Updated OpenGL3 imgui backend to once again support multi-viewports
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external/ImGui/source/imgui_impl_opengl3.cpp
vendored
221
external/ImGui/source/imgui_impl_opengl3.cpp
vendored
@ -5,6 +5,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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@ -13,6 +14,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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@ -150,6 +152,10 @@ static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Forward Declarations
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static void ImGui_ImplOpenGL3_InitPlatformInterface();
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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@ -177,6 +183,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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if (g_GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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@ -228,11 +235,15 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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GLint current_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplOpenGL3_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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@ -279,12 +290,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
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#endif
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const float ortho_projection[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
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};
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
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};
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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@ -408,7 +419,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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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);
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else
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#endif
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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}
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}
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}
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@ -541,104 +552,104 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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sscanf(g_GlslVersionString, "#version %d", &glsl_version);
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const GLchar* vertex_shader_glsl_120 =
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"uniform mat4 ProjMtx;\n"
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"attribute vec2 Position;\n"
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"attribute vec2 UV;\n"
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"attribute vec4 Color;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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"uniform mat4 ProjMtx;\n"
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"attribute vec2 Position;\n"
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"attribute vec2 UV;\n"
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"attribute vec4 Color;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_130 =
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_300_es =
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"precision mediump float;\n"
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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"uniform mat4 ProjMtx;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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"precision mediump float;\n"
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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"uniform mat4 ProjMtx;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_410_core =
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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"uniform mat4 ProjMtx;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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"uniform mat4 ProjMtx;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_120 =
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
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"}\n";
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_130 =
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_300_es =
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_410_core =
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"uniform sampler2D Texture;\n"
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"uniform sampler2D Texture;\n"
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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// Select shaders matching our GLSL versions
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const GLchar* vertex_shader = NULL;
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@ -717,3 +728,31 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
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{
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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{
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
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}
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static void ImGui_ImplOpenGL3_InitPlatformInterface()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
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}
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
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{
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ImGui::DestroyPlatformWindows();
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}
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