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rip out imgui for now
This commit is contained in:
parent
625974e62c
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846
cli/gl3w.c
846
cli/gl3w.c
@ -1,846 +0,0 @@
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/*
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* This file was generated with gl3w_gen.py, part of gl3w
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* (hosted at https://github.com/skaslev/gl3w)
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*
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* This is free and unencumbered software released into the public domain.
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*
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||||
* Anyone is free to copy, modify, publish, use, compile, sell, or
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* distribute this software, either in source code form or as a compiled
|
||||
* binary, for any purpose, commercial or non-commercial, and by any
|
||||
* means.
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||||
*
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||||
* In jurisdictions that recognize copyright laws, the author or authors
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||||
* of this software dedicate any and all copyright interest in the
|
||||
* software to the public domain. We make this dedication for the benefit
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||||
* of the public at large and to the detriment of our heirs and
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||||
* successors. We intend this dedication to be an overt act of
|
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* relinquishment in perpetuity of all present and future rights to this
|
||||
* software under copyright law.
|
||||
*
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||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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||||
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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||||
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <GL/gl3w.h>
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#include <stdlib.h>
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#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
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#if defined(_WIN32)
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN 1 // Exclude advanced Windows headers
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#endif // WIN32_LEAN_AND_MEAN
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#include <windows.h>
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static HMODULE libgl;
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static PROC (__stdcall *wgl_get_proc_address)(LPCSTR);
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static int open_libgl(void)
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{
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libgl = LoadLibraryA("opengl32.dll");
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if (!libgl)
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return GL3W_ERROR_LIBRARY_OPEN;
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*(void **)(&wgl_get_proc_address) = GetProcAddress(libgl, "wglGetProcAddress");
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return GL3W_OK;
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}
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static void close_libgl(void)
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{
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FreeLibrary(libgl);
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}
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static GL3WglProc get_proc(const char *proc)
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{
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GL3WglProc res;
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res = (GL3WglProc)wgl_get_proc_address(proc);
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if (!res)
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res = (GL3WglProc)GetProcAddress(libgl, proc);
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return res;
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}
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#elif defined(__APPLE__)
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#include <dlfcn.h>
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static void *libgl;
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static int open_libgl(void)
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{
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libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
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if (!libgl)
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return GL3W_ERROR_LIBRARY_OPEN;
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return GL3W_OK;
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}
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static void close_libgl(void)
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{
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dlclose(libgl);
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}
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static GL3WglProc get_proc(const char *proc)
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{
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GL3WglProc res;
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*(void **)(&res) = dlsym(libgl, proc);
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return res;
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}
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#else
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#include <dlfcn.h>
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static void *libgl;
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static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
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static int open_libgl(void)
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{
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libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
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if (!libgl)
