update dear imgui from 1.91.8 to 1.91.9b and switch to docking branch
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@@ -6,6 +6,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
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@@ -22,6 +23,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
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// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
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// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
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@@ -53,7 +56,7 @@
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
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// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader.
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// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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@@ -169,6 +172,7 @@
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// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
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// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
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#define IMGL3W_IMPL
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#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W
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#include "imgui_impl_opengl3_loader.h"
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#endif
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@@ -252,6 +256,10 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Forward Declarations
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static void ImGui_ImplOpenGL3_InitMultiViewportSupport();
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static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
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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_ImplOpenGL3_VtxAttribState
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@@ -276,6 +284,21 @@ struct ImGui_ImplOpenGL3_VtxAttribState
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};
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#endif
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// Not static to allow third-party code to use that if they want to (but undocumented)
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bool ImGui_ImplOpenGL3_InitLoader();
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bool ImGui_ImplOpenGL3_InitLoader()
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{
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// Initialize our loader
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#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
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if (glGetIntegerv == nullptr && imgl3wInit() != 0)
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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return false;
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}
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#endif
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return true;
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}
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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@@ -283,14 +306,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Initialize our loader
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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if (imgl3wInit() != 0)
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{
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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// Initialize loader
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if (!ImGui_ImplOpenGL3_InitLoader())
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return false;
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}
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#endif
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// Setup backend capabilities flags
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ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
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@@ -303,6 +321,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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// GLES 2
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bd->GlVersion = 200;
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bd->GlProfileIsES2 = true;
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IM_UNUSED(gl_version_str);
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#else
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// Desktop or GLES 3
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GLint major = 0;
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@@ -344,6 +363,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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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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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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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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@@ -384,6 +404,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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}
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#endif
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ImGui_ImplOpenGL3_InitMultiViewportSupport();
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return true;
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}
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@@ -393,10 +415,11 @@ void ImGui_ImplOpenGL3_Shutdown()
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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_ImplOpenGL3_ShutdownMultiViewportSupport();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
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IM_DELETE(bd);
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}
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@@ -405,6 +428,8 @@ void ImGui_ImplOpenGL3_NewFrame()
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
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ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
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if (!bd->ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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if (!bd->FontTexture)
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@@ -496,6 +521,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (fb_width <= 0 || fb_height <= 0)
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return;
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ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Backup GL state
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@@ -956,6 +983,34 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
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{
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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{
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
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}
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static void ImGui_ImplOpenGL3_InitMultiViewportSupport()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
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}
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static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport()
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{
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ImGui::DestroyPlatformWindows();
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}
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//-----------------------------------------------------------------------------
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#if defined(__GNUC__)
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