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	WIP: imgui: Fix GLSL version enumeration
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					 2 changed files with 374 additions and 254 deletions
				
			
		|  | @ -1,5 +1,6 @@ | |||
| #include "ImGuiWrapper.hpp" | ||||
| 
 | ||||
| #include <cstdio> | ||||
| #include <vector> | ||||
| 
 | ||||
| #include <boost/format.hpp> | ||||
|  | @ -21,6 +22,7 @@ namespace GUI { | |||
| 
 | ||||
| ImGuiWrapper::ImGuiWrapper() | ||||
|     : m_glsl_version_string("") | ||||
|     , m_glsl_version(0) | ||||
|     , m_shader_handle(0) | ||||
|     , m_vert_handle(0) | ||||
|     , m_frag_handle(0) | ||||
|  | @ -45,15 +47,24 @@ ImGuiWrapper::~ImGuiWrapper() | |||
| bool ImGuiWrapper::init() | ||||
| { | ||||
|     // 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.
 | ||||
|     std::string glsl_version; | ||||
|     // std::string glsl_version;
 | ||||
| 
 | ||||
| #ifdef USE_GL_ES3 | ||||
|     glsl_version = "#version 300 es"; | ||||
| #else | ||||
|     glsl_version = "#version 130"; | ||||
| #endif | ||||
| // #ifdef USE_GL_ES3
 | ||||
| //     glsl_version = "#version 300 es";
 | ||||
| // #else
 | ||||
| //     glsl_version = "#version 130";
 | ||||
| // #endif
 | ||||
| 
 | ||||
|     m_glsl_version_string = glsl_version + "\n"; | ||||
| //     m_glsl_version_string = glsl_version + "\n";
 | ||||
| 
 | ||||
|     // const GLubyte *glsl_version_string = glGetString(GL_SHADING_LANGUAGE_VERSION);
 | ||||
|     // if (glsl_version_string != nullptr) {
 | ||||
|     //     unsigned v_maj = 0;
 | ||||
|     //     unsigned v_min = 0;
 | ||||
|     //     if (std::sscanf(reinterpret_cast<const char*>(glsl_version_string), "%u.%u", &v_maj, &v_min) == 2) {
 | ||||
|     //         m_glsl_version = 100 * v_maj + v_min % 100;
 | ||||
|     //     }
 | ||||
|     // }
 | ||||
| 
 | ||||
|     ImGui::CreateContext(); | ||||
| 
 | ||||
|  | @ -73,6 +84,20 @@ bool ImGuiWrapper::init() | |||
|     return true; | ||||
| } | ||||
| 
 | ||||
| void ImGuiWrapper::read_glsl_version() | ||||
| { | ||||
|     const GLubyte *glsl_version_string = glGetString(GL_SHADING_LANGUAGE_VERSION); | ||||
|     wxCHECK_RET(glsl_version_string != nullptr, "Could not get GLSL version string, glGetString(GL_SHADING_LANGUAGE_VERSION) failed"); | ||||
| 
 | ||||
|     unsigned v_maj = 0; | ||||
|     unsigned v_min = 0; | ||||
|     int res = std::sscanf(reinterpret_cast<const char*>(glsl_version_string), "%u.%u", &v_maj, &v_min); | ||||
|     wxCHECK_RET(res == 2, wxString::Format("Could not parse GLSL version: %s", glsl_version_string)); | ||||
| 
 | ||||
|     m_glsl_version = 100 * v_maj + v_min % 100; | ||||
|     m_glsl_version_string = (boost::format("#version %1%") % m_glsl_version).str(); | ||||
| } | ||||
| 
 | ||||
| void ImGuiWrapper::set_display_size(float w, float h) | ||||
| { | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|  | @ -198,175 +223,176 @@ bool ImGuiWrapper::want_any_input() const | |||
| 
 | ||||
| void ImGuiWrapper::create_device_objects() | ||||
| { | ||||
|     // Backup GL state
 | ||||
|     GLint last_texture, last_array_buffer, last_vertex_array; | ||||
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
|     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
|     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
|     // // Backup GL state
 | ||||
|     // GLint last_texture, last_array_buffer, last_vertex_array;
 | ||||
|     // glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
 | ||||
|     // glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
 | ||||
|     // glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
 | ||||
| 
 | ||||
|     // Parse GLSL version string
