Files
imgui-java/imgui-lwjgl3/src/main/java/imgui/gl3/ImGuiImplGl3.java
T
SpaiR 47d97102f7 feat(api): Dear ImGui v1.87 + ImPlot v0.13 (#252)
* build(deps): bump Dear ImGui from 1.86 to 1.87

* build(deps): bump implot from 0.12 to 0.13

* feat(api,binding): adapt API to Dear ImGui v1.87

* feat(api,binding): adapt API to implot v0.13

* build: generate API for latest changes

* chore(binding): add missing super call for ImGuiStructDestroyable constructor

* chore: minor code style

* feat: adapt ImGuiImplGlfw to 1.87

* feat: adapt ImGuiImplGl3 to 1.87

* feat: adapt imgui-app module to 1.87

* fix: javadoc for updated imgui-binding

* fix: loosing data when setting struct field of char* type

Since we manually release chars, to store them in field we need to do a local copy.

* fix: invalid methods to check program linking in OpenGL

* chore: remove dedicated method to check GLFW version

* fix: add missing include
2024-08-16 15:35:42 +03:00

838 lines
36 KiB
Java

package imgui.gl3;
import imgui.ImDrawData;
import imgui.ImFontAtlas;
import imgui.ImGui;
import imgui.ImGuiIO;
import imgui.ImGuiViewport;
import imgui.ImVec4;
import imgui.callback.ImPlatformFuncViewport;
import imgui.flag.ImGuiBackendFlags;
import imgui.flag.ImGuiConfigFlags;
import imgui.flag.ImGuiViewportFlags;
import imgui.type.ImInt;
import java.nio.ByteBuffer;
import java.util.regex.Matcher;
import java.util.regex.Pattern;
import static org.lwjgl.opengl.GL20.glDeleteShader;
import static org.lwjgl.opengl.GL20.glDetachShader;
import static org.lwjgl.opengl.GL20.glGetAttribLocation;
import static org.lwjgl.opengl.GL20.glGetProgramiv;
import static org.lwjgl.opengl.GL20.glGetUniformLocation;
import static org.lwjgl.opengl.GL32.GL_ACTIVE_TEXTURE;
import static org.lwjgl.opengl.GL32.GL_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL32.GL_ARRAY_BUFFER_BINDING;
import static org.lwjgl.opengl.GL32.GL_BLEND;
import static org.lwjgl.opengl.GL32.GL_BLEND_DST_ALPHA;
import static org.lwjgl.opengl.GL32.GL_BLEND_DST_RGB;
import static org.lwjgl.opengl.GL32.GL_BLEND_EQUATION_ALPHA;
import static org.lwjgl.opengl.GL32.GL_BLEND_EQUATION_RGB;
import static org.lwjgl.opengl.GL32.GL_BLEND_SRC_ALPHA;
import static org.lwjgl.opengl.GL32.GL_BLEND_SRC_RGB;
import static org.lwjgl.opengl.GL32.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL32.GL_COMPILE_STATUS;
import static org.lwjgl.opengl.GL32.GL_CULL_FACE;
import static org.lwjgl.opengl.GL32.GL_CURRENT_PROGRAM;
import static org.lwjgl.opengl.GL32.GL_DEPTH_TEST;
import static org.lwjgl.opengl.GL32.GL_ELEMENT_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL32.GL_FALSE;
import static org.lwjgl.opengl.GL32.GL_FILL;
import static org.lwjgl.opengl.GL32.GL_FLOAT;
import static org.lwjgl.opengl.GL32.GL_FRAGMENT_SHADER;
import static org.lwjgl.opengl.GL32.GL_FRONT_AND_BACK;
import static org.lwjgl.opengl.GL32.GL_FUNC_ADD;
import static org.lwjgl.opengl.GL32.GL_INFO_LOG_LENGTH;
import static org.lwjgl.opengl.GL32.GL_LINEAR;
import static org.lwjgl.opengl.GL32.GL_LINK_STATUS;
import static org.lwjgl.opengl.GL32.GL_MAJOR_VERSION;
import static org.lwjgl.opengl.GL32.GL_MINOR_VERSION;
import static org.lwjgl.opengl.GL32.GL_ONE;
import static org.lwjgl.opengl.GL32.GL_ONE_MINUS_SRC_ALPHA;
import static org.lwjgl.opengl.GL32.GL_POLYGON_MODE;
import static org.lwjgl.opengl.GL32.GL_PRIMITIVE_RESTART;
import static org.lwjgl.opengl.GL32.GL_RGBA;
import static org.lwjgl.opengl.GL32.GL_SCISSOR_BOX;
import static org.lwjgl.opengl.GL32.GL_SCISSOR_TEST;
