mirror of https://github.com/987123879113/pcsx2
69 changed files with 2382 additions and 3064 deletions
@ -1 +1 @@
@@ -1 +1 @@
|
||||
Subproject commit 89a28209e89f69a5eda560d2ef9c13915c95616a |
||||
Subproject commit 60bea052a92cbb4a93b221002fdf04f0da3698e1 |
@ -1,24 +0,0 @@
@@ -1,24 +0,0 @@
|
||||
// dear imgui: Renderer for DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once |
||||
|
||||
struct ID3D11Device; |
||||
struct ID3D11DeviceContext; |
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); |
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); |
||||
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); |
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); |
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); |
||||
IMGUI_IMPL_API void ImGui_ImplDX11_CreateFontsTexture(); |
@ -1,39 +0,0 @@
@@ -1,39 +0,0 @@
|
||||
// dear imgui: Renderer Backend for DirectX12
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once |
||||
#include "imgui.h" // IMGUI_IMPL_API |
||||
#include <dxgiformat.h> // DXGI_FORMAT |
||||
|
||||
struct ID3D12Device; |
||||
struct ID3D12DescriptorHeap; |
||||
struct ID3D12GraphicsCommandList; |
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE; |
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE; |
||||
|
||||
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, |
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); |
||||
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); |
||||
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); |
||||
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); |
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); |
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); |
@ -1,36 +0,0 @@
@@ -1,36 +0,0 @@
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// 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.
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once |
||||
|
||||
// Backend API
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); |
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); |
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); |
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); |
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); |
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); |
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); |
@ -1,503 +0,0 @@
@@ -1,503 +0,0 @@
|
||||
// dear imgui: Renderer for DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
|
||||
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
|
||||
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX11: Disabling depth-write.
|
||||
|
||||
#include "imgui.h" |
||||
#include "imgui_impl_dx11.h" |
||||
|
||||
// DirectX
|
||||
#include <stdio.h> |
||||
#include <d3d11.h> |
||||
#include <d3dcompiler.h> |
||||
#ifdef _MSC_VER |
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif |
||||
|
||||
// DirectX data
|
||||
static ID3D11Device* g_pd3dDevice = NULL; |
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; |
||||
static ID3D11Buffer* g_pVB = NULL; |
||||
static ID3D11Buffer* g_pIB = NULL; |
||||
static ID3D10Blob* g_pVertexShaderBlob = NULL; |
||||
static ID3D11VertexShader* g_pVertexShader = NULL; |
||||
static ID3D11InputLayout* g_pInputLayout = NULL; |
||||
static ID3D11Buffer* g_pVertexConstantBuffer = NULL; |
||||
static ID3D10Blob* g_pPixelShaderBlob = NULL; |
||||
static ID3D11PixelShader* g_pPixelShader = NULL; |
||||
static ID3D11SamplerState* g_pFontSampler = NULL; |
||||
static ID3D11ShaderResourceView*g_pFontTextureView = NULL; |
||||
static ID3D11RasterizerState* g_pRasterizerState = NULL; |
||||
static ID3D11BlendState* g_pBlendState = NULL; |
||||
static ID3D11DepthStencilState* g_pDepthStencilState = NULL; |
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; |
||||
|
||||
struct VERTEX_CONSTANT_BUFFER |
||||
{ |
||||
float mvp[4][4]; |
||||
}; |
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) |
||||
{ |
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
||||
return; |
||||
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext; |
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) |
||||
{ |
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000; |
||||
D3D11_BUFFER_DESC desc; |
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); |
||||
desc.Usage = D3D11_USAGE_DYNAMIC; |
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); |
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
||||
desc.MiscFlags = 0; |
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) |
||||
return; |
||||
} |
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) |
||||
{ |
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000; |
||||
D3D11_BUFFER_DESC desc; |
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); |
||||
desc.Usage = D3D11_USAGE_DYNAMIC; |
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); |
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) |
||||
return; |
||||
} |
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; |
||||
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) |
||||
return; |
||||
if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) |
||||
return; |
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; |
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; |
||||
for (int n = 0; n < draw_data->CmdListsCount; n++) |
||||
{ |
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
||||
vtx_dst += cmd_list->VtxBuffer.Size; |
||||
idx_dst += cmd_list->IdxBuffer.Size; |
||||
} |
||||
ctx->Unmap(g_pVB, 0); |
||||
ctx->Unmap(g_pIB, 0); |
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
|
||||
{ |
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource; |
||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) |
||||
return; |
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; |
||||