 | ||||
|     int glsl_version = 130; | ||||
|     ::sscanf(m_glsl_version_string.c_str(), "#version %d", &glsl_version); | ||||
|     // // Parse GLSL version string
 | ||||
|     // // int glsl_version = 130;
 | ||||
|     // // ::sscanf(m_glsl_version_string.c_str(), "#version %d", &glsl_version);
 | ||||
|     // read_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_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_130 =
 | ||||
|     //     "uniform mat4 ProjMtx;\n"
 | ||||
|     //     "in vec2 Position;\n"
 | ||||
|     //     "in vec2 UV;\n"
 | ||||
|     //     "in vec4 Color;\n"
 | ||||
|     //     "out vec2 Frag_UV;\n"
 | ||||
|     //     "out vec4 Frag_Color;\n"
 | ||||
|     //     "void main()\n"
 | ||||
|     //     "{\n"
 | ||||
|     //     "    Frag_UV = UV;\n"
 | ||||
|     //     "    Frag_Color = Color;\n"
 | ||||
|     //     "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
 | ||||
|     //     "}\n";
 | ||||
| 
 | ||||
|     const GLchar* vertex_shader_glsl_300_es = | ||||
|         "precision mediump float;\n" | ||||
|         "layout (location = 0) in vec2 Position;\n" | ||||
|         "layout (location = 1) in vec2 UV;\n" | ||||
|         "layout (location = 2) in vec4 Color;\n" | ||||
|         "uniform mat4 ProjMtx;\n" | ||||
|         "out vec2 Frag_UV;\n" | ||||
|         "out vec4 Frag_Color;\n" | ||||
|         "void main()\n" | ||||
|         "{\n" | ||||
|         "    Frag_UV = UV;\n" | ||||
|         "    Frag_Color = Color;\n" | ||||
|         "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" | ||||
|         "}\n"; | ||||
|     // const GLchar* vertex_shader_glsl_300_es =
 | ||||
|     //     "precision mediump float;\n"
 | ||||
|     //     "layout (location = 0) in vec2 Position;\n"
 | ||||
|     //     "layout (location = 1) in vec2 UV;\n"
 | ||||
|     //     "layout (location = 2) in vec4 Color;\n"
 | ||||
|     //     "uniform mat4 ProjMtx;\n"
 | ||||
|     //     "out vec2 Frag_UV;\n"
 | ||||
|     //     "out vec4 Frag_Color;\n"
 | ||||
|     //     "void main()\n"
 | ||||
|     //     "{\n"
 | ||||
|     //     "    Frag_UV = UV;\n"
 | ||||
|     //     "    Frag_Color = Color;\n"
 | ||||
|     //     "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
 | ||||
|     //     "}\n";
 | ||||
| 
 | ||||
|     const GLchar* vertex_shader_glsl_410_core = | ||||
|         "layout (location = 0) in vec2 Position;\n" | ||||
|         "layout (location = 1) in vec2 UV;\n" | ||||
|         "layout (location = 2) in vec4 Color;\n" | ||||
|         "uniform mat4 ProjMtx;\n" | ||||
|         "out vec2 Frag_UV;\n" | ||||
|         "out vec4 Frag_Color;\n" | ||||
|         "void main()\n" | ||||
|         "{\n" | ||||
|         "    Frag_UV = UV;\n" | ||||
|         "    Frag_Color = Color;\n" | ||||
|         "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" | ||||
|         "}\n"; | ||||
|     // const GLchar* 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_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_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_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"; | ||||
|     // 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 = nullptr; | ||||
|     const GLchar* fragment_shader = nullptr; | ||||
|     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; | ||||
|     } | ||||
|     // // Select shaders matching our GLSL versions
 | ||||
|     // const GLchar* vertex_shader = nullptr;
 | ||||
|     // const GLchar* fragment_shader = nullptr;
 | ||||
|     // if (m_glsl_version < 130)
 | ||||
|     // {
 | ||||
|     //     vertex_shader = vertex_shader_glsl_120;
 | ||||
|     //     fragment_shader = fragment_shader_glsl_120;
