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- // ImGuiTexInspect, a texture inspector widget for dear imgui
- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
- #define _CRT_SECURE_NO_WARNINGS
- #endif
- #if defined EMSCRIPTEN && defined IMGUI_TEX_INSPECT_FLOAT_READ_ENABLED
- #warning "Float texture read back is disabled on Emscripten"
- #undef IMGUI_TEX_INSPECT_FLOAT_READ_ENABLED
- #endif
- #include "imgui_tex_inspect_internal.h"
- // ==========================================================================
- // This file is largely based on:
- // https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp
- //
- // In the following section the ImGui_ImplOpenGL3_Init function has been
- // changed to not rewrite global ImGui state. It has also been wrapped in a
- // namespace to not clash with the main ImGui version. Aside from that this
- // section is identical to the imgui original.
- //
- // It's reproduced here because none of this code is exposed in the ImGui API
- // in a way that be reused (nor should it be).
- //
- // Search for "END COPIED" to find the end of the copied segment.
- // ===========================================================================
- // COPIED FROM imgui_impl_opengl3.cp ////////////////////////////////////////
- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
- #define _CRT_SECURE_NO_WARNINGS
- #endif
- #define IMGUI_IMPL_OPENGL_LOADER_GLEW
- #include "imgui.h"
- #include <backends/imgui_impl_opengl3.h>
- #include <stdio.h>
- #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
- #include <stddef.h> // intptr_t
- #else
- #include <stdint.h> // intptr_t
- #endif
- // GL includes
- #if defined(IMGUI_IMPL_OPENGL_ES2)
- #include <GLES2/gl2.h>
- #elif defined(IMGUI_IMPL_OPENGL_ES3)
- #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
- #include <OpenGLES/ES3/gl.h> // Use GL ES 3
- #else
- #include <GLES3/gl3.h> // Use GL ES 3
- #endif
- #else
- // About Desktop OpenGL function loaders:
- // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
- // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
- // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
- #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
- #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
- #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
- #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
- #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
- #ifndef GLFW_INCLUDE_NONE
- #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
- #endif
- #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
- #include <glbinding/gl/gl.h>
- using namespace gl;
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
- #ifndef GLFW_INCLUDE_NONE
- #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
- #endif
- #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
- #include <glbinding/gl/gl.h>
- using namespace gl;
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_EPOXY)
- #include <epoxy/gl.h>
- #else
- #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
- #endif
- #endif
- // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
- #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
- #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
- #endif
- // Desktop GL 3.3+ has glBindSampler()
- #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
- #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
- #endif
- // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
- #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
- #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
- #endif
- namespace imgui_impl_opengl
- {
- // OpenGL Data
- static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
- static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
- static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
- static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
- static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0; // Vertex attributes location
- static GLint g_UniformLocationForceNearestSampling = 0;
- static GLint g_UniformLocationGridWidth = 0;
- // Functions
- static bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
- {
- // Query for GL version (e.g. 320 for GL 3.2)
- #if !defined(IMGUI_IMPL_OPENGL_ES2)
- GLint major = 0;
- GLint minor = 0;
- glGetIntegerv(GL_MAJOR_VERSION, &major);
- glGetIntegerv(GL_MINOR_VERSION, &minor);
- if (major == 0 && minor == 0)
- {
- // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
- const char* gl_version = (const char*)glGetString(GL_VERSION);
- sscanf(gl_version, "%d.%d", &major, &minor);
- }
- g_GlVersion = (GLuint)(major * 100 + minor * 10);
- #else
- g_GlVersion = 200; // GLES 2
- #endif
- // 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.
- #if defined(IMGUI_IMPL_OPENGL_ES2)
- if (glsl_version == NULL)
- glsl_version = "#version 100";
- #elif defined(IMGUI_IMPL_OPENGL_ES3)
- if (glsl_version == NULL)
- glsl_version = "#version 300 es";
- #elif defined(__APPLE__)
- if (glsl_version == NULL)
- glsl_version = "#version 150";
- #else
- if (glsl_version == NULL)
- glsl_version = "#version 130";
- #endif
- IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
- strcpy(g_GlslVersionString, glsl_version);
- strcat(g_GlslVersionString, "\n");
- // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
- // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
- // If auto-detection fails or doesn't select the same GL loader file as used by your application,
- // you are likely to get a crash below.
- // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
- const char* gl_loader = "Unknown";
- IM_UNUSED(gl_loader);
- #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
- gl_loader = "GL3W";
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
- gl_loader = "GLEW";
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
- gl_loader = "GLAD";
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
- gl_loader = "GLAD2";
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
- gl_loader = "glbinding2";
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
- gl_loader = "glbinding3";
- #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
- gl_loader = "custom";
- #else
- gl_loader = "none";
- #endif
- // Make an arbitrary GL call (we don't actually need the result)
- // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
- // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
- GLint current_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
- return true;
- }
- // ===========================================================================
- // COPIED FROM A DIFFERENT PART OF imgui_impl_opengl3.cpp
- // ===========================================================================
- // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
- static bool CheckShader(GLuint handle, const char* desc)
- {
- GLint status = 0, log_length = 0;
- glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
- glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
- if ((GLboolean)status == GL_FALSE)
- fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
- if (log_length > 1)
- {
- ImVector<char> buf;
- buf.resize((int)(log_length + 1));
- glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
- fprintf(stderr, "%s\n", buf.begin());
- }
- return (GLboolean)status == GL_TRUE;
- }
- // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
- static bool CheckProgram(GLuint handle, const char* desc)
- {
- GLint status = 0, log_length = 0;
- glGetProgramiv(handle, GL_LINK_STATUS, &status);
- glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
- if ((GLboolean)status == GL_FALSE)
- fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
- if (log_length > 1)
- {
- ImVector<char> buf;
- buf.resize((int)(log_length + 1));
- glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
- fprintf(stderr, "%s\n", buf.begin());
- }
- return (GLboolean)status == GL_TRUE;
- }
- static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
- {
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glEnable(GL_SCISSOR_TEST);
- #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
- if (g_GlVersion >= 310)
- glDisable(GL_PRIMITIVE_RESTART);
- #endif
- #ifdef GL_POLYGON_MODE
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- #endif
- // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
- #if defined(GL_CLIP_ORIGIN)
- bool clip_origin_lower_left = true;
- if (g_GlVersion >= 450)
- {
- GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
- if (current_clip_origin == GL_UPPER_LEFT)
- clip_origin_lower_left = false;
- }
- #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). DisplayPos is (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;
- #if defined(GL_CLIP_ORIGIN)
- if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
- #endif
- 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(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
- if (g_GlVersion >= 330)
- glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
- #endif
- glEnableVertexAttribArray(g_AttribLocationVtxPos);
- glEnableVertexAttribArray(g_AttribLocationVtxUV);
- //glEnableVertexAttribArray(g_AttribLocationVtxColor); //Our shader doesn't use vertex color
- glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- //glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
- }
- // ===========================================================================
- // END COPIED FROM imgui_impl_opengl3.cpp
- // ---------------------------------------------------------------------------
- // Note that a lot of the following code still orginated in
- // imgui_impl_opengl3.cpp but there are more changes from here on.
