|
||||||
|
GLAPI void APIENTRY glLinkProgram (GLuint program);
|
||||||
|
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||||
|
GLAPI void APIENTRY glUseProgram (GLuint program);
|
||||||
|
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
|
||||||
|
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||||
|
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_2_0 */
|
||||||
|
#ifndef GL_VERSION_3_0
|
||||||
|
typedef khronos_uint16_t GLhalf;
|
||||||
|
#define GL_MAJOR_VERSION 0x821B
|
||||||
|
#define GL_MINOR_VERSION 0x821C
|
||||||
|
#define GL_NUM_EXTENSIONS 0x821D
|
||||||
|
#define GL_FRAMEBUFFER_SRGB 0x8DB9
|
||||||
|
#define GL_VERTEX_ARRAY_BINDING 0x85B5
|
||||||
|
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
|
||||||
|
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
|
||||||
|
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
|
||||||
|
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
|
||||||
|
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
|
||||||
|
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
|
||||||
|
GLAPI void APIENTRY glBindVertexArray (GLuint array);
|
||||||
|
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
|
||||||
|
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_3_0 */
|
||||||
|
#ifndef GL_VERSION_3_1
|
||||||
|
#define GL_VERSION_3_1 1
|
||||||
|
#define GL_PRIMITIVE_RESTART 0x8F9D
|
||||||
|
#endif /* GL_VERSION_3_1 */
|
||||||
|
#ifndef GL_VERSION_3_2
|
||||||
|
#define GL_VERSION_3_2 1
|
||||||
|
typedef struct __GLsync *GLsync;
|
||||||
|
typedef khronos_uint64_t GLuint64;
|
||||||
|
typedef khronos_int64_t GLint64;
|
||||||
|
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||||
|
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_3_2 */
|
||||||
|
#ifndef GL_VERSION_3_3
|
||||||
|
#define GL_VERSION_3_3 1
|
||||||
|
#define GL_SAMPLER_BINDING 0x8919
|
||||||
|
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
|
||||||
|
#ifdef GL_GLEXT_PROTOTYPES
|
||||||
|
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
|
||||||
|
#endif
|
||||||
|
#endif /* GL_VERSION_3_3 */
|
||||||
|
#ifndef GL_VERSION_4_1
|
||||||
|
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
|
||||||
|
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
|
||||||
|
#endif /* GL_VERSION_4_1 */
|
||||||
|
#ifndef GL_VERSION_4_3
|
||||||
|
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
|
||||||
|
#endif /* GL_VERSION_4_3 */
|
||||||
|
#ifndef GL_VERSION_4_5
|
||||||
|
#define GL_CLIP_ORIGIN 0x935C
|
||||||
|
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
|
||||||
|
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
|
||||||
|
#endif /* GL_VERSION_4_5 */
|
||||||
|
#ifndef GL_ARB_bindless_texture
|
||||||
|
typedef khronos_uint64_t GLuint64EXT;
|
||||||
|
#endif /* GL_ARB_bindless_texture */
|
||||||
|
#ifndef GL_ARB_cl_event
|
||||||
|
struct _cl_context;
|
||||||
|
struct _cl_event;
|
||||||
|
#endif /* GL_ARB_cl_event */
|
||||||
|
#ifndef GL_ARB_clip_control
|
||||||
|
#define GL_ARB_clip_control 1
|
||||||
|
#endif /* GL_ARB_clip_control */
|
||||||
|
#ifndef GL_ARB_debug_output
|
||||||
|
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
|
||||||
|
#endif /* GL_ARB_debug_output */
|
||||||
|
#ifndef GL_EXT_EGL_image_storage
|
||||||
|
typedef void *GLeglImageOES;
|
||||||
|
#endif /* GL_EXT_EGL_image_storage */
|
||||||
|
#ifndef GL_EXT_direct_state_access
|
||||||
|
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
|
||||||
|
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
|
||||||
|
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
|
||||||
|
#endif /* GL_EXT_direct_state_access */
|
||||||
|
#ifndef GL_NV_draw_vulkan_image
|
||||||
|
typedef void (APIENTRY *GLVULKANPROCNV)(void);
|
||||||
|
#endif /* GL_NV_draw_vulkan_image */
|
||||||
|
#ifndef GL_NV_gpu_shader5
|
||||||
|
typedef khronos_int64_t GLint64EXT;
|
||||||
|
#endif /* GL_NV_gpu_shader5 */
|
||||||
|
#ifndef GL_NV_vertex_buffer_unified_memory
|
||||||
|
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
|
||||||
|
#endif /* GL_NV_vertex_buffer_unified_memory */
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef GL3W_API
|
||||||
|
#define GL3W_API
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef __gl_h_
|
||||||
|
#define __gl_h_
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define GL3W_OK 0
|
||||||
|
#define GL3W_ERROR_INIT -1
|
||||||
|
#define GL3W_ERROR_LIBRARY_OPEN -2
|
||||||
|
#define GL3W_ERROR_OPENGL_VERSION -3
|
||||||
|
|
||||||
|
typedef void (*GL3WglProc)(void);
|
||||||
|
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
|
||||||
|
|
||||||
|
/* gl3w api */
|
||||||
|
GL3W_API int imgl3wInit(void);
|
||||||
|
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
|
||||||
|
GL3W_API int imgl3wIsSupported(int major, int minor);
|
||||||
|
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||||
|
|
||||||
|
/* gl3w internal state */
|
||||||
|
union GL3WProcs {
|
||||||
|
GL3WglProc ptr[53];
|
||||||
|
struct {
|
||||||
|
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||||
|
PFNGLATTACHSHADERPROC AttachShader;
|
||||||
|
PFNGLBINDBUFFERPROC BindBuffer;
|
||||||
|
PFNGLBINDSAMPLERPROC BindSampler;
|
||||||
|
PFNGLBINDTEXTUREPROC BindTexture;
|
||||||
|
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
|
||||||
|
