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# include "ImGuiWrapper.hpp"
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# include <vector>
# include <boost/format.hpp>
# include <boost/log/trivial.hpp>
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# include <wx/string.h>
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# include <wx/event.h>
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# include <wx/debug.h>
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# include <GL/glew.h>
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# include "libslic3r/libslic3r.h"
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# include "libslic3r/Utils.hpp"
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# include "GUI.hpp"
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namespace Slic3r {
namespace GUI {
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ImGuiWrapper : : ImGuiWrapper ( )
: m_glsl_version_string ( " " )
, m_shader_handle ( 0 )
, m_vert_handle ( 0 )
, m_frag_handle ( 0 )
, m_font_texture ( 0 )
, m_vbo_handle ( 0 )
, m_elements_handle ( 0 )
, m_attrib_location_tex ( 0 )
, m_attrib_location_proj_mtx ( 0 )
, m_attrib_location_position ( 0 )
, m_attrib_location_uv ( 0 )
, m_attrib_location_color ( 0 )
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, m_mouse_buttons ( 0 )
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{
}
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ImGuiWrapper : : ~ ImGuiWrapper ( )
{
destroy_device_objects ( ) ;
ImGui : : DestroyContext ( ) ;
}
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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 ;
# ifdef USE_GL_ES3
glsl_version = " #version 300 es " ;
# else
glsl_version = " #version 130 " ;
# endif
m_glsl_version_string = glsl_version + " \n " ;
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImFont * font = io . Fonts - > AddFontFromFileTTF ( ( Slic3r : : resources_dir ( ) + " /fonts/NotoSans-Regular.ttf " ) . c_str ( ) , 18.0f ) ;
if ( font = = nullptr ) {
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font = io . Fonts - > AddFontDefault ( ) ;
if ( font = = nullptr )
return false ;
}
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else {
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m_fonts . insert ( FontsMap : : value_type ( " Noto Sans Regular 18 " , font ) ) ;
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}
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io . IniFilename = nullptr ;
return true ;
}
void ImGuiWrapper : : set_display_size ( float w , float h )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . DisplaySize = ImVec2 ( w , h ) ;
io . DisplayFramebufferScale = ImVec2 ( 1.0f , 1.0f ) ;
}
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bool ImGuiWrapper : : update_mouse_data ( wxMouseEvent & evt )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . MousePos = ImVec2 ( ( float ) evt . GetX ( ) , ( float ) evt . GetY ( ) ) ;
io . MouseDown [ 0 ] = evt . LeftDown ( ) ;
io . MouseDown [ 1 ] = evt . RightDown ( ) ;
io . MouseDown [ 2 ] = evt . MiddleDown ( ) ;
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unsigned buttons = ( evt . LeftDown ( ) ? 1 : 0 ) | ( evt . RightDown ( ) ? 2 : 0 ) | ( evt . MiddleDown ( ) ? 4 : 0 ) ;
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bool res = buttons ! = m_mouse_buttons ;
m_mouse_buttons = buttons ;
return res ;
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}
void ImGuiWrapper : : new_frame ( )
{
if ( m_font_texture = = 0 )
create_device_objects ( ) ;
ImGui : : NewFrame ( ) ;
}
void ImGuiWrapper : : render ( )
{
ImGui : : Render ( ) ;
render_draw_data ( ImGui : : GetDrawData ( ) ) ;
}
void ImGuiWrapper : : set_next_window_pos ( float x , float y , int flag )
{
ImGui : : SetNextWindowPos ( ImVec2 ( x , y ) , ( ImGuiCond ) flag ) ;
}
void ImGuiWrapper : : set_next_window_bg_alpha ( float alpha )
{
ImGui : : SetNextWindowBgAlpha ( alpha ) ;
}
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bool ImGuiWrapper : : begin ( const std : : string & name , int flags )
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{
return ImGui : : Begin ( name . c_str ( ) , nullptr , ( ImGuiWindowFlags ) flags ) ;
}
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bool ImGuiWrapper : : begin ( const wxString & name , int flags )
{
return begin ( into_u8 ( name ) , flags ) ;
}
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void ImGuiWrapper : : end ( )
{
ImGui : : End ( ) ;
}
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bool ImGuiWrapper : : button ( const wxString & label )
{
auto label_utf8 = into_u8 ( label ) ;
return ImGui : : Button ( label_utf8 . c_str ( ) ) ;
}
