Reactor ImGuiImplGl3
- Almost a 1:1 port of original C++ code - Fix for the OpenGL profiles >= 3.2
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@@ -15,12 +15,12 @@ public final class ImDrawData implements ImDestroyable {
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public static final int SIZEOF_IM_DRAW_IDX = 2;
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public static final int SIZEOF_IM_DRAW_VERT = (4 + 1) * 4;
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private static final int COUNT_FACTOR = 5_000;
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private static final int FACTOR = 5_000;
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final long ptr;
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private ByteBuffer idxBuffer = ByteBuffer.allocateDirect(SIZEOF_IM_DRAW_IDX * COUNT_FACTOR).order(ByteOrder.nativeOrder());
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private ByteBuffer vtxBuffer = ByteBuffer.allocateDirect(SIZEOF_IM_DRAW_VERT * COUNT_FACTOR).order(ByteOrder.nativeOrder());
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private ByteBuffer idxBuffer = ByteBuffer.allocateDirect(SIZEOF_IM_DRAW_IDX * FACTOR).order(ByteOrder.nativeOrder());
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private ByteBuffer vtxBuffer = ByteBuffer.allocateDirect(SIZEOF_IM_DRAW_VERT * FACTOR).order(ByteOrder.nativeOrder());
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/**
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* This class will create a native structure.
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@@ -121,7 +121,7 @@ public final class ImDrawData implements ImDestroyable {
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public ByteBuffer getCmdListIdxBufferData(final int cmdListIdx) {
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final int idxBufferCapacity = getCmdListIdxBufferSize(cmdListIdx) * SIZEOF_IM_DRAW_IDX;
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if (idxBuffer.capacity() < idxBufferCapacity) {
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idxBuffer = ByteBuffer.allocateDirect(idxBufferCapacity + COUNT_FACTOR).order(ByteOrder.nativeOrder());
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idxBuffer = ByteBuffer.allocateDirect(idxBufferCapacity + FACTOR).order(ByteOrder.nativeOrder());
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}
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nGetCmdListIdxBufferData(cmdListIdx, idxBuffer, idxBufferCapacity);
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@@ -146,7 +146,7 @@ public final class ImDrawData implements ImDestroyable {
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public ByteBuffer getCmdListVtxBufferData(final int cmdListIdx) {
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final int vtxBufferCapacity = getCmdListVtxBufferSize(cmdListIdx) * SIZEOF_IM_DRAW_VERT;
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if (vtxBuffer.capacity() < vtxBufferCapacity) {
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vtxBuffer = ByteBuffer.allocateDirect(vtxBufferCapacity + COUNT_FACTOR).order(ByteOrder.nativeOrder());
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vtxBuffer = ByteBuffer.allocateDirect(vtxBufferCapacity + FACTOR).order(ByteOrder.nativeOrder());
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}
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nGetCmdListVtxBufferData(cmdListIdx, vtxBuffer, vtxBufferCapacity);
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@@ -3,57 +3,60 @@ package imgui.gl3;
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import imgui.ImDrawData;
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import imgui.ImFontAtlas;
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import imgui.ImGui;
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import imgui.ImGuiIO;
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import imgui.ImInt;
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import imgui.ImVec2;
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import imgui.ImVec4;
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import imgui.enums.ImGuiBackendFlags;
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import java.io.BufferedReader;
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import java.io.IOException;
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import java.io.InputStream;
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import java.io.InputStreamReader;
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import java.io.UncheckedIOException;
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import java.nio.ByteBuffer;
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import java.util.Objects;
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import java.util.regex.Matcher;
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import java.util.regex.Pattern;
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import static org.lwjgl.opengl.GL32.*;
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/**
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* This class mostly a straightforward port of the
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* <a href="https://raw.githubusercontent.com/ocornut/imgui/v1.74/examples/imgui_impl_opengl3.cpp">imgui_impl_opengl3.cpp</a>
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* adapted for Java and LWJGL realms.
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* This class is a straightforward port of the
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* <a href="https://raw.githubusercontent.com/ocornut/imgui/v1.76/examples/imgui_impl_opengl3.cpp">imgui_impl_opengl3.cpp</a>.
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* <p>
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* It do support a backup of the current GL state before rendering and restoring of its initial state after.
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* But some specific state variables may be missed (all which are hidden under '#ifdef' macros in the original 'imgui_impl_opengl3.cpp' file).