PFNGLBLENDEQUATIONPROC BlendEquation;
|
||||||
|
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
|
||||||
|
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
|
||||||
|
PFNGLBUFFERDATAPROC BufferData;
|
||||||
|
PFNGLBUFFERSUBDATAPROC BufferSubData;
|
||||||
|
PFNGLCLEARPROC Clear;
|
||||||
|
PFNGLCLEARCOLORPROC ClearColor;
|
||||||
|
PFNGLCOMPILESHADERPROC CompileShader;
|
||||||
|
PFNGLCREATEPROGRAMPROC CreateProgram;
|
||||||
|
PFNGLCREATESHADERPROC CreateShader;
|
||||||
|
PFNGLDELETEBUFFERSPROC DeleteBuffers;
|
||||||
|
PFNGLDELETEPROGRAMPROC DeleteProgram;
|
||||||
|
PFNGLDELETESHADERPROC DeleteShader;
|
||||||
|
PFNGLDELETETEXTURESPROC DeleteTextures;
|
||||||
|
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
|
||||||
|
PFNGLDETACHSHADERPROC DetachShader;
|
||||||
|
PFNGLDISABLEPROC Disable;
|
||||||
|
PFNGLDRAWELEMENTSPROC DrawElements;
|
||||||
|
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
|
||||||
|
PFNGLENABLEPROC Enable;
|
||||||
|
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
|
||||||
|
PFNGLGENBUFFERSPROC GenBuffers;
|
||||||
|
PFNGLGENTEXTURESPROC GenTextures;
|
||||||
|
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
|
||||||
|
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
|
||||||
|
PFNGLGETERRORPROC GetError;
|
||||||
|
PFNGLGETINTEGERVPROC GetIntegerv;
|
||||||
|
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
|
||||||
|
PFNGLGETPROGRAMIVPROC GetProgramiv;
|
||||||
|
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
|
||||||
|
PFNGLGETSHADERIVPROC GetShaderiv;
|
||||||
|
PFNGLGETSTRINGPROC GetString;
|
||||||
|
PFNGLGETSTRINGIPROC GetStringi;
|
||||||
|
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
|
||||||
|
PFNGLISENABLEDPROC IsEnabled;
|
||||||
|
PFNGLLINKPROGRAMPROC LinkProgram;
|
||||||
|
PFNGLPIXELSTOREIPROC PixelStorei;
|
||||||
|
PFNGLPOLYGONMODEPROC PolygonMode;
|
||||||
|
PFNGLREADPIXELSPROC ReadPixels;
|
||||||
|
PFNGLSCISSORPROC Scissor;
|
||||||
|
PFNGLSHADERSOURCEPROC ShaderSource;
|
||||||
|
PFNGLTEXIMAGE2DPROC TexImage2D;
|
||||||
|
PFNGLTEXPARAMETERIPROC TexParameteri;
|
||||||
|
PFNGLUNIFORM1IPROC Uniform1i;
|
||||||
|
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
|
||||||
|
PFNGLUSEPROGRAMPROC UseProgram;
|
||||||
|
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
|
||||||
|
PFNGLVIEWPORTPROC Viewport;
|
||||||
|
} gl;
|
||||||
|
};
|
||||||
|
|
||||||
|
GL3W_API extern union GL3WProcs imgl3wProcs;
|
||||||
|
|
||||||
|
/* OpenGL functions */
|
||||||
|
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
|
||||||
|
#define glAttachShader imgl3wProcs.gl.AttachShader
|
||||||
|
#define glBindBuffer imgl3wProcs.gl.BindBuffer
|
||||||
|
#define glBindSampler imgl3wProcs.gl.BindSampler
|
||||||
|
#define glBindTexture imgl3wProcs.gl.BindTexture
|
||||||
|
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
|
||||||
|
#define glBlendEquation imgl3wProcs.gl.BlendEquation
|
||||||
|
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
|
||||||
|
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
|
||||||
|
#define glBufferData imgl3wProcs.gl.BufferData
|
||||||
|
#define glBufferSubData imgl3wProcs.gl.BufferSubData
|
||||||
|
#define glClear imgl3wProcs.gl.Clear
|
||||||
|
#define glClearColor imgl3wProcs.gl.ClearColor
|
||||||
|
#define glCompileShader imgl3wProcs.gl.CompileShader
|
||||||
|
#define glCreateProgram imgl3wProcs.gl.CreateProgram
|
||||||
|
#define glCreateShader imgl3wProcs.gl.CreateShader
|
||||||
|
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
|
||||||
|
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
|
||||||
|
#define glDeleteShader imgl3wProcs.gl.DeleteShader
|
||||||
|
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
|
||||||
|
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
|
||||||
|
#define glDetachShader imgl3wProcs.gl.DetachShader
|
||||||
|
#define glDisable imgl3wProcs.gl.Disable
|
||||||
|
#define glDrawElements imgl3wProcs.gl.DrawElements
|
||||||
|
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
|
||||||
|
#define glEnable imgl3wProcs.gl.Enable
|
||||||
|
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
|
||||||
|
#define glGenBuffers imgl3wProcs.gl.GenBuffers
|
||||||
|
#define glGenTextures imgl3wProcs.gl.GenTextures
|
||||||
|
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
|
||||||
|
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
|
||||||
|
#define glGetError imgl3wProcs.gl.GetError
|
||||||
|
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
|
||||||
|
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
|
||||||
|
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
|
||||||
|
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
|
||||||
|
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
|
||||||
|
#define glGetString imgl3wProcs.gl.GetString
|
||||||
|
#define glGetStringi imgl3wProcs.gl.GetStringi
|
||||||
|
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
|
||||||
|
#define glIsEnabled imgl3wProcs.gl.IsEnabled
|
||||||
|
#define glLinkProgram imgl3wProcs.gl.LinkProgram
|
||||||
|
#define glPixelStorei imgl3wProcs.gl.PixelStorei
|
||||||
|
#define glPolygonMode imgl3wProcs.gl.PolygonMode
|
||||||
|
#define glReadPixels imgl3wProcs.gl.ReadPixels
|
||||||
|
#define glScissor imgl3wProcs.gl.Scissor
|
||||||
|
#define glShaderSource imgl3wProcs.gl.ShaderSource