bool ImGuiWrapper : : input_double ( const std : : string & label , const double & value , const std : : string & format )
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{
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return ImGui : : InputDouble ( label . c_str ( ) , const_cast < double * > ( & value ) , 0.0f , 0.0f , format . c_str ( ) ) ;
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}
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bool ImGuiWrapper : : input_vec3 ( const std : : string & label , const Vec3d & value , float width , const std : : string & format )
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{
bool value_changed = false ;
ImGui : : BeginGroup ( ) ;
for ( int i = 0 ; i < 3 ; + + i )
{
std : : string item_label = ( i = = 0 ) ? " X " : ( ( i = = 1 ) ? " Y " : " Z " ) ;
ImGui : : PushID ( i ) ;
ImGui : : PushItemWidth ( width ) ;
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value_changed | = ImGui : : InputDouble ( item_label . c_str ( ) , const_cast < double * > ( & value ( i ) ) , 0.0f , 0.0f , format . c_str ( ) ) ;
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ImGui : : PopID ( ) ;
}
ImGui : : EndGroup ( ) ;
return value_changed ;
}
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bool ImGuiWrapper : : checkbox ( const wxString & label , bool & value )
{
auto label_utf8 = into_u8 ( label ) ;
return ImGui : : Checkbox ( label_utf8 . c_str ( ) , & value ) ;
}
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void ImGuiWrapper : : text ( const wxString & label )
{
auto label_utf8 = into_u8 ( label ) ;
ImGui : : Text ( label_utf8 . c_str ( ) , NULL ) ;
}
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bool ImGuiWrapper : : want_mouse ( ) const
{
return ImGui : : GetIO ( ) . WantCaptureMouse ;
}
bool ImGuiWrapper : : want_keyboard ( ) const
{
return ImGui : : GetIO ( ) . WantCaptureKeyboard ;
}
bool ImGuiWrapper : : want_text_input ( ) const
{
return ImGui : : GetIO ( ) . WantTextInput ;
}
bool ImGuiWrapper : : want_any_input ( ) const
{
const auto io = ImGui : : GetIO ( ) ;
return io . WantCaptureMouse | | io . WantCaptureKeyboard | | io . WantTextInput ;
}
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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 ) ;
// Parse GLSL version string
int glsl_version = 130 ;
: : sscanf ( m_glsl_version_string . c_str ( ) , " #version %d " , & glsl_version ) ;
const GLchar * vertex_shader_glsl_120 =
" uniform mat4 ProjMtx; \n "
" attribute vec2 Position; \n "
" attribute vec2 UV; \n "
" attribute vec4 Color; \n "
" varying vec2 Frag_UV; \n "
" varying vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" Frag_UV = UV; \n "
" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
" } \n " ;
const GLchar * vertex_shader_glsl_130 =
" uniform mat4 ProjMtx; \n "
" in vec2 Position; \n "
" in vec2 UV; \n "
" in vec4 Color; \n "
" out vec2 Frag_UV; \n "
" out vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" Frag_UV = UV; \n "
" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
" } \n " ;
const GLchar * vertex_shader_glsl_300_es =
" precision mediump float; \n "
" layout (location = 0) in vec2 Position; \n "
" layout (location = 1) in vec2 UV; \n "
" layout (location = 2) in vec4 Color; \n "
" uniform mat4 ProjMtx; \n "
" out vec2 Frag_UV; \n "
" out vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" Frag_UV = UV; \n "
" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
" } \n " ;
const GLchar * vertex_shader_glsl_410_core =
" layout (location = 0) in vec2 Position; \n "
" layout (location = 1) in vec2 UV; \n "
" layout (location = 2) in vec4 Color; \n "
" uniform mat4 ProjMtx; \n "
" out vec2 Frag_UV; \n "
" out vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" Frag_UV = UV; \n "
" Frag_Color = Color; \n "
" gl_Position = ProjMtx * vec4(Position.xy,0,1); \n "
" } \n " ;
const GLchar * fragment_shader_glsl_120 =
" #ifdef GL_ES \n "
" precision mediump float; \n "
" #endif \n "
" uniform sampler2D Texture; \n "
" varying vec2 Frag_UV; \n "
" varying vec4 Frag_Color; \n "
" void main() \n "
" { \n "
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st); \n "
" } \n " ;
const GLchar * fragment_shader_glsl_130 =
" uniform sampler2D Texture; \n "
" in vec2 Frag_UV; \n "
" in vec4 Frag_Color; \n "
" out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st); \n "
" } \n " ;
const GLchar * fragment_shader_glsl_300_es =
" precision mediump float; \n "
" uniform sampler2D Texture; \n "
" in vec2 Frag_UV; \n "
" in vec4 Frag_Color; \n "
" layout (location = 0) out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st); \n "
" } \n " ;
const GLchar * fragment_shader_glsl_410_core =
" in vec2 Frag_UV; \n "
" in vec4 Frag_Color; \n "
" uniform sampler2D Texture; \n "
