diff --git a/src/slic3r/GUI/ImGuiWrapper.cpp b/src/slic3r/GUI/ImGuiWrapper.cpp index 30a27be52..2cc22d2b5 100644 --- a/src/slic3r/GUI/ImGuiWrapper.cpp +++ b/src/slic3r/GUI/ImGuiWrapper.cpp @@ -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(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(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 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 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 - diff --git a/src/slic3r/GUI/ImGuiWrapper.hpp b/src/slic3r/GUI/ImGuiWrapper.hpp index 5c1bffc88..cd8508aef 100644 --- a/src/slic3r/GUI/ImGuiWrapper.hpp +++ b/src/slic3r/GUI/ImGuiWrapper.hpp @@ -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 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