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- Unit PasImGui.Renderer.OpenGL3;
- {$IFDEF FPC}
- {$mode Delphi}{$H+}
- {$modeswitch anonymousfunctions}
- {$ENDIF}
- {$POINTERMATH ON}
- // Debugging
- {$Define IMGUI_OPENGL_DEBUG}
- // Specific OpenGL ES versions
- //{$Define IMGUI_OPENGL_ES2}
- //{$Define IMGUI_OPENGL_ES3}
- {$If not Defined(IMGUI_OPENGL_ES2) and not Defined(IMGUI_OPENGL_ES3)}
- {$If (Defined(DARWIN) or Defined(IOS)) or Defined(Android)}
- {$Define IMGUI_OPENGL_ES3}
- {$ElseIf defined(AMIGA)}
- {$Define IMGUI_OPENGL_ES2}
- {$EndIf}
- {$EndIf}
- //{$Define IMGUI_OPENGL_LOADER_CUSTOM} // If you have your own loader :V
- // We already know we have 3.+ :V
- {$Define GL_VERSION_3_1}
- {$Define GL_VERSION_3_2}
- {$Define GL_VERSION_3_3}
- // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
- {$Define IMGUI_HAS_POLYGON_MODE}
- // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
- {$IfNDef IMGUI_OPENGL_ES2}
- {$Define IMGUI_OPENGL_USE_VERTEX_ARRAY}
- {$EndIf}
- // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
- {$If not Defined(IMGUI_OPENGL_ES2) and not Defined(IMGUI_OPENGL_ES3) and Defined(GL_VERSION_3_2) }
- {$Define IMGUI_OPENGL_MAY_HAVE_VTX_OFFSET}
- {$EndIf}
- // Desktop GL use extension detection
- {$If not Defined(IMGUI_OPENGL_ES2) and not Defined(IMGUI_OPENGL_ES3)}
- {$Define IMGUI_OPENGL_MAY_HAVE_EXTENSIONS}
- {$EndIf}
- // Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
- {$If not Defined(IMGUI_OPENGL_ES2) and not Defined(IMGUI_OPENGL_ES3) or Defined(GL_VERSION_3_2) }
- {$Define IMGUI_OPENGL_MAY_HAVE_BIND_SAMPLER}
- {$EndIf}
- {$If not Defined(IMGUI_OPENGL_ES2) and not Defined(IMGUI_OPENGL_ES3) or Defined(GL_VERSION_3_1) }
- {$Define IMGUI_OPENGL_MAY_HAVE_PRIMITIVE_RESTART}
- {$EndIf}
- Interface
- Uses
- SysUtils,
- glad_gl,
- PasImGui,
- PasImGui.Apis,
- PasImGui.Enums,
- PasImGui.Types,
- OpenGl3.Loader;
- Type
- // OpenGL Data
- ImGui_ImplOpenGL3_Data = Record
- GlVersion: GLuint;
- // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
- GlslVersionString: Array[0..31] Of AnsiChar;
- // Specified by user or detected based on compile time GL settings.
- GlProfileIsES2: Boolean;
- GlProfileIsES3: Boolean;
- GlProfileIsCompat: Boolean;
- GlProfileMask: GLint;
- FontTexture: GLuint;
- ShaderHandle: GLuint;
- AttribLocationTex: GLint; // Uniforms location
- AttribLocationProjMtx: GLint;
- AttribLocationVtxPos: GLuint; // Vertex attributes location
- AttribLocationVtxUV: GLuint;
- AttribLocationVtxColor: GLuint;
- VboHandle: GLuint;
- ElementsHandle: GLuint;
- VertexBufferSize: GLsizeiptr;
- IndexBufferSize: GLsizeiptr;
- HasClipOrigin: Boolean;
- UseBufferSubData: Boolean;
- End;
- PImGui_ImplOpenGL3_Data = ^ImGui_ImplOpenGL3_Data;
- procedure ImGui_OpenGL3_RenderDrawData(draw_data: PImDrawData);
- Function ImGui_OpenGL3_Init(glsl_version: PAnsiChar): Boolean;
- Procedure ImGui_OpenGL3_NewFrame();
- Procedure ImGui_OpenGL3_Shutdown();
- type
- TGLProc = reference to procedure;
- TError = reference to procedure(msg : string);
- Implementation
- procedure OnAssert(const Message, Filename: {$IfDef FPC}ShortString{$ELSE}string{$EndIf}; LineNumber: Integer; ErrorAddr: Pointer);
- begin
- raise EAssertionFailed.Create(Format('%s (%s, line %d)', [Message, Filename, LineNumber]));
- end;
- procedure GL_CALL(ACall : TGLProc; AError: TError);
- {$IfDef IMGUI_OPENGL_DEBUG}
- var
- gl_err : GLenum;
- {$EndIf}
- begin
- ACall();
- {$IfDef IMGUI_OPENGL_DEBUG}
- gl_err := glGetError();
- if (gl_err <> 0) then
- begin
- AError(Format('GL error 0x%x', [gl_err]));
- end;
- {$EndIf}
- end;
- Function ImGui_ImplOpenGL3_GetBackendData(): PImGui_ImplOpenGL3_Data;
- Begin
- If ImGui.GetCurrentContext() <> nil Then
- Result := PImGui_ImplOpenGL3_Data(ImGui.GetIO()^.BackendRendererUserData)
- Else
- Result := nil;
- End;
- procedure ImGui_ImplOpenGL3_SetupRenderState(draw_data: PImDrawData; fb_width: Integer; fb_height: Integer; vertex_array_object: GLuint);
- var
- bd: PImGui_ImplOpenGL3_Data;
- clip_origin_lower_left: Boolean;
- current_clip_origin: GLenum;
- L, R, T, B, tmp: Single;
- ortho_projection: array[0..3] of array[0..3] of Single;
- begin
- bd := ImGui_ImplOpenGL3_GetBackendData();
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glEnable(GL_SCISSOR_TEST);
- {$IfDef IMGUI_OPENGL_MAY_HAVE_PRIMITIVE_RESTART}
- if (bd^.GlVersion >= 310) then
- glDisable(GL_PRIMITIVE_RESTART);
- {$EndIf}
- {$IfDef IMGUI_HAS_POLYGON_MODE}
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- {$EndIf}
- // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
- if GLAD_GL_VERSION_4_5 then
- begin
- clip_origin_lower_left := True;
- if (bd^.HasClipOrigin) then
- begin
- current_clip_origin := GLenum(0);
- glGetIntegerv(GL_CLIP_ORIGIN, @GLint(current_clip_origin));
- if (current_clip_origin = GL_UPPER_LEFT) then
- begin
- clip_origin_lower_left := false;
- end;
- end;
- end;
- // Setup viewport, orthographic projection matrix
- // Our visible imgui space lies from draw_data^.DisplayPos (top left) to
- // draw_data^.DisplayPos+data_data^.DisplaySize (bottom right).