import static org.lwjgl.opengl.GL32.GL_SRC_ALPHA;
import static org.lwjgl.opengl.GL32.GL_STENCIL_TEST;
import static org.lwjgl.opengl.GL32.GL_STREAM_DRAW;
import static org.lwjgl.opengl.GL32.GL_TEXTURE0;
import static org.lwjgl.opengl.GL32.GL_TEXTURE_2D;
import static org.lwjgl.opengl.GL32.GL_TEXTURE_BINDING_2D;
import static org.lwjgl.opengl.GL32.GL_TEXTURE_MAG_FILTER;
import static org.lwjgl.opengl.GL32.GL_TEXTURE_MIN_FILTER;
import static org.lwjgl.opengl.GL32.GL_TRIANGLES;
import static org.lwjgl.opengl.GL32.GL_TRUE;
import static org.lwjgl.opengl.GL32.GL_UNPACK_ROW_LENGTH;
import static org.lwjgl.opengl.GL32.GL_UNSIGNED_BYTE;
import static org.lwjgl.opengl.GL32.GL_UNSIGNED_INT;
import static org.lwjgl.opengl.GL32.GL_UNSIGNED_SHORT;
import static org.lwjgl.opengl.GL32.GL_UPPER_LEFT;
import static org.lwjgl.opengl.GL32.GL_VERTEX_ARRAY_BINDING;
import static org.lwjgl.opengl.GL32.GL_VERTEX_SHADER;
import static org.lwjgl.opengl.GL32.GL_VIEWPORT;
import static org.lwjgl.opengl.GL32.glActiveTexture;
import static org.lwjgl.opengl.GL32.glAttachShader;
import static org.lwjgl.opengl.GL32.glBindBuffer;
import static org.lwjgl.opengl.GL32.glBindTexture;
import static org.lwjgl.opengl.GL32.glBindVertexArray;
import static org.lwjgl.opengl.GL32.glBlendEquation;
import static org.lwjgl.opengl.GL32.glBlendEquationSeparate;
import static org.lwjgl.opengl.GL32.glBlendFuncSeparate;
import static org.lwjgl.opengl.GL32.glBufferData;
import static org.lwjgl.opengl.GL32.glClear;
import static org.lwjgl.opengl.GL32.glClearColor;
import static org.lwjgl.opengl.GL32.glCompileShader;
import static org.lwjgl.opengl.GL32.glCreateProgram;
import static org.lwjgl.opengl.GL32.glCreateShader;
import static org.lwjgl.opengl.GL32.glDeleteBuffers;
import static org.lwjgl.opengl.GL32.glDeleteProgram;
import static org.lwjgl.opengl.GL32.glDeleteTextures;
import static org.lwjgl.opengl.GL32.glDeleteVertexArrays;
import static org.lwjgl.opengl.GL32.glDisable;
import static org.lwjgl.opengl.GL32.glDrawElements;
import static org.lwjgl.opengl.GL32.glDrawElementsBaseVertex;
import static org.lwjgl.opengl.GL32.glEnable;
import static org.lwjgl.opengl.GL32.glEnableVertexAttribArray;
import static org.lwjgl.opengl.GL32.glGenBuffers;
import static org.lwjgl.opengl.GL32.glGenTextures;
import static org.lwjgl.opengl.GL32.glGenVertexArrays;
import static org.lwjgl.opengl.GL32.glGetIntegerv;
import static org.lwjgl.opengl.GL32.glGetProgramInfoLog;
import static org.lwjgl.opengl.GL32.glGetShaderInfoLog;
import static org.lwjgl.opengl.GL32.glGetShaderiv;
import static org.lwjgl.opengl.GL32.glIsEnabled;
import static org.lwjgl.opengl.GL32.glLinkProgram;
import static org.lwjgl.opengl.GL32.glPixelStorei;
import static org.lwjgl.opengl.GL32.glPolygonMode;
import static org.lwjgl.opengl.GL32.glScissor;
import static org.lwjgl.opengl.GL32.glShaderSource;
import static org.lwjgl.opengl.GL32.glTexImage2D;
import static org.lwjgl.opengl.GL32.glTexParameteri;
import static org.lwjgl.opengl.GL32.glUniform1i;
import static org.lwjgl.opengl.GL32.glUniformMatrix4fv;
import static org.lwjgl.opengl.GL32.glUseProgram;
import static org.lwjgl.opengl.GL32.glVertexAttribPointer;
import static org.lwjgl.opengl.GL32.glViewport;
import static org.lwjgl.opengl.GL33.GL_SAMPLER_BINDING;
import static org.lwjgl.opengl.GL33.glBindSampler;
import static org.lwjgl.opengl.GL45.GL_CLIP_ORIGIN;
/**
* This class is a straightforward port of the
* <a href="https://raw.githubusercontent.com/ocornut/imgui/1ee252772ae9c0a971d06257bb5c89f628fa696a/backends/imgui_impl_opengl3.cpp">imgui_impl_opengl3.cpp</a>.
