mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-11-03 22:51:06 +01:00 
			
		
		
		
	Examples: OpenGL3: Tweaks, added changelog. (#1941)
This commit is contained in:
		@@ -11,6 +11,7 @@
 | 
			
		||||
 | 
			
		||||
// CHANGELOG 
 | 
			
		||||
// (minor and older changes stripped away, please see git history for details)
 | 
			
		||||
//  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
 | 
			
		||||
//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
 | 
			
		||||
//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
 | 
			
		||||
//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 | 
			
		||||
@@ -58,13 +59,13 @@
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef __EMSCRIPTEN__
 | 
			
		||||
    #include <GLES3/gl3.h>
 | 
			
		||||
#include <GLES3/gl3.h>  // Use GL ES 3
 | 
			
		||||
#else
 | 
			
		||||
    #include <GL/gl3w.h>    // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
 | 
			
		||||
#endif
 | 
			
		||||
#include <GL/gl3w.h>    // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
 | 
			
		||||
//#include <glew.h>
 | 
			
		||||
//#include <glext.h>
 | 
			
		||||
//#include <glad/glad.h>
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
// OpenGL Data
 | 
			
		||||
static char         g_GlslVersionString[32] = "";
 | 
			
		||||
@@ -118,9 +119,9 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 | 
			
		||||
    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
 | 
			
		||||
    GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
 | 
			
		||||
    GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
 | 
			
		||||
    #ifdef GL_POLYGON_MODE
 | 
			
		||||
        GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
 | 
			
		||||
    #endif
 | 
			
		||||
#ifdef GL_POLYGON_MODE
 | 
			
		||||
    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
 | 
			
		||||
#endif
 | 
			
		||||
    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
 | 
			
		||||
    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
 | 
			
		||||
    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
 | 
			
		||||
@@ -141,9 +142,9 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 | 
			
		||||
    glDisable(GL_CULL_FACE);
 | 
			
		||||
    glDisable(GL_DEPTH_TEST);
 | 
			
		||||
    glEnable(GL_SCISSOR_TEST);
 | 
			
		||||
    #ifdef glPolygonMode
 | 
			
		||||
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | 
			
		||||
    #endif
 | 
			
		||||
#ifdef GL_POLYGON_MODE
 | 
			
		||||
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Setup viewport, orthographic projection matrix
 | 
			
		||||
    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
 | 
			
		||||
@@ -229,9 +230,9 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 | 
			
		||||
    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 glPolygonMode
 | 
			
		||||
        glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
 | 
			
		||||
    #endif
 | 
			
		||||
#ifdef GL_POLYGON_MODE
 | 
			
		||||
    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
 | 
			
		||||
#endif
 | 
			
		||||
    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
 | 
			
		||||
    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
 | 
			
		||||
}
 | 
			
		||||
@@ -425,21 +426,21 @@ bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
 | 
			
		||||
    // Select shaders matching our GLSL versions
 | 
			
		||||
    const GLchar* vertex_shader = NULL;
 | 
			
		||||
    const GLchar* fragment_shader = NULL;
 | 
			
		||||
    if(glsl_version == 410)
 | 
			
		||||
    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)
 | 
			
		||||
    else if (glsl_version == 300)
 | 
			
		||||
    {
 | 
			
		||||
        vertex_shader = vertex_shader_glsl_300_es;
 | 
			
		||||
        fragment_shader = fragment_shader_glsl_300_es;
 | 
			
		||||
    }
 | 
			
		||||
    else if (glsl_version < 130)
 | 
			
		||||
    {
 | 
			
		||||
        vertex_shader = vertex_shader_glsl_120;
 | 
			
		||||
        fragment_shader = fragment_shader_glsl_120;
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        vertex_shader = vertex_shader_glsl_130;
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user