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; |
||||
float mvp[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, 0.5f, 0.0f }, |
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
||||
}; |
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); |
||||
ctx->Unmap(g_pVertexConstantBuffer, 0); |
||||
} |
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX11_STATE |
||||
{ |
||||
UINT ScissorRectsCount, ViewportsCount; |
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
||||
ID3D11RasterizerState* RS; |
||||
ID3D11BlendState* BlendState; |
||||
FLOAT BlendFactor[4]; |
||||
UINT SampleMask; |
||||
UINT StencilRef; |
||||
ID3D11DepthStencilState* DepthStencilState; |
||||
ID3D11ShaderResourceView* PSShaderResource; |
||||
ID3D11SamplerState* PSSampler; |
||||
ID3D11PixelShader* PS; |
||||
ID3D11VertexShader* VS; |
||||
UINT PSInstancesCount, VSInstancesCount; |
||||
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; |
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; |
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; |
||||
DXGI_FORMAT IndexBufferFormat; |
||||
ID3D11InputLayout* InputLayout; |
||||
}; |
||||
BACKUP_DX11_STATE old; |
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); |
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); |
||||
ctx->RSGetState(&old.RS); |
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); |
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); |
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); |
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler); |
||||
old.PSInstancesCount = old.VSInstancesCount = 256; |
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); |
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); |
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); |
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); |
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); |
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); |
||||
ctx->IAGetInputLayout(&old.InputLayout); |
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp; |
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT)); |
||||
vp.Width = draw_data->DisplaySize.x; |
||||
vp.Height = draw_data->DisplaySize.y; |
||||
vp.MinDepth = 0.0f; |
||||
vp.MaxDepth = 1.0f; |
||||
vp.TopLeftX = vp.TopLeftY = 0; |
||||
ctx->RSSetViewports(1, &vp); |
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert); |
||||
unsigned int offset = 0; |
||||
ctx->IASetInputLayout(g_pInputLayout); |
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
||||
ctx->VSSetShader(g_pVertexShader, NULL, 0); |
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
||||
ctx->PSSetShader(g_pPixelShader, NULL, 0); |
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler); |
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); |
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); |
||||
ctx->RSSetState(g_pRasterizerState); |
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0; |
||||
int idx_offset = 0; |
||||
ImVec2 clip_off = draw_data->DisplayPos; |
||||
for (int n = 0; n < draw_data->CmdListsCount; n++) |
||||
{ |
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
||||
{ |
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
||||
if (pcmd->UserCallback) |
||||
{ |
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd); |
||||
} |
||||
else |
||||
{ |
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; |
||||
ctx->RSSetScissorRects(1, &r); |
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; |
||||
ctx->PSSetShaderResources(0, 1, &texture_srv); |
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); |
||||
} |
||||
idx_offset += pcmd->ElemCount; |
||||
} |
||||
vtx_offset += cmd_list->VtxBuffer.Size; |
||||
} |
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); |
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports); |
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); |
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); |
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); |
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); |
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); |
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); |
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); |
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); |
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); |
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); |
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology); |
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); |
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); |
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); |
||||
} |
||||
|
||||
void ImGui_ImplDX11_CreateFontsTexture() |
||||
{ |
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
unsigned char* pixels; |
||||
int width, height; |
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
||||
|
||||
// Upload texture to graphics system
|
||||
if (g_pFontTextureView) |
||||
{ |
||||
g_pFontTextureView->Release(); |
||||
g_pFontTextureView = nullptr; |
||||
} |
||||
{ |
||||
D3D11_TEXTURE2D_DESC desc; |
||||
ZeroMemory(&desc, sizeof(desc)); |
||||
desc.Width = width; |
||||
desc.Height = height; |
||||
desc.MipLevels = 1; |
||||
desc.ArraySize = 1; |
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
||||
desc.SampleDesc.Count = 1; |
||||
desc.Usage = D3D11_USAGE_DEFAULT; |
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
||||
desc.CPUAccessFlags = 0; |
||||
|
||||
ID3D11Texture2D *pTexture = NULL; |
||||
D3D11_SUBRESOURCE_DATA subResource; |
||||
subResource.pSysMem = pixels; |
||||
subResource.SysMemPitch = desc.Width * 4; |
||||
subResource.SysMemSlicePitch = 0; |
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); |
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
