mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 20:07:01 +00:00
883 lines
42 KiB
C++
883 lines
42 KiB
C++
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 2.x 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
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// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
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// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
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// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
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// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
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// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
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// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
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// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
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// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
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// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
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// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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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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// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
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// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
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// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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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 "#version 120"
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// 3.0 130 "#version 130"
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// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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// 3.3 330 "#version 330 core"
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// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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// 4.2 420 "#version 410 core"
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// 4.3 430 "#version 430 core"
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// ES 2.0 100 "#version 100" = WebGL 1.0
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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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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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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#include <stdint.h> // intptr_t
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#endif
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES2/gl.h> // Use GL ES 2
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#else
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#include <GLES2/gl2.h> // Use GL ES 2
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#endif
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#if defined(__EMSCRIPTEN__)
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#ifndef GL_GLEXT_PROTOTYPES
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#define GL_GLEXT_PROTOTYPES
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#endif
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#include <GLES2/gl2ext.h>
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#endif
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES3/gl.h> // Use GL ES 3
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#else
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#include <GLES3/gl3.h> // Use GL ES 3
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#endif
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#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
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// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
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// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
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// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
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// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
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// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
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#define IMGL3W_IMPL
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#include "imgui_impl_opengl3_loader.h"
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#endif
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// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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#define glBindVertexArray glBindVertexArrayOES
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#define glGenVertexArrays glGenVertexArraysOES
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#define glDeleteVertexArrays glDeleteVertexArraysOES
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#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
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#endif
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// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
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#ifdef GL_POLYGON_MODE
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#define IMGUI_IMPL_HAS_POLYGON_MODE
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#endif
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// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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#endif
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// Desktop GL 3.3+ has glBindSampler()
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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#endif
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// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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#endif
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// Desktop GL use extension detection
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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#endif
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// [Debugging]
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//#define IMGUI_IMPL_OPENGL_DEBUG
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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#include <stdio.h>
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#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
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#else
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#define GL_CALL(_CALL) _CALL // Call without error check
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#endif
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// OpenGL Data
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struct ImGui_ImplOpenGL3_Data
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{
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GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
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GLuint FontTexture;
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GLuint ShaderHandle;
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GLint AttribLocationTex; // Uniforms location
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GLint AttribLocationProjMtx;
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GLuint AttribLocationVtxPos; // Vertex attributes location
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GLuint AttribLocationVtxUV;
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GLuint AttribLocationVtxColor;
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unsigned int VboHandle, ElementsHandle;
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GLsizeiptr VertexBufferSize;
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GLsizeiptr IndexBufferSize;
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bool HasClipOrigin;
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bool UseBufferSubData;
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ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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struct ImGui_ImplOpenGL3_VtxAttribState
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{
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GLint Enabled, Size, Type, Normalized, Stride;
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GLvoid* Ptr;
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void GetState(GLint index)
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{
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
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glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
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}
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void SetState(GLint index)
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{
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glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
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if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
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}
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};
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#endif
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Initialize our loader
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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if (imgl3wInit() != 0)
