#include #include // GL includes #include #include "imgui_impl_switch.hpp" // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension #ifndef IMGUI_IMPL_OPENGL_ES2 #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #endif // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. #ifdef GL_POLYGON_MODE #define IMGUI_IMPL_HAS_POLYGON_MODE #endif // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #endif // Desktop GL 3.3+ has glBindSampler() #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #endif // Desktop GL use extension detection #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS #endif // OpenGL Data struct ImGui_ImplSwitch_Data { GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. GLuint FontTexture; GLuint ShaderHandle; GLint AttribLocationTex; // Uniforms location GLint AttribLocationProjMtx; GLuint AttribLocationVtxPos; // Vertex attributes location GLuint AttribLocationVtxUV; GLuint AttribLocationVtxColor; unsigned int VboHandle, ElementsHandle; GLsizeiptr VertexBufferSize; GLsizeiptr IndexBufferSize; bool HasClipOrigin; bool UseBufferSubData; PadState pad; u64 start_time = 0; float prev_time = 0.f; ImGui_ImplSwitch_Data() { std::memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplSwitch_Data *ImGui_ImplSwitch_GetBackendData(void) { return ImGui::GetCurrentContext() ? (ImGui_ImplSwitch_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY struct ImGui_ImplSwitch_VtxAttribState { GLint Enabled, Size, Type, Normalized, Stride; GLvoid *Ptr; void GetState(GLint index) { glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); } void SetState(GLint index) { glVertexAttribPointer(index, Size, Type, static_cast(Normalized), Stride, Ptr); if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); } }; #endif // Functions bool ImGui_ImplSwitch_Init(const char *glsl_version) { ImGuiIO &io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplSwitch_Data *bd = IM_NEW(ImGui_ImplSwitch_Data)(); io.BackendRendererUserData = (void *)bd; io.BackendRendererName = "imgui_impl_switch"; io.IniFilename = nullptr; // Query for GL version (e.g. 320 for GL 3.2) #if !defined(IMGUI_IMPL_OPENGL_ES2) GLint major = 0; GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); if (major == 0 && minor == 0) { // Query GL_VERSION in desktop GL 2.x, the string will start with "." const char *gl_version = reinterpret_cast(glGetString(GL_VERSION)); std::sscanf(gl_version, "%d.%d", &major, &minor); } bd->GlVersion = static_cast(major * 100 + minor * 10); //printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #else bd->GlVersion = 200; // GLES 2 #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. if (glsl_version == nullptr) { #if defined(IMGUI_IMPL_OPENGL_ES2) glsl_version = "#version 100"; #elif defined(IMGUI_IMPL_OPENGL_ES3) glsl_version = "#version 300 es"; #else glsl_version = "#version 130"; #endif } IM_ASSERT(static_cast(strlen(glsl_version)) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); strcpy(bd->GlslVersionString, glsl_version); strcat(bd->GlslVersionString, "\n"); // 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! GLint current_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); // Detect extensions we support bd->HasClipOrigin = (bd->GlVersion >= 450); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); for (GLint i = 0; i < num_extensions; i++) { const char* extension = reinterpret_cast(glGetStringi(GL_EXTENSIONS, i)); if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) bd->HasClipOrigin = true; } #endif // Configure our supported input layout: a single player with standard controller styles padConfigureInput(1, HidNpadStyleSet_NpadStandard); // Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller) padInitializeDefault(&bd->pad); // Initialize start_time bd->start_time = armGetSystemTick(); return true; } void ImGui_ImplSwitch_Shutdown(void) { ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO &io = ImGui::GetIO(); ImGui_ImplSwitch_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; IM_DELETE(bd); } static u64 ImGui_ImplSwitch_UpdateGamepads(void) { ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); ImGuiIO &io = ImGui::GetIO(); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return -1; // Get gamepad io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; padUpdate(&bd->pad); HidAnalogStickState r_stick = padGetStickPos(&bd->pad, 1); io.BackendFlags |= ImGuiBackendFlags_HasGamepad; // Update gamepad inputs #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, (padGetButtons(&bd->pad) & BUTTON_NO)); } #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(AXIS_NO - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. MAP_BUTTON(ImGuiKey_GamepadStart, HidNpadButton_A); MAP_BUTTON(ImGuiKey_GamepadBack, HidNpadButton_B); MAP_BUTTON(ImGuiKey_GamepadFaceDown, HidNpadButton_A); MAP_BUTTON(ImGuiKey_GamepadFaceRight, HidNpadButton_B); // MAP_BUTTON(ImGuiKey_GamepadFaceLeft, HidNpadButton_Y); MAP_BUTTON(ImGuiKey_GamepadFaceUp, HidNpadButton_X); MAP_BUTTON(ImGuiKey_GamepadDpadLeft, HidNpadButton_Left); MAP_BUTTON(ImGuiKey_GamepadDpadRight, HidNpadButton_Right) MAP_BUTTON(ImGuiKey_GamepadDpadUp, HidNpadButton_Up); MAP_BUTTON(ImGuiKey_GamepadDpadDown, HidNpadButton_Down); MAP_BUTTON(ImGuiKey_GamepadL1, HidNpadButton_L); MAP_BUTTON(ImGuiKey_GamepadR1, HidNpadButton_R); MAP_ANALOG(ImGuiKey_GamepadLStickLeft, r_stick.x, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadLStickRight, r_stick.x, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadLStickUp, r_stick.y, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadLStickDown, r_stick.y, -thumb_dead_zone, -32767); #undef MAP_BUTTON #undef MAP_ANALOG return padGetButtonsDown(&bd->pad); } u64 ImGui_ImplSwitch_NewFrame(void) { ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSwitch_Init()?"); if (!bd->ShaderHandle) ImGui_ImplSwitch_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w = 0, h = 0; int display_w = 0, display_h = 0; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); w = display_w = viewport[2]; h = display_h = viewport[3]; io.DisplaySize = ImVec2(static_cast(w), static_cast(h)); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2(static_cast(display_w / w),static_cast(display_h) / h); u64 elapsed_time = armGetSystemTick() - bd->start_time; float curr_time = (elapsed_time * 625 / 12) / 1000000000.0; io.DeltaTime = curr_time - bd->prev_time; bd->prev_time = curr_time; return ImGui_ImplSwitch_UpdateGamepads(); } static void ImGui_ImplSwitch_SetupRenderState(ImDrawData * draw_data, int fb_width, int fb_height, GLuint vertex_array_object) { ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); // 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); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) #if defined(GL_CLIP_ORIGIN) bool clip_origin_lower_left = true; if (bd->HasClipOrigin) { GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, static_cast(¤t_clip_origin)); if (current_clip_origin == GL_UPPER_LEFT) clip_origin_lower_left = false; } #endif // 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, static_cast(fb_width), static_cast(fb_height)); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; #if defined(GL_CLIP_ORIGIN) if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left #endif const float ortho_projection[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, }; glUseProgram(bd->ShaderHandle); glUniform1i(bd->AttribLocationTex, 0); glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (bd->GlVersion >= 330) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif (void)vertex_array_object; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(vertex_array_object); #endif // Bind vertex/index buffers and setup attributes for ImDrawVert glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle); glEnableVertexAttribArray(bd->AttribLocationVtxPos); glEnableVertexAttribArray(bd->AttribLocationVtxUV); glEnableVertexAttribArray(bd->AttribLocationVtxColor); glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), static_cast(IM_OFFSETOF(ImDrawVert, pos))); glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast(IM_OFFSETOF(ImDrawVert, uv))); glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), reinterpret_cast(IM_OFFSETOF(ImDrawVert, col))); } // 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. void ImGui_ImplSwitch_RenderDrawData(ImDrawData *draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = static_cast(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = static_cast(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, reinterpret_cast(&last_active_texture)); glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, reinterpret_cast(&last_program)); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, reinterpret_cast(&last_texture)); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER GLuint last_sampler; if (bd->GlVersion >= 330) glGetIntegerv(GL_SAMPLER_BINDING, reinterpret_cast(&last_sampler)); else last_sampler = 0; #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, reinterpret_cast(&last_array_buffer)); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); ImGui_ImplSwitch_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); ImGui_ImplSwitch_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); ImGui_ImplSwitch_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); #endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, reinterpret_cast(&last_vertex_array_object)); #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, reinterpret_cast(&last_blend_src_rgb)); GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, reinterpret_cast(&last_blend_dst_rgb)); GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, reinterpret_cast(&last_blend_src_alpha)); GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, reinterpret_cast(&last_blend_dst_alpha)); GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, reinterpret_cast(&last_blend_equation_rgb)); GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, reinterpret_cast(&last_blend_equation_alpha)); GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // 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. GLuint vertex_array_object = 0; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glGenVertexArrays(1, &vertex_array_object); #endif ImGui_ImplSwitch_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Upload vertex/index buffers // - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468) // - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports. // - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors. const GLsizeiptr vtx_buffer_size = static_cast(cmd_list->VtxBuffer.Size) * static_cast(sizeof(ImDrawVert)); const GLsizeiptr idx_buffer_size = static_cast(cmd_list->IdxBuffer.Size ) * static_cast(sizeof(ImDrawIdx)); if (bd->UseBufferSubData) { if (bd->VertexBufferSize < vtx_buffer_size) { bd->VertexBufferSize = vtx_buffer_size; glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW); } if (bd->IndexBufferSize < idx_buffer_size) { bd->IndexBufferSize = idx_buffer_size; glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW); } glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, static_cast(cmd_list->VtxBuffer.Data)); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, static_cast(cmd_list->IdxBuffer.Data)); } else { glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, static_cast(cmd_list->VtxBuffer.Data), GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, static_cast(cmd_list->IdxBuffer.Data), GL_STREAM_DRAW); } for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplSwitch_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle (Y is inverted in OpenGL) glScissor(static_cast(clip_min.x), static_cast(static_cast(fb_height) - clip_max.y), static_cast(clip_max.x - clip_min.x), static_cast(clip_max.y - clip_min.