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return GL3W_ERROR_LIBRARY_OPEN;
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*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
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return GL3W_OK;
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}
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static void close_libgl(void)
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{
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dlclose(libgl);
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}
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static GL3WglProc get_proc(const char *proc)
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{
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GL3WglProc res;
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res = glx_get_proc_address((const GLubyte *)proc);
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if (!res)
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*(void **)(&res) = dlsym(libgl, proc);
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return res;
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}
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#endif
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static struct {
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int major, minor;
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} version;
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static int parse_version(void)
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{
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if (!glGetIntegerv)
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return GL3W_ERROR_INIT;
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glGetIntegerv(GL_MAJOR_VERSION, &version.major);
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glGetIntegerv(GL_MINOR_VERSION, &version.minor);
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if (version.major < 3)
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return GL3W_ERROR_OPENGL_VERSION;
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return GL3W_OK;
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}
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static void load_procs(GL3WGetProcAddressProc proc);
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int gl3wInit(void)
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{
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int res;
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res = open_libgl();
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if (res)
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return res;
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atexit(close_libgl);
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return gl3wInit2(get_proc);
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}
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int gl3wInit2(GL3WGetProcAddressProc proc)
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{
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load_procs(proc);
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return parse_version();
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}
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int gl3wIsSupported(int major, int minor)
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{
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if (major < 3)
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return 0;
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if (version.major == major)
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return version.minor >= minor;
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return version.major >= major;
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}
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GL3WglProc gl3wGetProcAddress(const char *proc)
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{
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return get_proc(proc);
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}
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static const char *proc_names[] = {
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"glActiveShaderProgram",
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"glActiveTexture",
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"glAttachShader",
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"glBeginConditionalRender",
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"glBeginQuery",
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"glBeginQueryIndexed",
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"glBeginTransformFeedback",
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"glBindAttribLocation",
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"glBindBuffer",
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"glBindBufferBase",
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"glBindBufferRange",
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"glBindBuffersBase",
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"glBindBuffersRange",
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"glBindFragDataLocation",
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"glBindFragDataLocationIndexed",
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"glBindFramebuffer",
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"glBindImageTexture",
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"glBindImageTextures",
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"glBindProgramPipeline",
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"glBindRenderbuffer",
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"glBindSampler",
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"glBindSamplers",
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"glBindTexture",
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"glBindTextureUnit",
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"glBindTextures",
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"glBindTransformFeedback",
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"glBindVertexArray",
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"glBindVertexBuffer",
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"glBindVertexBuffers",
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"glBlendColor",
