Android update and small improvements
-fixed code do cross compiling to android -fixed build with GCC (workaround) -added little benchmark -several small fixes -updated meson build (demos building, working with GCC, LDC and DMD) -added some meson options -added ImGUI bind for OpenGL3
This commit is contained in:
parent
86edfa4a57
commit
66860b9042
30 changed files with 1358 additions and 173 deletions
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@ -22,7 +22,9 @@ else :
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import bindbc.sdl;
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import glad.gl.gl;
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version(WebAssembly)import glad.gl.gles2;
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else version(Android)import glad.gl.gles2;
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else import glad.gl.gl;
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import cimgui.cimgui;
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@ -210,7 +212,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
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// The function is only supported from SDL 2.0.4 (released Jan 2016)
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bool any_mouse_button_down = ImGui::IsAnyMouseDown();
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bool any_mouse_button_down = ImGui.IsAnyMouseDown();
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SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
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//#else*/
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
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@ -291,10 +293,11 @@ void ImGuiImplSDL2NewFrame(SDL_Window* window)
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(window, &w, &h);
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SDL_GL_GetDrawableSize(window, &display_w, &display_h);
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// SDL_GL_GetDrawableSize(window, &display_w, &display_h); FIXME: you see
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io.DisplaySize = ImVec2(cast(float)w, cast(float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2(cast(float)display_w / w, cast(float)display_h / h);
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// if (w > 0 && h > 0)
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// io.DisplayFramebufferScale = ImVec2(cast(float)display_w / w, cast(float)display_h / h);
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io.DisplayFramebufferScale = ImVec2(1,1);
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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frequency = SDL_GetPerformanceFrequency();
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@ -310,89 +313,460 @@ void ImGuiImplSDL2NewFrame(SDL_Window* window)
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}
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__gshared GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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__gshared char[32] g_GlslVersionString = ""; // Specified by user or detected based on compile time GL settings.
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//__gshared GLuint g_FontTexture = 0;
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__gshared GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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__gshared int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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__gshared int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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__gshared uint g_VboHandle = 0, g_ElementsHandle = 0;
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bool ImGuiImplOpenGL2Init()
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Setup back-end capabilities flags
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ImGuiIO* io = igGetIO();
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io.BackendRendererName = "imgui_impl_opengl2";
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io.BackendRendererName = "imgui_impl_opengl3";
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to null if unsure.
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/*#if defined(IMGUI_IMPL_OPENGL_ES2)
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if (glsl_version == null)
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glsl_version = "#version 100";
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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if (glsl_version == null)
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glsl_version = "#version 300 es";
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#elif defined(__APPLE__)
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if (glsl_version == null)
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glsl_version = "#version 150";
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#else
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if (glsl_version == null)
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glsl_version = "#version 130";
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#endif
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));*/
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//const (char)*glsl_version = "#version 100";
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import core.stdc.string;
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strcpy(g_GlslVersionString.ptr, glsl_version);
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strcat(g_GlslVersionString.ptr, "\n");
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// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
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// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
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// If auto-detection fails or doesn't select the same GL loader file as used by your application,
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// you are likely to get a crash below.
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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/*const char* gl_loader = "Unknown";
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IM_UNUSED(gl_loader);
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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gl_loader = "GL3W";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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gl_loader = "GLEW";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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gl_loader = "GLAD";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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gl_loader = "glbinding2";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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gl_loader = "glbinding3";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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gl_loader = "custom";
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#else
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gl_loader = "none";
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#endif*/
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// Make a dummy GL call (we don't actually need the result)
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// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
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// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
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/*GLint current_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);*/
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return true;
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}
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void ImGuiImplOpenGL2Shutdown()
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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{
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ImGuiImplOpenGL2DestroyDeviceObjects();
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}
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void ImGuiImplOpenGL2NewFrame()
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{
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if (!g_FontTexture)
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ImGuiImplOpenGL2CreateDeviceObjects();
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}
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static void ImGuiImplOpenGL2SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
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{
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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//glDisable(GL_LIGHTING);
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//glDisable(GL_COLOR_MATERIAL);
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glEnable(GL_SCISSOR_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// #ifdef GL_POLYGON_MODE
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// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// #endif
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
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// GLint last_program;
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// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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// glUseProgram(0);
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// ImGui_ImplOpenGL2_RenderDrawData(...);
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// glUseProgram(last_program)
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// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
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bool clip_origin_lower_left = true;
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// #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
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// GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
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// if (current_clip_origin == GL_UPPER_LEFT)
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// clip_origin_lower_left = false;
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// #endif
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// Setup viewport, orthographic projection matrix
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// 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.
