24 static GLFWwindow* g_Window = NULL;
25 static GLuint g_FontTexture = 0;
26 static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
27 static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
28 static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
29 static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
34 void ImGui_ImplGlfwGL3_RenderDrawLists(
ImDrawData* draw_data)
40 if (fb_width == 0 || fb_height == 0)
45 GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
46 glActiveTexture(GL_TEXTURE0);
47 GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
48 GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
49 GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
50 GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
51 GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
52 GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
53 GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
54 GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
55 GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
56 GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
57 GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
58 GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
59 GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
60 GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
61 GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
62 GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
63 GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
64 GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
65 GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
69 glBlendEquation(GL_FUNC_ADD);
70 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
71 glDisable(GL_CULL_FACE);
72 glDisable(GL_DEPTH_TEST);
73 glEnable(GL_SCISSOR_TEST);
74 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
77 glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
78 const float ortho_projection[4][4] =
82 { 0.0f, 0.0f, -1.0f, 0.0f },
83 {-1.0f, 1.0f, 0.0f, 1.0f },
85 glUseProgram(g_ShaderHandle);
86 glUniform1i(g_AttribLocationTex, 0);
87 glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
88 glBindVertexArray(g_VaoHandle);
96 glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
99 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
102 for (
int cmd_i = 0; cmd_i < cmd_list->
CmdBuffer.
Size; cmd_i++)
111 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->
TextureId);
113 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->
ElemCount,
sizeof(
ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
120 glUseProgram(last_program);
121 glBindTexture(GL_TEXTURE_2D, last_texture);
122 glBindSampler(0, last_sampler);
123 glActiveTexture(last_active_texture);
124 glBindVertexArray(last_vertex_array);
125 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
126 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
127 glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
128 glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
129 if (last_enable_blend) glEnable(GL_BLEND);
else glDisable(GL_BLEND);
130 if (last_enable_cull_face) glEnable(GL_CULL_FACE);
else glDisable(GL_CULL_FACE);
131 if (last_enable_depth_test) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST);
132 if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST);
else glDisable(GL_SCISSOR_TEST);
133 glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
134 glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
135 glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
138 static const char* ImGui_ImplGlfwGL3_GetClipboardText(
void* user_data)
140 return glfwGetClipboardString((GLFWwindow*)user_data);
143 static void ImGui_ImplGlfwGL3_SetClipboardText(
void* user_data,
const char* text)
145 glfwSetClipboardString((GLFWwindow*)user_data, text);
148 bool ImGui_ImplGlfwGL3_CreateFontsTexture()
152 unsigned char* pixels;
158 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
159 glGenTextures(1, &g_FontTexture);
160 glBindTexture(GL_TEXTURE_2D, g_FontTexture);
161 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
162 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
163 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
166 io.
Fonts->
TexID = (
void *)(intptr_t)g_FontTexture;
169 glBindTexture(GL_TEXTURE_2D, last_texture);
174 bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
177 GLint last_texture, last_array_buffer, last_vertex_array;
178 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
179 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
180 glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
182 const GLchar *vertex_shader =
184 "uniform mat4 ProjMtx;\n" 185 "in vec2 Position;\n" 188 "out vec2 Frag_UV;\n" 189 "out vec4 Frag_Color;\n" 193 " Frag_Color = Color;\n" 194 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" 197 const GLchar* fragment_shader =
199 "uniform sampler2D Texture;\n" 201 "in vec4 Frag_Color;\n" 202 "out vec4 Out_Color;\n" 205 " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" 208 g_ShaderHandle = glCreateProgram();
209 g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
210 g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
211 glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
212 glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
213 glCompileShader(g_VertHandle);
214 glCompileShader(g_FragHandle);
215 glAttachShader(g_ShaderHandle, g_VertHandle);
216 glAttachShader(g_ShaderHandle, g_FragHandle);
217 glLinkProgram(g_ShaderHandle);
219 g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle,
"Texture");
220 g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle,
"ProjMtx");
221 g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle,
"Position");
222 g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle,
"UV");
223 g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle,
"Color");
225 glGenBuffers(1, &g_VboHandle);
226 glGenBuffers(1, &g_ElementsHandle);
228 glGenVertexArrays(1, &g_VaoHandle);
229 glBindVertexArray(g_VaoHandle);
230 glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
231 glEnableVertexAttribArray(g_AttribLocationPosition);
232 glEnableVertexAttribArray(g_AttribLocationUV);
233 glEnableVertexAttribArray(g_AttribLocationColor);
235 #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) 236 glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE,
sizeof(
ImDrawVert), (GLvoid*)OFFSETOF(
ImDrawVert, pos));
237 glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE,
sizeof(
ImDrawVert), (GLvoid*)OFFSETOF(
ImDrawVert, uv));
238 glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE,
sizeof(
ImDrawVert), (GLvoid*)OFFSETOF(
ImDrawVert, col));
241 ImGui_ImplGlfwGL3_CreateFontsTexture();
244 glBindTexture(GL_TEXTURE_2D, last_texture);
245 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
246 glBindVertexArray(last_vertex_array);
251 void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
253 if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
254 if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
255 if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
256 g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
258 if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
259 if (g_VertHandle) glDeleteShader(g_VertHandle);
262 if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
263 if (g_FragHandle) glDeleteShader(g_FragHandle);
266 if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
271 glDeleteTextures(1, &g_FontTexture);
277 bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window)
294 void ImGui_ImplGlfwGL3_Shutdown()
296 ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
300 void ImGui_ImplGlfwGL3_NewFrame()
303 ImGui_ImplGlfwGL3_CreateDeviceObjects();
const char *(* GetClipboardTextFn)(void *user_data)
void(* SetClipboardTextFn)(void *user_data, const char *text)
IMGUI_API void NewFrame()
IMGUI_API void ScaleClipRects(const ImVec2 &sc)
ImVector< ImDrawCmd > CmdBuffer
IMGUI_API ImGuiIO & GetIO()
IMGUI_API void GetTexDataAsRGBA32(unsigned char **out_pixels, int *out_width, int *out_height, int *out_bytes_per_pixel=NULL)
ImDrawCallback UserCallback
IMGUI_API void Shutdown()
void(* RenderDrawListsFn)(ImDrawData *data)
ImVector< ImDrawVert > VtxBuffer
ImVec2 DisplayFramebufferScale
static eastl::weak_ptr< Engine > GetEngine() noexcept
This method allows you to get the instance of the Engine. This method will automatically initialize t...
ImVector< ImDrawIdx > IdxBuffer