|
||||||
|
#define glTexImage2D imgl3wProcs.gl.TexImage2D
|
||||||
|
#define glTexParameteri imgl3wProcs.gl.TexParameteri
|
||||||
|
#define glUniform1i imgl3wProcs.gl.Uniform1i
|
||||||
|
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
|
||||||
|
#define glUseProgram imgl3wProcs.gl.UseProgram
|
||||||
|
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
|
||||||
|
#define glViewport imgl3wProcs.gl.Viewport
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef IMGL3W_IMPL
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||||
|
|
||||||
|
#if defined(_WIN32)
|
||||||
|
#ifndef WIN32_LEAN_AND_MEAN
|
||||||
|
#define WIN32_LEAN_AND_MEAN 1
|
||||||
|
#endif
|
||||||
|
#include <windows.h>
|
||||||
|
|
||||||
|
static HMODULE libgl;
|
||||||
|
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
|
||||||
|
static GL3WglGetProcAddr wgl_get_proc_address;
|
||||||
|
|
||||||
|
static int open_libgl(void)
|
||||||
|
{
|
||||||
|
libgl = LoadLibraryA("opengl32.dll");
|
||||||
|
if (!libgl)
|
||||||
|
return GL3W_ERROR_LIBRARY_OPEN;
|
||||||
|
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
|
||||||
|
return GL3W_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void close_libgl(void) { FreeLibrary(libgl); }
|
||||||
|
static GL3WglProc get_proc(const char *proc)
|
||||||
|
{
|
||||||
|
GL3WglProc res;
|
||||||
|
res = (GL3WglProc)wgl_get_proc_address(proc);
|
||||||
|
if (!res)
|
||||||
|
res = (GL3WglProc)GetProcAddress(libgl, proc);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
#elif defined(__APPLE__)
|
||||||
|
#include <dlfcn.h>
|
||||||
|
|
||||||
|
static void *libgl;
|
||||||
|
static int open_libgl(void)
|
||||||
|
{
|
||||||
|
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
|
||||||
|
if (!libgl)
|
||||||
|
return GL3W_ERROR_LIBRARY_OPEN;
|
||||||
|
return GL3W_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void close_libgl(void) { dlclose(libgl); }
|
||||||
|
|
||||||
|
static GL3WglProc get_proc(const char *proc)
|
||||||
|
{
|
||||||
|
GL3WglProc res;
|
||||||
|
*(void **)(&res) = dlsym(libgl, proc);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
#include <dlfcn.h>
|
||||||
|
|
||||||
|
static void *libgl;
|
||||||
|
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
|
||||||
|
|
||||||
|
static int open_libgl(void)
|
||||||
|
{
|
||||||
|
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||||
|
if (!libgl)
|
||||||
|
return GL3W_ERROR_LIBRARY_OPEN;
|
||||||
|
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||||
|
return GL3W_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void close_libgl(void) { dlclose(libgl); }
|
||||||
|
|
||||||
|
static GL3WglProc get_proc(const char *proc)
|
||||||
|
{
|
||||||
|
GL3WglProc res;
|
||||||
|
res = glx_get_proc_address((const GLubyte *)proc);
|
||||||
|
if (!res)
|
||||||
|
*(void **)(&res) = dlsym(libgl, proc);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
static struct { int major, minor; } version;
|
||||||
|
|
||||||
|
static int parse_version(void)
|
||||||
|
{
|
||||||
|
if (!glGetIntegerv)
|
||||||
|
return GL3W_ERROR_INIT;
|
||||||
|
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
|
||||||
|
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
|
||||||
|
if (version.major < 3)
|
||||||
|
return GL3W_ERROR_OPENGL_VERSION;
|
||||||
|
return GL3W_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void load_procs(GL3WGetProcAddressProc proc);
|
||||||
|
|
||||||
|
int imgl3wInit(void)
|
||||||
|
{
|
||||||
|
int res = open_libgl();
|
||||||
|
if (res)
|
||||||
|
return res;
|
||||||
|
atexit(close_libgl);
|
||||||
|
return imgl3wInit2(get_proc);
|
||||||
|
}
|
||||||
|
|
||||||
|
int imgl3wInit2(GL3WGetProcAddressProc proc)
|
||||||
|
{
|
||||||
|
load_procs(proc);
|
||||||
|
return parse_version();
|
||||||
|
}
|
||||||
|
|
||||||
|
int imgl3wIsSupported(int major, int minor)
|
||||||
|
{
|
||||||
|
if (major < 3)
|
||||||
|
return 0;
|
||||||
|
if (version.major == major)
|
||||||
|
return version.minor >= minor;
|
||||||
|
return version.major >= major;
|
||||||
|
}
|
||||||
|
|
||||||
|
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
|
||||||
|
|
||||||
|
static const char *proc_names[] = {
|
||||||
|
"glActiveTexture",
|
||||||
|
"glAttachShader",
|
||||||
|
"glBindBuffer",
|
||||||
|
"glBindSampler",
|
||||||
|
"glBindTexture",
|
||||||
|
"glBindVertexArray",
|
||||||
|
"glBlendEquation",
|
||||||
|
"glBlendEquationSeparate",
|
||||||
|
"glBlendFuncSeparate",
|
||||||
|
"glBufferData",
|
||||||
|
"glBufferSubData",
|
||||||
|
"glClear",
|
||||||
|
"glClearColor",
|
||||||
|
"glCompileShader",
|
||||||
|
"glCreateProgram",
|
||||||
|
"glCreateShader",
|
||||||
|
"glDeleteBuffers",
|
||||||
|
"glDeleteProgram",
|
||||||
|
"glDeleteShader",
|
||||||
|
"glDeleteTextures",
|
||||||
|
"glDeleteVertexArrays",
|
||||||
|
"glDetachShader",
|
||||||
|
"glDisable",
|
||||||
|
"glDrawElements",
|
||||||
|
"glDrawElementsBaseVertex",
|
||||||
|
"glEnable",
|
||||||
|
"glEnableVertexAttribArray",
|
||||||
|
"glGenBuffers",
|
||||||
|
"glGenTextures",
|
||||||
|
"glGenVertexArrays",
|
||||||
|
"glGetAttribLocation",
|
||||||
|
"glGetError",
|
||||||
|
"glGetIntegerv",
|
||||||
|
"glGetProgramInfoLog",
|
||||||
|
"glGetProgramiv",
|
||||||
|
"glGetShaderInfoLog",
|
||||||
|
"glGetShaderiv",
|
||||||
|
"glGetString",
|
