Examples: OpenGL3: Added a way to override the glsl version number through the Init call. (#1667, #1466)

This commit is contained in:
omar 2018-03-06 19:48:30 +01:00
parent cea7492bab
commit a2ed3ee2cf
4 changed files with 43 additions and 14 deletions

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@ -13,6 +13,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name. // 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
@ -31,6 +32,10 @@
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. // 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw_gl3.h" #include "imgui_impl_glfw_gl3.h"
@ -51,6 +56,7 @@ static bool g_MouseJustPressed[3] = { false, false, false };
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
// OpenGL3 data // OpenGL3 data
static char g_GlslVersion[32] = "#version 150";
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
@ -259,7 +265,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar* vertex_shader = const GLchar* vertex_shader =
"#version 150\n"
"uniform mat4 ProjMtx;\n" "uniform mat4 ProjMtx;\n"
"in vec2 Position;\n" "in vec2 Position;\n"
"in vec2 UV;\n" "in vec2 UV;\n"
@ -274,7 +279,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
"}\n"; "}\n";
const GLchar* fragment_shader = const GLchar* fragment_shader =
"#version 150\n"
"uniform sampler2D Texture;\n" "uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n" "in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n" "in vec4 Frag_Color;\n"
@ -284,11 +288,14 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n"; "}\n";
const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
g_ShaderHandle = glCreateProgram(); g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER); g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0); glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0); glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_VertHandle); glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle); glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle); glAttachShader(g_ShaderHandle, g_VertHandle);
@ -347,12 +354,20 @@ static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
} }
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
{ {
g_Window = window; g_Window = window;
// Store GL version string so we can refer to it later in case we recreate shaders.
if (glsl_version == NULL)
glsl_version = "#version 150";
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
strcpy(g_GlslVersion, glsl_version);
strcat(g_GlslVersion, "\n");
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;

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@ -13,7 +13,7 @@
struct GLFWwindow; struct GLFWwindow;
IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks); IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version = NULL);
IMGUI_API void ImGui_ImplGlfwGL3_Shutdown(); IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
IMGUI_API void ImGui_ImplGlfwGL3_NewFrame(); IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
IMGUI_API void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data); IMGUI_API void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data);

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@ -12,6 +12,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
@ -31,6 +32,10 @@
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl_gl3.h" #include "imgui_impl_sdl_gl3.h"
@ -45,6 +50,7 @@ static bool g_MousePressed[3] = { false, false, false };
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
// OpenGL data // OpenGL data
static char g_GlslVersion[32] = "#version 150";
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
@ -261,7 +267,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar *vertex_shader = const GLchar *vertex_shader =
"#version 150\n"
"uniform mat4 ProjMtx;\n" "uniform mat4 ProjMtx;\n"
"in vec2 Position;\n" "in vec2 Position;\n"
"in vec2 UV;\n" "in vec2 UV;\n"
@ -276,7 +281,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
"}\n"; "}\n";
const GLchar* fragment_shader = const GLchar* fragment_shader =
"#version 150\n"
"uniform sampler2D Texture;\n" "uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n" "in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n" "in vec4 Frag_Color;\n"
@ -286,11 +290,14 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n"; "}\n";
const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
g_ShaderHandle = glCreateProgram(); g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER); g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0); glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0); glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_VertHandle); glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle); glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle); glAttachShader(g_ShaderHandle, g_VertHandle);
@ -341,8 +348,15 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
} }
} }
bool ImGui_ImplSdlGL3_Init(SDL_Window* window) bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
{ {
// Store GL version string so we can refer to it later in case we recreate shaders.
if (glsl_version == NULL)
glsl_version = "#version 150";
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
strcpy(g_GlslVersion, glsl_version);
strcat(g_GlslVersion, "\n");
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;

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@ -13,7 +13,7 @@
struct SDL_Window; struct SDL_Window;
typedef union SDL_Event SDL_Event; typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window); IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version = NULL);
IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window); IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data); IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data);