WIP: imgui: Fix GLSL version enumeration
This commit is contained in:
parent
f203f6fbd9
commit
21cb489077
2 changed files with 374 additions and 254 deletions
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@ -1,5 +1,6 @@
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#include "ImGuiWrapper.hpp"
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#include <cstdio>
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#include <vector>
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#include <boost/format.hpp>
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@ -21,6 +22,7 @@ namespace GUI {
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ImGuiWrapper::ImGuiWrapper()
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: m_glsl_version_string("")
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, m_glsl_version(0)
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, m_shader_handle(0)
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, m_vert_handle(0)
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, m_frag_handle(0)
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@ -45,15 +47,24 @@ ImGuiWrapper::~ImGuiWrapper()
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bool ImGuiWrapper::init()
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{
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// 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.
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std::string glsl_version;
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// std::string glsl_version;
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#ifdef USE_GL_ES3
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glsl_version = "#version 300 es";
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#else
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glsl_version = "#version 130";
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#endif
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// #ifdef USE_GL_ES3
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// glsl_version = "#version 300 es";
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// #else
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// glsl_version = "#version 130";
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// #endif
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m_glsl_version_string = glsl_version + "\n";
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// m_glsl_version_string = glsl_version + "\n";
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// const GLubyte *glsl_version_string = glGetString(GL_SHADING_LANGUAGE_VERSION);
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// if (glsl_version_string != nullptr) {
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// unsigned v_maj = 0;
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// unsigned v_min = 0;
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// if (std::sscanf(reinterpret_cast<const char*>(glsl_version_string), "%u.%u", &v_maj, &v_min) == 2) {
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// m_glsl_version = 100 * v_maj + v_min % 100;
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// }
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// }
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ImGui::CreateContext();
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@ -73,6 +84,20 @@ bool ImGuiWrapper::init()
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return true;
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}
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void ImGuiWrapper::read_glsl_version()
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{
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const GLubyte *glsl_version_string = glGetString(GL_SHADING_LANGUAGE_VERSION);
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wxCHECK_RET(glsl_version_string != nullptr, "Could not get GLSL version string, glGetString(GL_SHADING_LANGUAGE_VERSION) failed");
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unsigned v_maj = 0;
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unsigned v_min = 0;
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int res = std::sscanf(reinterpret_cast<const char*>(glsl_version_string), "%u.%u", &v_maj, &v_min);
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wxCHECK_RET(res == 2, wxString::Format("Could not parse GLSL version: %s", glsl_version_string));
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m_glsl_version = 100 * v_maj + v_min % 100;
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m_glsl_version_string = (boost::format("#version %1%") % m_glsl_version).str();
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}
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void ImGuiWrapper::set_display_size(float w, float h)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -198,175 +223,176 @@ bool ImGuiWrapper::want_any_input() const
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void ImGuiWrapper::create_device_objects()
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{
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// Backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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// // Backup GL state
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// GLint last_texture, last_array_buffer, last_vertex_array;
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// glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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// glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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// glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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// Parse GLSL version string
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int glsl_version = 130;
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::sscanf(m_glsl_version_string.c_str(), "#version %d", &glsl_version);
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// // Parse GLSL version string
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// // int glsl_version = 130;
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// // ::sscanf(m_glsl_version_string.c_str(), "#version %d", &glsl_version);
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// read_glsl_version();
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const GLchar* vertex_shader_glsl_120 =
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"uniform mat4 ProjMtx;\n"
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"attribute vec2 Position;\n"
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"attribute vec2 UV;\n"
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"attribute vec4 Color;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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// const GLchar* vertex_shader_glsl_120 =
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// "uniform mat4 ProjMtx;\n"
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// "attribute vec2 Position;\n"
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// "attribute vec2 UV;\n"
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// "attribute vec4 Color;\n"
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// "varying vec2 Frag_UV;\n"
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// "varying vec4 Frag_Color;\n"
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// "void main()\n"
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// "{\n"
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// " Frag_UV = UV;\n"
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// " Frag_Color = Color;\n"
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// " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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// "}\n";
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const GLchar* vertex_shader_glsl_130 =
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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// const GLchar* vertex_shader_glsl_130 =
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// "uniform mat4 ProjMtx;\n"
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// "in vec2 Position;\n"
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// "in vec2 UV;\n"