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* It do support a backup and restoring of the GL state in the same way the original Dear ImGui code does.
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* Some of the very specific OpenGL variables may be ignored here,
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* yet you can copy-paste this class in your codebase and modify the rendering routine in the way you'd like.
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* <p>
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* This implementation uses shaders with 130 version of GLSL (OpenGL 3.0).
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* This implementation has an ability to use a GLSL version provided during the initialization.
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* Please read the documentation for the {@link #init(String)}.
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*/
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@SuppressWarnings("MagicNumber")
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public final class ImGuiImplGl3 {
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private int vboHandle = 0;
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private int elementsHandle = 0;
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// OpenGL Data
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private int glVersion = 0;
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private String glslVersion = "";
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private int gVboHandle = 0;
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private int gElementsHandle = 0;
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private int gShaderHandle = 0;
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private int gFragHandle = 0;
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private int gVertHandle = 0;
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private int gAttribLocationTex = 0;
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private int gAttribLocationProjMtx = 0;
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private int gAttribLocationVtxPos = 0;
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private int gAttribLocationVtxUV = 0;
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private int gAttribLocationVtxColor = 0;
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private int gFontTexture = 0;
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private int gVertexArrayObjectHandle = 0;
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// Used to store tmp renderer data
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private final ImVec2 displaySize = new ImVec2();
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private final ImVec2 framebufferScale = new ImVec2();
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private final ImVec2 displayPos = new ImVec2();
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private final ImVec4 clipRect = new ImVec4();
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private final float[] orthoProjMatrix = new float[4 * 4];
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// Shader stuff
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private int programId = 0;
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private int fragmentShaderId = 0;
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private int vertexShaderId = 0;
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// Texture used by fonts
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private int gFontTexture = 0;
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// Projection matrix for ImGui
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private final float[] projMatrix = new float[4 * 4];
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// Variables used to backup GL state before and after rendering of ImGui
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// Variables used to backup GL state before and after the rendering of Dear ImGui
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private final int[] lastActiveTexture = new int[1];
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private final int[] lastProgram = new int[1];
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private final int[] lastTexture = new int[1];
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private final int[] lastArrayBuffer = new int[1];
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private final int[] lastVertexArrayObject = new int[1];
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private final int[] lastViewport = new int[4];
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private final int[] lastScissorBox = new int[4];
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private final int[] lastBlendSrcRgb = new int[1];
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@@ -68,27 +71,65 @@ public final class ImGuiImplGl3 {
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private boolean lastEnableScissorTest = false;
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/**
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* This method SHOULD be called before calling of {@link ImGuiImplGl3#render(ImDrawData)} method.
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* Method to do an initialization of the {@link ImGuiImplGl3} state.
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* It SHOULD be called before calling of the {@link ImGuiImplGl3#render(ImDrawData)} method.
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* <p>
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* Unlike in the {@link #init(String)} method, here the glslVersion argument is omitted.
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* Thus a "#version 130" string will be used instead.
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*/
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public void init() {
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prepareShader();
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prepareFont();
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vboHandle = glGenBuffers();
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elementsHandle = glGenBuffers();
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init(null);
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}
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/**
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* Method which renders {@link ImDrawData} from ImGui.
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*
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* @param drawData data used to draw ImGui interface to your current OpenGL context
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* Method to do an initialization of the {@link ImGuiImplGl3} state.
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* It SHOULD be called before calling of the {@link ImGuiImplGl3#render(ImDrawData)} method.
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* <p>
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* Method takes an argument, which should be a valid GLSL string with the version to use.
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* <pre>
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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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* ---------------------------------------
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* </pre>
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* <p>
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* If the argument is null, then a "#version 130" string will be used by default.
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*/
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public void init(final String glslVersion) {
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readGlVersion();
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setupBackendCapabilitiesFlags();
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if (glslVersion == null) {
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this.glslVersion = "#version 130";
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} else {
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this.glslVersion = glslVersion;
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}
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createDeviceObjects();
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}
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/**
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* Method to render {@link ImDrawData} into current OpenGL context.