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"glBlendEquation",
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"glBlendEquationSeparate",
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"glBlendEquationSeparatei",
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"glBlendEquationi",
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"glBlendFunc",
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"glBlendFuncSeparate",
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"glBlendFuncSeparatei",
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"glBlendFunci",
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"glBlitFramebuffer",
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"glBlitNamedFramebuffer",
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"glBufferData",
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"glBufferStorage",
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"glBufferSubData",
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"glCheckFramebufferStatus",
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"glCheckNamedFramebufferStatus",
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"glClampColor",
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"glClear",
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"glClearBufferData",
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"glClearBufferSubData",
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"glClearBufferfi",
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"glClearBufferfv",
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"glClearBufferiv",
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"glClearBufferuiv",
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"glClearColor",
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"glClearDepth",
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"glClearDepthf",
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"glClearNamedBufferData",
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"glClearNamedBufferSubData",
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"glClearNamedFramebufferfi",
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"glClearNamedFramebufferfv",
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"glClearNamedFramebufferiv",
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"glClearNamedFramebufferuiv",
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"glClearStencil",
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"glClearTexImage",
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"glClearTexSubImage",
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"glClientWaitSync",
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"glClipControl",
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"glColorMask",
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"glColorMaski",
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"glCompileShader",
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"glCompressedTexImage1D",
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"glCompressedTexImage2D",
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"glCompressedTexImage3D",
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"glCompressedTexSubImage1D",
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"glCompressedTexSubImage2D",
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"glCompressedTexSubImage3D",
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"glCompressedTextureSubImage1D",
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"glCompressedTextureSubImage2D",
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"glCompressedTextureSubImage3D",
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"glCopyBufferSubData",
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"glCopyImageSubData",
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"glCopyNamedBufferSubData",
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"glCopyTexImage1D",
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"glCopyTexImage2D",
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"glCopyTexSubImage1D",
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"glCopyTexSubImage2D",
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"glCopyTexSubImage3D",
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"glCopyTextureSubImage1D",
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"glCopyTextureSubImage2D",
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"glCopyTextureSubImage3D",
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"glCreateBuffers",
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"glCreateFramebuffers",
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"glCreateProgram",
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"glCreateProgramPipelines",
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"glCreateQueries",
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"glCreateRenderbuffers",
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"glCreateSamplers",
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"glCreateShader",
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"glCreateShaderProgramv",
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"glCreateTextures",
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"glCreateTransformFeedbacks",
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"glCreateVertexArrays",
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"glCullFace",
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"glDebugMessageCallback",
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"glDebugMessageControl",
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"glDebugMessageInsert",
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"glDeleteBuffers",
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"glDeleteFramebuffers",
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"glDeleteProgram",
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"glDeleteProgramPipelines",
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"glDeleteQueries",
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"glDeleteRenderbuffers",
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"glDeleteSamplers",
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"glDeleteShader",
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"glDeleteSync",
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"glDeleteTextures",