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// "in vec4 Color;\n"
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// "out vec2 Frag_UV;\n"
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// "out vec4 Frag_Color;\n"
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// "void main()\n"
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// "{\n"
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// " Frag_UV = UV;\n"
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// " Frag_Color = Color;\n"
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// " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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// "}\n";
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const GLchar* vertex_shader_glsl_300_es =
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"precision mediump float;\n"
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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"uniform mat4 ProjMtx;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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// const GLchar* vertex_shader_glsl_300_es =
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// "precision mediump float;\n"
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// "layout (location = 0) in vec2 Position;\n"
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// "layout (location = 1) in vec2 UV;\n"
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// "layout (location = 2) in vec4 Color;\n"
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// "uniform mat4 ProjMtx;\n"
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// "out vec2 Frag_UV;\n"
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// "out vec4 Frag_Color;\n"
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// "void main()\n"
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// "{\n"
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// " Frag_UV = UV;\n"
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// " Frag_Color = Color;\n"
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// " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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// "}\n";
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const GLchar* vertex_shader_glsl_410_core =
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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"uniform mat4 ProjMtx;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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// const GLchar* vertex_shader_glsl_410_core =
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// "layout (location = 0) in vec2 Position;\n"
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// "layout (location = 1) in vec2 UV;\n"
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// "layout (location = 2) in vec4 Color;\n"
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// "uniform mat4 ProjMtx;\n"
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// "out vec2 Frag_UV;\n"
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// "out vec4 Frag_Color;\n"
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// "void main()\n"
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// "{\n"
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// " Frag_UV = UV;\n"
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// " Frag_Color = Color;\n"
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// " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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// "}\n";
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const GLchar* fragment_shader_glsl_120 =
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
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"}\n";
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// const GLchar* fragment_shader_glsl_120 =
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// "#ifdef GL_ES\n"
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// " precision mediump float;\n"
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// "#endif\n"
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// "uniform sampler2D Texture;\n"
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// "varying vec2 Frag_UV;\n"
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// "varying vec4 Frag_Color;\n"
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// "void main()\n"
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// "{\n"
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// " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
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// "}\n";
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const GLchar* fragment_shader_glsl_130 =
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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// const GLchar* fragment_shader_glsl_130 =
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// "uniform sampler2D Texture;\n"
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// "in vec2 Frag_UV;\n"
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// "in vec4 Frag_Color;\n"
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// "out vec4 Out_Color;\n"
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// "void main()\n"
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// "{\n"
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// " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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// "}\n";
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const GLchar* fragment_shader_glsl_300_es =
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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// const GLchar* fragment_shader_glsl_300_es =
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// "precision mediump float;\n"
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// "uniform sampler2D Texture;\n"
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// "in vec2 Frag_UV;\n"
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// "in vec4 Frag_Color;\n"
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// "layout (location = 0) out vec4 Out_Color;\n"
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// "void main()\n"
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// "{\n"
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// " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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// "}\n";
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const GLchar* fragment_shader_glsl_410_core =
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"uniform sampler2D Texture;\n"
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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// const GLchar* fragment_shader_glsl_410_core =
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// "in vec2 Frag_UV;\n"
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// "in vec4 Frag_Color;\n"
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// "uniform sampler2D Texture;\n"
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// "layout (location = 0) out vec4 Out_Color;\n"
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// "void main()\n"
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// "{\n"
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// " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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// "}\n";
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// Select shaders matching our GLSL versions
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const GLchar* vertex_shader = nullptr;
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const GLchar* fragment_shader = nullptr;
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if (glsl_version < 130)
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{
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vertex_shader = vertex_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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}
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else if (glsl_version == 410)
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{
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vertex_shader = vertex_shader_glsl_410_core;
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fragment_shader = fragment_shader_glsl_410_core;
