module ecs_utils.imgui_bind; import bindbc.sdl; import cimgui.cimgui; version(WebAssembly) { extern(C): bool ImGui_ImplOpenGL3_Init(const char* glsl_version = null); void ImGui_ImplOpenGL3_Shutdown(); void ImGui_ImplOpenGL3_NewFrame(); void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); void ImGui_ImplSDL2_Shutdown(); void ImGui_ImplSDL2_NewFrame(SDL_Window* window); bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); } else : import bindbc.sdl; version(WebAssembly)import glad.gl.gles2; else version(Android)import glad.gl.gles2; else import glad.gl.gl; import cimgui.cimgui; extern(C): __gshared SDL_Window* g_Window; __gshared ulong g_Time; __gshared bool[3] g_MousePressed; __gshared SDL_Cursor*[ImGuiMouseCursor_COUNT] g_MouseCursors; __gshared char* g_ClipboardTextData; __gshared GLuint g_FontTexture = 0; const (char)* ImGuiImplSDL2GetClipboardText(void*) { if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = SDL_GetClipboardText(); return g_ClipboardTextData; } void ImGuiImplSDL2SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { ImGuiIO* io = igGetIO(); switch (event.type) { case SDL_MOUSEWHEEL: { if (event.wheel.x > 0) io.MouseWheelH += 1; if (event.wheel.x < 0) io.MouseWheelH -= 1; if (event.wheel.y > 0) io.MouseWheel += 1; if (event.wheel.y < 0) io.MouseWheel -= 1; return true; } case SDL_MOUSEBUTTONDOWN: { if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; return true; } case SDL_TEXTINPUT: { ImGuiIO_AddInputCharactersUTF8(io,event.text.text.ptr); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { int key = event.key.keysym.scancode; //IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[key] = (event.type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0); return true; } default:break; } return false; } bool ImGuiImplSDL2Init(SDL_Window* window) { g_Window = window; // Setup back-end capabilities flags ImGuiIO* io = igGetIO(); 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_sdl"; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN; io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP; io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; io.SetClipboardTextFn = &ImGuiImplSDL2SetClipboardText; io.GetClipboardTextFn = &ImGuiImplSDL2GetClipboardText; io.ClipboardUserData = null; g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); //#ifdef _WIN32 version(WebAssembly) { } else version(Windows) { SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version_); SDL_GetWindowWMInfo(window, &wmInfo); io.ImeWindowHandle = wmInfo.info.win.window; } //#else //(void)window; //#endif return true; } bool ImGuiImplSDL2InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { //(void)sdl_gl_context; // Viewport branch will need this. return ImGuiImplSDL2Init(window); } void ImGuiImplSDL2Shutdown() { g_Window = null; // Destroy last known clipboard data if (g_ClipboardTextData) SDL_free(g_ClipboardTextData); g_ClipboardTextData = null; // Destroy SDL mouse cursors for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(g_MouseCursors[cursor_n]); //memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); } static void ImGui_ImplSDL2_UpdateMousePosAndButtons() { ImGuiIO* io = igGetIO(); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) if (io.WantSetMousePos) SDL_WarpMouseInWindow(g_Window, cast(int)io.MousePos.x, cast(int)io.MousePos.y); else io.MousePos = ImVec2(-float.max, -float.max); int mx, my; Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & (SDL_PRESSED<<(SDL_BUTTON_LEFT-1))) != 0; // 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[1] = g_MousePressed[1] || (mouse_buttons & (SDL_PRESSED<<(SDL_BUTTON_RIGHT-1))) != 0; io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & (SDL_PRESSED<<(SDL_BUTTON_MIDDLE-1))) != 0; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; //#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) /*SDL_Window* focused_window = SDL_GetKeyboardFocus(); if (g_Window == focused_window) { // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?) // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally. int wx, wy; SDL_GetWindowPosition(focused_window, &wx, &wy); SDL_GetGlobalMouseState(&mx, &my); mx -= wx; my -= wy; io.MousePos = ImVec2((float)mx, (float)my); } // 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. // The function is only supported from SDL 2.0.4 (released Jan 2016) bool any_mouse_button_down = ImGui.IsAnyMouseDown(); SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); //#else*/ if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) io.MousePos = ImVec2(cast(float)mx, cast(float)my); //#endif } static void ImGui_ImplSDL2_UpdateMouseCursor() { ImGuiIO* io = igGetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; ImGuiMouseCursor imgui_cursor = igGetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor SDL_ShowCursor(SDL_FALSE); } else { // Show OS mouse cursor SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(SDL_TRUE); } } static void ImGui_ImplSDL2_UpdateGamepads() { ImGuiIO* io = igGetIO(); //memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return; // Get gamepad SDL_GameController* game_controller = SDL_GameControllerOpen(0); if (!game_controller) { io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; return; } // Update