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"glDeleteTransformFeedbacks",
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"glDeleteVertexArrays",
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"glDepthFunc",
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"glDepthMask",
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"glDepthRange",
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"glDepthRangeArrayv",
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"glDepthRangeIndexed",
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"glDepthRangef",
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"glDetachShader",
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"glDisable",
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"glDisableVertexArrayAttrib",
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"glDisableVertexAttribArray",
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"glDisablei",
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"glDispatchCompute",
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"glDispatchComputeIndirect",
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"glDrawArrays",
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"glDrawArraysIndirect",
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"glDrawArraysInstanced",
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"glDrawArraysInstancedBaseInstance",
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"glDrawBuffer",
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"glDrawBuffers",
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"glDrawElements",
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"glDrawElementsBaseVertex",
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"glDrawElementsIndirect",
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"glDrawElementsInstanced",
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"glDrawElementsInstancedBaseInstance",
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"glDrawElementsInstancedBaseVertex",
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"glDrawElementsInstancedBaseVertexBaseInstance",
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"glDrawRangeElements",
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"glDrawRangeElementsBaseVertex",
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"glDrawTransformFeedback",
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"glDrawTransformFeedbackInstanced",
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"glDrawTransformFeedbackStream",
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"glDrawTransformFeedbackStreamInstanced",
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"glEnable",
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"glEnableVertexArrayAttrib",
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"glEnableVertexAttribArray",
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"glEnablei",
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"glEndConditionalRender",
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"glEndQuery",
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"glEndQueryIndexed",
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"glEndTransformFeedback",
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"glFenceSync",
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"glFinish",
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"glFlush",
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"glFlushMappedBufferRange",
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"glFlushMappedNamedBufferRange",
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"glFramebufferParameteri",
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"glFramebufferParameteriMESA",
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"glFramebufferRenderbuffer",
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"glFramebufferTexture",
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"glFramebufferTexture1D",
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"glFramebufferTexture2D",
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"glFramebufferTexture3D",
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"glFramebufferTextureLayer",
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"glFrontFace",
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"glGenBuffers",
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"glGenFramebuffers",
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"glGenProgramPipelines",
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"glGenQueries",
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"glGenRenderbuffers",
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"glGenSamplers",
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"glGenTextures",
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"glGenTransformFeedbacks",
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"glGenVertexArrays",
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"glGenerateMipmap",
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"glGenerateTextureMipmap",
|
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"glGetActiveAtomicCounterBufferiv",
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"glGetActiveAttrib",
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"glGetActiveSubroutineName",
|
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"glGetActiveSubroutineUniformName",
|
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"glGetActiveSubroutineUniformiv",
|
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"glGetActiveUniform",
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"glGetActiveUniformBlockName",
|
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"glGetActiveUniformBlockiv",
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"glGetActiveUniformName",
|
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"glGetActiveUniformsiv",
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"glGetAttachedShaders",
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"glGetAttribLocation",
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"glGetBooleani_v",
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"glGetBooleanv",
|
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"glGetBufferParameteri64v",
|
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"glGetBufferParameteriv",