- // ===========================================================================
- // New uniforms for ImGuiTexInspect fragment shader
- static GLint g_UniformLocationTextureSize;
- static GLint g_UniformLocationColorTransform;
- static GLint g_UniformLocationColorOffset;
- static GLint g_UniformLocationBackgroundColor;
- static GLint g_UniformLocationPremultiplyAlpha;
- static GLint g_UniformLocationDisableFinalAlpha;
- static GLint g_UniformLocationGrid;
- // Vertex shaders are directly from imgui_impl_opengl3.cpp
- const GLchar* vertex_shader_glsl_120 =
- "uniform mat4 ProjMtx;\n"
- "attribute vec2 Position;\n"
- "attribute vec2 UV;\n"
- "attribute vec4 Color;\n"
- "varying vec2 Frag_UV;\n"
- "varying 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* vertex_shader_glsl_130 =
- "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* vertex_shader_glsl_300_es =
- "precision mediump float;\n"
- "layout (location = 0) in vec2 Position;\n"
- "layout (location = 1) in vec2 UV;\n"
- "layout (location = 2) in vec4 Color;\n"
- "uniform mat4 ProjMtx;\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* vertex_shader_glsl_410_core =
- "layout (location = 0) in vec2 Position;\n"
- "layout (location = 1) in vec2 UV;\n"
- "layout (location = 2) in vec4 Color;\n"
- "uniform mat4 ProjMtx;\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";
- //-------------------------------------------------------------------------
- // [SECTION] IMGUI_TEX_INSPECT FRAGMENT SHADERS
- //-------------------------------------------------------------------------
- const GLchar *fragment_shader_glsl_120 = "#ifdef GL_ES\n"
- " precision mediump float;\n"
- "#endif\n"
- "uniform sampler2D Texture;\n"
- "uniform vec2 TextureSize;\n"
- "uniform mat4 ColorTransform;\n"
- "uniform vec4 ColorOffset;\n"
- "uniform vec3 BackgroundColor;\n"
- "uniform float PremultiplyAlpha;\n"
- "uniform float DisableFinalAlpha;\n"
- "uniform bool ForceNearestSampling;\n"
- "uniform vec4 Grid;\n"
- "uniform vec2 GridWidth;\n"
- "varying vec2 Frag_UV;\n"
- "void main()\n"
- "{\n"
- " vec2 uv;\n"
- " vec2 texel = Frag_UV * TextureSize;\n"
- " if (ForceNearestSampling)\n"
- " uv = (floor(texel) + vec2(0.5,0.5)) / TextureSize;\n"
- " else\n"
- " uv = Frag_UV;\n"
- " vec2 texelEdge = step(mod(texel,vec2(1.0,1.0)),GridWidth);\n"
- " float isGrid = max(texelEdge.x, texelEdge.y);\n"
- " vec4 ct = ColorTransform * texture2D(Texture, uv) + ColorOffset;\n"
- " ct.rgb = ct.rgb * mix(1.0, ct.a, PremultiplyAlpha);\n"
- " ct.rgb += BackgroundColor * (1.0-ct.a);\n"
- " ct.a = mix(ct.a, 1.0, DisableFinalAlpha);\n"
- " ct = mix(ct, vec4(Grid.rgb,1), Grid.a * isGrid);\n"
- " gl_FragColor = ct;\n"
- "}\n";
- const GLchar *fragment_shader_glsl_130 = "uniform sampler2D Texture;\n"
- "uniform vec2 TextureSize;\n"
- "uniform mat4 ColorTransform;\n"
- "uniform vec4 ColorOffset;\n"
- "uniform vec3 BackgroundColor;\n"
- "uniform float PremultiplyAlpha;\n"
- "uniform float DisableFinalAlpha;\n"
- "uniform bool ForceNearestSampling;\n"
- "uniform vec4 Grid;\n"
- "uniform vec2 GridWidth;\n"
- "in vec2 Frag_UV;\n"
