629 lines
22 KiB
C++
629 lines
22 KiB
C++
#include "ImGuiWrapper.hpp"
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#include <vector>
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#include <boost/format.hpp>
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#include <boost/log/trivial.hpp>
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#include <wx/string.h>
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#include <wx/event.h>
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#include <wx/debug.h>
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#include <GL/glew.h>
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#include "libslic3r/libslic3r.h"
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#include "libslic3r/Utils.hpp"
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#include "GUI.hpp"
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namespace Slic3r {
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namespace GUI {
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ImGuiWrapper::ImGuiWrapper()
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: m_glsl_version_string("")
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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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, m_font_texture(0)
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, m_vbo_handle(0)
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, m_elements_handle(0)
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, m_attrib_location_tex(0)
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, m_attrib_location_proj_mtx(0)
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, m_attrib_location_position(0)
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, m_attrib_location_uv(0)
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, m_attrib_location_color(0)
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, m_mouse_buttons(0)
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{
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}
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ImGuiWrapper::~ImGuiWrapper()
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{
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destroy_device_objects();
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ImGui::DestroyContext();
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}
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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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#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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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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ImFont* font = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "/fonts/NotoSans-Regular.ttf").c_str(), 18.0f);
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if (font == nullptr) {
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font = io.Fonts->AddFontDefault();
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if (font == nullptr)
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return false;
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}
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else {
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m_fonts.insert(FontsMap::value_type("Noto Sans Regular 18", font));
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}
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io.IniFilename = nullptr;
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return true;
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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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io.DisplaySize = ImVec2(w, h);
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io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
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}
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bool ImGuiWrapper::update_mouse_data(wxMouseEvent& evt)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2((float)evt.GetX(), (float)evt.GetY());
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io.MouseDown[0] = evt.LeftDown();
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io.MouseDown[1] = evt.RightDown();
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io.MouseDown[2] = evt.MiddleDown();
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unsigned buttons = (evt.LeftDown() ? 1 : 0) | (evt.RightDown() ? 2 : 0) | (evt.MiddleDown() ? 4 : 0);
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bool res = buttons != m_mouse_buttons;
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m_mouse_buttons = buttons;
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return res;
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}
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void ImGuiWrapper::new_frame()
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{
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if (m_font_texture == 0)
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create_device_objects();
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ImGui::NewFrame();
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}
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void ImGuiWrapper::render()
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{
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ImGui::Render();
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render_draw_data(ImGui::GetDrawData());
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}
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void ImGuiWrapper::set_next_window_pos(float x, float y, int flag)
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{
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ImGui::SetNextWindowPos(ImVec2(x, y), (ImGuiCond)flag);
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}
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void ImGuiWrapper::set_next_window_bg_alpha(float alpha)
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{
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ImGui::SetNextWindowBgAlpha(alpha);
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}
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bool ImGuiWrapper::begin(const std::string &name, int flags)
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{
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return ImGui::Begin(name.c_str(), nullptr, (ImGuiWindowFlags)flags);
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}
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bool ImGuiWrapper::begin(const wxString &name, int flags)
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{
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return begin(into_u8(name), flags);
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}
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void ImGuiWrapper::end()
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{
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ImGui::End();
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}
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bool ImGuiWrapper::button(const wxString &label)
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{
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auto label_utf8 = into_u8(label);
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return ImGui::Button(label_utf8.c_str());
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}
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bool ImGuiWrapper::input_double(const std::string &label, const double &value, const std::string &format)
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{
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return ImGui::InputDouble(label.c_str(), const_cast<double*>(&value), 0.0f, 0.0f, format.c_str());
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}
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bool ImGuiWrapper::input_vec3(const std::string &label, const Vec3d &value, float width, const std::string &format)
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{
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bool value_changed = false;
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ImGui::BeginGroup();
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for (int i = 0; i < 3; ++i)
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{
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std::string item_label = (i == 0) ? "X" : ((i == 1) ? "Y" : "Z");
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ImGui::PushID(i);
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ImGui::PushItemWidth(width);
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value_changed |= ImGui::InputDouble(item_label.c_str(), const_cast<double*>(&value(i)), 0.0f, 0.0f, format.c_str());
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ImGui::PopID();
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}
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ImGui::EndGroup();
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return value_changed;
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}
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bool ImGuiWrapper::checkbox(const wxString &label, bool &value)
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{
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auto label_utf8 = into_u8(label);
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return ImGui::Checkbox(label_utf8.c_str(), &value);
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}
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void ImGuiWrapper::text(const wxString &label)
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{
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auto label_utf8 = into_u8(label);
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ImGui::Text(label_utf8.c_str(), NULL);
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}
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bool ImGuiWrapper::want_mouse() const
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{
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return ImGui::GetIO().WantCaptureMouse;
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}
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bool ImGuiWrapper::want_keyboard() const
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{
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return ImGui::GetIO().WantCaptureKeyboard;
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}
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bool ImGuiWrapper::want_text_input() const
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{
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return ImGui::GetIO().WantTextInput;
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}
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bool ImGuiWrapper::want_any_input() const
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{
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const auto io = ImGui::GetIO();