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}
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else if (glsl_version == 300)
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{
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vertex_shader = vertex_shader_glsl_300_es;
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fragment_shader = fragment_shader_glsl_300_es;
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}
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else
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{
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vertex_shader = vertex_shader_glsl_130;
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fragment_shader = fragment_shader_glsl_130;
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}
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// // Select shaders matching our GLSL versions
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// const GLchar* vertex_shader = nullptr;
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// const GLchar* fragment_shader = nullptr;
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// if (m_glsl_version < 130)
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// {
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// vertex_shader = vertex_shader_glsl_120;
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// fragment_shader = fragment_shader_glsl_120;
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// }
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// else if (m_glsl_version == 410)
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// {
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// vertex_shader = vertex_shader_glsl_410_core;
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// fragment_shader = fragment_shader_glsl_410_core;
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// }
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// else if (m_glsl_version == 300)
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// {
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// vertex_shader = vertex_shader_glsl_300_es;
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// fragment_shader = fragment_shader_glsl_300_es;
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// }
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// else
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// {
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// vertex_shader = vertex_shader_glsl_130;
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// fragment_shader = fragment_shader_glsl_130;
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// }
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// Create shaders
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const GLchar* vertex_shader_with_version[2] = { m_glsl_version_string.c_str(), vertex_shader };
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m_vert_handle = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(m_vert_handle, 2, vertex_shader_with_version, nullptr);
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glCompileShader(m_vert_handle);
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wxASSERT(check_shader(m_vert_handle, "vertex shader"));
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// // Create shaders
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// const GLchar* vertex_shader_with_version[2] = { m_glsl_version_string.c_str(), vertex_shader };
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// m_vert_handle = glCreateShader(GL_VERTEX_SHADER);
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// glShaderSource(m_vert_handle, 2, vertex_shader_with_version, nullptr);
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// 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 };
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m_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(m_frag_handle, 2, fragment_shader_with_version, nullptr);
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glCompileShader(m_frag_handle);
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wxASSERT(check_shader(m_frag_handle, "fragment shader"));
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// const GLchar* fragment_shader_with_version[2] = { m_glsl_version_string.c_str(), fragment_shader };
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// m_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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// glShaderSource(m_frag_handle, 2, fragment_shader_with_version, nullptr);
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// glCompileShader(m_frag_handle);
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// wxASSERT(check_shader(m_frag_handle, "fragment shader"));
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m_shader_handle = glCreateProgram();
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glAttachShader(m_shader_handle, m_vert_handle);
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glAttachShader(m_shader_handle, m_frag_handle);
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glLinkProgram(m_shader_handle);
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wxASSERT(check_program(m_shader_handle, "shader program"));
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// m_shader_handle = glCreateProgram();
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// glAttachShader(m_shader_handle, m_vert_handle);
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// glAttachShader(m_shader_handle, m_frag_handle);
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// 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");
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m_attrib_location_proj_mtx = glGetUniformLocation(m_shader_handle, "ProjMtx");
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m_attrib_location_position = glGetAttribLocation(m_shader_handle, "Position");
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m_attrib_location_uv = glGetAttribLocation(m_shader_handle, "UV");
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m_attrib_location_color = glGetAttribLocation(m_shader_handle, "Color");
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// m_attrib_location_tex = glGetUniformLocation(m_shader_handle, "Texture");
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// m_attrib_location_proj_mtx = glGetUniformLocation(m_shader_handle, "ProjMtx");
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// m_attrib_location_position = glGetAttribLocation(m_shader_handle, "Position");
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// m_attrib_location_uv = glGetAttribLocation(m_shader_handle, "UV");
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// m_attrib_location_color = glGetAttribLocation(m_shader_handle, "Color");
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// Create buffers
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glGenBuffers(1, &m_vbo_handle);
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glGenBuffers(1, &m_elements_handle);
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// // Create buffers
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// glGenBuffers(1, &m_vbo_handle);
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// glGenBuffers(1, &m_elements_handle);
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create_fonts_texture();
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindVertexArray(last_vertex_array);
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// // Restore modified GL state
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// glBindTexture(GL_TEXTURE_2D, last_texture);
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// glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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// glBindVertexArray(last_vertex_array);
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}
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void ImGuiWrapper::create_fonts_texture()
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@ -434,96 +460,56 @@ bool ImGuiWrapper::check_shader(unsigned int handle, const char *desc)
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|
||||
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);
|
||||
|
|
Loading…
Add table
Reference in a new issue