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*/
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public void render(final ImDrawData drawData) {
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if (drawData.getCmdListsCount() <= 0) {
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return;
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}
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drawData.getDisplaySize(displaySize);
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drawData.getFramebufferScale(framebufferScale);
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// Will project scissor/clipping rectangles into framebuffer space
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drawData.getDisplaySize(displaySize); // (0,0) unless using multi-viewports
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drawData.getFramebufferScale(framebufferScale); // (1,1) unless using retina display which are often (2,2)
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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final int fbWidth = (int) (displaySize.x * framebufferScale.x);
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@@ -125,9 +166,16 @@ public final class ImGuiImplGl3 {
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final int textureId = drawData.getCmdListCmdBufferTextureId(cmdListIdx, cmdBufferIdx);
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final int elemCount = drawData.getCmdListCmdBufferElemCount(cmdListIdx, cmdBufferIdx);
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final int idxBufferOffset = drawData.getCmdListCmdBufferIdxOffset(cmdListIdx, cmdBufferIdx);
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final int vtxBufferOffset = drawData.getCmdListCmdBufferVtxOffset(cmdListIdx, cmdBufferIdx);
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final int indices = idxBufferOffset * ImDrawData.SIZEOF_IM_DRAW_IDX;
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glBindTexture(GL_TEXTURE_2D, textureId);
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glDrawElements(GL_TRIANGLES, elemCount, GL_UNSIGNED_SHORT, idxBufferOffset * ImDrawData.SIZEOF_IM_DRAW_IDX);
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if (glVersion >= 320) {
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glDrawElementsBaseVertex(GL_TRIANGLES, elemCount, GL_UNSIGNED_SHORT, indices, vtxBufferOffset);
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} else {
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glDrawElements(GL_TRIANGLES, elemCount, GL_UNSIGNED_SHORT, indices);
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}
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}
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}
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}
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@@ -137,36 +185,22 @@ public final class ImGuiImplGl3 {
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}
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/**
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* Call this method in the end of your app working state to dispose resources.
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* Call this method in the end of your application cycle to dispose resources used by {@link ImGuiImplGl3}.
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*/
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public void dispose() {
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glDeleteBuffers(gVboHandle);
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glDeleteBuffers(gElementsHandle);
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glDetachShader(gShaderHandle, gVertHandle);
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glDetachShader(gShaderHandle, gFragHandle);
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glDeleteProgram(gShaderHandle);
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glDeleteTextures(gFontTexture);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(elementsHandle);
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glDeleteBuffers(vboHandle);
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glDetachShader(programId, vertexShaderId);
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glDetachShader(programId, fragmentShaderId);
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glDeleteProgram(programId);
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}
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private void prepareShader() {
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final CharSequence fragShaderSource = readFromResources("default.frag");
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final CharSequence vertShaderSource = readFromResources("default.vert");
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fragmentShaderId = loadAndCompileShader(GL_FRAGMENT_SHADER, fragShaderSource);
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vertexShaderId = loadAndCompileShader(GL_VERTEX_SHADER, vertShaderSource);
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programId = glCreateProgram();
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glAttachShader(programId, fragmentShaderId);
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glAttachShader(programId, vertexShaderId);
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glLinkProgram(programId);
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if (glGetProgrami(programId, GL_LINK_STATUS) != GL_TRUE) {
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throw new IllegalStateException(glGetProgramInfoLog(programId));
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}
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}
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private void prepareFont() {
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/**
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* Method rebuilds the font atlas for Dear ImGui. Could be used to update application fonts in runtime.