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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return false;
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}
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#endif
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// Setup backend capabilities flags
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ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_opengl3";
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// Query for GL version (e.g. 320 for GL 3.2)
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#if !defined(IMGUI_IMPL_OPENGL_ES2)
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GLint major = 0;
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GLint minor = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if (major == 0 && minor == 0)
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{
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// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
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const char* gl_version = (const char*)glGetString(GL_VERSION);
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sscanf(gl_version, "%d.%d", &major, &minor);
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}
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bd->GlVersion = (GLuint)(major * 100 + minor * 10);
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// Query vendor to enable glBufferSubData kludge
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#ifdef _WIN32
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if (const char* vendor = (const char*)glGetString(GL_VENDOR))
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if (strncmp(vendor, "Intel", 5) == 0)
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bd->UseBufferSubData = true;
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#endif
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#else
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bd->GlVersion = 200; // GLES 2
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#endif
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (bd->GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
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if (glsl_version == nullptr)
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{
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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glsl_version = "#version 100";
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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glsl_version = "#version 300 es";
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#elif defined(__APPLE__)
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glsl_version = "#version 150";
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#else
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glsl_version = "#version 130";
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#endif
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}
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
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strcpy(bd->GlslVersionString, glsl_version);
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strcat(bd->GlslVersionString, "\n");
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// Make an arbitrary GL call (we don't actually need the result)
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// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
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GLint current_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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// Detect extensions we support
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bd->HasClipOrigin = (bd->GlVersion >= 450);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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GLint num_extensions = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
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for (GLint i = 0; i < num_extensions; i++)
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{
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const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
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if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
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bd->HasClipOrigin = true;
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}
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#endif
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return true;
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}
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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IM_DELETE(bd);
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}
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void ImGui_ImplOpenGL3_NewFrame()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
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if (!bd->ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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}
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
|
{
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
|
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
|
glEnable(GL_BLEND);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
|
if (bd->GlVersion >= 310)
|
|
glDisable(GL_PRIMITIVE_RESTART);
|
|
#endif
|
|
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
|
|
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
|
#if defined(GL_CLIP_ORIGIN)
|
|
bool clip_origin_lower_left = true;
|
|
if (bd->HasClipOrigin)
|
|
{
|
|
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
|
|
if (current_clip_origin == GL_UPPER_LEFT)
|
|
clip_origin_lower_left = false;
|
|
}
|
|
#endif
|
|
|
|
// Setup viewport, orthographic projection matrix
|
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
|
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
|
|
float L = draw_data->DisplayPos.x;
|
|
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
|
float T = draw_data->DisplayPos.y;
|
|
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
|
#if defined(GL_CLIP_ORIGIN)
|
|
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
|
|
#endif
|
|
const float ortho_projection[4][4] =
|
|
{
|
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
|
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
|
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
|
|
};
|
|
glUseProgram(bd->ShaderHandle);
|
|
glUniform1i(bd->AttribLocationTex, 0);
|
|
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
|
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
|
if (bd->GlVersion >= 330)
|
|
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
|
#endif
|
|
|
|
(void)vertex_array_object;
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
glBindVertexArray(vertex_array_object);
|
|
#endif
|
|
|
|
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
|
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
|
|
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
|
|
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
|
|
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
|
|
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
|
|
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
|
|
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
|
|
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
|
|
}
|
|
|
|
// OpenGL3 Render function.
|
|
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
|
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
|
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|
{
|
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
|
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
|
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
|
if (fb_width <= 0 || fb_height <= 0)
|
|
return;
|
|
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
|
|
// Backup GL state
|
|
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
|
|
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
|
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
|
#endif
|
|
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
|
|
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
|
|
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
|
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
|
|
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
|
|
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
|
|
#endif
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
|
#endif
|
|
#ifdef IMGUI_IMPL_HAS_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);
|
|
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
|
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
|
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
|
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
|
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
|
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
|
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
|
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
|
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
|
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
|
|
#endif
|
|
|
|
// Setup desired GL state
|
|
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
|
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
|
GLuint vertex_array_object = 0;
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
|
|
#endif
|
|
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
|
|
|
// Will project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
|
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
|
|
|
// Render command lists
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
|
|
|
// Upload vertex/index buffers
|
|
// - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)
|
|
// - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
|
|
// - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
|
|
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
|
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
|
|
if (bd->UseBufferSubData)
|
|
{
|
|
if (bd->VertexBufferSize < vtx_buffer_size)
|
|
{
|
|
bd->VertexBufferSize = vtx_buffer_size;
|
|
GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
|
|
}
|
|
if (bd->IndexBufferSize < idx_buffer_size)
|
|
{
|
|
bd->IndexBufferSize = idx_buffer_size;
|
|
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
|
|
}
|
|
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
|
|
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
|
|
}
|
|
else
|
|
{
|
|
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
|
|
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
|
|
}
|
|
|
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback != nullptr)
|
|
{
|
|
// User callback, registered via ImDrawList::AddCallback()
|
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
|
else
|
|
pcmd->UserCallback(cmd_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
|
|
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
|
GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
|
|
|
|
// Bind texture, Draw
|
|
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
|
if (bd->GlVersion >= 320)
|
|
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
|
|
else
|
|
#endif
|
|
GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Destroy the temporary VAO
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
|
|
#endif
|
|
|
|
// Restore modified GL state
|
|
glUseProgram(last_program);
|
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
|
if (bd->GlVersion >= 330)
|
|
glBindSampler(0, last_sampler);
|
|
#endif
|
|
glActiveTexture(last_active_texture);
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
glBindVertexArray(last_vertex_array_object);
|
|
#endif
|
|
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
|
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
|
|
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
|
|
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
|
|
#endif
|
|
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
|
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
|
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
|
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_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
|
|
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
|
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
|
#endif
|
|
|
|
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
|
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]);
|
|
(void)bd; // Not all compilation paths use this
|
|
}
|
|
|
|
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
|
|
// Build texture atlas
|
|
unsigned char* pixels;
|
|
int width, height;
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
|
|
|
// Upload texture to graphics system
|
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
|
GLint last_texture;
|
|
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
|
GL_CALL(glGenTextures(1, &bd->FontTexture));
|
|
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
|
|
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
|
|
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
|
#endif
|
|
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
|
|
|
|
// Store our identifier
|
|
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
|
|
|
// Restore state
|
|
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
if (bd->FontTexture)
|
|
{
|
|
glDeleteTextures(1, &bd->FontTexture);
|
|
io.Fonts->SetTexID(0);
|
|
bd->FontTexture = 0;
|
|
}
|
|
}
|
|
|
|
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
|
static bool CheckShader(GLuint handle, const char* desc)
|
|
{
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
GLint status = 0, log_length = 0;
|
|
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
|
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
|
if ((GLboolean)status == GL_FALSE)
|
|
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
|
|
if (log_length > 1)
|
|
{
|
|
ImVector<char> buf;
|
|
buf.resize((int)(log_length + 1));
|
|
glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
|
|
fprintf(stderr, "%s\n", buf.begin());
|
|
}
|
|
return (GLboolean)status == GL_TRUE;
|
|
}
|
|
|
|
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
|
static bool CheckProgram(GLuint handle, const char* desc)
|
|
{
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
GLint status = 0, log_length = 0;
|
|
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
|
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
|
if ((GLboolean)status == GL_FALSE)
|
|
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
|
|
if (log_length > 1)
|
|
{
|
|
ImVector<char> buf;
|
|
buf.resize((int)(log_length + 1));
|
|
glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
|
|
fprintf(stderr, "%s\n", buf.begin());
|
|
}
|
|
return (GLboolean)status == GL_TRUE;
|
|
}
|
|
|
|
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
|
{
|
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Backup GL state
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GLint last_texture, last_array_buffer;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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GLint last_vertex_array;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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#endif
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// Parse GLSL version string
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int glsl_version = 130;
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sscanf(bd->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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"in vec4 Color;\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_300_es =
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"precision highp 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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"#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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"}\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 = nullptr;
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const GLchar* fragment_shader = nullptr;
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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 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
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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] = { bd->GlslVersionString, vertex_shader };
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GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
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glCompileShader(vert_handle);
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CheckShader(vert_handle, "vertex shader");
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const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
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GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
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glCompileShader(frag_handle);
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CheckShader(frag_handle, "fragment shader");
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// Link
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bd->ShaderHandle = glCreateProgram();
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glAttachShader(bd->ShaderHandle, vert_handle);
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glAttachShader(bd->ShaderHandle, frag_handle);
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glLinkProgram(bd->ShaderHandle);
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CheckProgram(bd->ShaderHandle, "shader program");
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glDetachShader(bd->ShaderHandle, vert_handle);
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glDetachShader(bd->ShaderHandle, frag_handle);
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glDeleteShader(vert_handle);
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glDeleteShader(frag_handle);
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bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
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bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
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bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
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bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
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bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
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// Create buffers
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glGenBuffers(1, &bd->VboHandle);
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glGenBuffers(1, &bd->ElementsHandle);
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ImGui_ImplOpenGL3_CreateFontsTexture();
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glBindVertexArray(last_vertex_array);
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#endif
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return true;
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}
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void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
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if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
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if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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