* <p>
* It does support a backup and restoring of the GL state in the same way the original Dear ImGui code does.
* Some of the very specific OpenGL variables may be ignored here,
* yet you can copy-paste this class in your codebase and modify the rendering routine in the way you'd like.
* <p>
* This implementation has an ability to use a GLSL version provided during the initialization.
* Please read the documentation for the {@link #init(String)}.
*/
@SuppressWarnings({"checkstyle:DesignForExtension", "checkstyle:NeedBraces", "checkstyle:LocalVariableName", "checkstyle:FinalLocalVariable", "checkstyle:ParameterName", "checkstyle:EmptyBlock", "checkstyle:AvoidNestedBlocks"})
public class ImGuiImplGl3 {
protected static final String OS = System.getProperty("os.name", "generic").toLowerCase();
protected static final boolean IS_APPLE = OS.contains("mac") || OS.contains("darwin");
/**
* Data class to store implementation specific fields.
* Same as {@code ImGui_ImplOpenGL3_Data}.
*/
protected static class Data {
protected int glVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
protected String glslVersion = "";
protected int fontTexture = 0;
protected int shaderHandle = 0;
protected int attribLocationTex = 0; // Uniforms location
protected int attribLocationProjMtx = 0;
protected int attribLocationVtxPos = 0; // Vertex attributes location
protected int attribLocationVtxUV = 0;
protected int attribLocationVtxColor = 0;
protected int vboHandle = 0;
protected int elementsHandle = 0;
// protected int vertexBufferSize;
// protected int indexBufferSize;
protected boolean hasClipOrigin;
}
/**
* Internal class to store containers for frequently used arrays.
* This class helps minimize the number of object allocations on the JVM side,
* thereby improving performance and reducing garbage collection overhead.
*/
private static final class Properties {
private final ImVec4 clipRect = new ImVec4();
private final float[] orthoProjMatrix = new float[4 * 4];
private final int[] lastActiveTexture = new int[1];
private final int[] lastProgram = new int[1];
private final int[] lastTexture = new int[1];
private final int[] lastSampler = new int[1];
private final int[] lastArrayBuffer = new int[1];
private final int[] lastVertexArrayObject = new int[1];
private final int[] lastPolygonMode = new int[2];
private final int[] lastViewport = new int[4];
private final int[] lastScissorBox = new int[4];
private final int[] lastBlendSrcRgb = new int[1];
private final int[] lastBlendDstRgb = new int[1];
private final int[] lastBlendSrcAlpha = new int[1];
private final int[] lastBlendDstAlpha = new int[1];
private final int[] lastBlendEquationRgb = new int[1];
private final int[] lastBlendEquationAlpha = new int[1];
private boolean lastEnableBlend = false;
private boolean lastEnableCullFace = false;
private boolean lastEnableDepthTest = false;
private boolean lastEnableStencilTest = false;
private boolean lastEnableScissorTest = false;
private boolean lastEnablePrimitiveRestart = false;
}
protected Data data = null;
private final Properties props = new Properties();
protected Data newData() {
return new Data();
}
/**
* Method to do an initialization of the {@link ImGuiImplGl3} state.
* It SHOULD be called before calling of the {@link ImGuiImplGl3#renderDrawData(ImDrawData)} method.
* <p>
* Unlike in the {@link #init(String)} method, here the glslVersion argument is omitted.
* Thus, a "#version 130" string will be used instead.