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glViewport(0, 0, cast(GLsizei)fb_width, cast(GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(draw_data.DisplayPos.x, draw_data.DisplayPos.x + draw_data.DisplaySize.x, draw_data.DisplayPos.y + draw_data.DisplaySize.y, draw_data.DisplayPos.y, -1.0f, +1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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float L = draw_data.DisplayPos.x;
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float R = draw_data.DisplayPos.x + draw_data.DisplaySize.x;
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float T = draw_data.DisplayPos.y;
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float B = draw_data.DisplayPos.y + draw_data.DisplaySize.y;
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if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
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const float[4][4] ortho_projection =
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[
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[ 2.0f/(R-L), 0.0f, 0.0f, 0.0f ],
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[ 0.0f, 2.0f/(T-B), 0.0f, 0.0f ],
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[ 0.0f, 0.0f, -1.0f, 0.0f ],
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[ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f ],
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];
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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// #ifdef GL_SAMPLER_BINDING
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// glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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// #endif
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// (void)vertex_array_object;
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// #ifndef IMGUI_IMPL_OPENGL_ES2
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// glBindVertexArray(vertex_array_object);
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// #endif
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// Bind vertex/index buffers and setup attributes for ImDrawVert
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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glEnableVertexAttribArray(g_AttribLocationVtxPos);
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glEnableVertexAttribArray(g_AttribLocationVtxUV);
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glEnableVertexAttribArray(g_AttribLocationVtxColor);
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glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(GLvoid*)ImDrawVert.pos.offsetof);
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glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(GLvoid*)ImDrawVert.uv.offsetof);
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glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(GLvoid*)ImDrawVert.col.offsetof);
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}
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// 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.
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void ImGuiImplOpenGL2RenderDrawData(ImDrawData* draw_data)
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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void ImGui_ImplOpenGL3_NewFrame()
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{
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if (!g_ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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}
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bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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{
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// Backup GL state
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GLint last_texture, last_array_buffer;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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// #ifndef IMGUI_IMPL_OPENGL_ES2
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// GLint last_vertex_array;
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// glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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// #endif
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// Parse GLSL version string
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import core.stdc.stdio;
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int glsl_version = 130;
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sscanf(g_GlslVersionString.ptr, "#version %d", &glsl_version);
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const GLchar* vertex_shader_glsl_120 =
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"uniform mat4 ProjMtx;\n
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attribute vec2 Position;\n
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attribute vec2 UV;\n
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attribute vec4 Color;\n
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varying vec2 Frag_UV;\n
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varying vec4 Frag_Color;\n
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void main()\n
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{\n
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Frag_UV = UV;\n
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Frag_Color = Color;\n
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gl_Position = ProjMtx * vec4(Position.xy,0,1);\n
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}\n";
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const GLchar* vertex_shader_glsl_130 =
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"uniform mat4 ProjMtx;\n
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in vec2 Position;\n
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in vec2 UV;\n
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in vec4 Color;\n
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out vec2 Frag_UV;\n
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out vec4 Frag_Color;\n
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void main()\n
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{\n
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Frag_UV = UV;\n
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Frag_Color = Color;\n
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gl_Position = ProjMtx * vec4(Position.xy,0,1);\n
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}\n";
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const GLchar* vertex_shader_glsl_300_es =
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"precision mediump float;\n
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layout (location = 0) in vec2 Position;\n
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layout (location = 1) in vec2 UV;\n