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, static_cast(reinterpret_cast(pcmd->GetTexID()))); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) glDrawElementsBaseVertex(GL_TRIANGLES, static_cast(pcmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)static_cast(pcmd->IdxOffset * sizeof(ImDrawIdx)), static_cast(pcmd->VtxOffset)); else #endif glDrawElements(GL_TRIANGLES, static_cast(pcmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)static_cast(pcmd->IdxOffset * sizeof(ImDrawIdx))); } } } // Destroy the temporary VAO #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glDeleteVertexArrays(1, &vertex_array_object); #endif // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (bd->GlVersion >= 330) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); #endif 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); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); #endif glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); (void)bd; // Not all compilation paths use this } bool ImGui_ImplSwitch_CreateFontsTexture(void) { ImGuiIO &io = ImGui::GetIO(); ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); // Build texture atlas unsigned char *pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // 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. // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &bd->FontTexture); glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->SetTexID(reinterpret_cast(bd->FontTexture)); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGui_ImplSwitch_DestroyFontsTexture(void) { ImGuiIO &io = ImGui::GetIO(); ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); if (bd->FontTexture) { glDeleteTextures(1, &bd->FontTexture); io.Fonts->SetTexID(0); bd->FontTexture = 0; } } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. static bool CheckShader(GLuint handle, const char* desc) { ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if (static_cast(status) == GL_FALSE) std::fprintf(stderr, "ERROR: ImGui_ImplSwitch_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; buf.resize(static_cast(log_length + 1)); glGetShaderInfoLog(handle, log_length, nullptr, static_cast(buf.begin())); std::fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; } // If you get an error please report on GitHub. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if (static_cast(status) == GL_FALSE) std::fprintf(stderr, "ERROR: ImGui_ImplSwitch_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; buf.resize(static_cast(log_length + 1)); glGetShaderInfoLog(handle, log_length, nullptr, static_cast(buf.begin())); std::fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; } bool ImGui_ImplSwitch_CreateDeviceObjects(void) { ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); // Backup GL state GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #endif // Parse GLSL version string int glsl_version = 130; std::sscanf(bd->GlslVersionString, "#version %d", &glsl_version); const GLchar *vertex_shader_glsl_120 = "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"; const GLchar *vertex_shader_glsl_130 = "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"; const GLchar *vertex_shader_glsl_300_es = "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"; const GLchar *vertex_shader_glsl_410_core = "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"; const GLchar *fragment_shader_glsl_120 = "#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"; const GLchar *fragment_shader_glsl_130 = "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"; const GLchar *fragment_shader_glsl_300_es = "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"; const GLchar *fragment_shader_glsl_410_core = "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"; // Select shaders matching our GLSL versions const GLchar* vertex_shader = nullptr; const GLchar* fragment_shader = nullptr; if (glsl_version < 130) { vertex_shader = vertex_shader_glsl_120; fragment_shader = fragment_shader_glsl_120; } else if (glsl_version >= 410) { vertex_shader = vertex_shader_glsl_410_core; fragment_shader = fragment_shader_glsl_410_core; } else if (glsl_version == 300) { vertex_shader = vertex_shader_glsl_300_es; fragment_shader = fragment_shader_glsl_300_es; } else { vertex_shader = vertex_shader_glsl_130; fragment_shader = fragment_shader_glsl_130; } // Create shaders const GLchar *vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); glCompileShader(vert_handle); CheckShader(vert_handle, "vertex shader"); const GLchar *fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); glCompileShader(frag_handle); CheckShader(frag_handle, "fragment shader"); // Link bd->ShaderHandle = glCreateProgram(); glAttachShader(bd->ShaderHandle, vert_handle); glAttachShader(bd->ShaderHandle, frag_handle); glLinkProgram(bd->ShaderHandle); CheckProgram(bd->ShaderHandle, "shader program"); glDetachShader(bd->ShaderHandle, vert_handle); glDetachShader(bd->ShaderHandle, frag_handle); glDeleteShader(vert_handle); glDeleteShader(frag_handle); bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); bd->AttribLocationVtxPos = static_cast(glGetAttribLocation(bd->ShaderHandle, "Position")); bd->AttribLocationVtxUV = static_cast(glGetAttribLocation(bd->ShaderHandle, "UV")); bd->AttribLocationVtxColor = static_cast(glGetAttribLocation(bd->ShaderHandle, "Color")); // Create buffers glGenBuffers(1, &bd->VboHandle); glGenBuffers(1, &bd->ElementsHandle); ImGui_ImplSwitch_CreateFontsTexture(); // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif return true; } void ImGui_ImplSwitch_DestroyDeviceObjects(void) { ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData(); if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } ImGui_ImplSwitch_DestroyFontsTexture(); }