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Examples: OpenGL3: Tweaks, added changelog. (#1941)
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@ -66,7 +66,8 @@ Other Changes:
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- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
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- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
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- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
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- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
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- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
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- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
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- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1900, #1513, #1466, etc.)
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- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
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- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
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- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac.
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- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac.
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- Examples: OpenGL3: Added error output when shaders fail to compile/link.
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- Examples: OpenGL3: Added error output when shaders fail to compile/link.
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- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944)
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- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944)
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@ -11,6 +11,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
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// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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@ -58,13 +59,13 @@
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#endif
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#endif
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#ifdef __EMSCRIPTEN__
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#ifdef __EMSCRIPTEN__
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#include <GLES3/gl3.h>
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#include <GLES3/gl3.h> // Use GL ES 3
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#else
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#else
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#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
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#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
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#endif
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//#include <glew.h>
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//#include <glew.h>
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//#include <glext.h>
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//#include <glext.h>
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//#include <glad/glad.h>
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//#include <glad/glad.h>
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#endif
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// OpenGL Data
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// OpenGL Data
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static char g_GlslVersionString[32] = "";
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static char g_GlslVersionString[32] = "";
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@ -118,9 +119,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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#ifdef GL_POLYGON_MODE
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#ifdef GL_POLYGON_MODE
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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#endif
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#endif
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
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GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
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@ -141,9 +142,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glEnable(GL_SCISSOR_TEST);
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#ifdef glPolygonMode
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#ifdef GL_POLYGON_MODE
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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#endif
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// Setup viewport, orthographic projection matrix
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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@ -229,9 +230,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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#ifdef glPolygonMode
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#ifdef GL_POLYGON_MODE
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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#endif
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#endif
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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}
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@ -425,21 +426,21 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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// Select shaders matching our GLSL versions
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// Select shaders matching our GLSL versions
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const GLchar* vertex_shader = NULL;
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const GLchar* vertex_shader = NULL;
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const GLchar* fragment_shader = NULL;
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const GLchar* fragment_shader = NULL;
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if(glsl_version == 410)
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if (glsl_version < 130)
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{
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vertex_shader = vertex_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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}
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else if (glsl_version == 410)
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{
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{
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vertex_shader = vertex_shader_glsl_410_core;
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vertex_shader = vertex_shader_glsl_410_core;
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fragment_shader = fragment_shader_glsl_410_core;
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fragment_shader = fragment_shader_glsl_410_core;
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}
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}
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else if(glsl_version == 300)
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else if (glsl_version == 300)
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{
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{
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vertex_shader = vertex_shader_glsl_300_es;
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vertex_shader = vertex_shader_glsl_300_es;
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fragment_shader = fragment_shader_glsl_300_es;
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fragment_shader = fragment_shader_glsl_300_es;
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}
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}
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else if (glsl_version < 130)
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{
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vertex_shader = vertex_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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}
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else
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else
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{
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{
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vertex_shader = vertex_shader_glsl_130;
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vertex_shader = vertex_shader_glsl_130;
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