 | ||||
|     // }
 | ||||
|     // else if (m_glsl_version == 410)
 | ||||
|     // {
 | ||||
|     //     vertex_shader = vertex_shader_glsl_410_core;
 | ||||
|     //     fragment_shader = fragment_shader_glsl_410_core;
 | ||||
|     // }
 | ||||
|     // else if (m_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] = { m_glsl_version_string.c_str(), vertex_shader }; | ||||
|     m_vert_handle = glCreateShader(GL_VERTEX_SHADER); | ||||
|     glShaderSource(m_vert_handle, 2, vertex_shader_with_version, nullptr); | ||||
|     glCompileShader(m_vert_handle); | ||||
|     wxASSERT(check_shader(m_vert_handle, "vertex shader")); | ||||
|     // // Create shaders
 | ||||
|     // const GLchar* vertex_shader_with_version[2] = { m_glsl_version_string.c_str(), vertex_shader };
 | ||||
|     // m_vert_handle = glCreateShader(GL_VERTEX_SHADER);
 | ||||
|     // glShaderSource(m_vert_handle, 2, vertex_shader_with_version, nullptr);
 | ||||
|     // glCompileShader(m_vert_handle);
 | ||||
|     // wxASSERT(check_shader(m_vert_handle, "vertex shader"));
 | ||||
| 
 | ||||
|     const GLchar* fragment_shader_with_version[2] = { m_glsl_version_string.c_str(), fragment_shader }; | ||||
|     m_frag_handle = glCreateShader(GL_FRAGMENT_SHADER); | ||||
|     glShaderSource(m_frag_handle, 2, fragment_shader_with_version, nullptr); | ||||
|     glCompileShader(m_frag_handle); | ||||
|     wxASSERT(check_shader(m_frag_handle, "fragment shader")); | ||||
|     // const GLchar* fragment_shader_with_version[2] = { m_glsl_version_string.c_str(), fragment_shader };
 | ||||
|     // m_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
 | ||||
|     // glShaderSource(m_frag_handle, 2, fragment_shader_with_version, nullptr);
 | ||||
|     // glCompileShader(m_frag_handle);
 | ||||
|     // wxASSERT(check_shader(m_frag_handle, "fragment shader"));
 | ||||
| 
 | ||||
|     m_shader_handle = glCreateProgram(); | ||||
|     glAttachShader(m_shader_handle, m_vert_handle); | ||||
|     glAttachShader(m_shader_handle, m_frag_handle); | ||||
|     glLinkProgram(m_shader_handle); | ||||
|     wxASSERT(check_program(m_shader_handle, "shader program")); | ||||
|     // m_shader_handle = glCreateProgram();
 | ||||
|     // glAttachShader(m_shader_handle, m_vert_handle);
 | ||||
|     // glAttachShader(m_shader_handle, m_frag_handle);
 | ||||
|     // glLinkProgram(m_shader_handle);
 | ||||
|     // wxASSERT(check_program(m_shader_handle, "shader program"));
 | ||||
| 
 | ||||
|     m_attrib_location_tex = glGetUniformLocation(m_shader_handle, "Texture"); | ||||
|     m_attrib_location_proj_mtx = glGetUniformLocation(m_shader_handle, "ProjMtx"); | ||||
|     m_attrib_location_position = glGetAttribLocation(m_shader_handle, "Position"); | ||||
|     m_attrib_location_uv = glGetAttribLocation(m_shader_handle, "UV"); | ||||
|     m_attrib_location_color = glGetAttribLocation(m_shader_handle, "Color"); | ||||
|     // m_attrib_location_tex = glGetUniformLocation(m_shader_handle, "Texture");
 | ||||
|     // m_attrib_location_proj_mtx = glGetUniformLocation(m_shader_handle, "ProjMtx");
 | ||||
|     // m_attrib_location_position = glGetAttribLocation(m_shader_handle, "Position");
 | ||||
|     // m_attrib_location_uv = glGetAttribLocation(m_shader_handle, "UV");
 | ||||
|     // m_attrib_location_color = glGetAttribLocation(m_shader_handle, "Color");
 | ||||
| 
 | ||||
|     // Create buffers
 | ||||
|     glGenBuffers(1, &m_vbo_handle); | ||||
|     glGenBuffers(1, &m_elements_handle); | ||||
|     // // Create buffers
 | ||||
|     // glGenBuffers(1, &m_vbo_handle);
 | ||||
|     // glGenBuffers(1, &m_elements_handle);
 | ||||
| 
 | ||||
|     create_fonts_texture(); | ||||
| 
