mirror of
https://github.com/joel16/NX-Shell.git
synced 2024-11-23 03:39:49 +00:00
838 lines
35 KiB
C++
838 lines
35 KiB
C++
#include <cstdio>
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#include <cstring>
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// GL includes
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#include <glad/glad.h>
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#include "imgui_impl_switch.hpp"
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// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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#endif
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// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
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#ifdef GL_POLYGON_MODE
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#define IMGUI_IMPL_HAS_POLYGON_MODE
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#endif
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// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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#endif
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// Desktop GL 3.3+ has glBindSampler()
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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#endif
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// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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#endif
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// Desktop GL use extension detection
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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#endif
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// OpenGL Data
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struct ImGui_ImplSwitch_Data {
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GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
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GLuint FontTexture;
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GLuint ShaderHandle;
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GLint AttribLocationTex; // Uniforms location
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GLint AttribLocationProjMtx;
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GLuint AttribLocationVtxPos; // Vertex attributes location
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GLuint AttribLocationVtxUV;
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GLuint AttribLocationVtxColor;
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unsigned int VboHandle, ElementsHandle;
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GLsizeiptr VertexBufferSize;
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GLsizeiptr IndexBufferSize;
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bool HasClipOrigin;
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bool UseBufferSubData;
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PadState pad;
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u64 start_time = 0;
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float prev_time = 0.f;
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ImGui_ImplSwitch_Data() { std::memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplSwitch_Data *ImGui_ImplSwitch_GetBackendData(void) {
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return ImGui::GetCurrentContext() ? (ImGui_ImplSwitch_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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struct ImGui_ImplSwitch_VtxAttribState {
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GLint Enabled, Size, Type, Normalized, Stride;
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GLvoid *Ptr;
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void GetState(GLint index) {
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
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glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
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}
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void SetState(GLint index) {
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glVertexAttribPointer(index, Size, Type, static_cast<GLboolean>(Normalized), Stride, Ptr);
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if (Enabled)
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glEnableVertexAttribArray(index);
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else
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glDisableVertexAttribArray(index);
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}
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};
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#endif
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// Functions
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bool ImGui_ImplSwitch_Init(const char *glsl_version) {
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ImGuiIO &io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplSwitch_Data *bd = IM_NEW(ImGui_ImplSwitch_Data)();
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io.BackendRendererUserData = (void *)bd;
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io.BackendRendererName = "imgui_impl_switch";
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io.IniFilename = nullptr;
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// Query for GL version (e.g. 320 for GL 3.2)
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#if !defined(IMGUI_IMPL_OPENGL_ES2)
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GLint major = 0;
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GLint minor = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if (major == 0 && minor == 0) {
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// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
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const char *gl_version = reinterpret_cast<const char *>(glGetString(GL_VERSION));
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std::sscanf(gl_version, "%d.%d", &major, &minor);
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}
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bd->GlVersion = static_cast<GLuint>(major * 100 + minor * 10);
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//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]
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#else
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bd->GlVersion = 200; // GLES 2
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (bd->GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
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if (glsl_version == nullptr) {
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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glsl_version = "#version 100";
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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glsl_version = "#version 300 es";
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#else
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glsl_version = "#version 130";
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#endif
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}
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IM_ASSERT(static_cast<int>(strlen(glsl_version)) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
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strcpy(bd->GlslVersionString, glsl_version);
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strcat(bd->GlslVersionString, "\n");
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// Make an arbitrary GL call (we don't actually need the result)
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// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
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GLint current_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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// Detect extensions we support
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bd->HasClipOrigin = (bd->GlVersion >= 450);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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GLint num_extensions = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
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for (GLint i = 0; i < num_extensions; i++) {
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const char* extension = reinterpret_cast<const char *>(glGetStringi(GL_EXTENSIONS, i));
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if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
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bd->HasClipOrigin = true;
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}
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#endif
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// Configure our supported input layout: a single player with standard controller styles
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padConfigureInput(1, HidNpadStyleSet_NpadStandard);
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// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
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padInitializeDefault(&bd->pad);
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// Initialize start_time
