502 lines
20 KiB
Java
502 lines
20 KiB
Java
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.type.ImInt;
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import imgui.ImVec2;
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import imgui.ImVec4;
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import imgui.flag.ImGuiBackendFlags;
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import java.nio.ByteBuffer;
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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 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 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 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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// 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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// 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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private final int[] lastBlendDstRgb = new int[1];
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private final int[] lastBlendSrcAlpha = new int[1];
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private final int[] lastBlendDstAlpha = new int[1];
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private final int[] lastBlendEquationRgb = new int[1];
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private final int[] lastBlendEquationAlpha = new int[1];
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private boolean lastEnableBlend = false;
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private boolean lastEnableCullFace = false;
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private boolean lastEnableDepthTest = false;
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private boolean lastEnableScissorTest = false;
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/**
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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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init(null);
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}
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/**
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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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// 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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final int fbHeight = (int) (displaySize.y * framebufferScale.y);
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if (fbWidth <= 0 || fbHeight <= 0) {
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return;
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}
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drawData.getDisplayPos(displayPos);
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backupGlState();
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bind();
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// Render command lists
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for (int cmdListIdx = 0; cmdListIdx < drawData.getCmdListsCount(); cmdListIdx++) {
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// Upload vertex/index buffers
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glBufferData(GL_ARRAY_BUFFER, drawData.getCmdListVtxBufferData(cmdListIdx), GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, drawData.getCmdListIdxBufferData(cmdListIdx), GL_STREAM_DRAW);
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for (int cmdBufferIdx = 0; cmdBufferIdx < drawData.getCmdListCmdBufferSize(cmdListIdx); cmdBufferIdx++) {
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drawData.getCmdListCmdBufferClipRect(cmdListIdx, cmdBufferIdx, clipRect);
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final float clipRectX = (clipRect.x - displayPos.x) * framebufferScale.x;
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final float clipRectY = (clipRect.y - displayPos.y) * framebufferScale.y;
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final float clipRectZ = (clipRect.z - displayPos.x) * framebufferScale.x;
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final float clipRectW = (clipRect.w - displayPos.y) * framebufferScale.y;
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if (clipRectX < fbWidth && clipRectY < fbHeight && clipRectZ >= 0.0f && clipRectW >= 0.0f) {
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// Apply scissor/clipping rectangle
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glScissor((int) clipRectX, (int) (fbHeight - clipRectW), (int) (clipRectZ - clipRectX), (int) (clipRectW - clipRectY));
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// Bind texture, Draw
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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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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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unbind();
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restoreModifiedGlState();
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}
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/**
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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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}
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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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final ImInt width = new ImInt();
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final ImInt height = new ImInt();
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final ByteBuffer buffer = fontAtlas.getTexDataAsRGBA32(width, height);
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glBindTexture(GL_TEXTURE_2D, gFontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width.get(), height.get(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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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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glGetIntegerv(GL_BLEND_DST_RGB, lastBlendDstRgb);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, lastBlendSrcAlpha);
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glGetIntegerv(GL_BLEND_DST_ALPHA, lastBlendDstAlpha);
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glGetIntegerv(GL_BLEND_EQUATION_RGB, lastBlendEquationRgb);
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, lastBlendEquationAlpha);
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lastEnableBlend = glIsEnabled(GL_BLEND);
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lastEnableCullFace = glIsEnabled(GL_CULL_FACE);
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lastEnableDepthTest = glIsEnabled(GL_DEPTH_TEST);
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lastEnableScissorTest = glIsEnabled(GL_SCISSOR_TEST);
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}
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private void restoreModifiedGlState() {
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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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// @formatter:off CHECKSTYLE:OFF
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if (lastEnableBlend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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if (lastEnableCullFace) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (lastEnableDepthTest) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (lastEnableScissorTest) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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// @formatter:on CHECKSTYLE:ON
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glViewport(lastViewport[0], lastViewport[1], lastViewport[2], lastViewport[3]);
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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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// 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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glDisable(GL_CULL_FACE);
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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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orthoProjMatrix[0] = 2.0f / (right - left);
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orthoProjMatrix[5] = 2.0f / (top - bottom);
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orthoProjMatrix[10] = -1.0f;
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orthoProjMatrix[12] = (right + left) / (left - right);
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orthoProjMatrix[13] = (top + bottom) / (bottom - top);
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orthoProjMatrix[15] = 1.0f;
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// Bind shader
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glUseProgram(gShaderHandle);
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glUniform1i(gAttribLocationTex, 0);
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glUniformMatrix4fv(gAttribLocationProjMtx, false, orthoProjMatrix);
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glBindVertexArray(gVertexArrayObjectHandle);
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// Bind vertex/index buffers and setup attributes for ImDrawVert
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glBindBuffer(GL_ARRAY_BUFFER, gVboHandle);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gElementsHandle);
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glEnableVertexAttribArray(gAttribLocationVtxPos);
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glEnableVertexAttribArray(gAttribLocationVtxUV);
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glEnableVertexAttribArray(gAttribLocationVtxColor);
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glVertexAttribPointer(gAttribLocationVtxPos, 2, GL_FLOAT, false, ImDrawData.SIZEOF_IM_DRAW_VERT, 0);
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glVertexAttribPointer(gAttribLocationVtxUV, 2, GL_FLOAT, false, ImDrawData.SIZEOF_IM_DRAW_VERT, 8);
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glVertexAttribPointer(gAttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, true, ImDrawData.SIZEOF_IM_DRAW_VERT, 16);
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}
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private void unbind() {
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// Destroy the temporary VAO
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glDeleteVertexArrays(gVertexArrayObjectHandle);
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}
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private int createAndCompileShader(final int type, final CharSequence source) {
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final int id = glCreateShader(type);
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glShaderSource(id, source);
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glCompileShader(id);
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if (glGetShaderi(id, GL_COMPILE_STATUS) == GL_FALSE) {
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throw new IllegalStateException("Failed to compile shader:\n" + glGetShaderInfoLog(id));
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}
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return id;
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}
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private String getVertexShaderGlsl120() {
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return glslVersion + "\n"
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+ "uniform mat4 ProjMtx;\n"
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+ "attribute vec2 Position;\n"
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+ "attribute vec2 UV;\n"
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+ "attribute vec4 Color;\n"
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+ "varying vec2 Frag_UV;\n"
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+ "varying vec4 Frag_Color;\n"
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+ "void main()\n"
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+ "{\n"
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+ " Frag_UV = UV;\n"
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+ " Frag_Color = Color;\n"
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+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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+ "}\n";
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}
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private String getVertexShaderGlsl130() {
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return glslVersion + "\n"
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+ "uniform mat4 ProjMtx;\n"
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+ "in vec2 Position;\n"
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+ "in vec2 UV;\n"
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+ "in vec4 Color;\n"
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+ "out vec2 Frag_UV;\n"
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+ "out vec4 Frag_Color;\n"
|
|
+ "void main()\n"
|
|
+ "{\n"
|
|
+ " Frag_UV = UV;\n"
|
|
+ " Frag_Color = Color;\n"
|
|
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
|
+ "}\n";
|
|
}
|
|
|
|
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";
|
|
}
|
|
}
|