imgui: Use OpenGL 2.0

This commit is contained in:
Vojtech Kral 2018-11-27 15:35:30 +01:00
parent 21cb489077
commit 0bdbd3ee63
2 changed files with 9 additions and 446 deletions

View File

@ -21,19 +21,7 @@ namespace GUI {
ImGuiWrapper::ImGuiWrapper()
: m_glsl_version_string("")
, m_glsl_version(0)
, m_shader_handle(0)
, m_vert_handle(0)
, m_frag_handle(0)
, 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)
: m_font_texture(0)
, m_mouse_buttons(0)
{
}
@ -46,26 +34,6 @@ 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;
// #ifdef USE_GL_ES3
// glsl_version = "#version 300 es";
// #else
// glsl_version = "#version 130";
// #endif
// 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();
ImGuiIO& io = ImGui::GetIO();
@ -84,20 +52,6 @@ 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();
@ -223,176 +177,7 @@ 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);
// // 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_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 (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"));
// 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_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()
@ -420,47 +205,9 @@ void ImGuiWrapper::create_fonts_texture()
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);
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();
}
return status == GL_TRUE;
}
bool ImGuiWrapper::check_shader(unsigned int handle, const char *desc)
{
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if (status == GL_FALSE) {
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_shader(): failed to compile %1%") % desc;
}
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;
}
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);
@ -487,6 +234,10 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GLint texture_env_mode = GL_MODULATE;
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &texture_env_mode);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//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
@ -537,6 +288,7 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
}
// Restore modified state
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texture_env_mode);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
@ -551,183 +303,8 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
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)
{
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();
}
@ -741,6 +318,6 @@ void ImGuiWrapper::destroy_fonts_texture()
}
}
} // namespace GUI
} // namespace Slic3r

View File

@ -17,19 +17,6 @@ namespace GUI {
class ImGuiWrapper
{
std::string m_glsl_version_string;
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;
int m_attrib_location_uv;
int m_attrib_location_color;
typedef std::map<std::string, ImFont*> FontsMap;
FontsMap m_fonts;
@ -70,13 +57,12 @@ public:
private:
void create_device_objects();
void create_fonts_texture();
bool check_program(unsigned int handle, const char *desc);
bool check_shader(unsigned int handle, const char *desc);
void render_draw_data(ImDrawData *draw_data);
void destroy_device_objects();
void destroy_fonts_texture();
};
} // namespace GUI
} // namespace Slic3r