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impl.jl
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impl.jl
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#----------------------------------------
# OpenGL GLSL GLSL
# version version string
#----------------------------------------
# 2.0 110 "#version 110"
# 2.1 120
# 3.0 130
# 3.1 140
# 3.2 150 "#version 150"
# 3.3 330
# 4.0 400
# 4.1 410 "#version 410 core"
# 4.2 420
# 4.3 430
# ES 2.0 100 "#version 100"
# ES 3.0 300 "#version 300 es"
#----------------------------------------
function ImGui_ImplOpenGL3_Init(glsl_version::Integer=130)
io = GetIO()
io.BackendRendererName = "imgui_impl_opengl3"
io.BackendFlags = io.BackendFlags | ImGuiBackendFlags_RendererHasVtxOffset
g_GlslVersion[] = glsl_version
return true
end
ImGui_ImplOpenGL3_Shutdown() = ImGui_ImplOpenGL3_DestroyDeviceObjects()
ImGui_ImplOpenGL3_NewFrame() = !ImFontAtlas_IsBuilt(GetIO().Fonts) && ImGui_ImplOpenGL3_CreateDeviceObjects()
function ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width::Cint, fb_height::Cint, vertex_array_object::GLuint)
# setup render state:
# - alpha-blending enabled
# - no face culling
# - no depth testing
# - scissor enabled
# - polygon fill
glEnable(GL_BLEND)
glBlendEquation(GL_FUNC_ADD)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glDisable(GL_CULL_FACE)
glDisable(GL_DEPTH_TEST)
glEnable(GL_SCISSOR_TEST)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
# setup viewport, orthographic projection matrix
glViewport(0, 0, GLsizei(fb_width), GLsizei(fb_height))
disp_pos = draw_data.DisplayPos
disp_size = draw_data.DisplaySize
L = disp_pos.x
R = disp_pos.x + disp_size.x
T = disp_pos.y
B = disp_pos.y + disp_size.y
ortho_projection = GLfloat[2.0/(R-L), 0.0, 0.0, 0.0,
0.0, 2.0/(T-B), 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
(R+L)/(L-R), (T+B)/(B-T), 0.0, 1.0]
glUseProgram(g_ShaderHandle[])
glUniform1i(g_AttribLocationTex[], 0)
glUniformMatrix4fv(g_AttribLocationProjMtx[], 1, GL_FALSE, ortho_projection)
glBindSampler(0, 0)
glBindVertexArray(vertex_array_object)
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle[])
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle[])
glEnableVertexAttribArray(g_AttribLocationVtxPos[])
glEnableVertexAttribArray(g_AttribLocationVtxUV[])
glEnableVertexAttribArray(g_AttribLocationVtxColor[])
pos_offset = fieldoffset(ImDrawVert, 1)
uv_offset = fieldoffset(ImDrawVert, 2)
col_offset = fieldoffset(ImDrawVert, 3)
glVertexAttribPointer(g_AttribLocationVtxPos[], 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), Ptr{GLCvoid}(pos_offset))
glVertexAttribPointer(g_AttribLocationVtxUV[], 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), Ptr{GLCvoid}(uv_offset))
glVertexAttribPointer(g_AttribLocationVtxColor[], 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), Ptr{GLCvoid}(col_offset))
end
function ImGui_ImplOpenGL3_RenderDrawData(draw_data)
# avoid rendering when minimized, scale coordinates for retina displays
fb_width = trunc(Cint, draw_data.DisplaySize.x * draw_data.FramebufferScale.x)
fb_height = trunc(Cint, draw_data.DisplaySize.y * draw_data.FramebufferScale.y)
(fb_width ≤ 0 || fb_height ≤ 0) && return nothing
# backup GL state
last_active_texture = GLint(0); @c glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture)
glActiveTexture(GL_TEXTURE0)
last_program = GLint(0); @c glGetIntegerv(GL_CURRENT_PROGRAM, &last_program)
last_texture = GLint(0); @c glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)
last_sampler = GLint(0); @c glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler)
last_array_buffer = GLint(0); @c glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer)