||||||
|
"glGetStringi",
|
||||||
|
"glGetUniformLocation",
|
||||||
|
"glIsEnabled",
|
||||||
|
"glLinkProgram",
|
||||||
|
"glPixelStorei",
|
||||||
|
"glPolygonMode",
|
||||||
|
"glReadPixels",
|
||||||
|
"glScissor",
|
||||||
|
"glShaderSource",
|
||||||
|
"glTexImage2D",
|
||||||
|
"glTexParameteri",
|
||||||
|
"glUniform1i",
|
||||||
|
"glUniformMatrix4fv",
|
||||||
|
"glUseProgram",
|
||||||
|
"glVertexAttribPointer",
|
||||||
|
"glViewport",
|
||||||
|
};
|
||||||
|
|
||||||
|
GL3W_API union GL3WProcs imgl3wProcs;
|
||||||
|
|
||||||
|
static void load_procs(GL3WGetProcAddressProc proc)
|
||||||
|
{
|
||||||
|
size_t i;
|
||||||
|
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
|
||||||
|
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
#endif
|
2857
include/imgui/imgui_internal.h
Normal file
2857
include/imgui/imgui_internal.h
Normal file
File diff suppressed because it is too large
Load Diff
639
include/imgui/imstb_rectpack.h
Normal file
639
include/imgui/imstb_rectpack.h
Normal file
@ -0,0 +1,639 @@
|
|||||||
|
// [DEAR IMGUI]
|
||||||
|
// This is a slightly modified version of stb_rect_pack.h 1.00.
|
||||||
|
// Those changes would need to be pushed into nothings/stb:
|
||||||
|
// - Added STBRP__CDECL
|
||||||
|
// Grep for [DEAR IMGUI] to find the changes.
|
||||||
|
|
||||||
|
// stb_rect_pack.h - v1.00 - public domain - rectangle packing
|
||||||
|
// Sean Barrett 2014
|
||||||
|
//
|
||||||
|
// Useful for e.g. packing rectangular textures into an atlas.
|
||||||
|
// Does not do rotation.
|
||||||
|
//
|
||||||
|
// Not necessarily the awesomest packing method, but better than
|
||||||
|
// the totally naive one in stb_truetype (which is primarily what
|
||||||
|
// this is meant to replace).
|
||||||
|
//
|
||||||
|
// Has only had a few tests run, may have issues.
|
||||||
|
//
|
||||||
|
// More docs to come.
|
||||||
|
//
|
||||||
|
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||||
|
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||||
|
//
|
||||||
|
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||||
|
//
|
||||||
|
// Please note: better rectangle packers are welcome! Please
|
||||||
|
// implement them to the same API, but with a different init
|
||||||
|
// function.
|
||||||
|
//
|
||||||
|
// Credits
|
||||||
|
//
|
||||||
|
// Library
|
||||||
|
// Sean Barrett
|
||||||
|
// Minor features
|
||||||
|
// Martins Mozeiko
|
||||||
|
// github:IntellectualKitty
|
||||||
|
//
|
||||||
|
// Bugfixes / warning fixes
|
||||||
|
// Jeremy Jaussaud
|
||||||
|
// Fabian Giesen
|
||||||
|
//
|
||||||
|
// Version history:
|
||||||
|
//
|
||||||
|
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||||
|
// 0.99 (2019-02-07) warning fixes
|
||||||
|
// 0.11 (2017-03-03) return packing success/fail result
|
||||||
|
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||||
|
// 0.09 (2016-08-27) fix compiler warnings
|
||||||
|
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||||
|
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||||
|
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||||
|
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||||
|
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||||
|
// 0.01: initial release
|
||||||
|
//
|
||||||
|
// LICENSE
|
||||||
|
//
|
||||||
|
// See end of file for license information.
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// INCLUDE SECTION
|
||||||
|
//
|
||||||
|
|
||||||
|
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||||
|
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||||
|
|
||||||
|
#define STB_RECT_PACK_VERSION 1
|
||||||
|
|
||||||
|
#ifdef STBRP_STATIC
|
||||||
|
#define STBRP_DEF static
|
||||||
|
#else
|
||||||
|
#define STBRP_DEF extern
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
extern "C" {
|
||||||
|
#endif
|
||||||
|
|
||||||
|
typedef struct stbrp_context stbrp_context;
|
||||||
|
typedef struct stbrp_node stbrp_node;
|
||||||
|
typedef struct stbrp_rect stbrp_rect;
|
||||||
|
|
||||||
|
#ifdef STBRP_LARGE_RECTS
|
||||||
|
typedef int stbrp_coord;
|
||||||
|
#else
|
||||||
|
typedef unsigned short stbrp_coord;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||||
|
// Assign packed locations to rectangles. The rectangles are of type
|
||||||
|
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||||
|
// are 'num_rects' many of them.
|
||||||
|
//
|
||||||
|
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||||
|
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||||
|
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||||
|
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||||
|
// have the 'was_packed' flag set to 0.
|
||||||
|
//
|
||||||
|
// You should not try to access the 'rects' array from another thread
|
||||||
|
// while this function is running, as the function temporarily reorders
|
||||||
|
// the array while it executes.
|
||||||
|
//
|
||||||
|
// To pack into another rectangle, you need to call stbrp_init_target
|
||||||
|
// again. To continue packing into the same rectangle, you can call
|
||||||
|
// this function again. Calling this multiple times with multiple rect
|
||||||
|
// arrays will probably produce worse packing results than calling it
|
||||||
|
// a single time with the full rectangle array, but the option is
|
||||||
|
// available.