- // DisplayPos is (0,0) for single viewport apps.
- GL_CALL(procedure begin
- glViewport(0, 0, GLsizei(fb_width), GLsizei(fb_height));
- end, procedure(msg : string) begin Assert(False, msg); end);
- L := draw_data^.DisplayPos.x;
- R := draw_data^.DisplayPos.x + draw_data^.DisplaySize.x;
- T := draw_data^.DisplayPos.y;
- B := draw_data^.DisplayPos.y + draw_data^.DisplaySize.y;
- if GLAD_GL_VERSION_4_5 then
- begin
- if (not clip_origin_lower_left) then
- begin
- tmp := T;
- T := B;
- B := tmp;
- end; // Swap top and bottom if origin is upper left
- end;
- FillChar(ortho_projection, SizeOf(ortho_projection), 0);
- // Initialize the ortho_projection matrix
- ortho_projection[0][0] := 2.0 / (R - L);
- ortho_projection[1][1] := 2.0 / (T - B);
- ortho_projection[2][2] := -1.0;
- ortho_projection[3][0] := (R + L) / (L - R);
- ortho_projection[3][1] := (T + B) / (B - T);
- ortho_projection[3][3] := 1.0;
- glUseProgram(bd^.ShaderHandle);
- glUniform1i(bd^.AttribLocationTex, 0);
- glUniformMatrix4fv(bd^.AttribLocationProjMtx, 1, Boolean(GL_FALSE), @ortho_projection[0][0]);
- {$IfDef IMGUI_OPENGL_MAY_HAVE_BIND_SAMPLER}
- if (bd^.GlVersion >= 330) or (bd^.GlProfileIsES3) then
- glBindSampler(0, 0);
- // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
- {$EndIf}
- {$IfDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- glBindVertexArray(vertex_array_object);
- {$EndIf}
- // Bind vertex/index buffers and setup attributes for ImDrawVert
- GL_CALL(procedure begin glBindBuffer(GL_ARRAY_BUFFER, bd^.VboHandle); end, procedure(msg : string) begin Assert(False, msg); end);
- GL_CALL(procedure begin glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd^.ElementsHandle); end, procedure(msg : string) begin Assert(False, msg); end);
- GL_CALL(procedure begin glEnableVertexAttribArray(bd^.AttribLocationVtxPos); end, procedure(msg : string) begin Assert(False, msg); end);
- GL_CALL(procedure begin glEnableVertexAttribArray(bd^.AttribLocationVtxUV); end, procedure(msg : string) begin Assert(False, msg); end);
- GL_CALL(procedure begin glEnableVertexAttribArray(bd^.AttribLocationVtxColor); end, procedure(msg : string) begin Assert(False, msg); end);
- glVertexAttribPointer(bd^.AttribLocationVtxPos, 2, GL_FLOAT, Boolean(GL_FALSE), sizeof(ImDrawVert), Pointer(IntPtr(@PImDrawVert(nil)^.pos)));
- glVertexAttribPointer(bd^.AttribLocationVtxUV, 2, GL_FLOAT, Boolean(GL_FALSE), sizeof(ImDrawVert), Pointer(IntPtr(@PImDrawVert(nil)^.uv)));
- glVertexAttribPointer(bd^.AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, Boolean(GL_TRUE), sizeof(ImDrawVert), Pointer(IntPtr(@PImDrawVert(nil)^.col)));
- end;
- // OpenGL3 Render function.
- // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
- // This is in order to be able to run within an OpenGL engine that doesn't do so.
