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@@ -1,6 +1,7 @@
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-// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
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+// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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+// - Desktop GL: 3.x 4.x
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+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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-// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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@@ -13,6 +14,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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+// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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@@ -41,17 +43,17 @@
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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-// 2.1 120
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-// 3.0 130
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-// 3.1 140
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+// 2.1 110 "#version 120"
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+// 3.0 130 "#version 130"
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+// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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-// 3.3 330
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-// 4.0 400
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+// 3.3 330 "#version 330 core"
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+// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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-// 4.2 420
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-// 4.3 430
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-// ES 2.0 100 "#version 100"
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-// ES 3.0 300 "#version 300 es"
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+// 4.2 420 "#version 410 core"
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+// 4.3 430 "#version 430 core"
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+// ES 2.0 100 "#version 100" = WebGL 1.0
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+// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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@@ -70,20 +72,24 @@
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#include "TargetConditionals.h"
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#endif
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-// iOS, Android and Emscripten can use GL ES 3
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-// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
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-#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
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-#define USE_GL_ES3
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+// Auto-detect GL version
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+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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+#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
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+#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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+#elif defined(__EMSCRIPTEN__)
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+#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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+#endif
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#endif
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-#ifdef USE_GL_ES3
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-// OpenGL ES 3
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+#if defined(IMGUI_IMPL_OPENGL_ES2)
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+#include <GLES2/gl2.h>
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+#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#include <GLES3/gl3.h> // Use GL ES 3
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#else
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-// Regular OpenGL
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-// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
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-// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
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-// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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+// About Desktop OpenGL function loaders:
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+// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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+// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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+// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h>
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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@@ -116,7 +122,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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io.BackendRendererName = "imgui_impl_opengl3";
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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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-#ifdef USE_GL_ES3
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+#if defined(IMGUI_IMPL_OPENGL_ES2)
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+ if (glsl_version == NULL)
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+ glsl_version = "#version 100";
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+#elif defined(IMGUI_IMPL_OPENGL_ES3)
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if (glsl_version == NULL)
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glsl_version = "#version 300 es";
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#else
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@@ -165,7 +174,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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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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+#ifndef IMGUI_IMPL_OPENGL_ES2
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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+#endif
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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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@@ -219,11 +230,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#ifdef GL_SAMPLER_BINDING
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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+
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+#ifndef IMGUI_IMPL_OPENGL_ES2
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// Recreate the VAO every time
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// (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.)
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GLuint vao_handle = 0;
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glGenVertexArrays(1, &vao_handle);
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glBindVertexArray(vao_handle);
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+#endif
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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@@ -281,7 +295,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
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}
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}
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+#ifndef IMGUI_IMPL_OPENGL_ES2
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glDeleteVertexArrays(1, &vao_handle);
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+#endif
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// Restore modified GL state
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glUseProgram(last_program);
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@@ -290,7 +306,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glBindSampler(0, last_sampler);
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#endif
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glActiveTexture(last_active_texture);
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+#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(last_vertex_array);
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+#endif
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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@@ -320,7 +338,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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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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+#ifdef GL_UNPACK_ROW_LENGTH
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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+#endif
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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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@@ -382,10 +402,13 @@ static bool CheckProgram(GLuint handle, const char* desc)
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bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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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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+ GLint last_texture, last_array_buffer;
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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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+#ifndef IMGUI_IMPL_OPENGL_ES2
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+ GLint last_vertex_array;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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+#endif
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// Parse GLSL version string
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int glsl_version = 130;
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@@ -549,7 +572,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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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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+#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(last_vertex_array);
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+#endif
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return true;
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}
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