*
* @return true when initialized
*/
public boolean init() {
return init(null);
}
/**
* Method to do an initialization of the {@link ImGuiImplGl3} state.
* It SHOULD be called before calling of the {@link ImGuiImplGl3#renderDrawData(ImDrawData)} method.
* <p>
* Method takes an argument, which should be a valid GLSL string with the version to use.
* <pre>
* ----------------------------------------
* OpenGL GLSL GLSL
* version version string
* ---------------------------------------
* 2.0 110 "#version 110"
* 2.1 120 "#version 120"
* 3.0 130 "#version 130"
* 3.1 140 "#version 140"
* 3.2 150 "#version 150"
* 3.3 330 "#version 330 core"
* 4.0 400 "#version 400 core"
* 4.1 410 "#version 410 core"
* 4.2 420 "#version 410 core"
* 4.3 430 "#version 430 core"
* ES 3.0 300 "#version 300 es" = WebGL 2.0
* ---------------------------------------
* </pre>
* <p>
* If the argument is null, then a "#version 130" (150 for APPLE) string will be used by default.
*
* @param glslVersion string with the version of the GLSL
* @return true when initialized
*/
public boolean init(final String glslVersion) {
data = newData();
final ImGuiIO io = ImGui.getIO();
io.setBackendRendererName("imgui-java_impl_opengl3");
{
final int[] major = new int[1];
final int[] minor = new int[1];
glGetIntegerv(GL_MAJOR_VERSION, major);
glGetIntegerv(GL_MINOR_VERSION, minor);
data.glVersion = major[0] * 100 + minor[0] * 10;
}
// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
if (data.glVersion >= 320) {
io.addBackendFlags(ImGuiBackendFlags.RendererHasVtxOffset);
}
// We can create multi-viewports on the Renderer side (optional)
io.addBackendFlags(ImGuiBackendFlags.RendererHasViewports);
if (glslVersion == null) {
if (IS_APPLE) {
data.glslVersion = "#version 150";
} else {
data.glslVersion = "#version 130";
}
} else {
data.glslVersion = glslVersion;
}
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
{
final int[] currentTexture = new int[1];
glGetIntegerv(GL_TEXTURE_BINDING_2D, currentTexture);
}
data.hasClipOrigin = data.glVersion >= 450;
if (ImGui.getIO().hasConfigFlags(ImGuiConfigFlags.ViewportsEnable)) {
initPlatformInterface();
}
return true;
}
public void shutdown() {
final ImGuiIO io = ImGui.getIO();
shutdownPlatformInterface();
destroyDeviceObjects();
io.setBackendRendererName(null);
data = null;
}
public void newFrame() {
if (data.shaderHandle == 0) {
createDeviceObjects();
}
}
protected void setupRenderState(final ImDrawData drawData, final int fbWidth, final int fbHeight, final int gVertexArrayObject) {
// 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);
if (data.glVersion >= 310) {
glDisable(GL_PRIMITIVE_RESTART);
}
if (data.glVersion >= 200) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
boolean clipOriginLowerLeft = true;
if (data.hasClipOrigin) {
final int[] currentClipOrigin = new int[1];
glGetIntegerv(GL_CLIP_ORIGIN, currentClipOrigin);
if (currentClipOrigin[0] == GL_UPPER_LEFT) {
clipOriginLowerLeft = false;
}
}
// 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.
glViewport(0, 0, fbWidth, fbHeight);
float L = drawData.getDisplayPosX();
float R = drawData.getDisplayPosX() + drawData.getDisplaySizeX();
float T = drawData.getDisplayPosY();
float B = drawData.getDisplayPosY() + drawData.getDisplaySizeY();
// Swap top and bottom if origin is upper left
if (data.hasClipOrigin && !clipOriginLowerLeft) {
float tmp = T;
T = B;
B = tmp;
}
props.orthoProjMatrix[0] = 2.0f / (R - L);
props.orthoProjMatrix[5] = 2.0f / (T - B);