 | ||||
|     // Restore modified GL state
 | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | ||||
|     glBindVertexArray(last_vertex_array); | ||||
|     // // Restore modified GL state
 | ||||
|     // glBindTexture(GL_TEXTURE_2D, last_texture);
 | ||||
|     // glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
 | ||||
|     // glBindVertexArray(last_vertex_array);
 | ||||
| } | ||||
| 
 | ||||
| void ImGuiWrapper::create_fonts_texture() | ||||
|  | @ -434,96 +460,56 @@ bool ImGuiWrapper::check_shader(unsigned int handle, const char *desc) | |||
| 
 | ||||
| void ImGuiWrapper::render_draw_data(ImDrawData *draw_data) | ||||
| { | ||||
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
 | ||||
|         // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
 | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); | ||||
|     int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y); | ||||
|     if (fb_width <= 0 || fb_height <= 0) | ||||
|     if (fb_width == 0 || fb_height == 0) | ||||
|         return; | ||||
|     draw_data->ScaleClipRects(io.DisplayFramebufferScale); | ||||
| 
 | ||||
|     // Backup GL state
 | ||||
|     GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
|     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | ||||
|     // We are using the OpenGL fixed pipeline to make the example code simpler to read!
 | ||||
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
 | ||||
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
| #ifdef GL_SAMPLER_BINDING | ||||
|     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); | ||||
| #endif | ||||
|     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
|     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
| #ifdef GL_POLYGON_MODE | ||||
|     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); | ||||
| #endif | ||||
|     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | ||||
|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); | ||||
|     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); | ||||
|     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); | ||||
|     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); | ||||
|     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); | ||||
|     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); | ||||
|     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); | ||||
|     GLboolean last_enable_blend = glIsEnabled(GL_BLEND); | ||||
|     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); | ||||
|     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); | ||||
|     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); | ||||
| 
 | ||||
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
 | ||||
|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);  | ||||
|     glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); | ||||
|     glEnable(GL_BLEND); | ||||
|     glBlendEquation(GL_FUNC_ADD); | ||||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
|     glDisable(GL_CULL_FACE); | ||||
|     glDisable(GL_DEPTH_TEST); | ||||
|     glDisable(GL_LIGHTING); | ||||
|     glDisable(GL_COLOR_MATERIAL); | ||||
|     glEnable(GL_SCISSOR_TEST); | ||||
| #ifdef GL_POLYGON_MODE | ||||
|     glEnableClientState(GL_VERTEX_ARRAY); | ||||
|     glEnableClientState(GL_TEXTURE_COORD_ARRAY); | ||||
|     glEnableClientState(GL_COLOR_ARRAY); | ||||
|     glEnable(GL_TEXTURE_2D); | ||||
|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | ||||
| #endif | ||||
|     //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
 | ||||
| 
 | ||||
|     // 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). DisplayMin is typically (0,0) for single viewport apps.
