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Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
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@ -66,6 +66,7 @@ Other Changes:
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tree depth instead of a relative one.
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- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
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- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
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- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
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- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
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even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
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- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]
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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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// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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@ -69,14 +70,18 @@
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#include "TargetConditionals.h"
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#endif
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// iOS, Android and Emscripten can use GL ES 3
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// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
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#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
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#define USE_GL_ES3
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// Auto-detect GL version
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
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#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#endif
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#endif
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#ifdef USE_GL_ES3
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// OpenGL ES 3
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#include <GLES3/gl3.h> // Use GL ES 3
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#else
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// About Desktop OpenGL function loaders:
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@ -109,7 +114,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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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. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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#ifdef USE_GL_ES3
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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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#else
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@ -154,7 +162,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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#endif
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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#endif
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#ifdef GL_POLYGON_MODE
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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#endif
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@ -208,11 +218,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#ifdef GL_SAMPLER_BINDING
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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#ifndef IMGUI_IMPL_OPENGL_ES2
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// Recreate the VAO every time
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// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
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GLuint vao_handle = 0;
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glGenVertexArrays(1, &vao_handle);
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glBindVertexArray(vao_handle);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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@ -270,7 +283,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
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}
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}
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glDeleteVertexArrays(1, &vao_handle);
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#endif
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// Restore modified GL state
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glUseProgram(last_program);
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@ -279,7 +294,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glBindSampler(0, last_sampler);
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#endif
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glActiveTexture(last_active_texture);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(last_vertex_array);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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@ -309,7 +326,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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#ifdef GL_UNPACK_ROW_LENGTH
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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@ -371,10 +390,13 @@ static bool CheckProgram(GLuint handle, const char* desc)
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bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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{
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// Backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array;
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GLint last_texture, last_array_buffer;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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GLint last_vertex_array;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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#endif
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// Parse GLSL version string
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int glsl_version = 130;
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@ -538,7 +560,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(last_vertex_array);
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#endif
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return true;
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}
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@ -22,6 +22,10 @@
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#pragma once
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// Specific OpenGL versions
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//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
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//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
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// Set default OpenGL3 loader to be gl3w
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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