|
@@ -28,162 +28,162 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
|
|
|
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
|
|
void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
|
|
|
{
|
|
|
- // Backup GL state
|
|
|
- GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
|
|
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
|
|
- GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
|
|
- GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
|
|
- GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
|
|
- GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
|
|
|
- GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
|
|
|
- GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
|
|
|
- GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
|
|
|
+ // Backup GL state
|
|
|
+ GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
|
|
+ GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
|
|
+ GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
|
|
+ GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
|
|
+ GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
|
|
+ GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
|
|
|
+ GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
|
|
|
+ GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
|
|
|
+ GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
|
|
|
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
|
|
- 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
|
|
|
- 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);
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
-
|
|
|
- // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
|
|
- ImGuiIO& io = ImGui::GetIO();
|
|
|
+ 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
|
|
|
+ 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);
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+
|
|
|
+ // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
|
|
+ ImGuiIO& io = ImGui::GetIO();
|
|
|
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
|
|
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
|
|
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
|
|
+ draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
|
|
|
|
|
- // Setup orthographic projection matrix
|
|
|
+ // Setup orthographic projection matrix
|
|
|
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
|
|
- const float ortho_projection[4][4] =
|
|
|
- {
|
|
|
- { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
|
|
|
- { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
|
|
|
- { 0.0f, 0.0f, -1.0f, 0.0f },
|
|
|
- {-1.0f, 1.0f, 0.0f, 1.0f },
|
|
|
- };
|
|
|
- glUseProgram(g_ShaderHandle);
|
|
|
- glUniform1i(g_AttribLocationTex, 0);
|
|
|
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
|
|
- glBindVertexArray(g_VaoHandle);
|
|
|
-
|
|
|
- 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, g_VboHandle);
|
|
|
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
|
|
|
-
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
|
|
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
|
|
|
-
|
|
|
- for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
|
|
|
- {
|
|
|
- if (pcmd->UserCallback)
|
|
|
- {
|
|
|
- pcmd->UserCallback(cmd_list, pcmd);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
|
|
- glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
|
|
|
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
|
|
- }
|
|
|
- idx_buffer_offset += pcmd->ElemCount;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Restore modified GL state
|
|
|
- glUseProgram(last_program);
|
|
|
- glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
|
+ const float ortho_projection[4][4] =
|
|
|
+ {
|
|
|
+ { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
|
|
|
+ { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
|
|
|
+ { 0.0f, 0.0f, -1.0f, 0.0f },
|
|
|
+ {-1.0f, 1.0f, 0.0f, 1.0f },
|
|
|
+ };
|
|
|
+ glUseProgram(g_ShaderHandle);
|
|
|
+ glUniform1i(g_AttribLocationTex, 0);
|
|
|
+ glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
|
|
+ glBindVertexArray(g_VaoHandle);
|
|
|
+
|
|
|
+ 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, g_VboHandle);
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
