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https://github.com/Drezil/imgui.git
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@ -14,6 +14,7 @@
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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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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
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// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
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// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
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@ -57,7 +58,7 @@
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// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
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// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
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// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_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: 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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@ -107,9 +108,6 @@
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#if __has_warning("-Wzero-as-null-pointer-constant")
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
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#endif
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#endif
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// GL includes
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@ -213,7 +211,7 @@ struct ImGui_ImplOpenGL3_Data
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
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@ -244,7 +242,7 @@ struct ImGui_ImplOpenGL3_VtxAttribState
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Initialize our loader
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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@ -294,8 +292,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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#endif
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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 (glsl_version == NULL)
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// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
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if (glsl_version == nullptr)
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{
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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glsl_version = "#version 100";
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@ -324,7 +322,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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for (GLint i = 0; i < num_extensions; i++)
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{
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const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
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if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
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if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
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bd->HasClipOrigin = true;
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}
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#endif
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@ -335,19 +333,19 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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IM_DELETE(bd);
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}
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void ImGui_ImplOpenGL3_NewFrame()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
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if (!bd->ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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@ -507,12 +505,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (bd->VertexBufferSize < vtx_buffer_size)
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{
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bd->VertexBufferSize = vtx_buffer_size;
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GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW));
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GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
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}
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if (bd->IndexBufferSize < idx_buffer_size)
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{
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bd->IndexBufferSize = idx_buffer_size;
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GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW));
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GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
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}
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GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
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GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
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@ -526,7 +524,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != NULL)
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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@ -657,7 +655,7 @@ static bool CheckShader(GLuint handle, const char* desc)
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{
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ImVector<char> buf;
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buf.resize((int)(log_length + 1));
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glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
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glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
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fprintf(stderr, "%s\n", buf.begin());
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}
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return (GLboolean)status == GL_TRUE;
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@ -676,7 +674,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
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{
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ImVector<char> buf;
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buf.resize((int)(log_length + 1));
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glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
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glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
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fprintf(stderr, "%s\n", buf.begin());
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}
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return (GLboolean)status == GL_TRUE;
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@ -800,8 +798,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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"}\n";
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// Select shaders matching our GLSL versions
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const GLchar* vertex_shader = NULL;
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const GLchar* fragment_shader = NULL;
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const GLchar* vertex_shader = nullptr;
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const GLchar* fragment_shader = nullptr;
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if (glsl_version < 130)
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{
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vertex_shader = vertex_shader_glsl_120;
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@ -826,13 +824,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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// Create shaders
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const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
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GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
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glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
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glCompileShader(vert_handle);
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CheckShader(vert_handle, "vertex shader");
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const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
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GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
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glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
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glCompileShader(frag_handle);
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CheckShader(frag_handle, "fragment shader");
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