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Examples: OpenGL3: Added a way to override the glsl version number through the Init call. (#1667, #1466)
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@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 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".
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
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// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
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@ -31,6 +32,10 @@
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#include "imgui_impl_glfw_gl3.h"
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@ -51,6 +56,7 @@ static bool g_MouseJustPressed[3] = { false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
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// OpenGL3 data
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static char g_GlslVersion[32] = "#version 150";
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static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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@ -259,7 +265,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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const GLchar* vertex_shader =
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"#version 150\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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@ -274,7 +279,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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"}\n";
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const GLchar* fragment_shader =
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"#version 150\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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@ -284,11 +288,14 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
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const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
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g_ShaderHandle = glCreateProgram();
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
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glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
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glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
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glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
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glCompileShader(g_VertHandle);
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glCompileShader(g_FragHandle);
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glAttachShader(g_ShaderHandle, g_VertHandle);
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@ -347,12 +354,20 @@ static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
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glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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}
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bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
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{
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g_Window = window;
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// Store GL version string so we can refer to it later in case we recreate shaders.
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if (glsl_version == NULL)
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glsl_version = "#version 150";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
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strcpy(g_GlslVersion, glsl_version);
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strcat(g_GlslVersion, "\n");
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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@ -13,7 +13,7 @@
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struct GLFWwindow;
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IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
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IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version = NULL);
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IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
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IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
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IMGUI_API void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data);
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@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 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".
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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@ -31,6 +32,10 @@
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#include "imgui_impl_sdl_gl3.h"
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@ -45,6 +50,7 @@ static bool g_MousePressed[3] = { false, false, false };
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static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
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// OpenGL data
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static char g_GlslVersion[32] = "#version 150";
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static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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@ -261,7 +267,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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const GLchar *vertex_shader =
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"#version 150\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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@ -276,7 +281,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
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"}\n";
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const GLchar* fragment_shader =
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"#version 150\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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@ -286,11 +290,14 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
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const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
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g_ShaderHandle = glCreateProgram();
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
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glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
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glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
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glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
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glCompileShader(g_VertHandle);
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glCompileShader(g_FragHandle);
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glAttachShader(g_ShaderHandle, g_VertHandle);
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@ -341,8 +348,15 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
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}
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}
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bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
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bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
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{
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// Store GL version string so we can refer to it later in case we recreate shaders.
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if (glsl_version == NULL)
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glsl_version = "#version 150";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
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strcpy(g_GlslVersion, glsl_version);
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strcat(g_GlslVersion, "\n");
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
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IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version = NULL);
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IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
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IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
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IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data);
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