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Examples; imgui_impl_opengl3.cpp to work with Emscripten (#1941)
* Add some ifdefs to add emscripten specific params and includes * Update imgui_impl_opengl3.cpp * Update imgui_impl_opengl3.cpp * Update imgui_impl_opengl3.cpp * replace __EMSCRIPTEN_BUILD__ with __EMSCRIPTEN__ * replace GLFW_INCLUDE_ES3 with direct header * removing useless glfw include * Making call to glPolygonMode() optional
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@ -37,7 +37,7 @@
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// 3.2 150 "#version 150"
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// 3.3 330
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// 4.0 400
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// 4.1 410
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// 4.1 410 "#version 410 core"
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// 4.2 420
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// 4.3 430
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// ES 2.0 100 "#version 100"
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@ -57,7 +57,11 @@
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#include <stdint.h> // intptr_t
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#endif
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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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#ifdef __EMSCRIPTEN__
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#include <GLES3/gl3.h>
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#else
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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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#endif
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//#include <glew.h>
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//#include <glext.h>
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//#include <glad/glad.h>
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@ -114,7 +118,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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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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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
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@ -135,7 +141,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#ifdef glPolygonMode
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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@ -221,7 +229,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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#ifdef glPolygonMode
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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#endif
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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@ -340,6 +350,35 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_300_es =
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"precision mediump float;\n"
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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"uniform mat4 ProjMtx;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_410_core =
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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"uniform mat4 ProjMtx;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_120 =
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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@ -362,10 +401,41 @@ bool ImGui_ImplOpenGL3_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* fragment_shader_glsl_300_es =
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"precision mediump float;\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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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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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* fragment_shader_glsl_410_core =
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"uniform sampler2D Texture;\n"
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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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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if (glsl_version < 130)
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if(glsl_version == 410)
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{
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vertex_shader = vertex_shader_glsl_410_core;
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fragment_shader = fragment_shader_glsl_410_core;
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}
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else if(glsl_version == 300)
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{
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vertex_shader = vertex_shader_glsl_300_es;
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fragment_shader = fragment_shader_glsl_300_es;
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}
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else if (glsl_version < 130)
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{
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vertex_shader = vertex_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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