gamepad inputs /*#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); io.BackendFlags |= ImGuiBackendFlags_HasGamepad; #undef MAP_BUTTON #undef MAP_ANALOG*/ } __gshared private long frequency; void ImGuiImplSDL2NewFrame(SDL_Window* window) { ImGuiIO* io = igGetIO(); assert(ImFontAtlas_IsBuilt(io.Fonts), "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; SDL_GetWindowSize(window, &w, &h); // SDL_GL_GetDrawableSize(window, &display_w, &display_h); FIXME: you see io.DisplaySize = ImVec2(cast(float)w, cast(float)h); // if (w > 0 && h > 0) // io.DisplayFramebufferScale = ImVec2(cast(float)display_w / w, cast(float)display_h / h); io.DisplayFramebufferScale = ImVec2(1,1); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) frequency = SDL_GetPerformanceFrequency(); long current_time = SDL_GetPerformanceCounter(); io.DeltaTime = g_Time > 0 ? cast(float)(cast(double)(current_time - g_Time) / frequency) : cast(float)(1.0f / 60.0f); g_Time = current_time; ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } __gshared GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) __gshared char[32] g_GlslVersionString = ""; // Specified by user or detected based on compile time GL settings. //__gshared GLuint g_FontTexture = 0; __gshared GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; __gshared int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location __gshared int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location __gshared uint g_VboHandle = 0, g_ElementsHandle = 0; bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { // Setup back-end capabilities flags ImGuiIO* io = igGetIO(); io.BackendRendererName = "imgui_impl_opengl3"; // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to null if unsure. /*#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"; #elif defined(__APPLE__) if (glsl_version == null) glsl_version = "#version 150"; #else if (glsl_version == null) glsl_version = "#version 130"; #endif IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));*/ //const (char)*glsl_version = "#version 100"; import core.stdc.string; strcpy(g_GlslVersionString.ptr, glsl_version); strcat(g_GlslVersionString.ptr, "\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"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) gl_loader = "glbinding2"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) gl_loader = "glbinding3"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) gl_loader = "custom"; #else gl_loader = "none"; #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; } 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 // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) bool clip_origin_lower_left = true; // #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) // GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); // if (current_clip_origin == GL_UPPER_LEFT) // clip_origin_lower_left = false; // #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, cast(GLsizei)fb_width, cast(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; if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left const float[4][4] ortho_projection = [ [ 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, ImDrawVert.sizeof, cast(GLvoid*)ImDrawVert.pos.offsetof); glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(GLvoid*)ImDrawVert.uv.offsetof); glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(GLvoid*)ImDrawVert.col.offsetof); } void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_DestroyDeviceObjects(); } void ImGui_ImplOpenGL3_NewFrame() { if (!g_ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } 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 import core.stdc.stdio; int glsl_version = 130; sscanf(g_GlslVersionString.ptr, "#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 (char)* vertex_shader = null; const (char)* 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 (char)*[2] vertex_shader_with_version = [ g_GlslVersionString.ptr, vertex_shader ]; g_VertHandle = glCreateShader(GL_VERTEX_SHADER); glShaderSource(g_VertHandle, 2, vertex_shader_with_version.ptr, null); glCompileShader(g_VertHandle); CheckShader(g_VertHandle, "vertex shader"); const (char)*[2] fragment_shader_with_version = [ g_GlslVersionString.ptr, fragment_shader ]; g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(g_FragHandle, 2, fragment_shader_with_version.ptr, 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(); } 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 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 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) 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); // #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); 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 // 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, 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 != 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 = ImVec4(0,0,0,0); 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 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)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)); } } } } // 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], 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]); }