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@ -14,6 +14,7 @@
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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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// 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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@ -94,6 +95,12 @@
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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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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@ -132,6 +139,17 @@ using namespace gl;
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#endif
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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 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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@ -323,7 +341,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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#endif
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(void)vertex_array_object;
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glBindVertexArray(vertex_array_object);
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#endif
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@ -358,7 +376,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
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#endif
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GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
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#endif
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#ifdef GL_POLYGON_MODE
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@ -385,7 +403,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
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// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
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GLuint vertex_array_object = 0;
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glGenVertexArrays(1, &vertex_array_object);
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#endif
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ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
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@ -443,7 +461,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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}
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// Destroy the temporary VAO
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glDeleteVertexArrays(1, &vertex_array_object);
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#endif
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@ -455,7 +473,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glBindSampler(0, last_sampler);
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#endif
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glActiveTexture(last_active_texture);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glBindVertexArray(last_vertex_array_object);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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@ -559,7 +577,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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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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#ifndef IMGUI_IMPL_OPENGL_ES2
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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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@ -732,7 +750,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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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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#ifndef IMGUI_IMPL_OPENGL_ES2
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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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