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return io.WantCaptureMouse || io.WantCaptureKeyboard || io.WantTextInput;
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}
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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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// 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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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_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* 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_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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// 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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// 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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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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// 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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}
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void ImGuiWrapper::create_fonts_texture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &m_font_texture);
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glBindTexture(GL_TEXTURE_2D, m_font_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (ImTextureID)(intptr_t)m_font_texture;
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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}
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bool ImGuiWrapper::check_program(unsigned int handle, const char* desc)
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{
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GLint status = 0, log_length = 0;
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glGetProgramiv(handle, GL_LINK_STATUS, &status);
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glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE) {
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BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): failed to link %1% (GLSL `%1%`)") % desc, m_glsl_version_string;
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}
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if (log_length > 0) {
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std::vector<GLchar> buf(log_length + 1, 0);
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glGetProgramInfoLog(handle, log_length, nullptr, buf.data());
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BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): error log:\n%1%\n") % buf.data();
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}
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return status == GL_TRUE;
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}
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bool ImGuiWrapper::check_shader(unsigned int handle, const char *desc)
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{
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GLint status = 0, log_length = 0;
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glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
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glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE) {
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BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_shader(): failed to compile %1%") % desc;
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}
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if (log_length > 0) {
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std::vector<GLchar> buf(log_length + 1, 0);
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glGetProgramInfoLog(handle, log_length, nullptr, buf.data());
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BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): error log:\n%1%\n") % buf.data();
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}
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return status == GL_TRUE;
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}
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void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Backup GL state
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GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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#ifdef GL_SAMPLER_BINDING
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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#endif
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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#ifdef GL_POLYGON_MODE
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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#endif
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
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GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
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GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
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GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
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GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
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GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
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|
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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|
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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|
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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|
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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|
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|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
|
glEnable(GL_BLEND);
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|
glBlendEquation(GL_FUNC_ADD);
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|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_CULL_FACE);
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|
glDisable(GL_DEPTH_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
#ifdef GL_POLYGON_MODE
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|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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|
#endif
|
|
|
|
// Setup viewport, orthographic projection matrix
|
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
|
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
|
float L = draw_data->DisplayPos.x;
|
|
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
|
float T = draw_data->DisplayPos.y;
|
|
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
|
const float ortho_projection[4][4] =
|
|
{
|
|
{ 2.0f / (R - L), 0.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 2.0f / (T - B), 0.0f, 0.0f },
|
|
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
|
{ (R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f },
|
|
};
|
|
glUseProgram(m_shader_handle);
|
|
glUniform1i(m_attrib_location_tex, 0);
|
|
glUniformMatrix4fv(m_attrib_location_proj_mtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
|
#ifdef GL_SAMPLER_BINDING
|
|
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
|
#endif
|
|
// Recreate the VAO every time
|
|
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
|
GLuint vao_handle = 0;
|
|
glGenVertexArrays(1, &vao_handle);
|
|
glBindVertexArray(vao_handle);
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle);
|
|
glEnableVertexAttribArray(m_attrib_location_position);
|
|
glEnableVertexAttribArray(m_attrib_location_uv);
|
|
glEnableVertexAttribArray(m_attrib_location_color);
|
|
glVertexAttribPointer(m_attrib_location_position, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
|
glVertexAttribPointer(m_attrib_location_uv, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
|
glVertexAttribPointer(m_attrib_location_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
|
|
|
// Draw
|
|
ImVec2 pos = draw_data->DisplayPos;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
|
const ImDrawIdx* idx_buffer_offset = 0;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle);
|
|
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elements_handle);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
|
|
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback)
|
|
{
|
|
// User callback (registered via ImDrawList::AddCallback)
|
|
pcmd->UserCallback(cmd_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
|
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
|
{
|
|
// Apply scissor/clipping rectangle
|
|
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
|
|
|
// Bind texture, Draw
|
|
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
|
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
|
}
|
|
}
|
|
idx_buffer_offset += pcmd->ElemCount;
|
|
}
|
|
}
|
|
glDeleteVertexArrays(1, &vao_handle);
|
|
|
|
// Restore modified GL state
|
|
glUseProgram(last_program);
|
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
#ifdef GL_SAMPLER_BINDING
|
|
glBindSampler(0, last_sampler);
|
|
#endif
|
|
glActiveTexture(last_active_texture);
|
|
glBindVertexArray(last_vertex_array);
|
|
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
|
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
|
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
|
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
|
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
|
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
|
#ifdef GL_POLYGON_MODE
|
|
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
|
#endif
|
|
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
|
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
|
}
|
|
|
|
void ImGuiWrapper::destroy_device_objects()
|
|
{
|
|
if (m_vbo_handle != 0)
|
|
{
|
|
glDeleteBuffers(1, &m_vbo_handle);
|
|
m_vbo_handle = 0;
|
|
}
|
|
if (m_elements_handle != 0)
|
|
{
|
|
glDeleteBuffers(1, &m_elements_handle);
|
|
m_elements_handle = 0;
|
|
}
|
|
|
|
if ((m_shader_handle != 0) && (m_vert_handle != 0))
|
|
glDetachShader(m_shader_handle, m_vert_handle);
|
|
|
|
if (m_vert_handle != 0)
|
|
{
|
|
glDeleteShader(m_vert_handle);
|
|
m_vert_handle = 0;
|
|
}
|
|
if ((m_shader_handle != 0) && (m_frag_handle != 0))
|
|
glDetachShader(m_shader_handle, m_frag_handle);
|
|
|
|
if (m_frag_handle != 0)
|
|
{
|
|
glDeleteShader(m_frag_handle);
|
|
m_frag_handle = 0;
|
|
}
|
|
|
|
if (m_shader_handle != 0)
|
|
{
|
|
glDeleteProgram(m_shader_handle);
|
|
m_shader_handle = 0;
|
|
}
|
|
|
|
destroy_fonts_texture();
|
|
}
|
|
|
|
void ImGuiWrapper::destroy_fonts_texture()
|
|
{
|
|
if (m_font_texture)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.Fonts->TexID = 0;
|
|
glDeleteTextures(1, &m_font_texture);
|
|
m_font_texture = 0;
|
|
}
|
|
}
|
|
|
|
} // namespace GUI
|
|
} // namespace Slic3r
|
|
|