props.orthoProjMatrix[10] = -1.0f;
props.orthoProjMatrix[12] = (R + L) / (L - R);
props.orthoProjMatrix[13] = (T + B) / (B - T);
props.orthoProjMatrix[15] = 1.0f;
glUseProgram(data.shaderHandle);
glUniform1i(data.attribLocationTex, 0);
glUniformMatrix4fv(data.attribLocationProjMtx, false, props.orthoProjMatrix);
if (data.glVersion >= 330) {
glBindSampler(0, 0);
}
glBindVertexArray(gVertexArrayObject);
// Bind vertex/index buffers and setup attributes for ImDrawVert
glBindBuffer(GL_ARRAY_BUFFER, data.vboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.elementsHandle);
glEnableVertexAttribArray(data.attribLocationVtxPos);
glEnableVertexAttribArray(data.attribLocationVtxUV);
glEnableVertexAttribArray(data.attribLocationVtxColor);
glVertexAttribPointer(data.attribLocationVtxPos, 2, GL_FLOAT, false, ImDrawData.sizeOfImDrawVert(), 0);
glVertexAttribPointer(data.attribLocationVtxUV, 2, GL_FLOAT, false, ImDrawData.sizeOfImDrawVert(), 8);
glVertexAttribPointer(data.attribLocationVtxColor, 4, GL_UNSIGNED_BYTE, true, ImDrawData.sizeOfImDrawVert(), 16);
}
/**
* 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.
*
* @param drawData draw data to render
*/
public void renderDrawData(final ImDrawData drawData) {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
final int fbWidth = (int) (drawData.getDisplaySizeX() * drawData.getFramebufferScaleX());
final int fbHeight = (int) (drawData.getDisplaySizeY() * drawData.getFramebufferScaleY());
if (fbWidth <= 0 || fbHeight <= 0) {
return;
}
if (drawData.getCmdListsCount() <= 0) {
return;
}
glGetIntegerv(GL_ACTIVE_TEXTURE, props.lastActiveTexture);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_CURRENT_PROGRAM, props.lastProgram);
glGetIntegerv(GL_TEXTURE_BINDING_2D, props.lastTexture);
if (data.glVersion >= 330) {
glGetIntegerv(GL_SAMPLER_BINDING, props.lastSampler);
}
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, props.lastArrayBuffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, props.lastVertexArrayObject);
if (data.glVersion >= 200) {
glGetIntegerv(GL_POLYGON_MODE, props.lastPolygonMode);
}
glGetIntegerv(GL_VIEWPORT, props.lastViewport);
glGetIntegerv(GL_SCISSOR_BOX, props.lastScissorBox);
glGetIntegerv(GL_BLEND_SRC_RGB, props.lastBlendSrcRgb);
glGetIntegerv(GL_BLEND_DST_RGB, props.lastBlendDstRgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, props.lastBlendSrcAlpha);
glGetIntegerv(GL_BLEND_DST_ALPHA, props.lastBlendDstAlpha);
glGetIntegerv(GL_BLEND_EQUATION_RGB, props.lastBlendEquationRgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, props.lastBlendEquationAlpha);
props.lastEnableBlend = glIsEnabled(GL_BLEND);
props.lastEnableCullFace = glIsEnabled(GL_CULL_FACE);
props.lastEnableDepthTest = glIsEnabled(GL_DEPTH_TEST);
props.lastEnableStencilTest = glIsEnabled(GL_STENCIL_TEST);
props.lastEnableScissorTest = glIsEnabled(GL_SCISSOR_TEST);
if (data.glVersion >= 310) {
props.lastEnablePrimitiveRestart = glIsEnabled(GL_PRIMITIVE_RESTART);
}
// 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.
final int vertexArrayObject = glGenVertexArrays();
setupRenderState(drawData, fbWidth, fbHeight, vertexArrayObject);
// Will project scissor/clipping rectangles into framebuffer space
final float clipOffX = drawData.getDisplayPosX(); // (0,0) unless using multi-viewports
final float clipOffY = drawData.getDisplayPosY(); // (0,0) unless using multi-viewports
final float clipScaleX = drawData.getFramebufferScaleX(); // (1,1) unless using retina display which are often (2,2)
