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OpenGL3: Added error output when shaders fail to compile / link. (#1938)
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@ -60,6 +60,7 @@ Other Changes:
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- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
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- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
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- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
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- Examples: OpenGL3: Added error output when shaders fail to compile/link.
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- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
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@ -11,6 +11,7 @@
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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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// 2018-07-10: OpenGL: Added error output when shaders fail to compile/link.
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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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@ -31,6 +32,7 @@
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#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.
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//#include <glew.h>
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@ -40,7 +42,7 @@
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// OpenGL Data
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static char g_GlslVersion[32] = "";
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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 GLuint 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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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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@ -239,6 +241,42 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture()
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}
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}
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// If you get an error please report on github. You may try different GL context version or GLSL version.
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static bool CheckShader(GLuint handle, const char* desc)
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{
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GLint status = 0, log_length = 0;
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glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
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glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE)
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
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if (log_length > 0)
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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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fprintf(stderr, "%s\n", buf.begin());
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}
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return status == GL_TRUE;
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}
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// If you get an error please report on github. You may try different GL context version or GLSL version.
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static bool CheckProgram(GLuint handle, const char* desc)
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{
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GLint status = 0, log_length = 0;
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glGetProgramiv(handle, GL_LINK_STATUS, &status);
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glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE)
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
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if (log_length > 0)
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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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fprintf(stderr, "%s\n", buf.begin());
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}
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return status == GL_TRUE;
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}
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bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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{
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// Backup GL state
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@ -248,7 +286,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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// Create shaders
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const GLchar *vertex_shader =
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const GLchar* vertex_shader =
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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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@ -273,18 +311,22 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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"}\n";
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const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
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glCompileShader(g_VertHandle);
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CheckShader(g_VertHandle, "vertex shader");
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const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
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glCompileShader(g_FragHandle);
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CheckShader(g_FragHandle, "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, 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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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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CheckProgram(g_ShaderHandle, "shader program");
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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@ -292,6 +334,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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// Create buffers
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glGenBuffers(1, &g_VboHandle);
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glGenBuffers(1, &g_ElementsHandle);
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