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
This commit is contained in:
Omar Sherif Fathy 2018-07-30 13:52:18 +02:00 committed by omar
parent f9e8b5c652
commit fc737d2333

View File

@ -37,7 +37,7 @@
// 3.2 150 "#version 150" // 3.2 150 "#version 150"
// 3.3 330 // 3.3 330
// 4.0 400 // 4.0 400
// 4.1 410 // 4.1 410 "#version 410 core"
// 4.2 420 // 4.2 420
// 4.3 430 // 4.3 430
// ES 2.0 100 "#version 100" // ES 2.0 100 "#version 100"
@ -57,7 +57,11 @@
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
#endif #endif
#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. #ifdef __EMSCRIPTEN__
#include <GLES3/gl3.h>
#else
#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.
#endif
//#include <glew.h> //#include <glew.h>
//#include <glext.h> //#include <glext.h>
//#include <glad/glad.h> //#include <glad/glad.h>
@ -114,7 +118,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); 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_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_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 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); 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_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_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 // 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. // 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_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_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); 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]); 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]); 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" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\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 = const GLchar* fragment_shader_glsl_120 =
"#ifdef GL_ES\n" "#ifdef GL_ES\n"
" precision mediump float;\n" " precision mediump float;\n"
@ -362,10 +401,41 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\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 // Select shaders matching our GLSL versions
const GLchar* vertex_shader = NULL; const GLchar* vertex_shader = NULL;
const GLchar* fragment_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; vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120; fragment_shader = fragment_shader_glsl_120;