|
||||||
|
//
|
||||||
|
// The function returns 1 if all of the rectangles were successfully
|
||||||
|
// packed and 0 otherwise.
|
||||||
|
|
||||||
|
struct stbrp_rect
|
||||||
|
{
|
||||||
|
// reserved for your use:
|
||||||
|
int id;
|
||||||
|
|
||||||
|
// input:
|
||||||
|
stbrp_coord w, h;
|
||||||
|
|
||||||
|
// output:
|
||||||
|
stbrp_coord x, y;
|
||||||
|
int was_packed; // non-zero if valid packing
|
||||||
|
|
||||||
|
}; // 16 bytes, nominally
|
||||||
|
|
||||||
|
|
||||||
|
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||||
|
// Initialize a rectangle packer to:
|
||||||
|
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||||
|
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||||
|
//
|
||||||
|
// You must call this function every time you start packing into a new target.
|
||||||
|
//
|
||||||
|
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||||
|
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||||
|
// the call (or calls) finish.
|
||||||
|
//
|
||||||
|
// Note: to guarantee best results, either:
|
||||||
|
// 1. make sure 'num_nodes' >= 'width'
|
||||||
|
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||||
|
//
|
||||||
|
// If you don't do either of the above things, widths will be quantized to multiples
|
||||||
|
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||||
|
//
|
||||||
|
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||||
|
// may run out of temporary storage and be unable to pack some rectangles.
|
||||||
|
|
||||||
|
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||||
|
// Optionally call this function after init but before doing any packing to
|
||||||
|
// change the handling of the out-of-temp-memory scenario, described above.
|
||||||
|
// If you call init again, this will be reset to the default (false).
|
||||||
|
|
||||||
|
|
||||||
|
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||||
|
// Optionally select which packing heuristic the library should use. Different
|
||||||
|
// heuristics will produce better/worse results for different data sets.
|
||||||
|
// If you call init again, this will be reset to the default.
|
||||||
|
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
STBRP_HEURISTIC_Skyline_default=0,
|
||||||
|
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||||
|
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// the details of the following structures don't matter to you, but they must
|
||||||
|
// be visible so you can handle the memory allocations for them
|
||||||
|
|
||||||
|
struct stbrp_node
|
||||||
|
{
|
||||||
|
stbrp_coord x,y;
|
||||||
|
stbrp_node *next;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct stbrp_context
|
||||||
|
{
|
||||||
|
int width;
|
||||||
|
int height;
|
||||||
|
int align;
|
||||||
|
int init_mode;
|
||||||
|
int heuristic;
|
||||||
|
int num_nodes;
|
||||||
|
stbrp_node *active_head;
|
||||||
|
stbrp_node *free_head;
|
||||||
|
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||||
|
};
|
||||||
|
|
||||||
|
#ifdef __cplusplus
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// IMPLEMENTATION SECTION
|
||||||
|
//
|
||||||
|
|
||||||
|
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||||
|
#ifndef STBRP_SORT
|
||||||
|
#include <stdlib.h>
|
||||||
|
#define STBRP_SORT qsort
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef STBRP_ASSERT
|
||||||
|
#include <assert.h>
|
||||||
|
#define STBRP_ASSERT assert
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// [DEAR IMGUI] Added STBRP__CDECL
|
||||||
|
#ifdef _MSC_VER
|
||||||
|
#define STBRP__NOTUSED(v) (void)(v)
|
||||||
|
#define STBRP__CDECL __cdecl
|
||||||
|
#else
|
||||||
|
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||||
|
#define STBRP__CDECL
|
||||||
|
#endif
|
||||||
|
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
STBRP__INIT_skyline = 1
|
||||||
|
};
|
||||||
|
|
||||||
|
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||||
|
{
|
||||||
|
switch (context->init_mode) {
|
||||||
|
case STBRP__INIT_skyline:
|
||||||
|
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||||
|
context->heuristic = heuristic;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
STBRP_ASSERT(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||||
|
{
|
||||||
|
if (allow_out_of_mem)
|
||||||
|
// if it's ok to run out of memory, then don't bother aligning them;
|
||||||
|
// this gives better packing, but may fail due to OOM (even though
|
||||||
|
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||||
|
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||||
|
context->align = 1;
|
||||||
|
else {
|
||||||
|
// if it's not ok to run out of memory, then quantize the widths
|
||||||
|
// so that num_nodes is always enough nodes.
|
||||||
|
//
|
||||||
|
// I.e. num_nodes * align >= width
|
||||||
|
// align >= width / num_nodes
|
||||||
|
// align = ceil(width/num_nodes)
|
||||||
|
|
||||||
|
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
#ifndef STBRP_LARGE_RECTS
|
||||||
|
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
for (i=0; i < num_nodes-1; ++i)
|
||||||
|
nodes[i].next = &nodes[i+1];
|
||||||
|
nodes[i].next = NULL;
|
||||||
|
context->init_mode = STBRP__INIT_skyline;
|
||||||
|
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||||
|
context->free_head = &nodes[0];
|
||||||
|
context->active_head = &context->extra[0];
|
||||||
|
context->width = width;
|
||||||
|
context->height = height;
|
||||||
|
context->num_nodes = num_nodes;
|
||||||
|
stbrp_setup_allow_out_of_mem(context, 0);
|
||||||
|
|
||||||
|
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||||
|
context->extra[0].x = 0;
|
||||||
|
context->extra[0].y = 0;
|
||||||
|
context->extra[0].next = &context->extra[1];
|
||||||
|
context->extra[1].x = (stbrp_coord) width;
|
||||||
|
#ifdef STBRP_LARGE_RECTS
|
||||||
|
context->extra[1].y = (1<<30);
|
||||||
|
#else
|
||||||
|
context->extra[1].y = 65535;
|
||||||
|
#endif
|
||||||
|
context->extra[1].next = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
// find minimum y position if it starts at x1
|
||||||
|
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||||
|
{
|
||||||
|
stbrp_node *node = first;
|
||||||
|
int x1 = x0 + width;
|
||||||
|
int min_y, visited_width, waste_area;
|
||||||
|
|
||||||
|
STBRP__NOTUSED(c);
|
||||||
|
|
||||||
|
STBRP_ASSERT(first->x <= x0);
|
||||||
|
|
||||||
|
#if 0
|
||||||
|
// skip in case we're past the node
|
||||||
|
while (node->next->x <= x0)
|
||||||
|
++node;
|
||||||
|
#else
|
||||||
|
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||||
|
#endif
|
||||||
|
|
||||||
|
STBRP_ASSERT(node->x <= x0);
|
||||||
|
|
||||||
|
min_y = 0;
|
||||||
|
waste_area = 0;
|
||||||
|
visited_width = 0;
|
||||||
|
while (node->x < x1) {
|
||||||
|
if (node->y > min_y) {
|
||||||
|
// raise min_y higher.