- procedure ImGui_OpenGL3_RenderDrawData(draw_data: PImDrawData);
- var
- fb_width, fb_height , n, cmd_i: Integer;
- bd: PImGui_ImplOpenGL3_Data;
- last_program, last_texture,
- last_sampler, last_array_buffer,
- last_vertex_array_object : GLuint;
- last_polygon_mode : Array [0..1] of GLint;
- last_viewport : Array [0..3] of GLint;
- last_scissor_box : Array [0..3] of GLint;
- last_active_texture, last_blend_src_rgb,
- last_blend_dst_rgb, last_blend_src_alpha,
- last_blend_dst_alpha, last_blend_equation_rgb,
- last_blend_equation_alpha : GLenum;
- last_enable_blend,
- last_enable_cull_face,
- last_enable_depth_test,
- last_enable_stencil_test,
- last_enable_scissor_test,
- last_enable_primitive_restart: GLboolean;
- vertex_array_object : GLuint;
- clip_off, clip_scale, clip_min, clip_max: ImVec2;
- cmd_list_ptr : ImDrawList;
- vtx_buffer_size, idx_buffer_size: GLsizeiptr;
- pcmd: ImDrawCmd;
- temp_callback : ImDrawCallback;
- Begin
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- fb_width := Trunc(draw_data^.DisplaySize.x * draw_data^.FramebufferScale.x);
- fb_height := Trunc(draw_data^.DisplaySize.y * draw_data^.FramebufferScale.y);
- if (fb_width <= 0) or (fb_height <= 0) then
- Exit;
- bd := ImGui_ImplOpenGL3_GetBackendData();
- // Backup GL state
- glGetIntegerv(GL_ACTIVE_TEXTURE, @GLint(last_active_texture));
- glActiveTexture(GL_TEXTURE0);
- glGetIntegerv(GL_CURRENT_PROGRAM, @GLint(last_program));
- glGetIntegerv(GL_TEXTURE_BINDING_2D, @GLint(last_texture));
- {$IfDef IMGUI_OPENGL_MAY_HAVE_BIND_SAMPLER}
- if (bd^.GlVersion >= 330) or (bd^.GlProfileIsES3) then
- glGetIntegerv(GL_SAMPLER_BINDING, @GLint(last_sampler))
- else
- last_sampler := 0;
- {$EndIf}
- glGetIntegerv(GL_ARRAY_BUFFER_BINDING, @GLint(last_array_buffer));
- {$IfNDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
- { TODO: Get Back to this later - Time : 11/17/2023 1:45:47 AM }
- {$EndIf}
- {$IfDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- glGetIntegerv(GL_VERTEX_ARRAY_BINDING, @GLint(last_vertex_array_object));
- {$EndIf}
- {$IfDef IMGUI_HAS_POLYGON_MODE}
- glGetIntegerv(GL_POLYGON_MODE, @last_polygon_mode);
- {$EndIf}
- glGetIntegerv(GL_VIEWPORT, @last_viewport);
- glGetIntegerv(GL_SCISSOR_BOX, @last_scissor_box);
- glGetIntegerv(GL_BLEND_SRC_RGB, @GLint(last_blend_src_rgb));
- glGetIntegerv(GL_BLEND_DST_RGB, @GLint(last_blend_dst_rgb));
- glGetIntegerv(GL_BLEND_SRC_ALPHA, @GLint(last_blend_src_alpha));
- glGetIntegerv(GL_BLEND_DST_ALPHA, @GLint(last_blend_dst_alpha));
- glGetIntegerv(GL_BLEND_EQUATION_RGB, @GLint(last_blend_equation_rgb));
- glGetIntegerv(GL_BLEND_EQUATION_ALPHA, @GLint(last_blend_equation_alpha));
- last_enable_blend := glIsEnabled(GL_BLEND);
- last_enable_cull_face := glIsEnabled(GL_CULL_FACE);
- last_enable_depth_test := glIsEnabled(GL_DEPTH_TEST);
- last_enable_stencil_test := glIsEnabled(GL_STENCIL_TEST);
- last_enable_scissor_test := glIsEnabled(GL_SCISSOR_TEST);
- {$IfDef IMGUI_OPENGL_MAY_HAVE_PRIMITIVE_RESTART}
- if (bd^.GlVersion >= 310) or (bd^.GlProfileIsES3) then
- last_enable_primitive_restart := glIsEnabled(GL_PRIMITIVE_RESTART)
- else
- last_enable_primitive_restart := Boolean(GL_FALSE);
- {$EndIf}
- // Setup desired GL state
- // Recreate the VAO every time (this is to easily allow multiple GL contexts
- // to be rendered to. VAO are not shared among GL contexts).
- // The renderer would actually work without any VAO bound, but then our
- // VertexAttrib calls would overwrite the default one currently bound.
- vertex_array_object := 0;
- {$IfDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- GL_CALL(procedure begin glGenVertexArrays(1, @vertex_array_object); end, procedure(msg : string) begin Assert(False, msg); end);
- {$EndIf}
- ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
- // Will project scissor/clipping rectangles into framebuffer space
- clip_off := draw_data^.DisplayPos; // (0,0) unless using multi-viewports
- clip_scale := draw_data^.FramebufferScale; // (1,1) unless using retina display which are often (2,2)
- // Render command lists
- for n := 0 to Pred(draw_data^.CmdListsCount) do
- begin
- //asm
- // int3
- //end;
- cmd_list_ptr := draw_data^.CmdLists.Data[n]^;
- // Upload vertex/index buffers
- // - OpenGL drivers are in a very sorry state nowadays....
- // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
- // of leaks on Intel GPU when using multi-viewports on Windows.
- // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
- // - We are now back to using exclusively glBufferData(). So bd^.UseBufferSubData IS ALWAYS FALSE in this code.
- // We are keeping the old code path for a while in case people finding new issues may want to test the bd^.UseBufferSubData path.
- // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
- vtx_buffer_size := GLsizeiptr(cmd_list_ptr.VtxBuffer.Size * Integer(SizeOf(ImDrawVert)));
- idx_buffer_size := GLsizeiptr(cmd_list_ptr.IdxBuffer.Size * Integer(sizeof(ImDrawIdx)));
- if (bd^.UseBufferSubData) then
- begin
- if (bd^.VertexBufferSize < vtx_buffer_size) then
- begin
- bd^.VertexBufferSize := vtx_buffer_size;
- GL_CALL(procedure begin glBufferData(GL_ARRAY_BUFFER, bd^.VertexBufferSize, nil, GL_STREAM_DRAW); end, procedure(msg : string) begin Assert(False, msg); end);
- end;
- if (bd^.IndexBufferSize < idx_buffer_size) then
- begin
- bd^.IndexBufferSize := idx_buffer_size;
- GL_CALL(procedure begin glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd^.IndexBufferSize, nil, GL_STREAM_DRAW); end, procedure(msg : string) begin Assert(False, msg); end);
- end;
- GL_CALL(procedure begin glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, cmd_list_ptr.VtxBuffer.Data); end, procedure(msg : string) begin Assert(False, msg); end);
- GL_CALL(procedure begin glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, cmd_list_ptr.IdxBuffer.Data); end, procedure(msg : string) begin Assert(False, msg); end);
- end
- else
- begin
- GL_CALL(procedure begin glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, cmd_list_ptr.VtxBuffer.Data, GL_STREAM_DRAW); end, procedure(msg : string) begin Assert(False, msg); end);
- GL_CALL(procedure begin glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, cmd_list_ptr.IdxBuffer.Data,GL_STREAM_DRAW); end, procedure(msg : string) begin Assert(False, msg); end);
- end;
- for cmd_i := 0 to Pred(cmd_list_ptr.CmdBuffer.Size) do
- begin
- pcmd := cmd_list_ptr.CmdBuffer.Data[cmd_i];
- temp_callback := pcmd.UserCallback;
- if Assigned(temp_callback) then
- begin
- // User callback, registered via ImDrawList::AddCallback()
- // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
- if (@pcmd.UserCallback = @ImDrawCallback_ResetRenderState) then
- ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
- else
- pcmd.UserCallback(@cmd_list_ptr, @pcmd);
- end
- else
- begin
- // Project scissor/clipping rectangles into framebuffer space
- clip_min := ImVec2.New((pcmd.ClipRect.x - clip_off.x) * clip_scale.x,
- (pcmd.ClipRect.y - clip_off.y) * clip_scale.y);
- clip_max := ImVec2.New((pcmd.ClipRect.z - clip_off.x) * clip_scale.x,
- (pcmd.ClipRect.w - clip_off.y) * clip_scale.y);
- if (clip_max.x <= clip_min.x) or (clip_max.y <= clip_min.y) then
- Continue;
- // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
- GL_CALL(procedure begin glScissor(Trunc(clip_min.x), Trunc(Single(fb_height - clip_max.y)), Trunc(clip_max.x - clip_min.x), Trunc(clip_max.y - clip_min.y)); end, procedure(msg : string) begin Assert(False, msg); end);
- // Bind texture, Draw
- GL_CALL(procedure begin glBindTexture(GL_TEXTURE_2D, {%H-}GLuint(pcmd.GetTexID())); end, procedure(msg : string) begin Assert(False, msg); end);
- {$IfDef IMGUI_OPENGL_MAY_HAVE_VTX_OFFSET}
- if (bd^.GlVersion >= 320) then
- begin
- GL_CALL(
- procedure begin glDrawElementsBaseVertex(GL_TRIANGLES, GLsizei(pcmd.ElemCount), {$IfDef ImDrawIdx_32}GL_UNSIGNED_INT{$ELSE}GL_UNSIGNED_SHORT{$EndIf} ,Pointer(IntPtr(pcmd.IdxOffset * sizeof(ImDrawIdx))), GLint(pcmd.VtxOffset)); end,procedure(msg : string)begin Assert(False, msg); end);
- end
- else
- {$EndIf}
- GL_CALL(procedure begin glDrawElements(GL_TRIANGLES, GLsizei(pcmd.ElemCount), {$IfDef ImDrawIdx_32}GL_UNSIGNED_INT{$ELSE}GL_UNSIGNED_SHORT{$EndIf},Pointer(IntPtr(pcmd.IdxOffset * sizeof(ImDrawIdx)))); end,procedure(msg : string)begin Assert(False, msg);end);
- end;
- end;
- end;
- // Destroy the temporary VAO
- {$IfDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- GL_CALL(procedure begin glDeleteVertexArrays(1, @vertex_array_object); end, procedure(msg : string) begin Assert(False, msg); end);
- {$EndIf}
- // Restore modified GL state
- // This "glIsProgram()" check is required because if the program is
- // "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
- if (last_program = 0) or (glIsProgram(last_program)) then
- glUseProgram(last_program);
- glBindTexture(GL_TEXTURE_2D, last_texture);
- {$IfDef IMGUI_OPENGL_MAY_HAVE_BIND_SAMPLER}
- if (bd^.GlVersion >= 330) or (bd^.GlProfileIsES3) then
- glBindSampler(0, last_sampler);
- {$EndIf}
- glActiveTexture(last_active_texture);
- {$IfDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- glBindVertexArray(last_vertex_array_object);
- {$EndIf}
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
- {$IfnDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- { TODO: implement this - Time : 11/17/2023 5:18:38 AM }