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"glGetBufferPointerv",
|
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"glGetBufferSubData",
|
||||
"glGetCompressedTexImage",
|
||||
"glGetCompressedTextureImage",
|
||||
"glGetCompressedTextureSubImage",
|
||||
"glGetDebugMessageLog",
|
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"glGetDoublei_v",
|
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"glGetDoublev",
|
||||
"glGetError",
|
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"glGetFloati_v",
|
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"glGetFloatv",
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"glGetFragDataIndex",
|
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"glGetFragDataLocation",
|
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"glGetFramebufferAttachmentParameteriv",
|
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"glGetFramebufferParameteriv",
|
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"glGetFramebufferParameterivMESA",
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"glGetGraphicsResetStatus",
|
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"glGetInteger64i_v",
|
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"glGetInteger64v",
|
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"glGetIntegeri_v",
|
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"glGetIntegerv",
|
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"glGetInternalformati64v",
|
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"glGetInternalformativ",
|
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"glGetMultisamplefv",
|
||||
"glGetNamedBufferParameteri64v",
|
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"glGetNamedBufferParameteriv",
|
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"glGetNamedBufferPointerv",
|
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"glGetNamedBufferSubData",
|
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"glGetNamedFramebufferAttachmentParameteriv",
|
||||
"glGetNamedFramebufferParameteriv",
|
||||
"glGetNamedRenderbufferParameteriv",
|
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"glGetObjectLabel",
|
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"glGetObjectPtrLabel",
|
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"glGetPointerv",
|
||||
"glGetProgramBinary",
|
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"glGetProgramInfoLog",
|
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"glGetProgramInterfaceiv",
|
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"glGetProgramPipelineInfoLog",
|
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"glGetProgramPipelineiv",
|
||||
"glGetProgramResourceIndex",
|
||||
"glGetProgramResourceLocation",
|
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"glGetProgramResourceLocationIndex",
|
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"glGetProgramResourceName",
|
||||
"glGetProgramResourceiv",
|
||||
"glGetProgramStageiv",
|
||||
"glGetProgramiv",
|
||||
"glGetQueryBufferObjecti64v",
|
||||
"glGetQueryBufferObjectiv",
|
||||
"glGetQueryBufferObjectui64v",
|
||||
"glGetQueryBufferObjectuiv",
|
||||
"glGetQueryIndexediv",
|
||||
"glGetQueryObjecti64v",
|
||||
"glGetQueryObjectiv",
|
||||
"glGetQueryObjectui64v",
|
||||
"glGetQueryObjectuiv",
|
||||
"glGetQueryiv",
|
||||
"glGetRenderbufferParameteriv",
|
||||
"glGetSamplerParameterIiv",
|
||||
"glGetSamplerParameterIuiv",
|
||||
"glGetSamplerParameterfv",
|
||||
"glGetSamplerParameteriv",
|
||||
"glGetShaderInfoLog",
|
||||
"glGetShaderPrecisionFormat",
|
||||
"glGetShaderSource",
|
||||
"glGetShaderiv",
|
||||
"glGetString",
|
||||
"glGetStringi",
|
||||
"glGetSubroutineIndex",
|
||||
"glGetSubroutineUniformLocation",
|
||||
"glGetSynciv",
|
||||
"glGetTexImage",
|
||||
"glGetTexLevelParameterfv",
|
||||
"glGetTexLevelParameteriv",
|
||||
"glGetTexParameterIiv",
|
||||
"glGetTexParameterIuiv",
|
||||
"glGetTexParameterfv",
|
||||
"glGetTexParameteriv",
|
||||
"glGetTextureImage",
|
||||
"glGetTextureLevelParameterfv",
|
||||
"glGetTextureLevelParameteriv",
|
||||
"glGetTextureParameterIiv",
|
||||
"glGetTextureParameterIuiv",
|
||||
"glGetTextureParameterfv",
|
||||
"glGetTextureParameteriv",
|
||||
"glGetTextureSubImage",
|
||||
"glGetTransformFeedbackVarying",
|
||||
"glGetTransformFeedbacki64_v",
|
||||
"glGetTransformFeedbacki_v",
|
||||
"glGetTransformFeedbackiv",
|
||||
"glGetUniformBlockIndex",
|
||||
"glGetUniformIndices",
|
||||
"glGetUniformLocation",
|
||||
"glGetUniformSubroutineuiv",
|
||||
"glGetUniformdv",
|
||||
"glGetUniformfv",
|
||||
"glGetUniformiv",
|
||||
"glGetUniformuiv",
|
||||
"glGetVertexArrayIndexed64iv",
|
||||
"glGetVertexArrayIndexediv",
|
||||
"glGetVertexArrayiv",
|
||||
"glGetVertexAttribIiv",
|
||||
"glGetVertexAttribIuiv",
|
||||
"glGetVertexAttribLdv",
|
||||
"glGetVertexAttribPointerv",
|
||||
"glGetVertexAttribdv",
|
||||
"glGetVertexAttribfv",
|
||||
"glGetVertexAttribiv",
|
||||
"glGetnCompressedTexImage",
|
||||
"glGetnTexImage",
|
||||
"glGetnUniformdv",
|
||||
"glGetnUniformfv",
|
||||
"glGetnUniformiv",
|
||||
"glGetnUniformuiv",
|
||||
"glHint",
|
||||
"glInvalidateBufferData",
|
||||
"glInvalidateBufferSubData",
|
||||
"glInvalidateFramebuffer",
|
||||
"glInvalidateNamedFramebufferData",
|
||||
"glInvalidateNamedFramebufferSubData",
|
||||
"glInvalidateSubFramebuffer",
|
||||
"glInvalidateTexImage",
|
||||
"glInvalidateTexSubImage",
|
||||
"glIsBuffer",
|
||||
"glIsEnabled",
|
||||
"glIsEnabledi",
|
||||
"glIsFramebuffer",
|
||||
"glIsProgram",
|
||||
"glIsProgramPipeline",
|
||||
"glIsQuery",
|
||||
"glIsRenderbuffer",
|
||||
"glIsSampler",
|
||||
"glIsShader",
|
||||
"glIsSync",
|
||||
"glIsTexture",
|
||||
"glIsTransformFeedback",
|
||||
"glIsVertexArray",
|
||||
"glLineWidth",
|
||||
"glLinkProgram",
|
||||
"glLogicOp",
|
||||
"glMapBuffer",
|
||||
"glMapBufferRange",
|
||||
"glMapNamedBuffer",
|
||||
"glMapNamedBufferRange",
|
||||
"glMemoryBarrier",
|
||||
"glMemoryBarrierByRegion",
|
||||
"glMinSampleShading",
|
||||
"glMultiDrawArrays",
|
||||
"glMultiDrawArraysIndirect",
|
||||
"glMultiDrawArraysIndirectCount",
|
||||
"glMultiDrawElements",
|
||||
"glMultiDrawElementsBaseVertex",
|
||||
"glMultiDrawElementsIndirect",
|
||||
"glMultiDrawElementsIndirectCount",
|
||||
"glNamedBufferData",
|
||||
"glNamedBufferStorage",
|
||||
"glNamedBufferSubData",
|
||||
"glNamedFramebufferDrawBuffer",
|
||||
"glNamedFramebufferDrawBuffers",
|
||||