|
||||||
|
// we've accounted for all waste up to min_y,
|
||||||
|
// but we'll now add more waste for everything we've visted
|
||||||
|
waste_area += visited_width * (node->y - min_y);
|
||||||
|
min_y = node->y;
|
||||||
|
// the first time through, visited_width might be reduced
|
||||||
|
if (node->x < x0)
|
||||||
|
visited_width += node->next->x - x0;
|
||||||
|
else
|
||||||
|
visited_width += node->next->x - node->x;
|
||||||
|
} else {
|
||||||
|
// add waste area
|
||||||
|
int under_width = node->next->x - node->x;
|
||||||
|
if (under_width + visited_width > width)
|
||||||
|
under_width = width - visited_width;
|
||||||
|
waste_area += under_width * (min_y - node->y);
|
||||||
|
visited_width += under_width;
|
||||||
|
}
|
||||||
|
node = node->next;
|
||||||
|
}
|
||||||
|
|
||||||
|
*pwaste = waste_area;
|
||||||
|
return min_y;
|
||||||
|
}
|
||||||
|
|
||||||
|
typedef struct
|
||||||
|
{
|
||||||
|
int x,y;
|
||||||
|
stbrp_node **prev_link;
|
||||||
|
} stbrp__findresult;
|
||||||
|
|
||||||
|
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||||
|
{
|
||||||
|
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||||
|
stbrp__findresult fr;
|
||||||
|
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||||
|
|
||||||
|
// align to multiple of c->align
|
||||||
|
width = (width + c->align - 1);
|
||||||
|
width -= width % c->align;
|
||||||
|
STBRP_ASSERT(width % c->align == 0);
|
||||||
|
|
||||||
|
// if it can't possibly fit, bail immediately
|
||||||
|
if (width > c->width || height > c->height) {
|
||||||
|
fr.prev_link = NULL;
|
||||||
|
fr.x = fr.y = 0;
|
||||||
|
return fr;
|
||||||
|
}
|
||||||
|
|
||||||
|
node = c->active_head;
|
||||||
|
prev = &c->active_head;
|
||||||
|
while (node->x + width <= c->width) {
|
||||||
|
int y,waste;
|
||||||
|
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||||
|
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||||
|
// bottom left
|
||||||
|
if (y < best_y) {
|
||||||
|
best_y = y;
|
||||||
|
best = prev;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// best-fit
|
||||||
|
if (y + height <= c->height) {
|
||||||
|
// can only use it if it first vertically
|
||||||
|
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||||
|
best_y = y;
|
||||||
|
best_waste = waste;
|
||||||
|
best = prev;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
prev = &node->next;
|
||||||
|
node = node->next;
|
||||||
|
}
|
||||||
|
|
||||||
|
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||||
|
|
||||||
|
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||||
|
//
|
||||||
|
// e.g, if fitting
|
||||||
|
//
|
||||||
|
// ____________________
|
||||||
|
// |____________________|
|
||||||
|
//
|
||||||
|
// into
|
||||||
|
//
|
||||||
|
// | |
|
||||||
|
// | ____________|
|
||||||
|
// |____________|
|
||||||
|
//
|
||||||
|
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||||
|
//
|
||||||
|
// This makes BF take about 2x the time
|
||||||
|
|
||||||
|
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||||
|
tail = c->active_head;
|
||||||
|
node = c->active_head;
|
||||||
|
prev = &c->active_head;
|
||||||
|
// find first node that's admissible
|
||||||
|
while (tail->x < width)
|
||||||
|
tail = tail->next;
|
||||||
|
while (tail) {
|
||||||
|
int xpos = tail->x - width;
|
||||||
|
int y,waste;
|
||||||
|
STBRP_ASSERT(xpos >= 0);
|
||||||
|
// find the left position that matches this
|
||||||
|
while (node->next->x <= xpos) {
|
||||||
|
prev = &node->next;
|
||||||
|
node = node->next;
|
||||||
|
}
|
||||||
|
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||||
|
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||||
|
if (y + height <= c->height) {
|
||||||
|
if (y <= best_y) {
|
||||||
|
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||||
|
best_x = xpos;
|
||||||
|
STBRP_ASSERT(y <= best_y);
|
||||||
|
best_y = y;
|
||||||
|
best_waste = waste;
|
||||||
|
best = prev;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
tail = tail->next;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fr.prev_link = best;
|
||||||
|
fr.x = best_x;
|
||||||
|
fr.y = best_y;
|
||||||
|
return fr;
|
||||||
|
}
|
||||||
|
|
||||||
|
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||||
|
{
|
||||||
|
// find best position according to heuristic
|
||||||
|
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||||
|
stbrp_node *node, *cur;
|
||||||
|
|
||||||
|
// bail if:
|
||||||
|
// 1. it failed
|
||||||
|
// 2. the best node doesn't fit (we don't always check this)
|
||||||
|
// 3. we're out of memory
|
||||||
|
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||||
|
res.prev_link = NULL;
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
// on success, create new node
|
||||||
|
node = context->free_head;
|
||||||
|
node->x = (stbrp_coord) res.x;
|
||||||
|
node->y = (stbrp_coord) (res.y + height);
|
||||||
|
|
||||||
|
context->free_head = node->next;
|
||||||
|
|
||||||
|
// insert the new node into the right starting point, and
|
||||||
|
// let 'cur' point to the remaining nodes needing to be
|
||||||
|
// stiched back in
|
||||||
|
|
||||||
|
cur = *res.prev_link;
|
||||||
|
if (cur->x < res.x) {
|
||||||
|