- {$EndIf}
- glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
- glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
- if (last_enable_blend)then
- glEnable(GL_BLEND)
- else
- glDisable(GL_BLEND);
- if (last_enable_cull_face) then
- glEnable(GL_CULL_FACE)
- else
- glDisable(GL_CULL_FACE);
- if (last_enable_depth_test) then
- glEnable(GL_DEPTH_TEST)
- else
- glDisable(GL_DEPTH_TEST);
- if (last_enable_stencil_test) then
- glEnable(GL_STENCIL_TEST)
- else
- glDisable(GL_STENCIL_TEST);
- if (last_enable_scissor_test) then
- glEnable(GL_SCISSOR_TEST)
- else
- glDisable(GL_SCISSOR_TEST);
- {$IfDef IMGUI_OPENGL_MAY_HAVE_PRIMITIVE_RESTART}
- if (bd^.GlVersion >= 310) then
- if (last_enable_primitive_restart) then
- glEnable(GL_PRIMITIVE_RESTART)
- else
- glDisable(GL_PRIMITIVE_RESTART);
- {$EndIf}
- {$IfDef IMGUI_HAS_POLYGON_MODE}
- // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
- if (bd^.GlVersion <= 310) or (bd^.GlProfileIsCompat) then
- begin
- glPolygonMode(GL_FRONT, GLenum(last_polygon_mode[0]));
- glPolygonMode(GL_BACK, GLenum(last_polygon_mode[1]));
- end
- else
- glPolygonMode(GL_FRONT_AND_BACK, GLenum(last_polygon_mode[0]));
- {$EndIf}
- glViewport(last_viewport[0], last_viewport[1], GLsizei(last_viewport[2]), GLsizei(last_viewport[3]));
- glScissor(last_scissor_box[0], last_scissor_box[1], GLsizei(last_scissor_box[2]), GLsizei(last_scissor_box[3]));
- end;
- procedure ImGui_ImplOpenGL3_RenderWindow(viewport: PImGuiViewport; render_arg: Pointer); Cdecl;
- var
- clear_color : ImVec4;
- begin
- if not (viewport^.Flags and ImGuiViewportFlags_NoRendererClear <> 0) then
- begin
- clear_color := ImVec4.New(0.0, 0.0, 0.0, 1.0);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- end;
- ImGui_OpenGL3_RenderDrawData(viewport^.DrawData);
- end;
- procedure ImGui_ImplOpenGL3_InitPlatformInterface;
- var
- platform_io: PImGuiPlatformIO;
- begin
- platform_io := ImGui.GetPlatformIO();
- platform_io^.Renderer_RenderWindow := @ImGui_ImplOpenGL3_RenderWindow;
- end;
- function ImGui_OpenGL3_Init(glsl_version: PAnsiChar): Boolean;
- Var
- io: PImGuiIO;
- bd: PImGui_ImplOpenGL3_Data;
- num_extensions: GLint;
- major, minor, current_texture : GLint;
- gl_version_str, extension: PAnsiChar;
- i: Integer;
- Const
- VersionInfo =
- 'GlVersion = %d '#10 + 'GlProfileIsCompat = %d '#10 +
- 'GlProfileMask = 0x%X'#10 + 'GlProfileIsES2 = %d, GlProfileIsES3 = %d'#10 +
- 'GL_VENDOR = "%s"'#10 + 'GL_RENDERER = "%s"';
- Begin
- io := ImGui.GetIO();
- Assert(io^.BackendRendererUserData = nil, 'Already initialized a renderer backend!');
- // Initialize our loader
- {$If not Defined(IMGUI_OPENGL_ES2) and not Defined(IMGUI_OPENGL_ES3) and not Defined(IMGUI_OPENGL_LOADER_CUSTOM) }
- If Not ImGLInit() Then
- Begin
- If IsConsole Then
- WriteLn('Failed to initialize OpenGL loader!');
- Exit(False);
- End;
- {$EndIf}
- // Setup backend capabilities flags
- bd := AllocMem(SizeOf(ImGui_ImplOpenGL3_Data));
- io^.BackendRendererUserData := bd;
- io^.BackendRendererName := 'Pas_imgui_opengl3';
- // Query for GL version (e.g. 320 for GL 3.2)
- {$IFDEF IMGUI_OPENGL_ES2}
- // GLES 2
- bd^.GlVersion := 200;
- bd^.GlProfileIsES2 := True;
- {$ELSE}
- // Desktop or GLES 3
- major := 0;
- minor := 0;
- glGetIntegerv(GL_MAJOR_VERSION, @major);
- glGetIntegerv(GL_MINOR_VERSION, @minor);
- If (major = 0) And (minor = 0) Then
- Begin
- gl_version_str := PAnsiChar(glGetString(GL_VERSION));
- If IsConsole Then
- WriteLn(Format('%s %d.%d', [gl_version_str, major, minor]));
- End;
- bd^.GlVersion := GLuint(major * 100 + minor * 10);
- If (bd^.GlVersion >= 320) Then
- glGetIntegerv(GL_CONTEXT_PROFILE_MASK, @bd^.GlProfileMask);
- bd^.GlProfileIsCompat := (bd^.GlProfileMask And
- GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) <> 0;
- {$IfDef IMGUI_OPENGL_ES3}
- bd^.GlProfileIsES3 := true;
- {$EndIf}
- bd^.UseBufferSubData := False;
- {$ENDIF}
- {$IfDef IMGUI_OPENGL_DEBUG}
- if IsConsole then
- WriteLn(Format(VersionInfo, [bd^.GlVersion, Integer(bd^.GlProfileIsCompat),
- bd^.GlProfileMask, Integer(bd^.GlProfileIsES2), Integer(bd^.GlProfileIsES3),
- PAnsiChar(glGetString(GL_VENDOR)), PAnsiChar(glGetString(GL_RENDERER))])); // [DEBUG]
- {$EndIf}
- {$IfDef IMGUI_OPENGL_MAY_HAVE_VTX_OFFSET}
- // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- if (bd^.GlVersion >= 320) then
- io^.BackendFlags := io^.BackendFlags or ImGuiBackendFlags_RendererHasVtxOffset;
- {$EndIf}
- // We can create multi-viewports on the Renderer side (optional)
- io^.BackendFlags := io^.BackendFlags or ImGuiBackendFlags_RendererHasViewports;
- // 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 nullptr if unsure.
