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Examples: OpenGL3: Added shaders more versions of GLSL + made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac. (#1938, #1900, #1513, #1466, etc.)
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@ -11,7 +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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// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). 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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@ -26,6 +26,24 @@
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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//----------------------------------------
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// OpenGL GLSL GLSL
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.1 120
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// 3.0 130
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// 3.1 140
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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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// 4.2 420
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// 4.3 430
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// ES 2.0 100 "#version 100"
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// ES 3.0 300 "#version 300 es"
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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@ -40,7 +58,7 @@
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//#include <glad/glad.h>
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// OpenGL Data
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static char g_GlslVersion[32] = "";
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static char g_GlslVersionString[32] = "";
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static GLuint g_FontTexture = 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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@ -52,10 +70,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Store GLSL version string so we can refer to it later in case we recreate shaders. 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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glsl_version = "#version 150";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
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strcpy(g_GlslVersion, glsl_version);
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strcat(g_GlslVersion, "\n");
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glsl_version = "#version 130";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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return true;
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}
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@ -285,8 +303,25 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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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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// Parse GLSL version string
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int glsl_version = 130;
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sscanf(g_GlslVersionString, "#version %d", &glsl_version);
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const GLchar* vertex_shader_glsl_120 =
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"uniform mat4 ProjMtx;\n"
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"attribute vec2 Position;\n"
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"attribute vec2 UV;\n"
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"attribute vec4 Color;\n"
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"varying vec2 Frag_UV;\n"
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"varying 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_130 =
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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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@ -295,28 +330,55 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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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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" 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 =
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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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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_130 =
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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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"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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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
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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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{
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vertex_shader = vertex_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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}
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else
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{
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vertex_shader = vertex_shader_glsl_130;
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fragment_shader = fragment_shader_glsl_130;
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}
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// Create shaders
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const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, 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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const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, 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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