|
|
|
+
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
|
|
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
|
|
|
+
|
|
|
+ for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
|
|
|
+ {
|
|
|
+ if (pcmd->UserCallback)
|
|
|
+ {
|
|
|
+ pcmd->UserCallback(cmd_list, pcmd);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
|
|
+ glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
|
|
|
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
|
|
+ }
|
|
|
+ idx_buffer_offset += pcmd->ElemCount;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Restore modified GL state
|
|
|
+ glUseProgram(last_program);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
|
glBindVertexArray(last_vertex_array);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
|
|
- glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
|
|
- glBlendFunc(last_blend_src, last_blend_dst);
|
|
|
- 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);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
|
|
+ glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
|
|
+ glBlendFunc(last_blend_src, last_blend_dst);
|
|
|
+ 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);
|
|
|
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
|
|
}
|
|
|
|
|
|
static const char* ImGui_ImplSdlGL3_GetClipboardText()
|
|
|
{
|
|
|
- return SDL_GetClipboardText();
|
|
|
+ return SDL_GetClipboardText();
|
|
|
}
|
|
|
|
|
|
static void ImGui_ImplSdlGL3_SetClipboardText(const char* text)
|
|
|
{
|
|
|
- SDL_SetClipboardText(text);
|
|
|
+ SDL_SetClipboardText(text);
|
|
|
}
|
|
|
|
|
|
bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
|
|
|
{
|
|
|
- ImGuiIO& io = ImGui::GetIO();
|
|
|
- switch (event->type)
|
|
|
- {
|
|
|
- case SDL_MOUSEWHEEL:
|
|
|
- {
|
|
|
- if (event->wheel.y > 0)
|
|
|
- g_MouseWheel = 1;
|
|
|
- if (event->wheel.y < 0)
|
|
|
- g_MouseWheel = -1;
|
|
|
- return true;
|
|
|
- }
|
|
|
- case SDL_MOUSEBUTTONDOWN:
|
|
|
- {
|
|
|
- if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
|
|
|
- if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
|
|
|
- if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
|
|
|
- return true;
|
|
|
- }
|
|
|
- case SDL_TEXTINPUT:
|
|
|
- {
|
|
|
- ImGuiIO& io = ImGui::GetIO();
|
|
|
- io.AddInputCharactersUTF8(event->text.text);
|
|
|
- return true;
|
|
|
- }
|
|
|
- case SDL_KEYDOWN:
|
|
|
- case SDL_KEYUP:
|
|
|
- {
|
|
|
- int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
|
|
|
- io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
|
|
- io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
|
|
- io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
|
|
- io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
|
|
|
- return true;
|
|
|
- }
|
|
|
- }
|
|
|
- return false;
|
|
|
+ ImGuiIO& io = ImGui::GetIO();
|
|
|
+ switch (event->type)
|
|
|
+ {
|
|
|
+ case SDL_MOUSEWHEEL:
|
|
|
+ {
|
|
|
+ if (event->wheel.y > 0)
|
|
|
+ g_MouseWheel = 1;
|
|
|
+ if (event->wheel.y < 0)
|
|
|
+ g_MouseWheel = -1;
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ case SDL_MOUSEBUTTONDOWN:
|
|
|
+ {
|
|
|
+ if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
|
|
|
+ if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
|
|
|
+ if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ case SDL_TEXTINPUT:
|
|
|
+ {
|
|
|
+ ImGuiIO& io = ImGui::GetIO();
|
|
|
+ io.AddInputCharactersUTF8(event->text.text);
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ case SDL_KEYDOWN:
|
|
|
+ case SDL_KEYUP:
|
|
|
+ {
|
|
|
+ int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
|
|
|
+ io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
|
|
+ io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
|
|
+ io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
|
|
+ io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return false;
|
|
|
}
|
|
|
|
|
|
void ImGui_ImplSdlGL3_CreateFontsTexture()
|
|
|
{
|
|
|
- // Build texture atlas
|
|
|
+ // Build texture atlas
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
- unsigned char* pixels;
|
|
|
- int width, height;
|
|
|
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
|
|
+ unsigned char* pixels;
|
|
|
+ int width, height;
|
|
|