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bd->start_time = armGetSystemTick();
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return true;
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}
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void ImGui_ImplSwitch_Shutdown(void) {
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ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO &io = ImGui::GetIO();
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ImGui_ImplSwitch_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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IM_DELETE(bd);
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}
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static u64 ImGui_ImplSwitch_UpdateGamepads(void) {
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ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData();
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ImGuiIO &io = ImGui::GetIO();
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return -1;
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// Get gamepad
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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padUpdate(&bd->pad);
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HidAnalogStickState r_stick = padGetStickPos(&bd->pad, 1);
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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// Update gamepad inputs
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#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
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#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, (padGetButtons(&bd->pad) & BUTTON_NO)); }
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#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); }
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiKey_GamepadStart, HidNpadButton_A);
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MAP_BUTTON(ImGuiKey_GamepadBack, HidNpadButton_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, HidNpadButton_A);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, HidNpadButton_B);
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// MAP_BUTTON(ImGuiKey_GamepadFaceLeft, HidNpadButton_Y);
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, HidNpadButton_X);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, HidNpadButton_Left);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, HidNpadButton_Right)
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, HidNpadButton_Up);
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MAP_BUTTON(ImGuiKey_GamepadDpadDown, HidNpadButton_Down);
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MAP_BUTTON(ImGuiKey_GamepadL1, HidNpadButton_L);
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MAP_BUTTON(ImGuiKey_GamepadR1, HidNpadButton_R);
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MAP_ANALOG(ImGuiKey_GamepadLStickLeft, r_stick.x, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadLStickRight, r_stick.x, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadLStickUp, r_stick.y, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadLStickDown, r_stick.y, -thumb_dead_zone, -32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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return padGetButtonsDown(&bd->pad);
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}
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u64 ImGui_ImplSwitch_NewFrame(void) {
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ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSwitch_Init()?");
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if (!bd->ShaderHandle)
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ImGui_ImplSwitch_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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int w = 0, h = 0;
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int display_w = 0, display_h = 0;
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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w = display_w = viewport[2];
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h = display_h = viewport[3];
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io.DisplaySize = ImVec2(static_cast<float>(w), static_cast<float>(h));
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2(static_cast<float>(display_w / w),static_cast<float>(display_h) / h);
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u64 elapsed_time = armGetSystemTick() - bd->start_time;
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float curr_time = (elapsed_time * 625 / 12) / 1000000000.0;
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io.DeltaTime = curr_time - bd->prev_time;
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bd->prev_time = curr_time;
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return ImGui_ImplSwitch_UpdateGamepads();
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}
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static void ImGui_ImplSwitch_SetupRenderState(ImDrawData * draw_data, int fb_width, int fb_height, GLuint vertex_array_object) {
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ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData();
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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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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, 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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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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if (bd->GlVersion >= 310)
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glDisable(GL_PRIMITIVE_RESTART);
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#endif
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#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
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#if defined(GL_CLIP_ORIGIN)
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bool clip_origin_lower_left = true;
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if (bd->HasClipOrigin) {
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GLenum current_clip_origin = 0;
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glGetIntegerv(GL_CLIP_ORIGIN, static_cast<GLint *>(¤t_clip_origin));
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if (current_clip_origin == GL_UPPER_LEFT)
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clip_origin_lower_left = false;
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}
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#endif
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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). DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, static_cast<GLsizei>(fb_width), static_cast<GLsizei>(fb_height));
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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#if defined(GL_CLIP_ORIGIN)
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if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
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#endif
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const float ortho_projection[4][4] = {
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
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};
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glUseProgram(bd->ShaderHandle);
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glUniform1i(bd->AttribLocationTex, 0);
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glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->GlVersion >= 330)
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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(void)vertex_array_object;
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glBindVertexArray(vertex_array_object);
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#endif
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// Bind vertex/index buffers and setup attributes for ImDrawVert
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glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
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glEnableVertexAttribArray(bd->AttribLocationVtxPos);
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glEnableVertexAttribArray(bd->AttribLocationVtxUV);
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glEnableVertexAttribArray(bd->AttribLocationVtxColor);
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glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), static_cast<GLvoid *>(IM_OFFSETOF(ImDrawVert, pos)));
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glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast<GLvoid *>(IM_OFFSETOF(ImDrawVert, uv)));
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glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), reinterpret_cast<GLvoid *>(IM_OFFSETOF(ImDrawVert, col)));
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}
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// OpenGL3 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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// This is in order to be able to run within an OpenGL engine that doesn't do so.