- "out vec4 Out_Color;\n"
- "void main()\n"
- "{\n"
- " vec2 uv;\n"
- " vec2 texel = Frag_UV * TextureSize;\n"
- " if (ForceNearestSampling)\n"
- " uv = (floor(texel) + vec2(0.5,0.5)) / TextureSize;\n"
- " else\n"
- " uv = Frag_UV;\n"
- " vec2 texelEdge = step(mod(texel,vec2(1.0,1.0)),GridWidth);\n"
- " float isGrid = max(texelEdge.x, texelEdge.y);\n"
- " vec4 ct = ColorTransform * texture(Texture, uv) + ColorOffset;\n"
- " ct.rgb = ct.rgb * mix(1.0, ct.a, PremultiplyAlpha);\n"
- " ct.rgb += BackgroundColor * (1.0-ct.a);\n"
- " ct.a = mix(ct.a, 1.0, DisableFinalAlpha);\n"
- " ct = mix(ct, vec4(Grid.rgb,1), Grid.a * isGrid);\n"
- " Out_Color = ct;\n"
- "}\n";
- const GLchar *fragment_shader_glsl_300_es = "precision mediump float;\n"
- "uniform sampler2D Texture;\n"
- "uniform vec2 TextureSize;\n"
- "uniform mat4 ColorTransform;\n"
- "uniform vec4 ColorOffset;\n"
- "uniform vec3 BackgroundColor;\n"
- "uniform float PremultiplyAlpha;\n"
- "uniform float DisableFinalAlpha;\n"
- "uniform bool ForceNearestSampling;\n"
- "uniform vec4 Grid;\n"
- "uniform vec2 GridWidth;\n"
- "in vec2 Frag_UV;\n"
- "layout (location = 0) out vec4 Out_Color;\n"
- "void main()\n"
- "{\n"
- " vec2 uv;\n"
- " vec2 texel = Frag_UV * TextureSize;\n"
- " if (ForceNearestSampling)\n"
- " uv = (floor(texel) + vec2(0.5,0.5)) / TextureSize;\n"
- " else\n"
- " uv = Frag_UV;\n"
- " vec2 texelEdge = step(mod(texel,vec2(1.0,1.0)),GridWidth);\n"
- " float isGrid = max(texelEdge.x, texelEdge.y);\n"
- " vec4 ct = ColorTransform * texture(Texture, uv) + ColorOffset;\n"
- " ct.rgb = ct.rgb * mix(1.0, ct.a, PremultiplyAlpha);\n"
- " ct.rgb += BackgroundColor * (1.0-ct.a);\n"
- " ct.a = mix(ct.a, 1.0, DisableFinalAlpha);\n"
- " ct = mix(ct, vec4(Grid.rgb,1), Grid.a * isGrid);\n"
- " Out_Color = ct;\n"
- "}\n";
- const GLchar *fragment_shader_glsl_410_core = "uniform sampler2D Texture;\n"
- "uniform vec2 TextureSize;\n"
- "uniform mat4 ColorTransform;\n"
- "uniform vec4 ColorOffset;\n"
- "uniform vec3 BackgroundColor;\n"
- "uniform float PremultiplyAlpha;\n"
- "uniform float DisableFinalAlpha;\n"
- "uniform bool ForceNearestSampling;\n"
- "uniform vec4 Grid;\n"
- "uniform vec2 GridWidth;\n"
- "in vec2 Frag_UV;\n"
- "layout (location = 0) out vec4 Out_Color;\n"
- "void main()\n"
- "{\n"
- " vec2 uv;\n"
- " vec2 texel = Frag_UV * TextureSize;\n"
- " if (ForceNearestSampling)\n"
- " uv = (floor(texel) + vec2(0.5,0.5)) / TextureSize;\n"
- " else\n"
- " uv = Frag_UV;\n"
- " vec2 texelEdge = step(mod(texel,vec2(1.0,1.0)),GridWidth);\n"
- " float isGrid = max(texelEdge.x, texelEdge.y);\n"
- " vec4 ct = ColorTransform * texture(Texture, uv) + ColorOffset;\n"
- " ct.rgb = ct.rgb * mix(1.0, ct.a, PremultiplyAlpha);\n"
- " ct.rgb += BackgroundColor * (1.0-ct.a);\n"
- " ct.a = mix(ct.a, 1.0, DisableFinalAlpha);\n"
- " ct = mix(ct, vec4(Grid.rgb,1), Grid.a * isGrid);\n"
- " Out_Color = ct;\n"
- "}\n";
- /* BuildShader is from imgui_impl_opengl3.cpp. Only change is to query the
- * additional uniform locations for the new fragment shader*/
- void BuildShader()
- {
- // Shader selection code based on imgui_impl_opengl3.cpp