final float clipScaleY = drawData.getFramebufferScaleY(); // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < drawData.getCmdListsCount(); n++) {
// FIXME: this is a straightforward port from Dear ImGui and it doesn't work with multi-viewports.
// So we keep solution we used before.
// Upload vertex/index buffers
// final int vtxBufferSize = drawData.getCmdListVtxBufferSize(n) * ImDrawData.sizeOfImDrawVert();
// final int idxBufferSize = drawData.getCmdListIdxBufferSize(n) * ImDrawData.sizeOfImDrawIdx();
// if (data.vertexBufferSize < vtxBufferSize) {
// data.vertexBufferSize = vtxBufferSize;
// glBufferData(GL_ARRAY_BUFFER, data.vertexBufferSize, GL_STREAM_DRAW);
// }
// if (data.indexBufferSize < idxBufferSize) {
// data.indexBufferSize = idxBufferSize;
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.indexBufferSize, GL_STREAM_DRAW);
// }
// glBufferSubData(GL_ARRAY_BUFFER, 0, drawData.getCmdListVtxBufferData(n));
// glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, drawData.getCmdListIdxBufferData(n));
glBufferData(GL_ARRAY_BUFFER, drawData.getCmdListVtxBufferData(n), GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, drawData.getCmdListIdxBufferData(n), GL_STREAM_DRAW);
for (int cmdIdx = 0; cmdIdx < drawData.getCmdListCmdBufferSize(n); cmdIdx++) {
// TODO:
// if userCallback
// else
drawData.getCmdListCmdBufferClipRect(props.clipRect, n, cmdIdx);
final float clipMinX = (props.clipRect.x - clipOffX) * clipScaleX;
final float clipMinY = (props.clipRect.y - clipOffY) * clipScaleY;
final float clipMaxX = (props.clipRect.z - clipOffX) * clipScaleX;
final float clipMaxY = (props.clipRect.w - clipOffY) * clipScaleY;
if (clipMaxX <= clipMinX || clipMaxY <= clipMinY) {
continue;
}
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int) clipMinX, (int) (fbHeight - clipMaxY), (int) (clipMaxX - clipMinX), (int) (clipMaxY - clipMinY));
// Bind texture, Draw
final int textureId = drawData.getCmdListCmdBufferTextureId(n, cmdIdx);
final int elemCount = drawData.getCmdListCmdBufferElemCount(n, cmdIdx);
final int idxOffset = drawData.getCmdListCmdBufferIdxOffset(n, cmdIdx);
final int vtxOffset = drawData.getCmdListCmdBufferVtxOffset(n, cmdIdx);
final long indices = idxOffset * (long) ImDrawData.sizeOfImDrawIdx();
final int type = ImDrawData.sizeOfImDrawIdx() == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
glBindTexture(GL_TEXTURE_2D, textureId);
if (data.glVersion >= 320) {
glDrawElementsBaseVertex(GL_TRIANGLES, elemCount, type, indices, vtxOffset);
} else {
glDrawElements(GL_TRIANGLES, elemCount, type, indices);
}
}
}
// Destroy the temporary VAO
glDeleteVertexArrays(vertexArrayObject);
// Restore modified GL state
glUseProgram(props.lastProgram[0]);
glBindTexture(GL_TEXTURE_2D, props.lastTexture[0]);
if (data.glVersion >= 330) {
glBindSampler(0, props.lastSampler[0]);
}
glActiveTexture(props.lastActiveTexture[0]);
glBindVertexArray(props.lastVertexArrayObject[0]);
glBindBuffer(GL_ARRAY_BUFFER, props.lastArrayBuffer[0]);
glBlendEquationSeparate(props.lastBlendEquationRgb[0], props.lastBlendEquationAlpha[0]);
glBlendFuncSeparate(props.lastBlendSrcRgb[0], props.lastBlendDstRgb[0], props.lastBlendSrcAlpha[0], props.lastBlendDstAlpha[0]);
if (props.lastEnableBlend) glEnable(GL_BLEND);
else glDisable(GL_BLEND);
if (props.lastEnableCullFace) glEnable(GL_CULL_FACE);
else glDisable(GL_CULL_FACE);
if (props.lastEnableDepthTest) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST);
if (props.lastEnableStencilTest) glEnable(GL_STENCIL_TEST);