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layout (location = 2) in vec4 Color;\n
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uniform mat4 ProjMtx;\n
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out vec2 Frag_UV;\n
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out vec4 Frag_Color;\n
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void main()\n
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{\n
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Frag_UV = UV;\n
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Frag_Color = Color;\n
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gl_Position = ProjMtx * vec4(Position.xy,0,1);\n
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}\n";
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const GLchar* vertex_shader_glsl_410_core =
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"layout (location = 0) in vec2 Position;\n
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layout (location = 1) in vec2 UV;\n
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layout (location = 2) in vec4 Color;\n
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uniform mat4 ProjMtx;\n
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out vec2 Frag_UV;\n
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out vec4 Frag_Color;\n
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void main()\n
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{\n
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Frag_UV = UV;\n
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Frag_Color = Color;\n
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gl_Position = ProjMtx * vec4(Position.xy,0,1);\n
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}\n";
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const GLchar* fragment_shader_glsl_120 =
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"#ifdef GL_ES\n
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precision mediump float;\n
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#endif\n
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uniform sampler2D Texture;\n
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varying vec2 Frag_UV;\n
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varying vec4 Frag_Color;\n
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void main()\n
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{\n
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gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n
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}\n";
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const GLchar* fragment_shader_glsl_130 =
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"uniform sampler2D Texture;\n
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in vec2 Frag_UV;\n
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in vec4 Frag_Color;\n
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out vec4 Out_Color;\n
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void main()\n
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{\n
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Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n
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}\n";
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const GLchar* fragment_shader_glsl_300_es =
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"precision mediump float;\n
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uniform sampler2D Texture;\n
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in vec2 Frag_UV;\n
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in vec4 Frag_Color;\n
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layout (location = 0) out vec4 Out_Color;\n
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void main()\n
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{\n
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Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n
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}\n";
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const GLchar* fragment_shader_glsl_410_core =
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"in vec2 Frag_UV;\n
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in vec4 Frag_Color;\n
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uniform sampler2D Texture;\n
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layout (location = 0) out vec4 Out_Color;\n
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void main()\n
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{\n
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Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n
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}\n";
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// Select shaders matching our GLSL versions
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const (char)* vertex_shader = null;
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const (char)* fragment_shader = null;
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if (glsl_version < 130)
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{
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vertex_shader = vertex_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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}
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else if (glsl_version >= 410)
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{
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vertex_shader = vertex_shader_glsl_410_core;
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fragment_shader = fragment_shader_glsl_410_core;
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}
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else if (glsl_version == 300)
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{
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vertex_shader = vertex_shader_glsl_300_es;
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fragment_shader = fragment_shader_glsl_300_es;
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}
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else
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{
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vertex_shader = vertex_shader_glsl_130;
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fragment_shader = fragment_shader_glsl_130;
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}
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// Create shaders
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const (char)*[2] vertex_shader_with_version = [ g_GlslVersionString.ptr, vertex_shader ];
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(g_VertHandle, 2, vertex_shader_with_version.ptr, null);
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glCompileShader(g_VertHandle);
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CheckShader(g_VertHandle, "vertex shader");