- if glsl_version = nil then
- begin
- {$IFDEF IMGUI_OPENGL_ES2}
- glsl_version := '#version 100';
- {$ELSEIF DEFINED(IMGUI_OPENGL_ES3)}
- glsl_version := '#version 300 es';
- {$ELSEIF DEFINED(DARWIN)}
- glsl_version := '#version 150';
- {$ELSE}
- glsl_version := '#version 130';
- {$ENDIF}
- end;
- Assert(strlen(glsl_version) + 2 < Length(bd^.GlslVersionString), 'Ops');
- StrPCopy(bd^.GlslVersionString, glsl_version);
- StrCat(bd^.GlslVersionString, #10); // 1 = 1 as in C++ code :P
- // Make an arbitrary GL call (we don't actually need the result)
- // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
- glGetIntegerv(GL_TEXTURE_BINDING_2D, @current_texture);
- // Detect extensions we support
- bd^.HasClipOrigin := (bd^.GlVersion >= 450);
- {$IfDef IMGUI_OPENGL_MAY_HAVE_EXTENSIONS}
- {$IfDef IMGUI_OPENGL_DEBUG}
- if IsConsole then
- WriteLn('EXTENSIONS :');
- {$EndIf}
- glGetIntegerv(GL_NUM_EXTENSIONS, @num_extensions);
- for i := 0 to num_extensions - 1 do
- begin
- extension := PAnsiChar(glGetStringi(GL_EXTENSIONS, i));
- {$IfDef IMGUI_OPENGL_DEBUG}
- if IsConsole then
- WriteLn(' [+] ', extension);
- {$EndIf}
- if (extension <> nil) and (StrComp(extension, 'GL_ARB_clip_control') = 0) then
- bd^.HasClipOrigin := True;
- end;
- {$EndIf}
- If (io^.ConfigFlags And ImGuiConfigFlags_ViewportsEnable) <> 0 Then
- Begin
- ImGui_ImplOpenGL3_InitPlatformInterface();
- End;
- Result := True;
- End;
- function GetGLVersion(GlslVersionString : AnsiString; GLVersion : Integer = 130) : Integer;
- var
- Code: Integer;
- begin
- Result := GLVersion;
- // Extract the integer following '#version '
- if Pos('#version ', GlslVersionString) = 1 then
- begin
- // Delete the '#version ' part to isolate the number
- Delete(GlslVersionString, 1, Length('#version '));
- // Convert the remaining string to an integer
- Val(GlslVersionString, Result, Code);
- if Code <> 0 then
- Result := GLVersion;
- end;
- end;
- // 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.
- function CheckShader(handle: GLuint; desc: PAnsiChar) : Boolean;
- Var
- bd: PImGui_ImplOpenGL3_Data;
- status, log_length: GLint;
- buf : AnsiString;
- begin
- bd := ImGui_ImplOpenGL3_GetBackendData();
- status := 0; log_length := 0;
- glGetShaderiv(handle, GL_COMPILE_STATUS, @status);
- glGetShaderiv(handle, GL_INFO_LOG_LENGTH, @log_length);
- if boolean(status) = boolean(GL_FALSE) then
- begin
- if IsConsole then
- WriteLn(Format('ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s', [desc, bd^.GlslVersionString]));
- end;
- if (log_length > 1) then
- begin
- buf := '';
- SetLength(buf, log_length);
- glGetShaderInfoLog(handle, log_length, nil, @buf);
- if IsConsole then
- WriteLn(Format('%s', [buf]));
- buf := '';
- end;
- Result := boolean(status) = boolean(GL_TRUE)
- end;
- // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
- function CheckProgram(handle: GLuint; desc: PAnsiChar) : Boolean;
- Var
- bd: PImGui_ImplOpenGL3_Data;
- status, log_length: GLint;
- buf : AnsiString;
- begin
- bd := ImGui_ImplOpenGL3_GetBackendData();
- glGetProgramiv(handle, GL_LINK_STATUS, @status);
- glGetProgramiv(handle, GL_INFO_LOG_LENGTH, @log_length);
- if boolean(status) = boolean(GL_FALSE) then
- begin
- if IsConsole then
- WriteLn(Format('ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s', [desc, bd^.GlslVersionString]));
- end;
- if (log_length > 1) then
- begin
- buf := '';
- SetLength(buf, log_length);
- glGetProgramInfoLog(handle, log_length, nil, @buf);
- if IsConsole then
- WriteLn(Format('%s', [buf]));
- buf := '';
- end;
- Result := boolean(status) = boolean(GL_TRUE)
- end;
- function ImGui_ImplOpenGL3_CreateFontsTexture() : Boolean;
- Var
- bd: PImGui_ImplOpenGL3_Data;
- io: PImGuiIO;
- pixels : PImU8;
- last_texture : GLint;
- width, height : Integer;
- begin
- io := ImGui.GetIO();
- bd := ImGui_ImplOpenGL3_GetBackendData();
- // Build texture atlas
- io^.Fonts^.GetTexDataAsRGBA32(@pixels, @width, @height);
- // Load as RGBA 32-bit (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.
- // Upload texture to graphics system
- // (Bilinear sampling is required by default.
- // Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- glGetIntegerv(GL_TEXTURE_BINDING_2D, @last_texture);
- glGenTextures(1, @bd^.FontTexture);
- glBindTexture(GL_TEXTURE_2D, bd^.FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // Not on WebGL/ES
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- // Store our identifier
- io.Fonts^.SetTexID(ImTextureID(IntPtr(bd^.FontTexture)));
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- Result := True;
- end;
- function ImGui_ImplOpenGL3_CreateDeviceObjects : Boolean;
- Var
- bd: PImGui_ImplOpenGL3_Data;
- vert_handle, frag_handle : GLuint;
- last_texture, last_array_buffer, last_vertex_array : GLint;
- glsl_version : Integer;
- vertex_shader, fragment_shader : PGLchar;
- vertex_shader_with_version: array[0..1] of PAnsiChar;
- fragment_shader_with_version : array[0..1] of PAnsiChar;
- const
- vertex_shader_glsl_120: PGLchar =
- 'uniform mat4 ProjMtx;' + #10 +
- 'attribute vec2 Position;' + #10 +
- 'attribute vec2 UV;' + #10 +
- 'attribute vec4 Color;' + #10 +
- 'varying vec2 Frag_UV;' + #10 +
- 'varying vec4 Frag_Color;' + #10 +
- 'void main()' + #10 +
- '{' + #10 +
- ' Frag_UV = UV;' + #10 +
- ' Frag_Color = Color;' + #10 +
- ' gl_Position = ProjMtx * vec4(Position.xy,0,1);' + #10 +
- '}' + #10;
- vertex_shader_glsl_130: PGLchar =
- 'uniform mat4 ProjMtx;' + #10 +
- 'in vec2 Position;' + #10 +
- 'in vec2 UV;' + #10 +
- 'in vec4 Color;' + #10 +
- 'out vec2 Frag_UV;' + #10 +
- 'out vec4 Frag_Color;' + #10 +
- 'void main()' + #10 +
- '{' + #10 +
- ' Frag_UV = UV;' + #10 +
- ' Frag_Color = Color;' + #10 +
- ' gl_Position = ProjMtx * vec4(Position.xy,0,1);' + #10 +
- '}' + #10;
- vertex_shader_glsl_300_es: PGLchar =
- 'precision highp float;' + #10 +
- 'layout (location = 0) in vec2 Position;' + #10 +
- 'layout (location = 1) in vec2 UV;' + #10 +
- 'layout (location = 2) in vec4 Color;' + #10 +
- 'uniform mat4 ProjMtx;' + #10 +
- 'out vec2 Frag_UV;' + #10 +
- 'out vec4 Frag_Color;' + #10 +
- 'void main()' + #10 +
- '{' + #10 +
- ' Frag_UV = UV;' + #10 +
- ' Frag_Color = Color;' + #10 +
- ' gl_Position = ProjMtx * vec4(Position.xy,0,1);' + #10 +
- '}' + #10;
- vertex_shader_glsl_410_core: PGLchar =
- 'layout (location = 0) in vec2 Position;' + #10 +
- 'layout (location = 1) in vec2 UV;' + #10 +
- 'layout (location = 2) in vec4 Color;' + #10 +
- 'uniform mat4 ProjMtx;' + #10 +
- 'out vec2 Frag_UV;' + #10 +
- 'out vec4 Frag_Color;' + #10 +
- 'void main()' + #10 +
- '{' + #10 +
- ' Frag_UV = UV;' + #10 +
- ' Frag_Color = Color;' + #10 +
- ' gl_Position = ProjMtx * vec4(Position.xy,0,1);' + #10 +
- '}' + #10;
- fragment_shader_glsl_120: PGLchar =
- '#ifdef GL_ES' + #10 +
- ' precision mediump float;' + #10 +
- '#endif' + #10 +
- 'uniform sampler2D Texture;' + #10 +
- 'varying vec2 Frag_UV;' + #10 +
- 'varying vec4 Frag_Color;' + #10 +
- 'void main()' + #10 +
- '{' + #10 +
- ' gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);' + #10 +
- '}' + #10;
- fragment_shader_glsl_130: PGLchar =
- 'uniform sampler2D Texture;' + #10 +
- 'in vec2 Frag_UV;' + #10 +
- 'in vec4 Frag_Color;' + #10 +
- 'out vec4 Out_Color;' + #10 +
- 'void main()' + #10 +
- '{' + #10 +
- ' Out_Color = Frag_Color * texture(Texture, Frag_UV.st);' + #10 +
- '}' + #10;
- fragment_shader_glsl_300_es: PGLchar =
- 'precision mediump float;' + #10 +
- 'uniform sampler2D Texture;' + #10 +
- 'in vec2 Frag_UV;' + #10 +
- 'in vec4 Frag_Color;' + #10 +
- 'layout (location = 0) out vec4 Out_Color;' + #10 +
- 'void main()' + #10 +
- '{' + #10 +
- ' Out_Color = Frag_Color * texture(Texture, Frag_UV.st);' + #10 +
- '}' + #10;
- fragment_shader_glsl_410_core: PGLchar =
- 'in vec2 Frag_UV;' + #10 +
- 'in vec4 Frag_Color;' + #10 +
- 'uniform sampler2D Texture;' + #10 +
- 'layout (location = 0) out vec4 Out_Color;' + #10 +
- 'void main()' + #10 +
- '{' + #10 +
- ' Out_Color = Frag_Color * texture(Texture, Frag_UV.st);' + #10 +
- '}' + #10;
- Begin
- bd := ImGui_ImplOpenGL3_GetBackendData();
- // Backup GL state
- glGetIntegerv(GL_TEXTURE_BINDING_2D, @last_texture);
- glGetIntegerv(GL_ARRAY_BUFFER_BINDING, @last_array_buffer);
- {$IfDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- glGetIntegerv(GL_VERTEX_ARRAY_BINDING, @last_vertex_array);
- {$EndIf}
- // Parse GLSL version string
- glsl_version := 130;
- glsl_version := GetGLVersion(AnsiString(bd^.GlslVersionString), glsl_version);