||||
ZeroMemory(&srvDesc, sizeof(srvDesc)); |
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels; |
||||
srvDesc.Texture2D.MostDetailedMip = 0; |
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); |
||||
pTexture->Release(); |
||||
} |
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_pFontTextureView; |
||||
|
||||
// Create texture sampler
|
||||
if (!g_pFontSampler) |
||||
{ |
||||
D3D11_SAMPLER_DESC desc; |
||||
ZeroMemory(&desc, sizeof(desc)); |
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
||||
desc.MipLODBias = 0.f; |
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
||||
desc.MinLOD = 0.f; |
||||
desc.MaxLOD = 0.f; |
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); |
||||
} |
||||
|
||||
io.Fonts->ClearTexData(); |
||||
} |
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects() |
||||
{ |
||||
if (!g_pd3dDevice) |
||||
return false; |
||||
if (g_pFontSampler) |
||||
ImGui_ImplDX11_InvalidateDeviceObjects(); |
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{ |
||||
static const char* vertexShader = |
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\ |
||||
float4x4 ProjectionMatrix; \ |
||||
};\ |
||||
struct VS_INPUT\ |
||||
{\ |
||||
float2 pos : POSITION;\ |
||||
float4 col : COLOR0;\ |
||||
float2 uv : TEXCOORD0;\ |
||||
};\ |
||||
\ |
||||
struct PS_INPUT\ |
||||
{\ |
||||
float4 pos : SV_POSITION;\ |
||||
float4 col : COLOR0;\ |
||||
float2 uv : TEXCOORD0;\ |
||||
};\ |
||||
\ |
||||
PS_INPUT main(VS_INPUT input)\ |
||||
{\ |
||||
PS_INPUT output;\ |
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
||||
output.col = input.col;\ |
||||
output.uv = input.uv;\ |
||||
return output;\ |
||||
}"; |
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); |
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false; |
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) |
||||
return false; |
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] = |
||||
{ |
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
||||
}; |
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
||||
return false; |
||||
|
||||
// Create the constant buffer
|
||||
{ |
||||
D3D11_BUFFER_DESC desc; |
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
||||
desc.Usage = D3D11_USAGE_DYNAMIC; |
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
||||
desc.MiscFlags = 0; |
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); |
||||
} |
||||
} |
||||
|
||||
// Create the pixel shader
|
||||
{ |
||||
static const char* pixelShader = |
||||
"struct PS_INPUT\
|
||||
{\ |
||||
float4 pos : SV_POSITION;\ |
||||
float4 col : COLOR0;\ |
||||
float2 uv : TEXCOORD0;\ |
||||
};\ |
||||
sampler sampler0;\ |
||||
Texture2D texture0;\ |
||||
\ |
||||
float4 main(PS_INPUT input) : SV_Target\ |
||||
{\ |
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ |
||||
return out_col; \ |
||||
}"; |
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); |
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false; |
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
||||
return false; |
||||
} |
||||
|
||||
// Create the blending setup
|
||||
{ |
||||
D3D11_BLEND_DESC desc; |
||||
ZeroMemory(&desc, sizeof(desc)); |
||||
desc.AlphaToCoverageEnable = false; |
||||
desc.RenderTarget[0].BlendEnable = true; |
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; |
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); |
||||
} |
||||
|
||||
// Create the rasterizer state
|
||||
{ |
||||
D3D11_RASTERIZER_DESC desc; |
||||
ZeroMemory(&desc, sizeof(desc)); |
||||
desc.FillMode = D3D11_FILL_SOLID; |
||||
desc.CullMode = D3D11_CULL_NONE; |
||||
desc.ScissorEnable = true; |
||||
desc.DepthClipEnable = true; |
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); |
||||
} |
||||
|
||||
// Create depth-stencil State
|
||||
{ |
||||
D3D11_DEPTH_STENCIL_DESC desc; |
||||
ZeroMemory(&desc, sizeof(desc)); |
||||
desc.DepthEnable = false; |
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; |
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS; |
||||
desc.StencilEnable = false; |
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; |
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; |
||||
desc.BackFace = desc.FrontFace; |
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); |
||||
} |
||||
|
||||
return true; |
||||
} |
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects() |
||||
{ |
||||
if (!g_pd3dDevice) |
||||
return; |
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } |
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } |
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } |
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } |
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } |
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } |
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } |
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } |
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } |
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } |
||||
} |
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) |
||||
{ |
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
io.BackendRendererName = "imgui_impl_dx11"; |
||||
g_pd3dDevice = device; |
||||
g_pd3dDeviceContext = device_context; |
||||
|
||||
return ImGui_ImplDX11_CreateDeviceObjects(); |
||||
} |
||||
|
||||
void ImGui_ImplDX11_Shutdown() |
||||
{ |
||||
ImGui_ImplDX11_InvalidateDeviceObjects(); |
||||
g_pd3dDevice = NULL; |
||||
g_pd3dDeviceContext = NULL; |
||||
} |
@ -1,567 +0,0 @@
@@ -1,567 +0,0 @@
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
|
||||
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
|
||||
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
|
||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 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.