else glDisable(GL_STENCIL_TEST);
if (props.lastEnableScissorTest) glEnable(GL_SCISSOR_TEST);
else glDisable(GL_SCISSOR_TEST);
if (data.glVersion >= 310) {
if (props.lastEnablePrimitiveRestart) {
glEnable(GL_PRIMITIVE_RESTART);
} else {
glDisable(GL_PRIMITIVE_RESTART);
}
}
if (data.glVersion >= 200) {
glPolygonMode(GL_FRONT_AND_BACK, props.lastPolygonMode[0]);
}
glViewport(props.lastViewport[0], props.lastViewport[1], props.lastViewport[2], props.lastViewport[3]);
glScissor(props.lastScissorBox[0], props.lastScissorBox[1], props.lastScissorBox[2], props.lastScissorBox[3]);
}
public boolean createFontsTexture() {
final ImFontAtlas fontAtlas = ImGui.getIO().getFonts();
// Build texture atlas
// 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.
final ImInt width = new ImInt();
final ImInt height = new ImInt();
final ByteBuffer pixels = fontAtlas.getTexDataAsRGBA32(width, height);
final int[] lastTexture = new int[1];
glGetIntegerv(GL_TEXTURE_BINDING_2D, lastTexture);
data.fontTexture = glGenTextures();
glBindTexture(GL_TEXTURE_2D, data.fontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); // Not on WebGL/ES
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width.get(), height.get(), 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
fontAtlas.setTexID(data.fontTexture);
glBindTexture(GL_TEXTURE_2D, lastTexture[0]);
return true;
}
public void destroyFontsTexture() {
final ImGuiIO io = ImGui.getIO();
if (data.fontTexture != 0) {
glDeleteTextures(data.fontTexture);
io.getFonts().setTexID(0);
data.fontTexture = 0;
}
}
protected boolean checkShader(final int handle, final String desc) {
final int[] status = new int[1];
final int[] logLength = new int[1];
glGetShaderiv(handle, GL_COMPILE_STATUS, status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, logLength);
if (status[0] == GL_FALSE) {
System.err.printf("%s: failed to compile %s! With GLSL: %s\n", this, desc, data.glslVersion);
}
if (logLength[0] > 1) {
final String log = glGetShaderInfoLog(handle);
System.err.println(log);
}
return status[0] == GL_TRUE;
}
protected boolean checkProgram(final int handle, final String desc) {
final int[] status = new int[1];
final int[] logLength = new int[1];
glGetProgramiv(handle, GL_LINK_STATUS, status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, logLength);
if (status[0] == GL_FALSE) {
System.err.printf("%s: failed to link %s! With GLSL: %s\n", this, desc, data.glslVersion);
}
if (logLength[0] > 1) {
final String log = glGetProgramInfoLog(handle);
System.err.println(log);
}
return status[0] == GL_TRUE;
}
protected int parseGlslVersionString(final String glslVersion) {
final Pattern p = Pattern.compile("\\d+");
final Matcher m = p.matcher(glslVersion);
if (m.find()) {
return Integer.parseInt(m.group());
}
return 130;
}
protected boolean createDeviceObjects() {
// Backup GL state
final int[] lastTexture = new int[1];
final int[] lastArrayBuffer = new int[1];
final int[] lastVertexArray = new int[1];
glGetIntegerv(GL_TEXTURE_BINDING_2D, lastTexture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, lastArrayBuffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, lastVertexArray);
final int glslVersionValue = parseGlslVersionString(data.glslVersion);
// Select shaders matching our GLSL versions
final CharSequence vertexShader;
final CharSequence fragmentShader;
if (glslVersionValue < 130) {
vertexShader = vertexShaderGlsl120();
fragmentShader = fragmentShaderGlsl120();
} else if (glslVersionValue >= 410) {
vertexShader = vertexShaderGlsl410Core();