- // Parse GLSL version string
- int glsl_version = 130;
- sscanf(g_GlslVersionString, "#version %d", &glsl_version);
- // Select shaders matching our GLSL versions
- const GLchar *vertex_shader = NULL;
- const GLchar *fragment_shader = NULL;
- 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)
- {
- vertex_shader = vertex_shader_glsl_300_es;
- fragment_shader = fragment_shader_glsl_300_es;
- }
- else
- {
- vertex_shader = vertex_shader_glsl_130;
- fragment_shader = fragment_shader_glsl_130;
- }
- if (fragment_shader == NULL)
- {
- fprintf(stderr, "ERROR: imgui_tex_inspect fragment shader for %s not implemented yet", g_GlslVersionString);
- }
- else
- {
- // Create shaders
- const GLchar *vertex_shader_with_version[2] = {g_GlslVersionString, vertex_shader};
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
- glCompileShader(g_VertHandle);
- CheckShader(g_VertHandle, "vertex shader");
- const GLchar *fragment_shader_with_version[2] = {g_GlslVersionString, fragment_shader};
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
- glCompileShader(g_FragHandle);
- CheckShader(g_FragHandle, "fragment shader");
- g_ShaderHandle = glCreateProgram();
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
- CheckProgram(g_ShaderHandle, "shader program");
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
- // Change from imgui_impl_opengl3.cpp (Our shader doesn't use vertex color)
- //g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
- // New uniforms used by imgui_tex_inspect
- g_UniformLocationTextureSize = glGetUniformLocation(g_ShaderHandle, "TextureSize");
- g_UniformLocationColorTransform = glGetUniformLocation(g_ShaderHandle, "ColorTransform");
- g_UniformLocationColorOffset = glGetUniformLocation(g_ShaderHandle, "ColorOffset");
- g_UniformLocationBackgroundColor = glGetUniformLocation(g_ShaderHandle, "BackgroundColor");
- g_UniformLocationPremultiplyAlpha = glGetUniformLocation(g_ShaderHandle, "PremultiplyAlpha");
- g_UniformLocationDisableFinalAlpha = glGetUniformLocation(g_ShaderHandle, "DisableFinalAlpha");
- g_UniformLocationGrid = glGetUniformLocation(g_ShaderHandle, "Grid");
- g_UniformLocationForceNearestSampling = glGetUniformLocation(g_ShaderHandle, "ForceNearestSampling");
- g_UniformLocationGridWidth = glGetUniformLocation(g_ShaderHandle, "GridWidth");
- }
- }
- } // namespace imgui_impl_opengl
- namespace ImGuiTexInspect
- {
- using namespace imgui_impl_opengl;
- static GLuint readbackFramebuffer = 0;
- //-------------------------------------------------------------------------
- // [SECTION] Init and Shutdown
- //-------------------------------------------------------------------------
- bool ImplOpenGL3_Init(const char *glsl_version)
- {
- imgui_impl_opengl::ImGui_ImplOpenGL3_Init(glsl_version);
- BuildShader();
- glGenFramebuffers(1, &readbackFramebuffer);
- return true;
- }
- void ImplOpenGl3_Shutdown()
- {
- // No need to call ImGui_ImplOpenGL3_Shutdown, it doesn't even
- // exist in the imgui_impl_opengl namespace. Our version of
- // ImGui_ImplOpenGL3_Init doesn't affect OpenGL state.