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const (char)*[2] fragment_shader_with_version = [ g_GlslVersionString.ptr, fragment_shader ];
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_FragHandle, 2, fragment_shader_with_version.ptr, null);
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glCompileShader(g_FragHandle);
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CheckShader(g_FragHandle, "fragment shader");
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g_ShaderHandle = glCreateProgram();
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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CheckProgram(g_ShaderHandle, "shader program");
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
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// 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();
|
||||
}
|
||||
|
||||
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 (cast(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(cast(int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, null, cast(GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}*/
|
||||
return cast(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 (cast(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(cast(int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, null, cast(GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}*/
|
||||
return cast(GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO* io = igGetIO();
|
||||
ubyte* pixels;
|
||||
int width, height, bpp;
|
||||
|
||||
ImFontAtlas_GetTexDataAsRGBA32(io.Fonts,&pixels, &width, &height, &bpp);
|
||||
//io.Fonts.GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (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 = cast(ImTextureID)cast(sizediff_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGuiIO* io = igGetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
io.Fonts.TexID = null;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = cast(int)(draw_data.DisplaySize.x * draw_data.FramebufferScale.x);
|
||||
int fb_height = cast(int)(draw_data.DisplaySize.y * draw_data.FramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, cast(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);
|
||||
GLint[2] last_polygon_mode; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode.ptr);
|
||||
// #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[4] last_viewport; glGetIntegerv(GL_VIEWPORT, last_viewport.ptr);
|
||||
GLint[4] last_scissor_box; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box.ptr);
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, cast(GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, cast(GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, cast(GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(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);
|
||||
|
||||
// Setup desired GL state
|
||||
ImGuiImplOpenGL2SetupRenderState(draw_data, fb_width, fb_height);
|
||||
// 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
|
||||
|
|
@ -401,23 +775,22 @@ void ImGuiImplOpenGL2RenderDrawData(ImDrawData* draw_data)
|
|||
// Render command lists
|
||||
for (int n = 0; n < draw_data.CmdListsCount; n++)
|
||||
{
|
||||
ImDrawList* cmd_list = draw_data.CmdLists[n];
|
||||
ImDrawVert* vtx_buffer = cmd_list.VtxBuffer.Data;
|
||||
ImDrawIdx* idx_buffer = cmd_list.IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, ImDrawVert.sizeof, cast(const GLvoid*)(cast(const char*)vtx_buffer + ImDrawVert.pos.offsetof));
|
||||
glTexCoordPointer(2, GL_FLOAT, ImDrawVert.sizeof, cast(const GLvoid*)(cast(const char*)vtx_buffer + ImDrawVert.uv.offsetof));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, ImDrawVert.sizeof, cast(const GLvoid*)(cast(const char*)vtx_buffer + ImDrawVert.col.offsetof));
|
||||
const ImDrawList* cmd_list = draw_data.CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, cast(GLsizeiptr)cmd_list.VtxBuffer.Size * ImDrawVert.sizeof, cast(const GLvoid*)cmd_list.VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, cast(GLsizeiptr)cmd_list.IdxBuffer.Size * ImDrawIdx.sizeof, cast(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.Data[cmd_i];
|
||||
if (pcmd.UserCallback)
|
||||
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_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
else*/
|
||||
// if (pcmd.UserCallback == ImDrawCallback_ResetRenderState)
|
||||
// ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
// else
|
||||
pcmd.UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
|
|
@ -435,74 +808,43 @@ void ImGuiImplOpenGL2RenderDrawData(ImDrawData* draw_data)
|
|||
glScissor(cast(int)clip_rect.x, cast(int)(fb_height - clip_rect.w), cast(int)(clip_rect.z - clip_rect.x), cast(int)(clip_rect.w - clip_rect.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, cast(GLuint)pcmd.TextureId);
|
||||
glDrawElements(GL_TRIANGLES, cast(GLsizei)pcmd.ElemCount, ImDrawIdx.sizeof == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
|
||||
glBindTexture(GL_TEXTURE_2D, cast(GLuint)cast(sizediff_t)pcmd.TextureId);
|
||||
// #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
// if (g_GlVersion >= 320)
|
||||
// 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
|
||||
// #endif
|
||||
glDrawElements(GL_TRIANGLES, cast(GLsizei)pcmd.ElemCount, ImDrawIdx.sizeof == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, cast(void*)cast(sizediff_t)(pcmd.IdxOffset * ImDrawIdx.sizeof));
|
||||
}
|
||||
}
|
||||
idx_buffer += pcmd.ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
// #ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
// glDeleteVertexArrays(1, &vertex_array_object);
|
||||
// #endif
|
||||
|
||||
// Restore modified GL state
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glBindTexture(GL_TEXTURE_2D, cast(GLuint)last_texture);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
glPolygonMode(GL_FRONT, cast(GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, cast(GLenum)last_polygon_mode[1]);
|
||||
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], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
bool ImGuiImplOpenGL2CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO* io = igGetIO();
|
||||
ubyte* pixels;
|
||||
int width, height;
|
||||
int bpp;
|
||||
ImFontAtlas_GetTexDataAsRGBA32(io.Fonts, &pixels, &width, &height, &bpp); // 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);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts.TexID = cast(ImTextureID)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGuiImplOpenGL2DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGuiIO* io = igGetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
io.Fonts.TexID = null;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGuiImplOpenGL2CreateDeviceObjects()
|
||||
{
|
||||
return ImGuiImplOpenGL2CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGuiImplOpenGL2DestroyDeviceObjects()
|
||||
{
|
||||
ImGuiImplOpenGL2DestroyFontsTexture();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue