NX-Shell/source/imgui_impl_switch.cpp
2022-08-01 17:46:02 -04:00

838 lines
35 KiB
C++

#include <cstdio>
#include <cstring>
// GL includes
#include <glad/glad.h>
#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<GLboolean>(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 "<major>.<minor>"
const char *gl_version = reinterpret_cast<const char *>(glGetString(GL_VERSION));
std::sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = static_cast<GLuint>(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<int>(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, &current_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<const char *>(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<float>(w), static_cast<float>(h));
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2(static_cast<float>(display_w / w),static_cast<float>(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<GLint *>(&current_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<GLsizei>(fb_width), static_cast<GLsizei>(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<GLvoid *>(IM_OFFSETOF(ImDrawVert, pos)));
glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), reinterpret_cast<GLvoid *>(IM_OFFSETOF(ImDrawVert, uv)));
glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), reinterpret_cast<GLvoid *>(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<int>(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = static_cast<int>(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<GLint *>(&last_active_texture));
glActiveTexture(GL_TEXTURE0);
GLuint last_program;
glGetIntegerv(GL_CURRENT_PROGRAM, reinterpret_cast<GLint *>(&last_program));
GLuint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, reinterpret_cast<GLint *>(&last_texture));
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler;
if (bd->GlVersion >= 330)
glGetIntegerv(GL_SAMPLER_BINDING, reinterpret_cast<GLint *>(&last_sampler));
else
last_sampler = 0;
#endif
GLuint last_array_buffer;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, reinterpret_cast<GLint *>(&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<GLint *>(&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<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();
}