- glDeleteShader(g_VertHandle);
- glDeleteShader(g_FragHandle);
- glDeleteProgram(g_ShaderHandle);
- g_VertHandle = 0;
- g_FragHandle = 0;
- g_ShaderHandle = 0;
- glDeleteFramebuffers(1, &readbackFramebuffer);
- readbackFramebuffer = 0;
- }
- void GiveNotInitializedWarning()
- {
- static bool warningGiven = false;
- if (!warningGiven)
- {
- fprintf(stderr, "ERROR: ImGuiTexInspect backend not initialized\n");
- warningGiven = true;
- }
- }
- //-------------------------------------------------------------------------
- // [SECTION] BackEnd functions declared in imgui_tex_inspect_internal.h
- //-------------------------------------------------------------------------
- void BackEnd_SetShader(const ImDrawList *, const ImDrawCmd *, const Inspector *inspector)
- {
- const ShaderOptions *texConversion = &inspector->CachedShaderOptions;
- if (g_ShaderHandle)
- {
- ImDrawData *draw_data = ImGui::GetDrawData();
- int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
- if (fb_width <= 0 || fb_height <= 0)
- return;
- // Setup normal ImGui GL state
- ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
- // Setup imgui_tex_inspect specific shader uniforms
- glUniformMatrix4fv(g_UniformLocationColorTransform, 1, GL_FALSE, texConversion->ColorTransform);
- glUniform2fv(g_UniformLocationTextureSize, 1, &inspector->TextureSize.x);
- glUniform4fv(g_UniformLocationColorOffset, 1, texConversion->ColorOffset);
- glUniform3fv(g_UniformLocationBackgroundColor, 1, &texConversion->BackgroundColor.x);
- glUniform1f(g_UniformLocationPremultiplyAlpha, texConversion->PremultiplyAlpha);
- glUniform1f(g_UniformLocationDisableFinalAlpha, texConversion->DisableFinalAlpha);
- glUniform1i(g_UniformLocationForceNearestSampling, texConversion->ForceNearestSampling);
- glUniform2fv(g_UniformLocationGridWidth, 1, &texConversion->GridWidth.x);
- glUniform4fv(g_UniformLocationGrid, 1, &texConversion->GridColor.x);
- }
- else
- {
- GiveNotInitializedWarning();
- }
- }
- bool BackEnd_GetData(Inspector *inspector, ImTextureID texture, int /*x*/, int /*y*/, int /*width*/, int /*height*/, BufferDesc *bufferDesc)
- {
- // Current simple implementation just gets data for whole texture
- if (readbackFramebuffer == 0)
- {
- GiveNotInitializedWarning();
- return false;
- }
- const int numChannels = 4;
- glGetError(); // Discard any current error so that check at end of function is useful
- void * data;
- int texWidth = (int)inspector->TextureSize.x;
- int texHeight = (int)inspector->TextureSize.y;
- GLuint glTexture = (GLuint)(uintptr_t)texture; //Double cast to avoid warning
- #ifdef IMGUI_TEX_INSPECT_FLOAT_READ_ENABLED
- size_t bufferSize = sizeof(float) * texWidth * texHeight * numChannels;
- bufferDesc->Data_float = (float *)GetBuffer(inspector, bufferSize);
- GLuint type = GL_FLOAT;
- data = (void *)bufferDesc->Data_float;
- #else
- size_t bufferSize = sizeof(uint8_t) * texWidth * texHeight * numChannels;
- bufferDesc->Data_uint8_t = (uint8_t *)GetBuffer(inspector, bufferSize);
- GLuint type = GL_UNSIGNED_BYTE;
- data = (void *)bufferDesc->Data_uint8_t;
- #endif
- if (data == NULL)
- return false;
- bufferDesc->BufferByteSize = bufferSize;
- bufferDesc->Red = 0; // Data is packed such that red channel is first
- bufferDesc->Green = 1; // then green, then blue, the alpha. Hence, 0,1,2,3
- bufferDesc->Blue = 2; // for these channel order values.
- bufferDesc->Alpha = 3;
- bufferDesc->ChannelCount = 4; // RGBA
- bufferDesc->LineStride = (int)inspector->TextureSize.x * numChannels;
- bufferDesc->Stride = 4; // No padding between each RGBA texel
- bufferDesc->StartX = 0; // We queried the whole texture
- bufferDesc->StartY = 0;
- bufferDesc->Width = texWidth;
- bufferDesc->Height = texHeight;
- // Save current frame buffer so we can restore it
- GLuint currentFramebuffer;
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)¤tFramebuffer);
- // Read texture data
- glBindFramebuffer(GL_FRAMEBUFFER, readbackFramebuffer);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexture, 0);
- glReadPixels(0, 0, texWidth, texHeight, GL_RGBA, type, data);
- // Restore previous framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, currentFramebuffer);
- return glGetError() == GL_NO_ERROR;
- }
- } // namespace ImGuiTexInspect
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