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void ImGui_ImplSwitch_RenderDrawData(ImDrawData *draw_data) {
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = static_cast<int>(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = static_cast<int>(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0)
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return;
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ImGui_ImplSwitch_Data *bd = ImGui_ImplSwitch_GetBackendData();
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// Backup GL state
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GLenum last_active_texture;
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glGetIntegerv(GL_ACTIVE_TEXTURE, reinterpret_cast<GLint *>(&last_active_texture));
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glActiveTexture(GL_TEXTURE0);
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GLuint last_program;
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glGetIntegerv(GL_CURRENT_PROGRAM, reinterpret_cast<GLint *>(&last_program));
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GLuint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, reinterpret_cast<GLint *>(&last_texture));
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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GLuint last_sampler;
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if (bd->GlVersion >= 330)
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glGetIntegerv(GL_SAMPLER_BINDING, reinterpret_cast<GLint *>(&last_sampler));
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else
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last_sampler = 0;
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#endif
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GLuint last_array_buffer;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, reinterpret_cast<GLint *>(&last_array_buffer));
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
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GLint last_element_array_buffer;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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ImGui_ImplSwitch_VtxAttribState last_vtx_attrib_state_pos;
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last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
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ImGui_ImplSwitch_VtxAttribState last_vtx_attrib_state_uv;
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last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
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ImGui_ImplSwitch_VtxAttribState last_vtx_attrib_state_color;
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last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
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#endif
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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GLuint last_vertex_array_object;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, reinterpret_cast<GLint *>(&last_vertex_array_object));
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#endif
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#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
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GLint last_polygon_mode[2];
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glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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#endif
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GLint last_viewport[4];
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glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_scissor_box[4];
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glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
|
|
|
GLenum last_blend_src_rgb;
|
|
glGetIntegerv(GL_BLEND_SRC_RGB, reinterpret_cast<GLint *>(&last_blend_src_rgb));
|
|
|
|
GLenum last_blend_dst_rgb;
|
|
glGetIntegerv(GL_BLEND_DST_RGB, reinterpret_cast<GLint *>(&last_blend_dst_rgb));
|
|
|
|
GLenum last_blend_src_alpha;
|
|
glGetIntegerv(GL_BLEND_SRC_ALPHA, reinterpret_cast<GLint *>(&last_blend_src_alpha));
|
|
|
|
GLenum last_blend_dst_alpha;
|
|
glGetIntegerv(GL_BLEND_DST_ALPHA, reinterpret_cast<GLint *>(&last_blend_dst_alpha));
|
|
|
|
GLenum last_blend_equation_rgb;
|
|
glGetIntegerv(GL_BLEND_EQUATION_RGB, reinterpret_cast<GLint *>(&last_blend_equation_rgb));
|
|
|
|
GLenum last_blend_equation_alpha;
|
|
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, reinterpret_cast<GLint *>(&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<GLsizeiptr>(cmd_list->VtxBuffer.Size) * static_cast<int>(sizeof(ImDrawVert));
|
|
const GLsizeiptr idx_buffer_size = static_cast<GLsizeiptr>(cmd_list->IdxBuffer.Size ) * static_cast<int>(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<const GLvoid *>(cmd_list->VtxBuffer.Data));
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, static_cast<const GLvoid *>(cmd_list->IdxBuffer.Data));
|
|
}
|
|
else {
|
|
glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, static_cast<const GLvoid *>(cmd_list->VtxBuffer.Data), GL_STREAM_DRAW);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, static_cast<const GLvoid *>(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<int>(clip_min.x), static_cast<int>(static_cast<float>(fb_height) - clip_max.y), static_cast<int>(clip_max.x - clip_min.x), static_cast<int>(clip_max.y - clip_min.y));
|
|
|
|
// Bind texture, Draw
|
|
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<intptr_t>(pcmd->GetTexID())));
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
|
if (bd->GlVersion >= 320)
|
|
glDrawElementsBaseVertex(GL_TRIANGLES, static_cast<GLsizei>(pcmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)static_cast<intptr_t>(pcmd->IdxOffset * sizeof(ImDrawIdx)), static_cast<GLint>(pcmd->VtxOffset));
|
|
else
|
|
#endif
|
|
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(pcmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)static_cast<intptr_t>(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<ImTextureID>(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<GLboolean>(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<char> buf;
|
|
buf.resize(static_cast<int>(log_length + 1));
|
|
glGetShaderInfoLog(handle, log_length, nullptr, static_cast<GLchar *>(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<GLboolean>(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<char> buf;
|
|
buf.resize(static_cast<int>(log_length + 1));
|
|
glGetShaderInfoLog(handle, log_length, nullptr, static_cast<GLchar *>(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<GLuint>(glGetAttribLocation(bd->ShaderHandle, "Position"));
|
|
bd->AttribLocationVtxUV = static_cast<GLuint>(glGetAttribLocation(bd->ShaderHandle, "UV"));
|
|
bd->AttribLocationVtxColor = static_cast<GLuint>(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();
|
|
}
|