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
|
|
|
|
|
// Upload texture to graphics system
|
|
|
GLint last_texture;
|
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
|
|
- glGenTextures(1, &g_FontTexture);
|
|
|
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
+ glGenTextures(1, &g_FontTexture);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
|
|
- // Store our identifier
|
|
|
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
|
|
+ // Store our identifier
|
|
|
+ io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
|
|
|
|
|
// Restore state
|
|
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
@@ -191,79 +191,79 @@ void ImGui_ImplSdlGL3_CreateFontsTexture()
|
|
|
|
|
|
bool ImGui_ImplSdlGL3_CreateDeviceObjects()
|
|
|
{
|
|
|
- // Backup GL state
|
|
|
- GLint last_texture, last_array_buffer, last_vertex_array;
|
|
|
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
|
|
- glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
|
|
- glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
|
|
-
|
|
|
- const GLchar *vertex_shader =
|
|
|
- "#version 330\n"
|
|
|
- "uniform mat4 ProjMtx;\n"
|
|
|
- "in vec2 Position;\n"
|
|
|
- "in vec2 UV;\n"
|
|
|
- "in vec4 Color;\n"
|
|
|
- "out vec2 Frag_UV;\n"
|
|
|
- "out vec4 Frag_Color;\n"
|
|
|
- "void main()\n"
|
|
|
- "{\n"
|
|
|
- " Frag_UV = UV;\n"
|
|
|
- " Frag_Color = Color;\n"
|
|
|
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
|
|
- "}\n";
|
|
|
-
|
|
|
- const GLchar* fragment_shader =
|
|
|
- "#version 330\n"
|
|
|
- "uniform sampler2D Texture;\n"
|
|
|
- "in vec2 Frag_UV;\n"
|
|
|
- "in vec4 Frag_Color;\n"
|
|
|
- "out vec4 Out_Color;\n"
|
|
|
- "void main()\n"
|
|
|
- "{\n"
|
|
|
- " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
|
|
- "}\n";
|
|
|
-
|
|
|
- g_ShaderHandle = glCreateProgram();
|
|
|
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
|
|
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
- glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
|
|
|
- glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
|
|
|
- glCompileShader(g_VertHandle);
|
|
|
- glCompileShader(g_FragHandle);
|
|
|
- glAttachShader(g_ShaderHandle, g_VertHandle);
|
|
|
- glAttachShader(g_ShaderHandle, g_FragHandle);
|
|
|
- glLinkProgram(g_ShaderHandle);
|
|
|
-
|
|
|
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
|
|
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
|
|
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
|
|
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
|
|
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
|
|
-
|
|
|
- glGenBuffers(1, &g_VboHandle);
|
|
|
- glGenBuffers(1, &g_ElementsHandle);
|
|
|
-
|
|
|
- glGenVertexArrays(1, &g_VaoHandle);
|
|
|
- glBindVertexArray(g_VaoHandle);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
|
|
- glEnableVertexAttribArray(g_AttribLocationPosition);
|
|
|
- glEnableVertexAttribArray(g_AttribLocationUV);
|
|
|
- glEnableVertexAttribArray(g_AttribLocationColor);
|
|
|
+ // Backup GL state
|
|
|
+ GLint last_texture, last_array_buffer, last_vertex_array;
|
|
|
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
|
|
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
|
|
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
|
|
+
|
|
|
+ const GLchar *vertex_shader =
|
|
|
+ "#version 330\n"
|
|
|
+ "uniform mat4 ProjMtx;\n"
|
|
|
+ "in vec2 Position;\n"
|
|
|
+ "in vec2 UV;\n"
|
|
|
+ "in vec4 Color;\n"
|
|
|
+ "out vec2 Frag_UV;\n"
|
|
|
+ "out vec4 Frag_Color;\n"
|
|
|
+ "void main()\n"
|
|
|
+ "{\n"
|
|
|
+ " Frag_UV = UV;\n"
|
|
|
+ " Frag_Color = Color;\n"
|
|
|
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
|
|
+ "}\n";
|
|
|
+
|
|
|
+ const GLchar* fragment_shader =
|
|
|
+ "#version 330\n"
|
|
|
+ "uniform sampler2D Texture;\n"
|
|
|
+ "in vec2 Frag_UV;\n"
|
|
|
+ "in vec4 Frag_Color;\n"
|
|
|
+ "out vec4 Out_Color;\n"
|
|
|
+ "void main()\n"
|
|
|
+ "{\n"
|
|
|
+ " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
|
|
+ "}\n";
|
|
|
+
|
|
|
+ g_ShaderHandle = glCreateProgram();
|
|
|
+ g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
|
|
+ g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
+ glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