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*/
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public void updateFontsTexture() {
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glDeleteTextures(gFontTexture);
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gFontTexture = glGenTextures();
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final ImFontAtlas fontAtlas = ImGui.getIO().getFonts();
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@@ -184,11 +218,102 @@ public final class ImGuiImplGl3 {
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fontAtlas.setTexID(gFontTexture);
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}
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private void readGlVersion() {
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final int[] major = new int[1];
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final int[] minor = new int[1];
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glGetIntegerv(GL_MAJOR_VERSION, major);
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glGetIntegerv(GL_MINOR_VERSION, minor);
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glVersion = major[0] * 100 + minor[0] * 10;
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}
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private void setupBackendCapabilitiesFlags() {
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final ImGuiIO io = ImGui.getIO();
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io.setBackendRendererName("imgui_java_impl_opnegl3");
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// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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if (glVersion >= 320) {
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io.setBackendFlags(io.getBackendFlags() | ImGuiBackendFlags.RendererHasVtxOffset);
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}
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}
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private void createDeviceObjects() {
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// Backup GL state
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final int[] lastTexture = new int[1];
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final int[] lastArrayBuffer = new int[1];
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final int[] lastVertexArray = new int[1];
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glGetIntegerv(GL_TEXTURE_BINDING_2D, lastTexture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, lastArrayBuffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, lastVertexArray);
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createShaders();
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gAttribLocationTex = glGetUniformLocation(gShaderHandle, "Texture");
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gAttribLocationProjMtx = glGetUniformLocation(gShaderHandle, "ProjMtx");
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gAttribLocationVtxPos = glGetAttribLocation(gShaderHandle, "Position");
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gAttribLocationVtxUV = glGetAttribLocation(gShaderHandle, "UV");
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gAttribLocationVtxColor = glGetAttribLocation(gShaderHandle, "Color");
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// Create buffers
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gVboHandle = glGenBuffers();
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gElementsHandle = glGenBuffers();
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updateFontsTexture();
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, lastTexture[0]);
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glBindBuffer(GL_ARRAY_BUFFER, lastArrayBuffer[0]);
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glBindVertexArray(lastVertexArray[0]);
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}
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private void createShaders() {
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final int glslVersionValue = parseGlslVersionString();
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// Select shaders matching our GLSL versions
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final CharSequence vertShaderSource;
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final CharSequence fragShaderSource;
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if (glslVersionValue < 130) {
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vertShaderSource = getVertexShaderGlsl120();
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fragShaderSource = getFragmentShaderGlsl120();
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} else if (glslVersionValue >= 410) {
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vertShaderSource = getVertexShaderGlsl410Core();
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fragShaderSource = getFragmentShaderGlsl410Core();
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} else {
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vertShaderSource = getVertexShaderGlsl130();
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fragShaderSource = getFragmentShaderGlsl130();
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}
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gVertHandle = createAndCompileShader(GL_VERTEX_SHADER, vertShaderSource);
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gFragHandle = createAndCompileShader(GL_FRAGMENT_SHADER, fragShaderSource);
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gShaderHandle = glCreateProgram();
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glAttachShader(gShaderHandle, gVertHandle);
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glAttachShader(gShaderHandle, gFragHandle);