// preserve the existing one, so start testing with the next one
|
||||||
|
stbrp_node *next = cur->next;
|
||||||
|
cur->next = node;
|
||||||
|
cur = next;
|
||||||
|
} else {
|
||||||
|
*res.prev_link = node;
|
||||||
|
}
|
||||||
|
|
||||||
|
// from here, traverse cur and free the nodes, until we get to one
|
||||||
|
// that shouldn't be freed
|
||||||
|
while (cur->next && cur->next->x <= res.x + width) {
|
||||||
|
stbrp_node *next = cur->next;
|
||||||
|
// move the current node to the free list
|
||||||
|
cur->next = context->free_head;
|
||||||
|
context->free_head = cur;
|
||||||
|
cur = next;
|
||||||
|
}
|
||||||
|
|
||||||
|
// stitch the list back in
|
||||||
|
node->next = cur;
|
||||||
|
|
||||||
|
if (cur->x < res.x + width)
|
||||||
|
cur->x = (stbrp_coord) (res.x + width);
|
||||||
|
|
||||||
|
#ifdef _DEBUG
|
||||||
|
cur = context->active_head;
|
||||||
|
while (cur->x < context->width) {
|
||||||
|
STBRP_ASSERT(cur->x < cur->next->x);
|
||||||
|
cur = cur->next;
|
||||||
|
}
|
||||||
|
STBRP_ASSERT(cur->next == NULL);
|
||||||
|
|
||||||
|
{
|
||||||
|
int count=0;
|
||||||
|
cur = context->active_head;
|
||||||
|
while (cur) {
|
||||||
|
cur = cur->next;
|
||||||
|
++count;
|
||||||
|
}
|
||||||
|
cur = context->free_head;
|
||||||
|
while (cur) {
|
||||||
|
cur = cur->next;
|
||||||
|
++count;
|
||||||
|
}
|
||||||
|
STBRP_ASSERT(count == context->num_nodes+2);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
// [DEAR IMGUI] Added STBRP__CDECL
|
||||||
|
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||||
|
{
|
||||||
|
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||||
|
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||||
|
if (p->h > q->h)
|
||||||
|
return -1;
|
||||||
|
if (p->h < q->h)
|
||||||
|
return 1;
|
||||||
|
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||||
|
}
|
||||||
|
|
||||||
|
// [DEAR IMGUI] Added STBRP__CDECL
|
||||||
|
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||||
|
{
|
||||||
|
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||||
|
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||||
|
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||||
|
}
|
||||||
|
|
||||||
|
#ifdef STBRP_LARGE_RECTS
|
||||||
|
#define STBRP__MAXVAL 0xffffffff
|
||||||
|
#else
|
||||||
|
#define STBRP__MAXVAL 0xffff
|
||||||
|
#endif
|
||||||
|
|
||||||
|
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||||
|
{
|
||||||
|
int i, all_rects_packed = 1;
|
||||||
|
|
||||||
|
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||||
|
for (i=0; i < num_rects; ++i) {
|
||||||
|
rects[i].was_packed = i;
|
||||||
|
}
|
||||||
|
|
||||||
|
// sort according to heuristic
|
||||||
|
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||||
|
|
||||||
|
for (i=0; i < num_rects; ++i) {
|
||||||
|
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||||
|
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||||
|
} else {
|
||||||
|
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||||
|
if (fr.prev_link) {
|
||||||
|
rects[i].x = (stbrp_coord) fr.x;
|
||||||
|
rects[i].y = (stbrp_coord) fr.y;
|
||||||
|
} else {
|
||||||
|
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// unsort
|
||||||
|
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||||
|
|
||||||
|
// set was_packed flags and all_rects_packed status
|
||||||
|
for (i=0; i < num_rects; ++i) {
|
||||||
|
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||||
|
if (!rects[i].was_packed)
|
||||||
|
all_rects_packed = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// return the all_rects_packed status
|
||||||
|
return all_rects_packed;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/*
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
This software is available under 2 licenses -- choose whichever you prefer.
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
ALTERNATIVE A - MIT License
|
||||||
|
Copyright (c) 2017 Sean Barrett
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||||
|
this software and associated documentation files (the "Software"), to deal in
|
||||||
|
the Software without restriction, including without limitation the rights to
|
||||||
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||||
|
of the Software, and to permit persons to whom the Software is furnished to do
|
||||||
|
so, subject to the following conditions:
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
|
SOFTWARE.
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||||
|
This is free and unencumbered software released into the public domain.
|
||||||
|
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||||
|
software, either in source code form or as a compiled binary, for any purpose,
|
||||||
|
commercial or non-commercial, and by any means.
|
||||||
|
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||||
|
software dedicate any and all copyright interest in the software to the public
|
||||||
|
domain. We make this dedication for the benefit of the public at large and to
|
||||||
|
the detriment of our heirs and successors. We intend this dedication to be an
|
||||||
|
overt act of relinquishment in perpetuity of all present and future rights to
|
||||||
|
this software under copyright law.