- // Select shaders matching our GLSL versions
- if glsl_version < 130 then
- begin
- vertex_shader := vertex_shader_glsl_120;
- fragment_shader := fragment_shader_glsl_120;
- end
- else if glsl_version >= 410 then
- begin
- vertex_shader := vertex_shader_glsl_410_core;
- fragment_shader := fragment_shader_glsl_410_core;
- end
- else if glsl_version = 300 then
- begin
- vertex_shader := vertex_shader_glsl_300_es;
- fragment_shader := fragment_shader_glsl_300_es;
- end
- else
- begin
- vertex_shader := vertex_shader_glsl_130;
- fragment_shader := fragment_shader_glsl_130;
- end;
- // Create shaders
- vertex_shader_with_version[0] := @bd^.GlslVersionString[0];
- vertex_shader_with_version[1] := vertex_shader;
- vert_handle := glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vert_handle, 2, @vertex_shader_with_version, nil);
- glCompileShader(vert_handle);
- CheckShader(vert_handle, 'vertex shader');
- fragment_shader_with_version[0] := @bd^.GlslVersionString[0];
- fragment_shader_with_version[1] := fragment_shader;
- frag_handle := glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(frag_handle, 2, @fragment_shader_with_version, nil);
- glCompileShader(frag_handle);
- CheckShader(frag_handle, 'fragment shader');
- // Link
- bd^.ShaderHandle := glCreateProgram();
- glAttachShader(bd^.ShaderHandle, vert_handle);
- glAttachShader(bd^.ShaderHandle, frag_handle);
- glLinkProgram(bd^.ShaderHandle);
- CheckProgram(bd^.ShaderHandle, 'shader program');
- glDetachShader(bd^.ShaderHandle, vert_handle);
- glDetachShader(bd^.ShaderHandle, frag_handle);
- glDeleteShader(vert_handle);
- glDeleteShader(frag_handle);
- bd^.AttribLocationTex := glGetUniformLocation(bd^.ShaderHandle, 'Texture');
- bd^.AttribLocationProjMtx := glGetUniformLocation(bd^.ShaderHandle, 'ProjMtx');
- bd^.AttribLocationVtxPos := GLuint(glGetAttribLocation(bd^.ShaderHandle, 'Position'));
- bd^.AttribLocationVtxUV := GLuint(glGetAttribLocation(bd^.ShaderHandle, 'UV'));
- bd^.AttribLocationVtxColor := GLuint(glGetAttribLocation(bd^.ShaderHandle, 'Color'));
- // Create buffers
- glGenBuffers(1, @bd^.VboHandle);
- glGenBuffers(1, @bd^.ElementsHandle);
- ImGui_ImplOpenGL3_CreateFontsTexture();
- // Restore modified GL state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
- {$IfDef IMGUI_OPENGL_USE_VERTEX_ARRAY}
- glBindVertexArray(last_vertex_array);
- {$EndIf}
- Result := True;
- end;
- procedure ImGui_OpenGL3_NewFrame;
- Var
- bd: PImGui_ImplOpenGL3_Data;
- Begin
- bd := ImGui_ImplOpenGL3_GetBackendData();
- Assert(bd <> nil, 'Did you call ImGui_ImplOpenGL3_Init()?');
- if (bd^.ShaderHandle = 0) then
- ImGui_ImplOpenGL3_CreateDeviceObjects();
- End;
- procedure ImGui_ImplOpenGL3_ShutdownPlatformInterface();
- begin
- ImGui.DestroyPlatformWindows();
- end;
- procedure ImGui_ImplOpenGL3_DestroyFontsTexture;
- Var
- bd: PImGui_ImplOpenGL3_Data;
- io: PImGuiIO;
- Begin
- bd := ImGui_ImplOpenGL3_GetBackendData();
- io := imgui.GetIO();
- if (bd^.FontTexture > 0) then
- begin
- glDeleteTextures(1, @bd^.FontTexture);
- io^.Fonts^.SetTexID(nil);
- bd^.FontTexture := 0;
- end;
- end;
- procedure ImGui_ImplOpenGL3_DestroyDeviceObjects;
- Var
- bd: PImGui_ImplOpenGL3_Data;
- Begin
- bd := ImGui_ImplOpenGL3_GetBackendData();
- if (bd^.VboHandle > 0) then
- begin
- glDeleteBuffers(1, @bd^.VboHandle);
- bd^.VboHandle := 0;
- end;
- if (bd^.ElementsHandle > 0) then
- begin
- glDeleteBuffers(1, @bd^.ElementsHandle);
- bd^.ElementsHandle := 0;
- end;
- if (bd^.ShaderHandle > 0) then
- begin
- glDeleteProgram(bd^.ShaderHandle);
- bd^.ShaderHandle := 0;
- end;
- ImGui_ImplOpenGL3_DestroyFontsTexture();
- end;
- procedure ImGui_OpenGL3_Shutdown;
- Var
- bd: PImGui_ImplOpenGL3_Data;
- io: PImGuiIO;
- Begin
- bd := ImGui_ImplOpenGL3_GetBackendData();
- Assert(bd <> nil, 'No renderer backend to shutdown, or already shutdown?');
- io := imgui.GetIO();
- ImGui_ImplOpenGL3_ShutdownPlatformInterface();
- ImGui_ImplOpenGL3_DestroyDeviceObjects();
- io^.BackendRendererName := nil;
- io^.BackendRendererUserData := nil;
- io^.BackendFlags := io^.BackendFlags and not(ImGuiBackendFlags_RendererHasVtxOffset or ImGuiBackendFlags_RendererHasViewports);
- // Free Allocated data
- Freemem(bd);
- End;
- {$IfDef IMGUI_OPENGL_DEBUG}
- initialization
- AssertErrorProc := @OnAssert;
- {$EndIf}
- End.
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