-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
850 lines
No EOL
36 KiB
D
850 lines
No EOL
36 KiB
D
module ecs_utils.imgui_bind;
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import bindbc.sdl;
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import cimgui.cimgui;
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version(WebAssembly)
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{
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extern(C):
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version = null);
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void ImGui_ImplOpenGL3_Shutdown();
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void ImGui_ImplOpenGL3_NewFrame();
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void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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void ImGui_ImplSDL2_Shutdown();
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void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
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bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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}
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else :
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import bindbc.sdl;
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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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extern(C):
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__gshared SDL_Window* g_Window;
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__gshared ulong g_Time;
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__gshared bool[3] g_MousePressed;
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__gshared SDL_Cursor*[ImGuiMouseCursor_COUNT] g_MouseCursors;
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__gshared char* g_ClipboardTextData;
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__gshared GLuint g_FontTexture = 0;
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const (char)* ImGuiImplSDL2GetClipboardText(void*)
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{
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if (g_ClipboardTextData)
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SDL_free(g_ClipboardTextData);
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g_ClipboardTextData = SDL_GetClipboardText();
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return g_ClipboardTextData;
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}
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void ImGuiImplSDL2SetClipboardText(void*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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ImGuiIO* io = igGetIO();
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switch (event.type)
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{
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case SDL_MOUSEWHEEL:
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{
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if (event.wheel.x > 0) io.MouseWheelH += 1;
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if (event.wheel.x < 0) io.MouseWheelH -= 1;
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if (event.wheel.y > 0) io.MouseWheel += 1;
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if (event.wheel.y < 0) io.MouseWheel -= 1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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{
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if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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return true;
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}
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case SDL_TEXTINPUT:
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{
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ImGuiIO_AddInputCharactersUTF8(io,event.text.text.ptr);
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return true;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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int key = event.key.keysym.scancode;
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//IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
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io.KeysDown[key] = (event.type == SDL_KEYDOWN);
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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return true;
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}
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default:break;
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}
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return false;
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}
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bool ImGuiImplSDL2Init(SDL_Window* window)
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{
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g_Window = window;
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// Setup back-end capabilities flags
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ImGuiIO* io = igGetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_sdl";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
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io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
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io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
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io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
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io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
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io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
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io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
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io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
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io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
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io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
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io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
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io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
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io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
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io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
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io.SetClipboardTextFn = &ImGuiImplSDL2SetClipboardText;
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io.GetClipboardTextFn = &ImGuiImplSDL2GetClipboardText;
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io.ClipboardUserData = null;
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g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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//#ifdef _WIN32
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version(WebAssembly)
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{
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}
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else version(Windows)
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{
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SDL_SysWMinfo wmInfo;
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SDL_VERSION(&wmInfo.version_);
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SDL_GetWindowWMInfo(window, &wmInfo);
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io.ImeWindowHandle = wmInfo.info.win.window;
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}
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//#else
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//(void)window;
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//#endif
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return true;
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}
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bool ImGuiImplSDL2InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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//(void)sdl_gl_context; // Viewport branch will need this.
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return ImGuiImplSDL2Init(window);
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}
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void ImGuiImplSDL2Shutdown()
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{
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g_Window = null;
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// Destroy last known clipboard data
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if (g_ClipboardTextData)
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SDL_free(g_ClipboardTextData);
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g_ClipboardTextData = null;
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// Destroy SDL mouse cursors
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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SDL_FreeCursor(g_MouseCursors[cursor_n]);
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//memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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}
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static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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{
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ImGuiIO* io = igGetIO();
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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SDL_WarpMouseInWindow(g_Window, cast(int)io.MousePos.x, cast(int)io.MousePos.y);
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else
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io.MousePos = ImVec2(-float.max, -float.max);
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int mx, my;
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Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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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.
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io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & (SDL_PRESSED<<(SDL_BUTTON_RIGHT-1))) != 0;
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & (SDL_PRESSED<<(SDL_BUTTON_MIDDLE-1))) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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//#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
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/*SDL_Window* focused_window = SDL_GetKeyboardFocus();
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if (g_Window == focused_window)
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{
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// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
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// 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.
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int wx, wy;
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SDL_GetWindowPosition(focused_window, &wx, &wy);
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SDL_GetGlobalMouseState(&mx, &my);
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mx -= wx;
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my -= wy;
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io.MousePos = ImVec2((float)mx, (float)my);
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}
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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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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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io.MousePos = ImVec2(cast(float)mx, cast(float)my);
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//#endif
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}
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static void ImGui_ImplSDL2_UpdateMouseCursor()
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{
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ImGuiIO* io = igGetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return;
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ImGuiMouseCursor imgui_cursor = igGetMouseCursor();
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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SDL_ShowCursor(SDL_FALSE);
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}
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else
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{
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// Show OS mouse cursor
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SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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SDL_ShowCursor(SDL_TRUE);
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}
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}
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static void ImGui_ImplSDL2_UpdateGamepads()
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{
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ImGuiIO* io = igGetIO();
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//memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Get gamepad
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SDL_GameController* game_controller = SDL_GameControllerOpen(0);
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if (!game_controller)
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{
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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return;
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}
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// Update gamepad inputs
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/*#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
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#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; }
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#undef MAP_BUTTON
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#undef MAP_ANALOG*/
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}
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__gshared private long frequency;
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void ImGuiImplSDL2NewFrame(SDL_Window* window)
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{
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ImGuiIO* io = igGetIO();
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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().");
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// Setup display size (every frame to accommodate for window resizing)
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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); 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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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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long current_time = SDL_GetPerformanceCounter();
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io.DeltaTime = g_Time > 0 ? cast(float)(cast(double)(current_time - g_Time) / frequency) : cast(float)(1.0f / 60.0f);
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g_Time = current_time;
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ImGui_ImplSDL2_UpdateMousePosAndButtons();
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ImGui_ImplSDL2_UpdateMouseCursor();
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// Update game controllers (if enabled and available)
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ImGui_ImplSDL2_UpdateGamepads();
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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 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_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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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<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)
|
|
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]);
|
|
} |