"glNamedFramebufferParameteri",
|
||||
"glNamedFramebufferReadBuffer",
|
||||
"glNamedFramebufferRenderbuffer",
|
||||
"glNamedFramebufferTexture",
|
||||
"glNamedFramebufferTextureLayer",
|
||||
"glNamedRenderbufferStorage",
|
||||
"glNamedRenderbufferStorageMultisample",
|
||||
"glObjectLabel",
|
||||
"glObjectPtrLabel",
|
||||
"glPatchParameterfv",
|
||||
"glPatchParameteri",
|
||||
"glPauseTransformFeedback",
|
||||
"glPixelStoref",
|
||||
"glPixelStorei",
|
||||
"glPointParameterf",
|
||||
"glPointParameterfv",
|
||||
"glPointParameteri",
|
||||
"glPointParameteriv",
|
||||
"glPointSize",
|
||||
"glPolygonMode",
|
||||
"glPolygonOffset",
|
||||
"glPolygonOffsetClamp",
|
||||
"glPopDebugGroup",
|
||||
"glPrimitiveRestartIndex",
|
||||
"glProgramBinary",
|
||||
"glProgramParameteri",
|
||||
"glProgramUniform1d",
|
||||
"glProgramUniform1dv",
|
||||
"glProgramUniform1f",
|
||||
"glProgramUniform1fv",
|
||||
"glProgramUniform1i",
|
||||
"glProgramUniform1iv",
|
||||
"glProgramUniform1ui",
|
||||
"glProgramUniform1uiv",
|
||||
"glProgramUniform2d",
|
||||
"glProgramUniform2dv",
|
||||
"glProgramUniform2f",
|
||||
"glProgramUniform2fv",
|
||||
"glProgramUniform2i",
|
||||
"glProgramUniform2iv",
|
||||
"glProgramUniform2ui",
|
||||
"glProgramUniform2uiv",
|
||||
"glProgramUniform3d",
|
||||
"glProgramUniform3dv",
|
||||
"glProgramUniform3f",
|
||||
"glProgramUniform3fv",
|
||||
"glProgramUniform3i",
|
||||
"glProgramUniform3iv",
|
||||
"glProgramUniform3ui",
|
||||
"glProgramUniform3uiv",
|
||||
"glProgramUniform4d",
|
||||
"glProgramUniform4dv",
|
||||
"glProgramUniform4f",
|
||||
"glProgramUniform4fv",
|
||||
"glProgramUniform4i",
|
||||
"glProgramUniform4iv",
|
||||
"glProgramUniform4ui",
|
||||
"glProgramUniform4uiv",
|
||||
"glProgramUniformMatrix2dv",
|
||||
"glProgramUniformMatrix2fv",
|
||||
"glProgramUniformMatrix2x3dv",
|
||||
"glProgramUniformMatrix2x3fv",
|
||||
"glProgramUniformMatrix2x4dv",
|
||||
"glProgramUniformMatrix2x4fv",
|
||||
"glProgramUniformMatrix3dv",
|
||||
"glProgramUniformMatrix3fv",
|
||||
"glProgramUniformMatrix3x2dv",
|
||||
"glProgramUniformMatrix3x2fv",
|
||||
"glProgramUniformMatrix3x4dv",
|
||||
"glProgramUniformMatrix3x4fv",
|
||||
"glProgramUniformMatrix4dv",
|
||||
"glProgramUniformMatrix4fv",
|
||||
"glProgramUniformMatrix4x2dv",
|
||||
"glProgramUniformMatrix4x2fv",
|
||||
"glProgramUniformMatrix4x3dv",
|
||||
"glProgramUniformMatrix4x3fv",
|
||||
"glProvokingVertex",
|
||||
"glPushDebugGroup",
|
||||
"glQueryCounter",
|
||||
"glReadBuffer",
|
||||
"glReadPixels",
|
||||
"glReadnPixels",
|
||||
"glReleaseShaderCompiler",
|
||||
"glRenderbufferStorage",
|
||||
"glRenderbufferStorageMultisample",
|
||||
"glResumeTransformFeedback",
|
||||
"glSampleCoverage",
|
||||
"glSampleMaski",
|
||||
"glSamplerParameterIiv",
|
||||
"glSamplerParameterIuiv",
|
||||
"glSamplerParameterf",
|
||||
"glSamplerParameterfv",
|
||||
"glSamplerParameteri",
|
||||
"glSamplerParameteriv",
|
||||
"glScissor",
|
||||
"glScissorArrayv",
|
||||
"glScissorIndexed",
|
||||
"glScissorIndexedv",
|
||||
"glShaderBinary",
|
||||
"glShaderSource",
|
||||
"glShaderStorageBlockBinding",
|
||||
"glSpecializeShader",
|
||||
"glStencilFunc",
|
||||
"glStencilFuncSeparate",
|
||||
"glStencilMask",
|
||||
"glStencilMaskSeparate",
|
||||
"glStencilOp",
|
||||
"glStencilOpSeparate",
|
||||
"glTexBuffer",
|
||||
"glTexBufferRange",
|
||||
"glTexImage1D",
|
||||
"glTexImage2D",
|
||||
"glTexImage2DMultisample",
|
||||
"glTexImage3D",
|
||||
"glTexImage3DMultisample",
|
||||
"glTexParameterIiv",
|
||||
"glTexParameterIuiv",
|
||||
"glTexParameterf",
|
||||
"glTexParameterfv",
|
||||
"glTexParameteri",
|
||||
"glTexParameteriv",
|
||||
"glTexStorage1D",
|
||||
"glTexStorage2D",
|
||||
"glTexStorage2DMultisample",
|
||||
"glTexStorage3D",
|
||||
"glTexStorage3DMultisample",
|
||||
"glTexSubImage1D",
|
||||
"glTexSubImage2D",
|
||||
"glTexSubImage3D",
|
||||
"glTextureBarrier",
|
||||
"glTextureBuffer",
|
||||
"glTextureBufferRange",
|
||||
"glTextureParameterIiv",
|
||||
"glTextureParameterIuiv",
|
||||
"glTextureParameterf",
|
||||
"glTextureParameterfv",
|
||||
"glTextureParameteri",
|
||||
"glTextureParameteriv",
|
||||
"glTextureStorage1D",
|
||||
"glTextureStorage2D",
|
||||
"glTextureStorage2DMultisample",
|
||||
"glTextureStorage3D",
|
||||
"glTextureStorage3DMultisample",
|
||||
"glTextureSubImage1D",
|
||||
"glTextureSubImage2D",
|
||||
"glTextureSubImage3D",
|
||||
"glTextureView",
|
||||
"glTransformFeedbackBufferBase",
|
||||
"glTransformFeedbackBufferRange",
|
||||
"glTransformFeedbackVaryings",
|
||||
"glUniform1d",
|
||||
"glUniform1dv",
|
||||
"glUniform1f",
|
||||
"glUniform1fv",
|
||||
"glUniform1i",
|
||||
"glUniform1iv",
|
||||
"glUniform1ui",
|
||||
"glUniform1uiv",
|
||||
"glUniform2d",
|
||||
"glUniform2dv",
|
||||
"glUniform2f",
|
||||
"glUniform2fv",
|
||||
"glUniform2i",
|
||||
"glUniform2iv",
|
||||
"glUniform2ui",
|
||||
"glUniform2uiv",
|
||||
"glUniform3d",
|
||||
"glUniform3dv",
|
||||
"glUniform3f",
|
||||
"glUniform3fv",
|
||||
"glUniform3i",
|
||||
"glUniform3iv",
|
||||
"glUniform3ui",
|
||||
"glUniform3uiv",
|
||||
"glUniform4d",
|
||||
"glUniform4dv",
|
||||
"glUniform4f",
|
||||
"glUniform4fv",
|
||||
"glUniform4i",
|
||||
"glUniform4iv",
|
||||
"glUniform4ui",
|
||||
"glUniform4uiv",
|
||||
"glUniformBlockBinding",
|
||||
"glUniformMatrix2dv",
|
||||
"glUniformMatrix2fv",
|
||||
"glUniformMatrix2x3dv",
|
||||
"glUniformMatrix2x3fv",
|
||||
"glUniformMatrix2x4dv",
|
||||
"glUniformMatrix2x4fv",
|
||||
"glUniformMatrix3dv",
|
||||
"glUniformMatrix3fv",
|
||||
"glUniformMatrix3x2dv",
|
||||
"glUniformMatrix3x2fv",
|
||||
"glUniformMatrix3x4dv",
|
||||
"glUniformMatrix3x4fv",
|
||||
"glUniformMatrix4dv",
|
||||
"glUniformMatrix4fv",
|
||||
"glUniformMatrix4x2dv",
|
||||
"glUniformMatrix4x2fv",
|
||||
"glUniformMatrix4x3dv",
|
||||
"glUniformMatrix4x3fv",
|
||||
"glUniformSubroutinesuiv",
|
||||
"glUnmapBuffer",
|
||||
"glUnmapNamedBuffer",
|
||||
"glUseProgram",
|
||||
"glUseProgramStages",
|
||||
"glValidateProgram",
|
||||
"glValidateProgramPipeline",
|
||||
"glVertexArrayAttribBinding",
|
||||
"glVertexArrayAttribFormat",
|
||||
"glVertexArrayAttribIFormat",
|
||||
"glVertexArrayAttribLFormat",
|
||||
"glVertexArrayBindingDivisor",
|
||||
"glVertexArrayElementBuffer",
|
||||
"glVertexArrayVertexBuffer",
|
||||
"glVertexArrayVertexBuffers",
|
||||
"glVertexAttrib1d",
|
||||
"glVertexAttrib1dv",
|
||||
"glVertexAttrib1f",
|
||||
"glVertexAttrib1fv",
