Merge remote-tracking branch 'origin/master' into ys_cut

This commit is contained in:
YuSanka 2022-03-14 14:14:08 +01:00
commit 37c32cb93f
9 changed files with 220 additions and 26 deletions

View File

@ -0,0 +1,11 @@
#version 110
uniform sampler2D Texture;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
}

View File

@ -0,0 +1,17 @@
#version 110
uniform mat4 ProjMtx;
attribute vec2 Position;
attribute vec2 UV;
attribute vec4 Color;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}

View File

@ -70,6 +70,8 @@
#define ENABLE_LEGACY_OPENGL_REMOVAL (1 && ENABLE_2_5_0_ALPHA1)
// Enable using vertex attributes and matrices in shaders
#define ENABLE_GL_SHADERS_ATTRIBUTES (1 && ENABLE_LEGACY_OPENGL_REMOVAL)
// Enable rendering imgui using shaders
#define ENABLE_GL_IMGUI_SHADERS (1 && ENABLE_GL_SHADERS_ATTRIBUTES)
// Shows an imgui dialog with GLModel statistics data
#define ENABLE_GLMODEL_STATISTICS (0 && ENABLE_LEGACY_OPENGL_REMOVAL)
// Enable show non-manifold edges

View File

@ -3194,15 +3194,13 @@ void GCodeViewer::render_toolpaths()
shader->start_using();
#if ENABLE_GL_SHADERS_ATTRIBUTES
int position_id = -1;
int normal_id = -1;
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
position_id = shader->get_attrib_location("v_position");
normal_id = shader->get_attrib_location("v_normal");
const int position_id = shader->get_attrib_location("v_position");
const int normal_id = shader->get_attrib_location("v_normal");
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
if (buffer.render_primitive_type == TBuffer::ERenderPrimitiveType::InstancedModel) {
@ -3319,16 +3317,14 @@ void GCodeViewer::render_toolpaths()
shader->start_using();
#if ENABLE_GL_SHADERS_ATTRIBUTES
int position_id = -1;
int normal_id = -1;
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
position_id = shader->get_attrib_location("v_position");
normal_id = shader->get_attrib_location("v_normal");
const int position_id = shader->get_attrib_location("v_position");
const int normal_id = shader->get_attrib_location("v_normal");
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, cap.vbo));

View File

@ -122,8 +122,7 @@ bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSourc
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
const std::string& source = sources[i];
if (!source.empty())
{
if (!source.empty()) {
EShaderType type = static_cast<EShaderType>(i);
auto [result, id] = create_shader(type);
if (result)
@ -303,6 +302,19 @@ void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const
}
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#if ENABLE_GL_IMGUI_SHADERS
void GLShaderProgram::set_uniform(int id, const Matrix4f& value) const
{
if (id >= 0)
glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Matrix4d& value) const
{
set_uniform(id, (Matrix4f)value.cast<float>());
}
#endif // ENABLE_GL_IMGUI_SHADERS
void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
{
if (id >= 0)

View File

@ -64,6 +64,10 @@ public:
#if ENABLE_GL_SHADERS_ATTRIBUTES
void set_uniform(const char* name, const Matrix3d& value) const { set_uniform(get_uniform_location(name), value); }
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#if ENABLE_GL_IMGUI_SHADERS
void set_uniform(const char* name, const Matrix4f& value) const { set_uniform(get_uniform_location(name), value); }
void set_uniform(const char* name, const Matrix4d& value) const { set_uniform(get_uniform_location(name), value); }
#endif // ENABLE_GL_IMGUI_SHADERS
void set_uniform(const char* name, const Vec3f& value) const { set_uniform(get_uniform_location(name), value); }
void set_uniform(const char* name, const Vec3d& value) const { set_uniform(get_uniform_location(name), value); }
void set_uniform(const char* name, const ColorRGB& value) const { set_uniform(get_uniform_location(name), value); }
@ -86,6 +90,10 @@ public:
#if ENABLE_GL_SHADERS_ATTRIBUTES
void set_uniform(int id, const Matrix3d& value) const;
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
#if ENABLE_GL_IMGUI_SHADERS
void set_uniform(int id, const Matrix4f& value) const;
void set_uniform(int id, const Matrix4d& value) const;
#endif // ENABLE_GL_IMGUI_SHADERS
void set_uniform(int id, const Vec3f& value) const;
void set_uniform(int id, const Vec3d& value) const;
void set_uniform(int id, const ColorRGB& value) const;