last_vertex_array_object = GLint(0); @c glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object)
last_polygon_mode = GLint[0,0]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode)
last_viewport = GLint[0,0,0,0]; glGetIntegerv(GL_VIEWPORT, last_viewport)
last_scissor_box = GLint[0,0,0,0]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box)
last_blend_src_rgb = GLint(0); @c glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb)
last_blend_dst_rgb = GLint(0); @c glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb)
last_blend_src_alpha = GLint(0); @c glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha)
last_blend_dst_alpha = GLint(0); @c glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha)
last_blend_equation_rgb = GLint(0); @c glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb)
last_blend_equation_alpha = GLint(0); @c glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha)
last_enable_blend = glIsEnabled(GL_BLEND)
last_enable_cull_face = glIsEnabled(GL_CULL_FACE)
last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST)
last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST)
clip_origin_lower_left = true
# if g_GlslVersion[] > 450
# last_clip_origin = GLint(0)
# @c glGetIntegerv(GL_CLIP_ORIGIN, &last_clip_origin)
# last_clip_origin == GL_UPPER_LEFT && (clip_origin_lower_left = false;)
# end
vertex_array_object = GLuint(0)
@c glGenVertexArrays(1, &vertex_array_object)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
# will project scissor/clipping rectangles into framebuffer space
clip_off = draw_data.DisplayPos # (0,0) unless using multi-viewports
clip_scale = draw_data.FramebufferScale # (1,1) unless using retina display which are often (2,2)
# render command lists
for n = 0:draw_data.CmdListsCount-1
cmd_list = ImDrawData_Get_CmdLists(draw_data, n)
vtx_buffer = ImDrawList_Get_VtxBuffer(cmd_list)
idx_buffer = ImDrawList_Get_IdxBuffer(cmd_list)
# glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle[])
glBufferData(GL_ARRAY_BUFFER, vtx_buffer.Size * sizeof(ImDrawVert), Ptr{GLCvoid}(vtx_buffer.Data), GL_STREAM_DRAW)
# glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle[])
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer.Size * sizeof(ImDrawIdx), Ptr{GLCvoid}(idx_buffer.Data), GL_STREAM_DRAW)
cmd_buffer = ImDrawList_Get_CmdBuffer(cmd_list)
for cmd_i = 0:cmd_buffer.Size-1
pcmd = cmd_buffer.Data + cmd_i * sizeof(ImDrawCmd)
elem_count = pcmd.ElemCount
if pcmd.UserCallback != C_NULL
# user callback (registered via ImDrawList_AddCallback)
ccall(pcmd.UserCallback, Cvoid, (Ptr{ImDrawList}, Ptr{ImDrawCmd}), cmd_list, pcmd)
else
# project scissor/clipping rectangles into framebuffer space
rect = pcmd.ClipRect
clip_rect_x = (rect.x - clip_off.x) * clip_scale.x
clip_rect_y = (rect.y - clip_off.y) * clip_scale.y
clip_rect_z = (rect.z - clip_off.x) * clip_scale.x
clip_rect_w = (rect.w - clip_off.y) * clip_scale.y
if clip_rect_x < fb_width && clip_rect_y < fb_height && clip_rect_z ≥ 0 && clip_rect_w ≥ 0
# apply scissor/clipping rectangle
if clip_origin_lower_left
ix = trunc(Cint, clip_rect_x)
iy = trunc(Cint, fb_height - clip_rect_w)
iz = trunc(Cint, clip_rect_z - clip_rect_x)
iw = trunc(Cint, clip_rect_w - clip_rect_y)
else
# support for GL 4.5's glClipControl(GL_UPPER_LEFT)
ix = trunc(Cint, clip_rect_x)
iy = trunc(Cint, clip_rect_y)
iz = trunc(Cint, clip_rect_z)
iw = trunc(Cint, clip_rect_w)
end
glScissor(ix, iy, iz, iw)
# bind texture, draw
glBindTexture(GL_TEXTURE_2D, UInt(pcmd.TextureId))
format = sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT
glDrawElementsBaseVertex(GL_TRIANGLES, GLsizei(elem_count), format, Ptr{Cvoid}(pcmd.IdxOffset * sizeof(ImDrawIdx)), GLint(pcmd.VtxOffset))
end
end
end
end
@c glDeleteVertexArrays(1, &vertex_array_object)
