|
@@ -11,6 +11,7 @@
|
|
|
|
|
|
// CHANGELOG
|
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
|
+// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
|
|
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
|
|
|
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
|
|
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
|
@@ -58,13 +59,13 @@
|
|
|
#endif
|
|
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
|
- #include <GLES3/gl3.h>
|
|
|
+#include <GLES3/gl3.h> // Use GL ES 3
|
|
|
#else
|
|
|
- #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
|
|
|
-#endif
|
|
|
+#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
|
|
|
//#include <glew.h>
|
|
|
//#include <glext.h>
|
|
|
//#include <glad/glad.h>
|
|
|
+#endif
|
|
|
|
|
|
// OpenGL Data
|
|
|
static char g_GlslVersionString[32] = "";
|
|
@@ -118,9 +119,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|
|
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
|
|
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
|
|
|
+#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);
|
|
@@ -141,9 +142,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
- #ifdef glPolygonMode
|
|
|
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
- #endif
|
|
|
+#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->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
|
@@ -229,9 +230,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|
|
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 glPolygonMode
|
|
|
- glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
|
|
- #endif
|
|
|
+#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]);
|
|
|
}
|
|
@@ -425,21 +426,21 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
|
|
// Select shaders matching our GLSL versions
|
|
|
const GLchar* vertex_shader = NULL;
|
|
|
const GLchar* fragment_shader = NULL;
|
|
|
- if(glsl_version == 410)
|
|
|
+ if (glsl_version < 130)
|
|
|
+ {
|
|
|
+ vertex_shader = vertex_shader_glsl_120;
|
|
|
+ fragment_shader = fragment_shader_glsl_120;
|
|
|
+ }
|
|
|
+ else if (glsl_version == 410)
|
|
|
{
|
|
|
vertex_shader = vertex_shader_glsl_410_core;
|
|
|
fragment_shader = fragment_shader_glsl_410_core;
|
|
|
}
|
|
|
- else if(glsl_version == 300)
|
|
|
+ else if (glsl_version == 300)
|
|
|
{
|
|
|
vertex_shader = vertex_shader_glsl_300_es;
|
|
|
fragment_shader = fragment_shader_glsl_300_es;
|
|
|
}
|
|
|
- else if (glsl_version < 130)
|
|
|
- {
|
|
|
- vertex_shader = vertex_shader_glsl_120;
|
|
|
- fragment_shader = fragment_shader_glsl_120;
|
|
|
- }
|
|
|
else
|
|
|
{
|
|
|
vertex_shader = vertex_shader_glsl_130;
|