View File

@ -35,6 +35,8 @@ std::pair<bool, std::string> GLShadersManager::init()
#if ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GL_SHADERS_ATTRIBUTES
// imgui shader
valid &= append_shader("imgui", { "imgui.vs", "imgui.fs" });
// basic shader, used to render all what was previously rendered using the immediate mode
valid &= append_shader("flat_attr", { "flat_attr.vs", "flat.fs" });
// basic shader for textures, used to render textures

View File

@ -600,11 +600,17 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
return;
#if ENABLE_GL_SHADERS_ATTRIBUTES
assert(shader->get_name() == "mm_gouraud_attr");
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d view_model_matrix = camera.get_view_matrix() * matrix;
shader->set_uniform("view_model_matrix", view_model_matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
#else
assert(shader->get_name() == "mm_gouraud");
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx) {
if (m_gizmo_scene.has_VBOs(color_idx)) {
if (color_idx > m_colors.size()) // Seed fill VBO
shader->set_uniform("uniform_color", TriangleSelectorGUI::get_seed_fill_color(color_idx == (m_colors.size() + 1) ? m_default_volume_color : m_colors[color_idx - (m_colors.size() + 1) - 1]));
@ -613,6 +619,7 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
m_gizmo_scene.render(color_idx);
}
}
#if ENABLE_LEGACY_OPENGL_REMOVAL
#if ENABLE_GL_SHADERS_ATTRIBUTES
@ -724,19 +731,41 @@ void GLMmSegmentationGizmo3DScene::render(size_t triangle_indices_idx) const
assert(this->vertices_VBO_id != 0);
assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0);
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));
#if ENABLE_GL_SHADERS_ATTRIBUTES
GLShaderProgram* shader = wxGetApp().get_current_shader();
if (shader == nullptr)
return;
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
#if ENABLE_GL_SHADERS_ATTRIBUTES
const GLint position_id = shader->get_attrib_location("v_position");
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (GLvoid*)0));
glsafe(::glEnableVertexAttribArray(position_id));
}
// Render using the Vertex Buffer Objects.
if (this->triangle_indices_VBO_ids[triangle_indices_idx] != 0 &&
this->triangle_indices_sizes[triangle_indices_idx] > 0) {
#else
glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
// Render using the Vertex Buffer Objects.
if (this->triangle_indices_sizes[triangle_indices_idx] > 0) {
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->triangle_indices_VBO_ids[triangle_indices_idx]));
glsafe(::glDrawElements(GL_TRIANGLES, GLsizei(this->triangle_indices_sizes[triangle_indices_idx]), GL_UNSIGNED_INT, nullptr));
glsafe(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
#if ENABLE_GL_SHADERS_ATTRIBUTES
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
#else
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}