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glLinkProgram(gShaderHandle);
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if (glGetProgrami(gShaderHandle, GL_LINK_STATUS) == GL_FALSE) {
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throw new IllegalStateException("Failed to link shader program:\n" + glGetProgramInfoLog(gShaderHandle));
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}
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}
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private int parseGlslVersionString() {
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final Pattern p = Pattern.compile("\\d+");
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final Matcher m = p.matcher(glslVersion);
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if (m.find()) {
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return Integer.parseInt(m.group());
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} else {
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throw new IllegalArgumentException("Invalid GLSL version string: " + glslVersion);
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}
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}
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private void backupGlState() {
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glGetIntegerv(GL_ACTIVE_TEXTURE, lastActiveTexture);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_CURRENT_PROGRAM, lastProgram);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, lastTexture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, lastArrayBuffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, lastVertexArrayObject);
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glGetIntegerv(GL_VIEWPORT, lastViewport);
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glGetIntegerv(GL_SCISSOR_BOX, lastScissorBox);
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glGetIntegerv(GL_BLEND_SRC_RGB, lastBlendSrcRgb);
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@@ -207,6 +332,7 @@ public final class ImGuiImplGl3 {
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glUseProgram(lastProgram[0]);
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glBindTexture(GL_TEXTURE_2D, lastTexture[0]);
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glActiveTexture(lastActiveTexture[0]);
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glBindVertexArray(lastVertexArrayObject[0]);
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glBindBuffer(GL_ARRAY_BUFFER, lastArrayBuffer[0]);
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glBlendEquationSeparate(lastBlendEquationRgb[0], lastBlendEquationAlpha[0]);
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glBlendFuncSeparate(lastBlendSrcRgb[0], lastBlendDstRgb[0], lastBlendSrcAlpha[0], lastBlendDstAlpha[0]);
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@@ -220,9 +346,13 @@ public final class ImGuiImplGl3 {
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glScissor(lastScissorBox[0], lastScissorBox[1], lastScissorBox[2], lastScissorBox[3]);
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}
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// Setup desired GL state
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private void bind() {
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glViewport(0, 0, (int) displaySize.x, (int) displaySize.y);
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glActiveTexture(GL_TEXTURE0);
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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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gVertexArrayObjectHandle = glGenVertexArrays();
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -230,83 +360,142 @@ public final class ImGuiImplGl3 {
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, (int) displaySize.x, (int) displaySize.y);
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final float left = displayPos.x;
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final float right = displayPos.x + displaySize.x;
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final float top = displayPos.y;
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final float bottom = displayPos.y + displaySize.y;
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// Orthographic matrix projection
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projMatrix[0] = 2.0f / (right - left);
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projMatrix[5] = 2.0f / (top - bottom);
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projMatrix[10] = -1.0f;
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projMatrix[12] = (right + left) / (left - right);
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projMatrix[13] = (top + bottom) / (bottom - top);
|
||||
projMatrix[15] = 1.0f;
|
||||
orthoProjMatrix[0] = 2.0f / (right - left);
|
||||
orthoProjMatrix[5] = 2.0f / (top - bottom);
|
||||
orthoProjMatrix[10] = -1.0f;
|
||||
orthoProjMatrix[12] = (right + left) / (left - right);
|
||||
orthoProjMatrix[13] = (top + bottom) / (bottom - top);
|
||||
orthoProjMatrix[15] = 1.0f;
|
||||
|
||||
// Bind shader
|
||||
glUseProgram(programId);
|
||||
glUniform1i(glGetUniformLocation(programId, "Texture"), 0);
|
||||
glUniformMatrix4fv(glGetUniformLocation(programId, "ProjMtx"), false, projMatrix);
|
||||
glUseProgram(gShaderHandle);
|
||||
glUniform1i(gAttribLocationTex, 0);
|
||||
glUniformMatrix4fv(gAttribLocationProjMtx, false, orthoProjMatrix);
|
||||
|
||||
glBindVertexArray(gVertexArrayObjectHandle);
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementsHandle);
|
||||
|
||||
int location = glGetAttribLocation(programId, "Position");
|
||||
glEnableVertexAttribArray(location);