|
||||
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
|
||||
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
||||
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
|
||||
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
|
||||
|
||||
//----------------------------------------
|
||||
// OpenGL GLSL GLSL
|
||||
// version version string
|
||||
//----------------------------------------
|
||||
// 2.0 110 "#version 110"
|
||||
// 2.1 120 "#version 120"
|
||||
// 3.0 130 "#version 130"
|
||||
// 3.1 140 "#version 140"
|
||||
// 3.2 150 "#version 150"
|
||||
// 3.3 330 "#version 330 core"
|
||||
// 4.0 400 "#version 400 core"
|
||||
// 4.1 410 "#version 410 core"
|
||||
// 4.2 420 "#version 410 core"
|
||||
// 4.3 430 "#version 430 core"
|
||||
// ES 2.0 100 "#version 100" = WebGL 1.0
|
||||
// ES 3.0 300 "#version 300 es" = WebGL 2.0
|
||||
//----------------------------------------
|
||||
|
||||
#include "imgui.h" |
||||
#include "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 |
||||
#if defined(__APPLE__) |
||||
#include "TargetConditionals.h" |
||||
#endif |
||||
|
||||
// GL includes
|
||||
#include <glad.h> |
||||
|
||||
// OpenGL Data
|
||||
static char g_GlslVersionString[32] = ""; |
||||
static GLuint g_FontTexture = 0; |
||||
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; |
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
||||
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
|
||||
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; |
||||
static bool g_IsGLES = false; |
||||
static bool g_IsGLES2 = false; |
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version) |
||||
{ |
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
io.BackendRendererName = "imgui_impl_opengl3"; |
||||
|
||||
// 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 (GLAD_GL_ES_VERSION_3_0) |
||||
{ |
||||
if (glsl_version == NULL) |
||||
glsl_version = "#version 300 es"; |
||||
g_IsGLES = true; |
||||
g_IsGLES2 = false; |
||||
} |
||||
else if (GLAD_GL_ES_VERSION_2_0) |
||||
{ |
||||
if (glsl_version == NULL) |
||||
glsl_version = "#version 100"; |
||||
g_IsGLES = true; |
||||
g_IsGLES2 = true; |
||||
} |
||||
else |
||||
{ |
||||
if (glsl_version == NULL) |
||||
glsl_version = "#version 130"; |
||||
g_IsGLES = false; |
||||
g_IsGLES2 = false; |
||||
} |
||||
|
||||
if (!g_IsGLES) |
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); |
||||
#ifndef _MSC_VER |
||||
strcpy(g_GlslVersionString, glsl_version); |
||||
strcat(g_GlslVersionString, "\n"); |
||||
#else |
||||
strncpy_s(g_GlslVersionString, sizeof(g_GlslVersionString), glsl_version, _TRUNCATE); |
||||
strncat_s(g_GlslVersionString, sizeof(g_GlslVersionString), "\n", _TRUNCATE); |
||||
#endif |
||||
return ImGui_ImplOpenGL3_CreateDeviceObjects(); |
||||
} |
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown() |
||||
{ |
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects(); |
||||
} |
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame() |
||||
{ |
||||
if (!g_ShaderHandle) |
||||
ImGui_ImplOpenGL3_CreateDeviceObjects(); |
||||
} |
||||
|
||||
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); |
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
||||
glDisable(GL_CULL_FACE); |
||||
glDisable(GL_DEPTH_TEST); |
||||
glEnable(GL_SCISSOR_TEST); |
||||
#ifdef GL_POLYGON_MODE |
||||
if (!g_IsGLES) |
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
||||
#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; |
||||
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]); |
||||
|
||||
if (!g_IsGLES2) |
||||
{ |
||||
glBindVertexArray(g_VaoHandle); |
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); |
||||
} |
||||
else |
||||
{ |
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); |
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos); |
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV); |
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor); |
||||
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)); |
||||
} |
||||
} |
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) |
||||
{ |
||||
// Avoid rendering when minimized
|
||||
int fb_width = (int)(draw_data->DisplaySize.x); |
||||
int fb_height = (int)(draw_data->DisplaySize.y); |
||||
if (fb_width <= 0 || fb_height <= 0) |
||||
return; |
||||
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height); |
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++) |
||||
{ |
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
||||
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); |
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); |
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
||||
{ |
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
||||
if (pcmd->UserCallback != NULL) |
||||
{ |
||||
// 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) |
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height); |
||||
else |
||||
pcmd->UserCallback(cmd_list, pcmd); |
||||
} |
||||
else |
||||
{ |
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect; |
||||
clip_rect.x = pcmd->ClipRect.x - clip_off.x; |
||||
clip_rect.y = pcmd->ClipRect.y - clip_off.y; |
||||
clip_rect.z = pcmd->ClipRect.z - clip_off.x; |
||||
clip_rect.w = pcmd->ClipRect.w - clip_off.y; |