View File

@ -26,13 +26,18 @@
#include "libslic3r/libslic3r.h"
#include "libslic3r/Utils.hpp"
#include "libslic3r/Color.hpp"
#include "3DScene.hpp"
#include "GUI.hpp"
#include "I18N.hpp"
#include "Search.hpp"
#include "BitmapCache.hpp"
#if ENABLE_GL_IMGUI_SHADERS
#include "GUI_App.hpp"
#endif // ENABLE_GL_IMGUI_SHADERS
#include "../Utils/MacDarkMode.hpp"
#include "nanosvg/nanosvg.h"
#include "nanosvg/nanosvgrast.h"
@ -1443,13 +1448,31 @@ void ImGuiWrapper::init_style()
void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
{
if (draw_data == nullptr || draw_data->CmdListsCount == 0)
return;
#if ENABLE_GL_IMGUI_SHADERS
GLShaderProgram* shader = wxGetApp().get_shader("imgui");
if (shader == nullptr)
return;
#endif // ENABLE_GL_IMGUI_SHADERS
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
const int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
const int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
const int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
#if ENABLE_GL_IMGUI_SHADERS
GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
if (curr_shader != nullptr)
curr_shader->stop_using();
shader->start_using();
#else
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
#endif // ENABLE_GL_IMGUI_SHADERS
// 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.
@ -1457,25 +1480,43 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
GLint last_polygon_mode[2]; glsafe(::glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode));
GLint last_viewport[4]; glsafe(::glGetIntegerv(GL_VIEWPORT, last_viewport));
GLint last_scissor_box[4]; glsafe(::glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box));
GLint last_texture_env_mode; glsafe(::glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_texture_env_mode));
glsafe(::glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT));
glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
glsafe(::glDisable(GL_CULL_FACE));
glsafe(::glDisable(GL_DEPTH_TEST));
glsafe(::glEnable(GL_SCISSOR_TEST));
#if !ENABLE_GL_IMGUI_SHADERS
glsafe(::glDisable(GL_LIGHTING));
glsafe(::glDisable(GL_COLOR_MATERIAL));
glsafe(::glEnable(GL_SCISSOR_TEST));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
glsafe(::glEnableClientState(GL_COLOR_ARRAY));
#endif // !ENABLE_GL_IMGUI_SHADERS
glsafe(::glEnable(GL_TEXTURE_2D));
glsafe(::glPolygonMode(GL_FRONT_AND_BACK, GL_FILL));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
GLint texture_env_mode = GL_MODULATE;
glsafe(::glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &texture_env_mode));
glsafe(::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
#if ENABLE_GL_IMGUI_SHADERS
// 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). DisplayPos is (0,0) for single viewport apps.
glsafe(::glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
const float L = draw_data->DisplayPos.x;
const float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
const float T = draw_data->DisplayPos.y;
const float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
Matrix4f ortho_projection;
ortho_projection <<
2.0f / (R - L), 0.0f, 0.0f, (R + L) / (L - R),
0.0f, 2.0f / (T - B), 0.0f, (T + B) / (B - T),
0.0f, 0.0f, -1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f;
shader->set_uniform("Texture", 0);
shader->set_uniform("ProjMtx", ortho_projection);
#else
// Setup viewport, orthographic projection matrix
// 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.
glsafe(::glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
@ -1486,16 +1527,55 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
#endif // ENABLE_GL_IMGUI_SHADERS
#if ENABLE_GL_IMGUI_SHADERS
// Will project scissor/clipping rectangles into framebuffer space
const ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
const ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
#else
const ImVec2 pos = draw_data->DisplayPos;
#endif // ENABLE_GL_IMGUI_SHADERS
// 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 ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
#if ENABLE_GL_IMGUI_SHADERS
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
GLuint vbo_id;
glsafe(::glGenBuffers(1, &vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, vtx_buffer, GL_STATIC_DRAW));
GLuint ibo_id;
glsafe(::glGenBuffers(1, &ibo_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, idx_buffer, GL_STATIC_DRAW));
const int position_id = shader->get_attrib_location("Position");
if (position_id != -1) {
glsafe(::glVertexAttribPointer(position_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
glsafe(::glEnableVertexAttribArray(position_id));
}
const int uv_id = shader->get_attrib_location("UV");
if (uv_id != -1) {
glsafe(::glVertexAttribPointer(uv_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
glsafe(::glEnableVertexAttribArray(uv_id));
}
const int color_id = shader->get_attrib_location("Color");
if (color_id != -1) {
glsafe(::glVertexAttribPointer(color_id, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
glsafe(::glEnableVertexAttribArray(color_id));
}
#else
glsafe(::glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))));
glsafe(::glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))));
glsafe(::glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))));
#endif // ENABLE_GL_IMGUI_SHADERS
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; ++cmd_i) {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
@ -1503,34 +1583,71 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
// 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 ENABLE_GL_IMGUI_SHADERS
// Project scissor/clipping rectangles into framebuffer space
const ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
const ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glsafe(::glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
// Bind texture, Draw
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
#else
const 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
glsafe(::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
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId));
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
}
#endif // ENABLE_GL_IMGUI_SHADERS
}
idx_buffer += pcmd->ElemCount;
}
#if ENABLE_GL_IMGUI_SHADERS
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
if (uv_id != -1)
glsafe(::glDisableVertexAttribArray(uv_id));
if (color_id != -1)
glsafe(::glDisableVertexAttribArray(color_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
glsafe(::glDeleteBuffers(1, &ibo_id));
glsafe(::glDeleteBuffers(1, &vbo_id));
#endif // ENABLE_GL_IMGUI_SHADERS
}
// Restore modified state
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texture_env_mode));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_texture_env_mode));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture));
#if !ENABLE_GL_IMGUI_SHADERS
glsafe(::glDisableClientState(GL_COLOR_ARRAY));
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture));
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPopMatrix());
glsafe(::glMatrixMode(GL_PROJECTION));
glsafe(::glPopMatrix());
#endif // !ENABLE_GL_IMGUI_SHADERS
glsafe(::glPopAttrib());
glsafe(::glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]));
glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]));
glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]));
#if ENABLE_GL_IMGUI_SHADERS
if (curr_shader != nullptr)
curr_shader->start_using();
#endif // ENABLE_GL_IMGUI_SHADERS
}
bool ImGuiWrapper::display_initialized() const