|
||||
glVertexAttribPointer(location, 2, GL_FLOAT, false, ImDrawData.SIZEOF_IM_DRAW_VERT, 0);
|
||||
|
||||
location = glGetAttribLocation(programId, "UV");
|
||||
glEnableVertexAttribArray(location);
|
||||
glVertexAttribPointer(location, 2, GL_FLOAT, false, ImDrawData.SIZEOF_IM_DRAW_VERT, 8);
|
||||
|
||||
location = glGetAttribLocation(programId, "Color");
|
||||
glEnableVertexAttribArray(location);
|
||||
glVertexAttribPointer(location, 4, GL_UNSIGNED_BYTE, true, ImDrawData.SIZEOF_IM_DRAW_VERT, 16);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gVboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gElementsHandle);
|
||||
glEnableVertexAttribArray(gAttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(gAttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(gAttribLocationVtxColor);
|
||||
glVertexAttribPointer(gAttribLocationVtxPos, 2, GL_FLOAT, false, ImDrawData.SIZEOF_IM_DRAW_VERT, 0);
|
||||
glVertexAttribPointer(gAttribLocationVtxUV, 2, GL_FLOAT, false, ImDrawData.SIZEOF_IM_DRAW_VERT, 8);
|
||||
glVertexAttribPointer(gAttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, true, ImDrawData.SIZEOF_IM_DRAW_VERT, 16);
|
||||
}
|
||||
|
||||
private void unbind() {
|
||||
// Unbind vertices
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glDisableVertexAttribArray(glGetAttribLocation(programId, "Position"));
|
||||
glDisableVertexAttribArray(glGetAttribLocation(programId, "UV"));
|
||||
glDisableVertexAttribArray(glGetAttribLocation(programId, "Color"));
|
||||
|
||||
// Unbind index
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glFlush();
|
||||
|
||||
// Unbind shader
|
||||
glUseProgram(0);
|
||||
// Destroy the temporary VAO
|
||||
glDeleteVertexArrays(gVertexArrayObjectHandle);
|
||||
}
|
||||
|
||||
private int loadAndCompileShader(final int type, final CharSequence source) {
|
||||
private int createAndCompileShader(final int type, final CharSequence source) {
|
||||
final int id = glCreateShader(type);
|
||||
|
||||
glShaderSource(id, source);
|
||||
glCompileShader(id);
|
||||
|
||||
if (glGetShaderi(id, GL_COMPILE_STATUS) != GL_TRUE) {
|
||||
throw new IllegalStateException(glGetShaderInfoLog(id));
|
||||
if (glGetShaderi(id, GL_COMPILE_STATUS) == GL_FALSE) {
|
||||
throw new IllegalStateException("Failed to compile shader:\n" + glGetShaderInfoLog(id));
|
||||
}
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
private CharSequence readFromResources(final String path) {
|
||||
final StringBuilder builder = new StringBuilder();
|
||||
private String getVertexShaderGlsl120() {
|
||||
return glslVersion + "\n"
|
||||
+ "uniform mat4 ProjMtx;\n"
|
||||
+ "attribute vec2 Position;\n"
|
||||
+ "attribute vec2 UV;\n"
|
||||
+ "attribute vec4 Color;\n"
|
||||
+ "varying vec2 Frag_UV;\n"
|
||||
+ "varying vec4 Frag_Color;\n"
|
||||
+ "void main()\n"
|
||||
+ "{\n"
|
||||
+ " Frag_UV = UV;\n"
|
||||
+ " Frag_Color = Color;\n"
|
||||
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
+ "}\n";
|
||||
}
|
||||
|
||||
try (InputStream in = getClass().getClassLoader().getResourceAsStream(path);
|
||||
BufferedReader reader = new BufferedReader(new InputStreamReader(Objects.requireNonNull(in)))) {
|
||||
String line;
|
||||
while ((line = reader.readLine()) != null) {
|
||||
builder.append(line).append('\n');
|
||||
}
|
||||
} catch (IOException ex) {
|
||||
throw new UncheckedIOException("Failed to read from resources!", ex);
|
||||
}
|
||||
private String getVertexShaderGlsl130() {
|
||||
return glslVersion + "\n"
|
||||
+ "uniform mat4 ProjMtx;\n"
|
||||
+ "in vec2 Position;\n"
|
||||
+ "in vec2 UV;\n"
|
||||
+ "in vec4 Color;\n"
|
||||
+ "out vec2 Frag_UV;\n"
|
||||
+ "out vec4 Frag_Color;\n"
|
||||
+ "void main()\n"
|
||||
+ "{\n"
|
||||
+ " Frag_UV = UV;\n"
|
||||
+ " Frag_Color = Color;\n"
|
||||
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
+ "}\n";
|
||||
}
|
||||
|
||||
return builder.toString();
|
||||
private String getVertexShaderGlsl410Core() {
|
||||
return glslVersion + "\n"
|
||||
+ "layout (location = 0) in vec2 Position;\n"
|
||||
+ "layout (location = 1) in vec2 UV;\n"
|
||||
+ "layout (location = 2) in vec4 Color;\n"
|
||||
+ "uniform mat4 ProjMtx;\n"
|
||||
+ "out vec2 Frag_UV;\n"
|
||||
+ "out vec4 Frag_Color;\n"
|
||||
+ "void main()\n"
|
||||
+ "{\n"
|
||||
+ " Frag_UV = UV;\n"
|
||||
+ " Frag_Color = Color;\n"
|
||||
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
+ "}\n";
|
||||
}
|
||||
|
||||
private String getFragmentShaderGlsl120() {
|
||||
return glslVersion + "\n"
|
||||
+ "#ifdef GL_ES\n"
|
||||
+ " precision mediump float;\n"
|
||||
+ "#endif\n"
|
||||
+ "uniform sampler2D Texture;\n"
|
||||
+ "varying vec2 Frag_UV;\n"
|
||||
+ "varying vec4 Frag_Color;\n"
|
||||
+ "void main()\n"
|
||||
+ "{\n"
|
||||
+ " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
||||
+ "}\n";
|
||||
}
|
||||
|
||||
private String getFragmentShaderGlsl130() {
|
||||
return glslVersion + "\n"
|
||||
+ "uniform sampler2D Texture;\n"
|
||||
+ "in vec2 Frag_UV;\n"
|
||||
+ "in vec4 Frag_Color;\n"
|
||||
+ "out vec4 Out_Color;\n"
|
||||
+ "void main()\n"
|
||||
+ "{\n"
|
||||
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
+ "}\n";
|
||||
}
|
||||
|
||||
private String getFragmentShaderGlsl410Core() {
|
||||
return glslVersion + "\n"
|
||||
+ "in vec2 Frag_UV;\n"
|
||||
+ "in vec4 Frag_Color;\n"
|
||||
+ "uniform sampler2D Texture;\n"
|
||||
+ "layout (location = 0) out vec4 Out_Color;\n"
|
||||
+ "void main()\n"
|
||||
+ "{\n"
|
||||
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
+ "}\n";
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
#version 130
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D Texture;
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#version 130
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
Reference in new issue
Block a user