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Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]

This commit is contained in:
omar 2019-03-03 23:32:40 +01:00
parent 9d1a392d7d
commit beb3062dc5
3 changed files with 37 additions and 8 deletions

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@ -66,6 +66,7 @@ Other Changes:
tree depth instead of a relative one. tree depth instead of a relative one.
- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". - Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). - Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
even if the OpenGL headers/loader happens to define the value. (#2366, #2186) even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] - Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]

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@ -12,6 +12,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 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. // 2019-02-20: 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. // 2019-02-11: 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). // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
@ -69,14 +70,18 @@
#include "TargetConditionals.h" #include "TargetConditionals.h"
#endif #endif
// iOS, Android and Emscripten can use GL ES 3 // Auto-detect GL version
// Call ImGui_ImplOpenGL3_Init() with "#version 300 es" #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__)) #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
#define USE_GL_ES3 #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#endif
#endif #endif
#ifdef USE_GL_ES3 #if defined(IMGUI_IMPL_OPENGL_ES2)
// OpenGL ES 3 #include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#include <GLES3/gl3.h> // Use GL ES 3 #include <GLES3/gl3.h> // Use GL ES 3
#else #else
// About Desktop OpenGL function loaders: // About Desktop OpenGL function loaders:
@ -109,7 +114,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendRendererName = "imgui_impl_opengl3"; 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. // 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.
#ifdef USE_GL_ES3 #if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL) if (glsl_version == NULL)
glsl_version = "#version 300 es"; glsl_version = "#version 300 es";
#else #else
@ -154,7 +162,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
#endif #endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_array_buffer; 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); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
#ifdef GL_POLYGON_MODE #ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif #endif
@ -208,11 +218,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#ifdef GL_SAMPLER_BINDING #ifdef GL_SAMPLER_BINDING
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif #endif
#ifndef IMGUI_IMPL_OPENGL_ES2
// Recreate the VAO every time // Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
GLuint vao_handle = 0; GLuint vao_handle = 0;
glGenVertexArrays(1, &vao_handle); glGenVertexArrays(1, &vao_handle);
glBindVertexArray(vao_handle); glBindVertexArray(vao_handle);
#endif
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationUV);
@ -270,7 +283,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
} }
} }
#ifndef IMGUI_IMPL_OPENGL_ES2
glDeleteVertexArrays(1, &vao_handle); glDeleteVertexArrays(1, &vao_handle);
#endif
// Restore modified GL state // Restore modified GL state
glUseProgram(last_program); glUseProgram(last_program);
@ -279,7 +294,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glBindSampler(0, last_sampler); glBindSampler(0, last_sampler);
#endif #endif
glActiveTexture(last_active_texture); glActiveTexture(last_active_texture);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); 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); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
@ -309,7 +326,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
glBindTexture(GL_TEXTURE_2D, g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier // Store our identifier
@ -371,10 +390,13 @@ static bool CheckProgram(GLuint handle, const char* desc)
bool ImGui_ImplOpenGL3_CreateDeviceObjects() bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{ {
// Backup GL state // Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array; GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); 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); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string // Parse GLSL version string
int glsl_version = 130; int glsl_version = 130;
@ -538,7 +560,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Restore modified GL state // Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
#endif
return true; return true;
} }

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@ -22,6 +22,10 @@
#pragma once #pragma once
// Specific OpenGL versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Set default OpenGL3 loader to be gl3w // Set default OpenGL3 loader to be gl3w
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \