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Backends: OpenGL3: Fix building with pre-3.2 GL bindings which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
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@ -73,6 +73,8 @@ Other Changes:
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- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
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- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
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- Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto]
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- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
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using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
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- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
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- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
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- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
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@ -13,6 +13,7 @@
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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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// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -77,7 +78,7 @@
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#include "TargetConditionals.h"
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#endif
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// Auto-detect GL version
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// Auto-enable GLES on matching platforms
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
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#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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@ -119,16 +120,16 @@
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#endif
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#endif
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// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 0
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
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#else
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 1
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
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#endif
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// OpenGL Data
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static char g_GlslVersionString[32] = "";
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static GLuint g_GlVersion = 0;
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static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
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static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
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static GLuint g_FontTexture = 0;
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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@ -138,11 +139,11 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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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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// query for GL version
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// Query for GL version
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#if !defined(IMGUI_IMPL_OPENGL_ES2)
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GLint major, minor;
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glGetIntegerv (GL_MAJOR_VERSION, &major);
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glGetIntegerv (GL_MINOR_VERSION, &minor);
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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g_GlVersion = major * 1000 + minor;
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#else
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g_GlVersion = 2000; // GLES 2
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@ -151,12 +152,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_GlVersion >= 3200)
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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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// 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.
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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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#if defined(IMGUI_IMPL_OPENGL_ES2)
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if (glsl_version == NULL)
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glsl_version = "#version 100";
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@ -356,14 +358,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_GlVersion >= 3200)
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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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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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#else
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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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#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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}
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}
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}
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