|
|
|
+ glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
|
|
|
+ glCompileShader(g_VertHandle);
|
|
|
+ glCompileShader(g_FragHandle);
|
|
|
+ glAttachShader(g_ShaderHandle, g_VertHandle);
|
|
|
+ glAttachShader(g_ShaderHandle, g_FragHandle);
|
|
|
+ glLinkProgram(g_ShaderHandle);
|
|
|
+
|
|
|
+ g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
|
|
+ g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
|
|
+ g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
|
|
+ g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
|
|
+ g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
|
|
+
|
|
|
+ glGenBuffers(1, &g_VboHandle);
|
|
|
+ glGenBuffers(1, &g_ElementsHandle);
|
|
|
+
|
|
|
+ glGenVertexArrays(1, &g_VaoHandle);
|
|
|
+ glBindVertexArray(g_VaoHandle);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
|
|
+ glEnableVertexAttribArray(g_AttribLocationPosition);
|
|
|
+ glEnableVertexAttribArray(g_AttribLocationUV);
|
|
|
+ glEnableVertexAttribArray(g_AttribLocationColor);
|
|
|
|
|
|
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
|
|
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
|
|
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
|
|
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
|
|
+ glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
|
|
+ glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
|
|
+ glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
|
|
#undef OFFSETOF
|
|
|
|
|
|
- ImGui_ImplSdlGL3_CreateFontsTexture();
|
|
|
+ ImGui_ImplSdlGL3_CreateFontsTexture();
|
|
|
|
|
|
- // Restore modified GL state
|
|
|
- glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
|
- glBindVertexArray(last_vertex_array);
|
|
|
+ // Restore modified GL state
|
|
|
+ glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
|
+ glBindVertexArray(last_vertex_array);
|
|
|
|
|
|
- return true;
|
|
|
+ return true;
|
|
|
}
|
|
|
|
|
|
void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
|
@@ -294,88 +294,88 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
|
|
|
|
|
bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
|
|
|
{
|
|
|
- g_Window = window;
|
|
|
-
|
|
|
- ImGuiIO& io = ImGui::GetIO();
|
|
|
- io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
|
|
- io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
|
|
- io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
|
|
- io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
|
|
- io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
|
|
|
- io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
|
|
|
- io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
|
|
|
- io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
|
|
- io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
|
|
- io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
|
|
|
- io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
|
|
|
- io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
|
|
|
- io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
|
|
|
- io.KeyMap[ImGuiKey_A] = SDLK_a;
|
|
|
- io.KeyMap[ImGuiKey_C] = SDLK_c;
|
|
|
- io.KeyMap[ImGuiKey_V] = SDLK_v;
|
|
|
- io.KeyMap[ImGuiKey_X] = SDLK_x;
|
|
|
- io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
|
|
- io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
|
|
-
|
|
|
- io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
|
|
- io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
|
|
|
- io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
|
|
|
+ g_Window = window;
|
|
|
+
|
|
|
+ ImGuiIO& io = ImGui::GetIO();
|
|
|
+ io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
|
|
+ io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
|
|
+ io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
|
|
+ io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
|
|
+ io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
|
|
|
+ io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
|
|
|
+ io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
|
|
|
+ io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
|
|
+ io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
|
|
+ io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
|
|
|