" layout (location = 0) out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st); \n "
" } \n " ;
// Select shaders matching our GLSL versions
const GLchar * vertex_shader = 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 ;
}
// 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 ) ;
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wxASSERT ( check_shader ( m_vert_handle , " vertex shader " ) ) ;
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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 ) ;
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wxASSERT ( check_shader ( m_frag_handle , " fragment shader " ) ) ;
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m_shader_handle = glCreateProgram ( ) ;
glAttachShader ( m_shader_handle , m_vert_handle ) ;
glAttachShader ( m_shader_handle , m_frag_handle ) ;
glLinkProgram ( m_shader_handle ) ;
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wxASSERT ( check_program ( m_shader_handle , " shader program " ) ) ;
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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_fonts_texture ( ) ;
// 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 ( )
{
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ; // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
glGenTextures ( 1 , & m_font_texture ) ;
glBindTexture ( GL_TEXTURE_2D , m_font_texture ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
// Store our identifier
io . Fonts - > TexID = ( ImTextureID ) ( intptr_t ) m_font_texture ;
// Restore state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
}
bool ImGuiWrapper : : check_program ( unsigned int handle , const char * desc )
{
GLint status = 0 , log_length = 0 ;
glGetProgramiv ( handle , GL_LINK_STATUS , & status ) ;
glGetProgramiv ( handle , GL_INFO_LOG_LENGTH , & log_length ) ;
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if ( status = = GL_FALSE ) {
BOOST_LOG_TRIVIAL ( error ) < < boost : : format ( " ImGuiWrapper::check_program(): failed to link %1% (GLSL `%1%`) " ) % desc , m_glsl_version_string ;
}
if ( log_length > 0 ) {
std : : vector < GLchar > buf ( log_length + 1 , 0 ) ;
glGetProgramInfoLog ( handle , log_length , nullptr , buf . data ( ) ) ;
BOOST_LOG_TRIVIAL ( error ) < < boost : : format ( " ImGuiWrapper::check_program(): error log: \n %1% \n " ) % buf . data ( ) ;
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}
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return status = = GL_TRUE ;
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}
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bool ImGuiWrapper : : check_shader ( unsigned int handle , const char * desc )
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{
GLint status = 0 , log_length = 0 ;
glGetShaderiv ( handle , GL_COMPILE_STATUS , & status ) ;
glGetShaderiv ( handle , GL_INFO_LOG_LENGTH , & log_length ) ;
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if ( status = = GL_FALSE ) {
BOOST_LOG_TRIVIAL ( error ) < < boost : : format ( " ImGuiWrapper::check_shader(): failed to compile %1% " ) % desc ;
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}
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if ( log_length > 0 ) {
std : : vector < GLchar > buf ( log_length + 1 , 0 ) ;
glGetProgramInfoLog ( handle , log_length , nullptr , buf . data ( ) ) ;
BOOST_LOG_TRIVIAL ( error ) < < boost : : format ( " ImGuiWrapper::check_program(): error log: \n %1% \n " ) % buf . data ( ) ;
}
return status = = GL_TRUE ;
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}
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void ImGuiWrapper : : render_draw_data ( ImDrawData * draw_data )
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{
// 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 )
{
glDeleteBuffers ( 1 , & m_vbo_handle ) ;
m_vbo_handle = 0 ;
}
if ( m_elements_handle ! = 0 )
{
glDeleteBuffers ( 1 , & m_elements_handle ) ;
m_elements_handle = 0 ;
}
if ( ( m_shader_handle ! = 0 ) & & ( m_vert_handle ! = 0 ) )
glDetachShader ( m_shader_handle , m_vert_handle ) ;
if ( m_vert_handle ! = 0 )
{
glDeleteShader ( m_vert_handle ) ;
m_vert_handle = 0 ;
}
if ( ( m_shader_handle ! = 0 ) & & ( m_frag_handle ! = 0 ) )
glDetachShader ( m_shader_handle , m_frag_handle ) ;
if ( m_frag_handle ! = 0 )
{
glDeleteShader ( m_frag_handle ) ;
m_frag_handle = 0 ;
}
if ( m_shader_handle ! = 0 )
{
glDeleteProgram ( m_shader_handle ) ;
m_shader_handle = 0 ;
}
destroy_fonts_texture ( ) ;
}
void ImGuiWrapper : : destroy_fonts_texture ( )
{
if ( m_font_texture )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . Fonts - > TexID = 0 ;
glDeleteTextures ( 1 , & m_font_texture ) ;
m_font_texture = 0 ;
}
}
} // namespace GUI
} // namespace Slic3r