 | ||||
|     // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
 | ||||
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | ||||
|     float L = draw_data->DisplayPos.x; | ||||
|     float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; | ||||
|     float T = draw_data->DisplayPos.y; | ||||
|     float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; | ||||
|     const float ortho_projection[4][4] = | ||||
|     { | ||||
|         { 2.0f / (R - L), 0.0f, 0.0f, 0.0f }, | ||||
|         { 0.0f, 2.0f / (T - B), 0.0f, 0.0f }, | ||||
|         { 0.0f, 0.0f, -1.0f, 0.0f }, | ||||
|         { (R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f }, | ||||
|     }; | ||||
|     glUseProgram(m_shader_handle); | ||||
|     glUniform1i(m_attrib_location_tex, 0); | ||||
|     glUniformMatrix4fv(m_attrib_location_proj_mtx, 1, GL_FALSE, &ortho_projection[0][0]); | ||||
| #ifdef GL_SAMPLER_BINDING | ||||
|     glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
 | ||||
| #endif | ||||
|     // Recreate the VAO every time
 | ||||
|     // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
 | ||||
|     GLuint vao_handle = 0; | ||||
|     glGenVertexArrays(1, &vao_handle); | ||||
|     glBindVertexArray(vao_handle); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle); | ||||
|     glEnableVertexAttribArray(m_attrib_location_position); | ||||
|     glEnableVertexAttribArray(m_attrib_location_uv); | ||||
|     glEnableVertexAttribArray(m_attrib_location_color); | ||||
|     glVertexAttribPointer(m_attrib_location_position, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); | ||||
|     glVertexAttribPointer(m_attrib_location_uv, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); | ||||
|     glVertexAttribPointer(m_attrib_location_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); | ||||
|     glMatrixMode(GL_PROJECTION); | ||||
|     glPushMatrix(); | ||||
|     glLoadIdentity(); | ||||
|     glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f); | ||||
|     glMatrixMode(GL_MODELVIEW); | ||||
|     glPushMatrix(); | ||||
|     glLoadIdentity(); | ||||
| 
 | ||||
|     // Draw
 | ||||
|     // Render command lists
 | ||||
|     ImVec2 pos = draw_data->DisplayPos; | ||||
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||||
|     { | ||||
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||||
|         const ImDrawIdx* idx_buffer_offset = 0; | ||||
| 
 | ||||
|         glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle); | ||||
|         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); | ||||
| 
 | ||||
|         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elements_handle); | ||||
|         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); | ||||
|         const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; | ||||
|         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; | ||||
|         glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); | ||||
|         glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); | ||||
|         glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); | ||||
| 
 | ||||
|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||||
|         { | ||||
|  | @ -543,36 +529,169 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data) | |||
| 
 | ||||
|                     // Bind texture, Draw
 | ||||
|                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | ||||
|                     glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); | ||||
|                     glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); | ||||
|                 } | ||||
|             } | ||||
|             idx_buffer_offset += pcmd->ElemCount; | ||||
|             idx_buffer += pcmd->ElemCount; | ||||
|         } | ||||
|     } | ||||
|     glDeleteVertexArrays(1, &vao_handle); | ||||
| 
 | ||||
|     // Restore modified GL state
 | ||||
|     glUseProgram(last_program); | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
| #ifdef GL_SAMPLER_BINDING | ||||
|     glBindSampler(0, last_sampler); | ||||
| #endif | ||||
|     glActiveTexture(last_active_texture); | ||||
|     glBindVertexArray(last_vertex_array); | ||||
|     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_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); | ||||
| #ifdef GL_POLYGON_MODE | ||||
|     glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); | ||||
| #endif | ||||
|     // Restore modified state
 | ||||
|     glDisableClientState(GL_COLOR_ARRAY); | ||||
|     glDisableClientState(GL_TEXTURE_COORD_ARRAY); | ||||
|     glDisableClientState(GL_VERTEX_ARRAY); | ||||
|     glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); | ||||