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) |
||||
{ |
||||
// Apply scissor/clipping rectangle
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); |
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
||||
|
||||
if (!g_IsGLES) |
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); |
||||
else |
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
if (!g_IsGLES2) |
||||
{ |
||||
glBindVertexArray(0); |
||||
glBindBuffer(GL_ARRAY_BUFFER, 0); |
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
||||
} |
||||
else |
||||
{ |
||||
glDisableVertexAttribArray(g_AttribLocationVtxPos); |
||||
glDisableVertexAttribArray(g_AttribLocationVtxUV); |
||||
glDisableVertexAttribArray(g_AttribLocationVtxColor); |
||||
} |
||||
} |
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture() |
||||
{ |
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
unsigned char* pixels; |
||||
int width, height; |
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (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
|
||||
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); |
||||
#ifdef GL_UNPACK_ROW_LENGTH |
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
||||
#endif |
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; |
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture); |
||||
io.Fonts->ClearTexData(); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture() |
||||
{ |
||||
if (g_FontTexture) |
||||
{ |
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
glDeleteTextures(1, &g_FontTexture); |
||||
io.Fonts->TexID = 0; |
||||
g_FontTexture = 0; |
||||
} |
||||
} |
||||
|
||||
// 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; |
||||
} |
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects() |
||||
{ |
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer; |
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
||||
#ifndef IMGUI_IMPL_OPENGL_ES2 |
||||
GLint last_vertex_array; |
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
||||
#endif |
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130; |
||||
#ifndef _MSC_VER |
||||
sscanf(g_GlslVersionString, "#version %d", &glsl_version); |
||||
#else |
||||
sscanf_s(g_GlslVersionString, "#version %d", &glsl_version); |
||||
#endif |
||||
|
||||
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"; |
||||
|
||||
const GLchar* fragment_shader_glsl_120 = |
||||
"#ifdef GL_ES\n" |
||||
" precision mediump float;\n" |
||||
"#endif\n" |
||||
"uniform sampler2D Texture;\n" |
||||
"varying vec2 Frag_UV;\n" |
||||
"varying vec4 Frag_Color;\n" |
||||
"void main()\n" |
||||
"{\n" |
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" |
||||
"}\n"; |
||||
|
||||
const GLchar* fragment_shader_glsl_130 = |
||||
"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"; |
||||
|
||||
const GLchar* fragment_shader_glsl_300_es = |
||||
"precision mediump float;\n" |
||||
"uniform sampler2D Texture;\n" |
||||
"in vec2 Frag_UV;\n" |
||||
"in vec4 Frag_Color;\n" |
||||
"layout (location = 0) out vec4 Out_Color;\n" |
||||
"void main()\n" |
||||
"{\n" |
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" |
||||
"}\n"; |
||||
|
||||
const GLchar* fragment_shader_glsl_410_core = |
||||
"in vec2 Frag_UV;\n" |
||||
"in vec4 Frag_Color;\n" |
||||
"uniform sampler2D Texture;\n" |
||||
"layout (location = 0) out vec4 Out_Color;\n" |
||||
"void main()\n" |
||||
"{\n" |
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" |
||||
"}\n"; |
||||
|
||||
// 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; |
||||
} |
||||
|
||||
// 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 = glGetAttribLocation(g_ShaderHandle, "Position"); |
||||
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); |
||||
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); |
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &g_VboHandle); |
||||
glGenBuffers(1, &g_ElementsHandle); |
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); |
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(ImDrawVert), nullptr, GL_STREAM_DRAW); |
||||
|
||||
|
||||
if (!g_IsGLES2) |
||||
{ |
||||
glGenVertexArrays(1, &g_VaoHandle); |
||||
glBindVertexArray(g_VaoHandle); |
||||
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos); |
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV); |
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor); |
||||
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)); |
||||
} |
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture); |
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
||||
if (!g_IsGLES2) |
||||
glBindVertexArray(last_vertex_array); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects() |
||||
{ |
||||
if (g_VaoHandle) { glDeleteVertexArrays(1, &g_VaoHandle); g_VaoHandle = 0; } |
||||
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } |
||||
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } |
||||
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } |
||||
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } |
||||
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } |
||||
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } |
||||
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } |
||||
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture(); |
||||
} |