+ io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
|
|
|
+ io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
|
|
|
+ io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
|
|
|
+ io.KeyMap[ImGuiKey_A] = SDLK_a;
|
|
|
+ io.KeyMap[ImGuiKey_C] = SDLK_c;
|
|
|
+ io.KeyMap[ImGuiKey_V] = SDLK_v;
|
|
|
+ io.KeyMap[ImGuiKey_X] = SDLK_x;
|
|
|
+ io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
|
|
+ io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
|
|
+
|
|
|
+ io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
|
|
+ io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
|
|
|
+ io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
|
|
|
|
|
|
#ifdef _WIN32
|
|
|
- SDL_SysWMinfo wmInfo;
|
|
|
- SDL_VERSION(&wmInfo.version);
|
|
|
- SDL_GetWindowWMInfo(window, &wmInfo);
|
|
|
- io.ImeWindowHandle = wmInfo.info.win.window;
|
|
|
+ SDL_SysWMinfo wmInfo;
|
|
|
+ SDL_VERSION(&wmInfo.version);
|
|
|
+ SDL_GetWindowWMInfo(window, &wmInfo);
|
|
|
+ io.ImeWindowHandle = wmInfo.info.win.window;
|
|
|
#endif
|
|
|
|
|
|
- return true;
|
|
|
+ return true;
|
|
|
}
|
|
|
|
|
|
void ImGui_ImplSdlGL3_Shutdown()
|
|
|
{
|
|
|
ImGui_ImplSdlGL3_InvalidateDeviceObjects();
|
|
|
- ImGui::Shutdown();
|
|
|
+ ImGui::Shutdown();
|
|
|
}
|
|
|
|
|
|
void ImGui_ImplSdlGL3_NewFrame()
|
|
|
{
|
|
|
- if (!g_FontTexture)
|
|
|
- ImGui_ImplSdlGL3_CreateDeviceObjects();
|
|
|
-
|
|
|
- ImGuiIO& io = ImGui::GetIO();
|
|
|
-
|
|
|
- // Setup display size (every frame to accommodate for window resizing)
|
|
|
- int w, h;
|
|
|
- SDL_GetWindowSize(g_Window, &w, &h);
|
|
|
- io.DisplaySize = ImVec2((float)w, (float)h);
|
|
|
- io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
|
|
|
-
|
|
|
- // Setup time step
|
|
|
- Uint32 time = SDL_GetTicks();
|
|
|
- double current_time = time / 1000.0;
|
|
|
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
|
|
- g_Time = current_time;
|
|
|
-
|
|
|
- // Setup inputs
|
|
|
- // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
|
|
|
- int mx, my;
|
|
|
- Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
|
|
|
- if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
|
|
|
- io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
|
|
- else
|
|
|
- io.MousePos = ImVec2(-1, -1);
|
|
|
-
|
|
|
- io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
|
|
- io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
|
|
- io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
|
|
- g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
|
|
-
|
|
|
- io.MouseWheel = g_MouseWheel;
|
|
|
- g_MouseWheel = 0.0f;
|
|
|
-
|
|
|
- // Hide OS mouse cursor if ImGui is drawing it
|
|
|
- SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
|
|
|
-
|
|
|
- // Start the frame
|
|
|
- ImGui::NewFrame();
|
|
|
+ if (!g_FontTexture)
|
|
|
+ ImGui_ImplSdlGL3_CreateDeviceObjects();
|
|
|
+
|
|
|
+ ImGuiIO& io = ImGui::GetIO();
|
|
|
+
|
|
|
+ // Setup display size (every frame to accommodate for window resizing)
|
|
|
+ int w, h;
|
|
|
+ SDL_GetWindowSize(g_Window, &w, &h);
|
|
|
+ io.DisplaySize = ImVec2((float)w, (float)h);
|
|
|
+ io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
|
|
|
+
|
|
|
+ // Setup time step
|
|
|
+ Uint32 time = SDL_GetTicks();
|
|
|
+ double current_time = time / 1000.0;
|
|
|
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
|
|
+ g_Time = current_time;
|
|
|
+
|
|
|
+ // Setup inputs
|
|
|
+ // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
|
|
|
+ int mx, my;
|
|
|
+ Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
|
|
|
+ if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
|
|
|
+ io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
|
|
+ else
|
|
|
+ io.MousePos = ImVec2(-1, -1);
|
|
|
+
|
|
|
+ io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
|
|
+ io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
|
|
+ io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
|
|
+ g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
|
|
+
|
|
|
+ io.MouseWheel = g_MouseWheel;
|
|
|
+ g_MouseWheel = 0.0f;
|
|
|
+
|
|
|
+ // Hide OS mouse cursor if ImGui is drawing it
|
|
|
+ SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
|
|
|
+
|
|
|
+ // Start the frame
|
|
|
+ ImGui::NewFrame();
|
|
|
}
|