|     glMatrixMode(GL_MODELVIEW); | ||||
|     glPopMatrix(); | ||||
|     glMatrixMode(GL_PROJECTION); | ||||
|     glPopMatrix(); | ||||
|     glPopAttrib(); | ||||
|     glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); | ||||
|     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 ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
 | ||||
| // {
 | ||||
| //     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
 | ||||
| //     ImGuiIO& io = ImGui::GetIO();
 | ||||
| //     int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
 | ||||
| //     int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
 | ||||
| //     if (fb_width <= 0 || fb_height <= 0)
 | ||||
| //         return;
 | ||||
| //     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
 | ||||
| 
 | ||||
| //     // Backup GL state
 | ||||
| //     GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
 | ||||
| //     glActiveTexture(GL_TEXTURE0);
 | ||||
| //     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
 | ||||
| //     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
 | ||||
| // #ifdef GL_SAMPLER_BINDING
 | ||||
| //     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
 | ||||
| // #endif
 | ||||
| //     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
 | ||||
| //     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
 | ||||
| // #ifdef GL_POLYGON_MODE
 | ||||
| //     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
 | ||||
| // #endif
 | ||||
| //     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
 | ||||
| //     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
 | ||||
| //     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
 | ||||
| //     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
 | ||||
| //     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
 | ||||
| //     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
 | ||||
| //     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
 | ||||
| //     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
 | ||||
| //     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
 | ||||
| //     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
 | ||||
| //     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
 | ||||
| //     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
 | ||||
| 
 | ||||
| //     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
 | ||||
| //     glEnable(GL_BLEND);
 | ||||
| //     glBlendEquation(GL_FUNC_ADD);
 | ||||
| //     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||||
| //     glDisable(GL_CULL_FACE);
 | ||||
| //     glDisable(GL_DEPTH_TEST);
 | ||||
| //     glEnable(GL_SCISSOR_TEST);
 | ||||
| // #ifdef GL_POLYGON_MODE
 | ||||
| //     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | ||||
| // #endif
 | ||||
| 
 | ||||
| //     // Setup viewport, orthographic projection matrix
 | ||||
| //     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
 | ||||
| //     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
 | ||||
| //     float L = draw_data->DisplayPos.x;
 | ||||
| //     float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
 | ||||
| //     float T = draw_data->DisplayPos.y;
 | ||||
| //     float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
 | ||||
| //     const float ortho_projection[4][4] =
 | ||||
| //     {
 | ||||
| //         { 2.0f / (R - L), 0.0f, 0.0f, 0.0f },
 | ||||
| //         { 0.0f, 2.0f / (T - B), 0.0f, 0.0f },
 | ||||
| //         { 0.0f, 0.0f, -1.0f, 0.0f },
 | ||||
| //         { (R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f },
 | ||||
| //     };
 | ||||
| //     glUseProgram(m_shader_handle);
 | ||||
| //     glUniform1i(m_attrib_location_tex, 0);
 | ||||
| //     glUniformMatrix4fv(m_attrib_location_proj_mtx, 1, GL_FALSE, &ortho_projection[0][0]);
 | ||||
| // #ifdef GL_SAMPLER_BINDING
 | ||||
| //     glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
 | ||||
| // #endif
 | ||||
| //     // Recreate the VAO every time
 | ||||
| //     // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
 | ||||
| //     GLuint vao_handle = 0;
 | ||||
| //     glGenVertexArrays(1, &vao_handle);
 | ||||
| //     glBindVertexArray(vao_handle);
 | ||||
| //     glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle);
 | ||||
| //     glEnableVertexAttribArray(m_attrib_location_position);
 | ||||
| //     glEnableVertexAttribArray(m_attrib_location_uv);
 | ||||
| //     glEnableVertexAttribArray(m_attrib_location_color);
 | ||||
| //     glVertexAttribPointer(m_attrib_location_position, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
 | ||||
| //     glVertexAttribPointer(m_attrib_location_uv, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