# restore modified GL state
glUseProgram(last_program)
glBindTexture(GL_TEXTURE_2D, last_texture)
glBindSampler(0, last_sampler)
glActiveTexture(last_active_texture)
glBindVertexArray(last_vertex_array_object)
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer)
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha)
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha)
last_enable_blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND)
last_enable_cull_face ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE)
last_enable_depth_test ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST)
last_enable_scissor_test ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST)
glPolygonMode(GL_FRONT_AND_BACK, GLenum(last_polygon_mode[1]))
glViewport(last_viewport[1], last_viewport[2], GLsizei(last_viewport[3]), GLsizei(last_viewport[4]))
glScissor(last_scissor_box[1], last_scissor_box[2], GLsizei(last_scissor_box[3]), GLsizei(last_scissor_box[4]))
end
function ImGui_ImplOpenGL3_CreateFontsTexture()
# build texture atlas
fonts = igGetIO().Fonts
pixels = Ptr{Cuchar}(C_NULL)
width, height = Cint(0), Cint(0)
@c GetTexDataAsRGBA32(fonts, &pixels, &width, &height)
# upload texture to graphics system
last_texture = GLint(0)
@c glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)
new_texture = GLuint(0)
@c glGenTextures(1, &new_texture)
glBindTexture(GL_TEXTURE_2D, new_texture)
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)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)
push!(g_FontTextures, new_texture)
# store our identifier
SetTexID(fonts, ImTextureID(Int(new_texture)))
# restore state
glBindTexture(GL_TEXTURE_2D, last_texture)
return true
end
function ImGui_ImplOpenGL3_DestroyFontsTexture()
glDeleteTextures(length(g_FontTextures), g_FontTextures)
empty!(g_FontTextures)
end
function ImGui_ImplOpenGL3_CreateDeviceObjects()
vertex_shader_glsl_120 = """
#version $(g_GlslVersion[])
uniform mat4 ProjMtx;
attribute vec2 Position;
attribute vec2 UV;
attribute vec4 Color;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy,0,1);
}"""
vertex_shader_glsl_130 = """
#version $(g_GlslVersion[])
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);
}"""
vertex_shader_glsl_410_core = """
#version $(g_GlslVersion[])
layout (location = 0) in vec2 Position;
layout (location = 1) in vec2 UV;
layout (location = 2) in vec4 Color;
uniform mat4 ProjMtx;
out vec2 Frag_UV;
out vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy,0,1);
}"""
fragment_shader_glsl_120 = """
#version $(g_GlslVersion[])
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D Texture;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
}"""
fragment_shader_glsl_130 = """
#version $(g_GlslVersion[])
uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
out vec4 Out_Color;
void main()
{
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
}"""
fragment_shader_glsl_410_core = """
#version $(g_GlslVersion[])
in vec2 Frag_UV;
in vec4 Frag_Color;
uniform sampler2D Texture;
layout (location = 0) out vec4 Out_Color;
void main()
{
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
}"""
if g_GlslVersion[] < 130
vertex_shader = vertex_shader_glsl_120
fragment_shader = fragment_shader_glsl_120
elseif g_GlslVersion[] == 410
vertex_shader = vertex_shader_glsl_410_core
fragment_shader = fragment_shader_glsl_410_core
else
vertex_shader = vertex_shader_glsl_130
fragment_shader = fragment_shader_glsl_130
end
# backup GL state
last_texture, last_array_buffer, last_vertex_array_object = GLint(0), GLint(0), GLint(0)
@c glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)
@c glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer)
@c glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object)