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||||
|
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||||
|
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||||
|
------------------------------------------------------------------------------
|
||||||
|
*/
|
1449
include/imgui/imstb_textedit.h
Normal file
1449
include/imgui/imstb_textedit.h
Normal file
File diff suppressed because it is too large
Load Diff
4903
include/imgui/imstb_truetype.h
Normal file
4903
include/imgui/imstb_truetype.h
Normal file
File diff suppressed because it is too large
Load Diff
12627
src/imgui/imgui.cpp
Normal file
12627
src/imgui/imgui.cpp
Normal file
File diff suppressed because it is too large
Load Diff
4184
src/imgui/imgui_draw.cpp
Normal file
4184
src/imgui/imgui_draw.cpp
Normal file
File diff suppressed because it is too large
Load Diff
455
src/imgui/imgui_impl_glfw.cpp
Normal file
455
src/imgui/imgui_impl_glfw.cpp
Normal file
@ -0,0 +1,455 @@
|
|||||||
|
// dear imgui: Platform Backend for GLFW
|
||||||
|
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||||
|
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||||
|
// (Requires: GLFW 3.1+)
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Platform: Clipboard support.
|
||||||
|
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||||
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||||
|
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
// 2021-08-17: *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().
|
||||||
|
// 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().
|
||||||
|
// 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).
|
||||||
|
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
|
||||||
|
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
|
||||||
|
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
||||||
|
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||||
|
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||||
|
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||||
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||||
|
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
|
||||||
|
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||||
|
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||||
|
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
|
||||||
|
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||||
|
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
|
||||||
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||||
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||||
|
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
|
||||||
|
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||||
|
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||||
|
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||||
|
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||||
|
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||||
|
|
||||||
|
#include "imgui.h"
|
||||||
|
#include "imgui_impl_glfw.h"
|
||||||
|
|
||||||
|
// GLFW
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#ifdef _WIN32
|
||||||
|
#undef APIENTRY
|
||||||
|
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||||
|
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
|
||||||
|
#endif
|
||||||
|
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
|
||||||
|
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
|
||||||
|
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||||
|
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||||
|
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
|
||||||
|
#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?
|
||||||
|
#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
|
||||||
|
#else
|
||||||
|
#define GLFW_HAS_NEW_CURSORS (0)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// GLFW data
|
||||||
|
enum GlfwClientApi
|
||||||
|
{
|
||||||
|
GlfwClientApi_Unknown,
|
||||||
|
GlfwClientApi_OpenGL,
|
||||||
|
GlfwClientApi_Vulkan
|
||||||
|
};
|
||||||
|
|
||||||
|
struct ImGui_ImplGlfw_Data
|
||||||
|
{
|
||||||
|
GLFWwindow* Window;
|
||||||
|
GlfwClientApi ClientApi;
|
||||||
|
double Time;
|
||||||
|
GLFWwindow* MouseWindow;
|
||||||
|
bool MouseJustPressed[ImGuiMouseButton_COUNT];
|
||||||
|
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||||
|
bool InstalledCallbacks;
|
||||||
|
|
||||||
|
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||||
|
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
||||||
|
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
||||||
|
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
||||||
|
GLFWscrollfun PrevUserCallbackScroll;
|
||||||
|
GLFWkeyfun PrevUserCallbackKey;
|
||||||
|
GLFWcharfun PrevUserCallbackChar;
|
||||||
|
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||||
|
|
||||||
|
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
|
||||||
|
};
|
||||||
|
|
||||||
|
// Backend data stored in io.BackendPlatformUserData 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.
|
||||||
|
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||||
|
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
|
||||||
|
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
|
||||||
|
// - 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.
|
||||||
|
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||||
|
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||||
|
{
|
||||||
|
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Functions
|
||||||
|
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||||
|
{
|
||||||
|
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||||
|
{
|
||||||
|
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||||
|
{
|
||||||
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||||
|
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
|
||||||
|
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||||
|
|
||||||
|
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
|
||||||
|
bd->MouseJustPressed[button] = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
|
{
|
||||||
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||||
|
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
|
||||||
|
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.MouseWheelH += (float)xoffset;
|
||||||
|
io.MouseWheel += (float)yoffset;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||||
|
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
|
||||||
|
bd->PrevUserCallbackKey(window, key, scancode, action, mods);
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
|
||||||
|
{
|
||||||
|
if (action == GLFW_PRESS)
|
||||||
|
io.KeysDown[key] = true;
|
||||||
|
if (action == GLFW_RELEASE)
|
||||||
|
io.KeysDown[key] = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Modifiers are not reliable across systems
|
||||||
|
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||||
|
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||||
|
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||||
|
#ifdef _WIN32
|
||||||
|
io.KeySuper = false;
|
||||||
|
#else
|
||||||
|
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||||
|
{
|
||||||
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||||
|
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
|
||||||
|
bd->PrevUserCallbackWindowFocus(window, focused);
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.AddFocusEvent(focused != 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||||
|
{
|
||||||
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||||
|
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
|
||||||
|
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||||
|
|
||||||
|
if (entered)
|
||||||
|
bd->MouseWindow = window;
|
||||||
|
if (!entered && bd->MouseWindow == window)
|
||||||
|
bd->MouseWindow = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||||
|
{
|
||||||
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||||
|
if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
|
||||||
|
bd->PrevUserCallbackChar(window, c);
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.AddInputCharacter(c);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||||
|
{
|
||||||
|
// 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.
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||||
|
io.BackendPlatformUserData = (void*)bd;
|
||||||
|
io.BackendPlatformName = "imgui_impl_glfw";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||||
|
|
||||||
|
bd->Window = window;
|
||||||
|
bd->Time = 0.0;
|
||||||
|
|
||||||
|
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||||
|
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||||
|
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||||
|
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||||
|
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||||
|
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||||
|
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
||||||
|
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||||
|
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||||
|
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||||
|
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||||
|
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||||
|
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||||
|
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||||
|
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||||
|
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||||
|
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
|
||||||
|
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||||
|
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||||
|
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||||
|
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||||
|
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||||
|
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||||
|
|
||||||
|
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||||
|
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||||
|
io.ClipboardUserData = bd->Window;
|
||||||
|
#if defined(_WIN32)
|
||||||
|
io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Create mouse cursors
|
||||||
|
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
||||||
|
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
||||||
|
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
||||||
|
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||||
|
#if GLFW_HAS_NEW_CURSORS
|
||||||
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
||||||
|
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
Loading…
Reference in New Issue
Block a user