 | ||||
| //     glVertexAttribPointer(m_attrib_location_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
 | ||||
| 
 | ||||
| //     // Draw
 | ||||
| //     ImVec2 pos = draw_data->DisplayPos;
 | ||||
| //     for (int n = 0; n < draw_data->CmdListsCount; n++)
 | ||||
| //     {
 | ||||
| //         const ImDrawList* cmd_list = draw_data->CmdLists[n];
 | ||||
| //         const ImDrawIdx* idx_buffer_offset = 0;
 | ||||
| 
 | ||||
| //         glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle);
 | ||||
| //         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
 | ||||
| 
 | ||||
| //         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elements_handle);
 | ||||
| //         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
 | ||||
| 
 | ||||
| //         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
 | ||||
| //         {
 | ||||
| //             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
 | ||||
| //             if (pcmd->UserCallback)
 | ||||
| //             {
 | ||||
| //                 // User callback (registered via ImDrawList::AddCallback)
 | ||||
| //                 pcmd->UserCallback(cmd_list, pcmd);
 | ||||
| //             }
 | ||||
| //             else
 | ||||
| //             {
 | ||||
| //                 ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
 | ||||
| //                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
 | ||||
| //                 {
 | ||||
| //                     // Apply scissor/clipping rectangle
 | ||||
| //                     glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
 | ||||
| 
 | ||||
| //                     // Bind texture, Draw
 | ||||
| //                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
 | ||||
| //                     glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
 | ||||
| //                 }
 | ||||
| //             }
 | ||||
| //             idx_buffer_offset += pcmd->ElemCount;
 | ||||
| //         }
 | ||||
| //     }
 | ||||
| //     glDeleteVertexArrays(1, &vao_handle);
 | ||||
| 
 | ||||
| //     // Restore modified GL state
 | ||||
| //     glUseProgram(last_program);
 | ||||
| //     glBindTexture(GL_TEXTURE_2D, last_texture);
 | ||||
| // #ifdef GL_SAMPLER_BINDING
 | ||||
| //     glBindSampler(0, last_sampler);
 | ||||
| // #endif
 | ||||
| //     glActiveTexture(last_active_texture);
 | ||||
| //     glBindVertexArray(last_vertex_array);
 | ||||
| //     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_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
 | ||||
| // #ifdef GL_POLYGON_MODE
 | ||||
| //     glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
 | ||||
| // #endif
 | ||||
| //     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
 | ||||
| //     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
 | ||||
| // }
 | ||||
| 
 | ||||
| void ImGuiWrapper::destroy_device_objects() | ||||
| { | ||||
|     if (m_vbo_handle != 0) | ||||
|  | @ -614,8 +733,7 @@ void ImGuiWrapper::destroy_device_objects() | |||
| 
 | ||||
| void ImGuiWrapper::destroy_fonts_texture() | ||||
| { | ||||
|     if (m_font_texture) | ||||
|     { | ||||
|     if (m_font_texture) { | ||||
|         ImGuiIO& io = ImGui::GetIO(); | ||||
|         io.Fonts->TexID = 0; | ||||
|         glDeleteTextures(1, &m_font_texture); | ||||
|  |  | |||
|  | @ -18,11 +18,12 @@ namespace GUI { | |||
| class ImGuiWrapper | ||||
| { | ||||
|     std::string m_glsl_version_string; | ||||
|     unsigned int m_shader_handle; | ||||
|     unsigned int m_vert_handle; | ||||
|     unsigned int m_frag_handle; | ||||
|     unsigned int m_vbo_handle; | ||||
|     unsigned int m_elements_handle; | ||||
|     unsigned m_glsl_version; | ||||
|     unsigned m_shader_handle; | ||||
|     unsigned m_vert_handle; | ||||
|     unsigned m_frag_handle; | ||||
|     unsigned m_vbo_handle; | ||||
|     unsigned m_elements_handle; | ||||
|     int m_attrib_location_tex; | ||||
|     int m_attrib_location_proj_mtx; | ||||
|     int m_attrib_location_position; | ||||
|  | @ -32,7 +33,7 @@ class ImGuiWrapper | |||
|     typedef std::map<std::string, ImFont*> FontsMap; | ||||
| 
 | ||||
|     FontsMap m_fonts; | ||||
|     unsigned int m_font_texture; | ||||
|     unsigned m_font_texture; | ||||
| 
 | ||||
|     unsigned m_mouse_buttons; | ||||
| 
 | ||||
|  | @ -41,6 +42,7 @@ public: | |||
|     ~ImGuiWrapper(); | ||||
| 
 | ||||
|     bool init(); | ||||
|     void read_glsl_version(); | ||||
| 
 | ||||
|     void set_display_size(float w, float h); | ||||
|     bool update_mouse_data(wxMouseEvent &evt); | ||||
|  |  | |||
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	 Vojtech Kral
						Vojtech Kral