diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index daa418ad..2af295a5 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -37,7 +37,7 @@ // 3.2 150 "#version 150" // 3.3 330 // 4.0 400 -// 4.1 410 +// 4.1 410 "#version 410 core" // 4.2 420 // 4.3 430 // ES 2.0 100 "#version 100" @@ -57,7 +57,11 @@ #include // intptr_t #endif -#include // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc. +#ifdef __EMSCRIPTEN__ + #include +#else + #include // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc. +#endif //#include //#include //#include @@ -114,7 +118,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + #ifdef GL_POLYGON_MODE + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); @@ -135,7 +141,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + #ifdef glPolygonMode + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + #endif // Setup viewport, orthographic projection matrix // 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. @@ -221,7 +229,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + #ifdef glPolygonMode + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + #endif glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } @@ -340,6 +350,35 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; + const GLchar* vertex_shader_glsl_300_es = + "precision mediump float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + const GLchar* fragment_shader_glsl_120 = "#ifdef GL_ES\n" " precision mediump float;\n" @@ -362,10 +401,41 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + // Select shaders matching our GLSL versions const GLchar* vertex_shader = NULL; const GLchar* fragment_shader = NULL; - if (glsl_version < 130) + if(glsl_version == 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if(glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else if (glsl_version < 130) { vertex_shader = vertex_shader_glsl_120; fragment_shader = fragment_shader_glsl_120;