g_VertHandle[] = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(g_VertHandle[], 1, Ptr{GLchar}[pointer(vertex_shader)], C_NULL)
glCompileShader(g_VertHandle[])
status = GLint(-1)
@c glGetShaderiv(g_VertHandle[], GL_COMPILE_STATUS, &status)
if status != GL_TRUE
max_length = GLsizei(0)
@c glGetShaderiv(g_VertHandle[], GL_INFO_LOG_LENGTH, &max_length)
actual_length = GLsizei(0)
log = Vector{GLchar}(undef, max_length)
@c glGetShaderInfoLog(g_VertHandle[], max_length, &actual_length, log)
@error "[GL]: failed to compile vertex shader: $(g_VertHandle[]): $(String(log))"
end
g_FragHandle[] = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(g_FragHandle[], 1, Ptr{GLchar}[pointer(fragment_shader)], C_NULL)
glCompileShader(g_FragHandle[])
status = GLint(-1)
@c glGetShaderiv(g_FragHandle[], GL_COMPILE_STATUS, &status)
if status != GL_TRUE
max_length = GLsizei(0)
@c glGetShaderiv(g_FragHandle[], GL_INFO_LOG_LENGTH, &max_length)
actual_length = GLsizei(0)
log = Vector{GLchar}(undef, max_length)
@c glGetShaderInfoLog(g_FragHandle[], max_length, &actual_length, log)
@error "[GL]: failed to compile fragment shader: $(g_FragHandle[]): $(String(log))"
end
g_ShaderHandle[] = glCreateProgram()
glAttachShader(g_ShaderHandle[], g_VertHandle[])
glAttachShader(g_ShaderHandle[], g_FragHandle[])
glLinkProgram(g_ShaderHandle[])
status = GLint(-1)
@c glGetProgramiv(g_ShaderHandle[], GL_LINK_STATUS, &status)
@assert status == GL_TRUE
g_AttribLocationTex[] = glGetUniformLocation(g_ShaderHandle[], "Texture")
g_AttribLocationProjMtx[] = glGetUniformLocation(g_ShaderHandle[], "ProjMtx")
g_AttribLocationVtxPos[] = glGetAttribLocation(g_ShaderHandle[], "Position")
g_AttribLocationVtxUV[] = glGetAttribLocation(g_ShaderHandle[], "UV")
g_AttribLocationVtxColor[] = glGetAttribLocation(g_ShaderHandle[], "Color")
# create buffers
@c glGenBuffers(1, &(g_VboHandle[]))
@c glGenBuffers(1, &(g_ElementsHandle[]))
ImGui_ImplOpenGL3_CreateFontsTexture()
# restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture)
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer)
glBindVertexArray(last_vertex_array_object)
return true;
end
function ImGui_ImplOpenGL3_DestroyDeviceObjects()
g_VboHandle[] != 0 && @c glDeleteBuffers(1, &(g_VboHandle[]))
g_ElementsHandle[] != 0 && @c glDeleteBuffers(1, &(g_ElementsHandle[]))
g_VboHandle[] = g_ElementsHandle[] = GLuint(0)
g_ShaderHandle[] != 0 && g_VertHandle != 0 && glDetachShader(g_ShaderHandle[], g_VertHandle[])
g_VertHandle[] != 0 && glDeleteShader(g_VertHandle[])
g_VertHandle[] = 0
g_ShaderHandle[] != 0 && g_FragHandle[] != 0 && glDetachShader(g_ShaderHandle[], g_FragHandle[])
g_FragHandle[] != 0 && glDeleteShader(g_FragHandle[])
g_FragHandle[] = 0
g_ShaderHandle[] != 0 && glDeleteProgram(g_ShaderHandle[])
g_ShaderHandle[] = 0
ImGui_ImplOpenGL3_DestroyFontsTexture()
for (k,v) in g_ImageTexture
ImGui_ImplOpenGL3_DestroyImageTexture(v)
end
end
function ImGui_ImplOpenGL3_CreateImageTexture(image_width, image_height; format=GL_RGBA, type=GL_UNSIGNED_BYTE)
id = GLuint(0)
@c glGenTextures(1, &id)
glBindTexture(GL_TEXTURE_2D, id)
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)
glTexImage2D(GL_TEXTURE_2D, 0, format, GLsizei(image_width), GLsizei(image_height), 0, format, type, C_NULL)
g_ImageTexture[id] = id
return Int(id)
end
function ImGui_ImplOpenGL3_UpdateImageTexture(id, image_data, image_width, image_height; format=GL_RGBA, type=GL_UNSIGNED_BYTE)
glBindTexture(GL_TEXTURE_2D, g_ImageTexture[id])
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GLsizei(image_width), GLsizei(image_height), format, type, image_data)
end
function ImGui_ImplOpenGL3_DestroyImageTexture(id)
id = g_ImageTexture[id]
@c glDeleteTextures(1, &id)
delete!(g_ImageTexture, id)
return true
end