|
||||
"glVertexAttrib1s",
|
||||
"glVertexAttrib1sv",
|
||||
"glVertexAttrib2d",
|
||||
"glVertexAttrib2dv",
|
||||
"glVertexAttrib2f",
|
||||
"glVertexAttrib2fv",
|
||||
"glVertexAttrib2s",
|
||||
"glVertexAttrib2sv",
|
||||
"glVertexAttrib3d",
|
||||
"glVertexAttrib3dv",
|
||||
"glVertexAttrib3f",
|
||||
"glVertexAttrib3fv",
|
||||
"glVertexAttrib3s",
|
||||
"glVertexAttrib3sv",
|
||||
"glVertexAttrib4Nbv",
|
||||
"glVertexAttrib4Niv",
|
||||
"glVertexAttrib4Nsv",
|
||||
"glVertexAttrib4Nub",
|
||||
"glVertexAttrib4Nubv",
|
||||
"glVertexAttrib4Nuiv",
|
||||
"glVertexAttrib4Nusv",
|
||||
"glVertexAttrib4bv",
|
||||
"glVertexAttrib4d",
|
||||
"glVertexAttrib4dv",
|
||||
"glVertexAttrib4f",
|
||||
"glVertexAttrib4fv",
|
||||
"glVertexAttrib4iv",
|
||||
"glVertexAttrib4s",
|
||||
"glVertexAttrib4sv",
|
||||
"glVertexAttrib4ubv",
|
||||
"glVertexAttrib4uiv",
|
||||
"glVertexAttrib4usv",
|
||||
"glVertexAttribBinding",
|
||||
"glVertexAttribDivisor",
|
||||
"glVertexAttribFormat",
|
||||
"glVertexAttribI1i",
|
||||
"glVertexAttribI1iv",
|
||||
"glVertexAttribI1ui",
|
||||
"glVertexAttribI1uiv",
|
||||
"glVertexAttribI2i",
|
||||
"glVertexAttribI2iv",
|
||||
"glVertexAttribI2ui",
|
||||
"glVertexAttribI2uiv",
|
||||
"glVertexAttribI3i",
|
||||
"glVertexAttribI3iv",
|
||||
"glVertexAttribI3ui",
|
||||
"glVertexAttribI3uiv",
|
||||
"glVertexAttribI4bv",
|
||||
"glVertexAttribI4i",
|
||||
"glVertexAttribI4iv",
|
||||
"glVertexAttribI4sv",
|
||||
"glVertexAttribI4ubv",
|
||||
"glVertexAttribI4ui",
|
||||
"glVertexAttribI4uiv",
|
||||
"glVertexAttribI4usv",
|
||||
"glVertexAttribIFormat",
|
||||
"glVertexAttribIPointer",
|
||||
"glVertexAttribL1d",
|
||||
"glVertexAttribL1dv",
|
||||
"glVertexAttribL2d",
|
||||
"glVertexAttribL2dv",
|
||||
"glVertexAttribL3d",
|
||||
"glVertexAttribL3dv",
|
||||
"glVertexAttribL4d",
|
||||
"glVertexAttribL4dv",
|
||||
"glVertexAttribLFormat",
|
||||
"glVertexAttribLPointer",
|
||||
"glVertexAttribP1ui",
|
||||
"glVertexAttribP1uiv",
|
||||
"glVertexAttribP2ui",
|
||||
"glVertexAttribP2uiv",
|
||||
"glVertexAttribP3ui",
|
||||
"glVertexAttribP3uiv",
|
||||
"glVertexAttribP4ui",
|
||||
"glVertexAttribP4uiv",
|
||||
"glVertexAttribPointer",
|
||||
"glVertexBindingDivisor",
|
||||
"glViewport",
|
||||
"glViewportArrayv",
|
||||
"glViewportIndexedf",
|
||||
"glViewportIndexedfv",
|
||||
"glWaitSync",
|
||||
};
|
||||
|
||||
union GL3WProcs gl3wProcs;
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
|
||||
gl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||
}
|
9948
cli/imgui.cpp
9948
cli/imgui.cpp
File diff suppressed because it is too large
Load Diff
4814
cli/imgui_demo.cpp
4814
cli/imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
3367
cli/imgui_draw.cpp
3367
cli/imgui_draw.cpp
File diff suppressed because it is too large
Load Diff
@ -1,332 +0,0 @@
|
||||
// dear imgui: Platform Binding for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (Requires: GLFW 3.1+)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
|
||||
// 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)
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
|
||||
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
|
||||
#endif
|
||||
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
|
||||
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
|
||||
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
|
||||
|
||||
// Data
|
||||
enum GlfwClientApi
|
||||
{
|
||||
GlfwClientApi_Unknown,
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
};
|
||||
static GLFWwindow* g_Window = NULL; // Main window
|
||||
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
||||
static double g_Time = 0.0;
|
||||
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
|
||||
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
|
||||
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
|
||||
static GLFWcharfun g_PrevUserCallbackChar = NULL;
|
||||
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||
{
|
||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
{
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
if (g_PrevUserCallbackMousebutton != NULL)
|
||||
g_PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
|
||||
g_MouseJustPressed[button] = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
if (g_PrevUserCallbackScroll != NULL)
|
||||
g_PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseWheelH += (float)xoffset;
|
||||
io.MouseWheel += (float)yoffset;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (g_PrevUserCallbackKey != NULL)
|
||||
g_PrevUserCallbackKey(window, key, scancode, action, mods);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (action == GLFW_PRESS)
|
||||
io.KeysDown[key] = true;
|
||||
if (action == GLFW_RELEASE)
|
||||
io.KeysDown[key] = false;
|
||||
|
||||
// Modifiers are not reliable across systems
|
||||
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
if (g_PrevUserCallbackChar != NULL)
|
||||
g_PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
g_Window = window;
|
||||
g_Time = 0.0;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = g_Window;
|
||||
#if defined(_WIN32)
|
||||
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
g_PrevUserCallbackMousebutton = NULL;
|
||||
g_PrevUserCallbackScroll = NULL;
|
||||
g_PrevUserCallbackKey = NULL;
|
||||
g_PrevUserCallbackChar = NULL;
|
||||
if (install_callbacks)
|
||||
{
|
||||
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
}
|
||||
|
||||
g_ClientApi = client_api;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
{
|
||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
||||
g_MouseCursors[cursor_n] = NULL;
|
||||
}
|
||||
g_ClientApi = GlfwClientApi_Unknown;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
{
|
||||
// Update buttons
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
||||
g_MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
// Update mouse position
|
||||
const ImVec2 mouse_pos_backup = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool focused = true; // Emscripten
|
||||
#else
|
||||
const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
if (focused)
|
||||
{
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
|
||||
int axes_count = 0, buttons_count = 0;
|
||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
if (axes_count > 0 && buttons_count > 0)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
@ -1,653 +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 in imgui.cpp.
|
||||
// [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)
|
||||
// 2019-09-22: 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
|
||||
//----------------------------------------
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#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
|
||||
|
||||
// Auto-detect GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
#else
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#endif
|
||||
#else
|
||||
// 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.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
|
||||
#endif
|
||||
|
||||
// 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_ElementsHandle = 0;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
|
||||
// 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 defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 100";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 300 es";
|
||||
#else
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash below.
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
const char* gl_loader = "Unknown";
|
||||
IM_UNUSED(gl_loader);
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
gl_loader = "GL3W";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
gl_loader = "GLEW";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
gl_loader = "GLAD";
|
||||
#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
gl_loader = "Custom";
|
||||
#endif
|
||||
|
||||
// Make a dummy GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
|
||||
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
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, GLuint vertex_array_object)
|
||||
{
|
||||
// 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
|
||||
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]);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
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, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
bool clip_origin_lower_left = true;
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
if (last_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
#endif
|
||||
|
||||
// Setup desired GL state
|
||||
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
||||
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
||||
GLuint vertex_array_object = 0;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glGenVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// 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, vertex_array_object);
|
||||
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_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.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
|
||||
if (clip_origin_lower_left)
|
||||
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));
|
||||
else
|
||||
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
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)));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glDeleteVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
#endif
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
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;
|
||||
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
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);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
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();
|
||||
}
|
File diff suppressed because it is too large
Load Diff
199
cli/main.cpp
199
cli/main.cpp
@ -1,199 +0,0 @@
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include "imgui_memory_editor.h"
|
||||
#include <stdio.h>
|
||||
#include <iostream>
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
extern "C" {
|
||||
#include "dmg.h"
|
||||
#include "cpu.h"
|
||||
#include "rom.h"
|
||||
#include "lcd.h"
|
||||
}
|
||||
|
||||
static MemoryEditor memory_editor;
|
||||
|
||||
static struct cpu cpu;
|
||||
static struct rom rom;
|
||||
static struct dmg dmg;
|
||||
static struct lcd lcd;
|
||||
|
||||
const int window_width = 1280;
|
||||
const int window_height = 720;
|
||||
|
||||
static GLuint output_texture;
|
||||
|
||||
char mem_block[1024];
|
||||
int mem_block_size = 1024;
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void gen_output_texture(void)
|
||||
{
|
||||
glGenTextures(1, &output_texture);
|
||||
}
|
||||
|
||||
static void emulation_start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
static void emulation_stop()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
static void emulation_step()
|
||||
{
|
||||
dmg_step(&dmg);
|
||||
}
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if __APPLE__
|
||||
// GL 3.2 + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
||||
#else
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
#endif
|
||||
|
||||
// Create window with graphics context
|
||||
GLFWwindow* window = glfwCreateWindow(window_width, window_height, "gb6", NULL, NULL);
|
||||
if (window == NULL)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
// Initialize OpenGL loader
|
||||
bool err = gl3wInit() != 0;
|
||||
if (err) {
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
gen_output_texture();
|
||||
|
||||
if (!rom_load(&rom, argv[1])) {
|
||||
std::cout << "error loading rom\n";
|
||||
return 1;
|
||||
}
|
||||
|
||||
// this might be too much abstraction but it'll let me
|
||||
// test the cpu, rom, and dmg independently and use the cpu
|
||||
// for other non-GB stuff
|
||||
dmg_new(&dmg, &cpu, &rom, &lcd);
|
||||
cpu_bind_mem_model(&cpu, &dmg, dmg_read, dmg_write);
|
||||
|
||||
cpu.pc = 0;
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
glfwPollEvents();
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Output"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("Control"); // Display some text (you can use a format strings too)
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Start")) {
|
||||
emulation_start();
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Stop")) {
|
||||
emulation_stop();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Step")) {
|
||||
emulation_step();
|
||||
}
|
||||
|
||||
if (cpu.pc < 0x200) {
|
||||
emulation_step();
|
||||
}
|
||||
|
||||
ImGui::Image((void *) (uintptr_t) output_texture, ImVec2(160, 144));
|
||||
|
||||
// ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
// ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
// ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
|
||||
memory_editor.DrawWindow("Memory Editor", dmg.main_ram, 0x2000, 0x0000);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
int display_w, display_h;
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
rom_free(&rom);
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user