fragmentShader = fragmentShaderGlsl410Core();
} else if (glslVersionValue == 300) {
vertexShader = vertexShaderGlsl300es();
fragmentShader = fragmentShaderGlsl300es();
} else {
vertexShader = vertexShaderGlsl130();
fragmentShader = fragmentShaderGlsl130();
}
// Create shaders
final int vertHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertHandle, vertexShader);
glCompileShader(vertHandle);
checkShader(vertHandle, "vertex shader");
final int fragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragHandle, fragmentShader);
glCompileShader(fragHandle);
checkShader(fragHandle, "fragment shader");
// Link
data.shaderHandle = glCreateProgram();
glAttachShader(data.shaderHandle, vertHandle);
glAttachShader(data.shaderHandle, fragHandle);
glLinkProgram(data.shaderHandle);
checkProgram(data.shaderHandle, "shader program");
glDetachShader(data.shaderHandle, vertHandle);
glDetachShader(data.shaderHandle, fragHandle);
glDeleteShader(vertHandle);
glDeleteShader(fragHandle);
data.attribLocationTex = glGetUniformLocation(data.shaderHandle, "Texture");
data.attribLocationProjMtx = glGetUniformLocation(data.shaderHandle, "ProjMtx");
data.attribLocationVtxPos = glGetAttribLocation(data.shaderHandle, "Position");
data.attribLocationVtxUV = glGetAttribLocation(data.shaderHandle, "UV");
data.attribLocationVtxColor = glGetAttribLocation(data.shaderHandle, "Color");
// Create buffers
data.vboHandle = glGenBuffers();
data.elementsHandle = glGenBuffers();
createFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, lastTexture[0]);
glBindBuffer(GL_ARRAY_BUFFER, lastArrayBuffer[0]);
glBindVertexArray(lastVertexArray[0]);
return true;
}
public void destroyDeviceObjects() {
if (data.vboHandle != 0) {
glDeleteBuffers(data.vboHandle);
data.vboHandle = 0;
}
if (data.elementsHandle != 0) {
glDeleteBuffers(data.elementsHandle);
data.elementsHandle = 0;
}
if (data.shaderHandle != 0) {
glDeleteProgram(data.shaderHandle);
data.shaderHandle = 0;
}
destroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
private final class RendererRenderWindowFunction extends ImPlatformFuncViewport {
@Override
public void accept(final ImGuiViewport vp) {
if (!vp.hasFlags(ImGuiViewportFlags.NoRendererClear)) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
}
renderDrawData(vp.getDrawData());
}
}
protected void initPlatformInterface() {
ImGui.getPlatformIO().setRendererRenderWindow(new RendererRenderWindowFunction());
}
protected void shutdownPlatformInterface() {
ImGui.destroyPlatformWindows();
}
protected String vertexShaderGlsl120() {
return data.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";
}
protected String vertexShaderGlsl130() {
return data.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";
}
private String vertexShaderGlsl300es() {
return data.glslVersion + "\n"
+ "precision highp float;\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";
}
protected String vertexShaderGlsl410Core() {
return data.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";
}
protected String fragmentShaderGlsl120() {
return data.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";
}
protected String fragmentShaderGlsl130() {
return data.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";
}
protected String fragmentShaderGlsl300es() {
return data.glslVersion + "\n"
+ "precision mediump float;\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
+ "}\n";
}
protected String fragmentShaderGlsl410Core() {
return data.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";
}
}