chore: add necessary imgui files for opengl3
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										897
									
								
								libs/imgui/backends/imgui_impl_opengl3.cpp
									
									
									
									
									
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										897
									
								
								libs/imgui/backends/imgui_impl_opengl3.cpp
									
									
									
									
									
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// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 2.x 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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//  2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
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//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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//  2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
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//  2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
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//  2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
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//  2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
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//  2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
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//  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
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//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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//  2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
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//  2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
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//  2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
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//  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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//  2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
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//  2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
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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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//  2020-07-10: 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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//  2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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//  2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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//  2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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//  2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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//  2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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//  2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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//  2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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//  2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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//  2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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//  2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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//  2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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//  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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//  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
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//  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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//  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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//  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
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//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
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//  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
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//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
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//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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//----------------------------------------
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// OpenGL    GLSL      GLSL
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// version   version   string
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//----------------------------------------
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//  2.0       110       "#version 110"
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//  2.1       120       "#version 120"
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//  3.0       130       "#version 130"
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//  3.1       140       "#version 140"
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//  3.2       150       "#version 150"
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//  3.3       330       "#version 330 core"
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//  4.0       400       "#version 400 core"
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//  4.1       410       "#version 410 core"
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//  4.2       420       "#version 410 core"
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//  4.3       430       "#version 430 core"
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//  ES 2.0    100       "#version 100"      = WebGL 1.0
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//  ES 3.0    300       "#version 300 es"   = WebGL 2.0
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h>     // intptr_t
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#else
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#include <stdint.h>     // intptr_t
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#endif
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast"     // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
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#endif
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#if defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wcast-function-type"   // warning: cast between incompatible function types
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES2/gl.h>    // Use GL ES 2
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#else
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#include <GLES2/gl2.h>          // Use GL ES 2
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#endif
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#if defined(__EMSCRIPTEN__)
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#ifndef GL_GLEXT_PROTOTYPES
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#define GL_GLEXT_PROTOTYPES
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#endif
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#include <GLES2/gl2ext.h>
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#endif
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES3/gl.h>    // Use GL ES 3
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#else
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#include <GLES3/gl3.h>          // Use GL ES 3
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#endif
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#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
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// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
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// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
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// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
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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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#include "imgui_impl_opengl3_loader.h"
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#endif
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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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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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#define glBindVertexArray       glBindVertexArrayOES
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#define glGenVertexArrays       glGenVertexArraysOES
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#define glDeleteVertexArrays    glDeleteVertexArraysOES
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#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
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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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// [Debugging]
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//#define IMGUI_IMPL_OPENGL_DEBUG
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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#include <stdio.h>
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#define GL_CALL(_CALL)      do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0)  // Call with error check
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#else
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#define GL_CALL(_CALL)      _CALL   // Call without error check
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#endif
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// OpenGL Data
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struct ImGui_ImplOpenGL3_Data
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{
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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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    ImGui_ImplOpenGL3_Data() { 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_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
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{
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    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_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_ImplOpenGL3_VtxAttribState
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{
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		||||
    GLint   Enabled, Size, Type, Normalized, Stride;
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    GLvoid* Ptr;
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		||||
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    void GetState(GLint index)
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		||||
    {
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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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		||||
    {
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        glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
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		||||
        if (Enabled) glEnableVertexAttribArray(index); else 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_ImplOpenGL3_Init(const char* glsl_version)
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		||||
{
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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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		||||
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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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		||||
        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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		||||
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		||||
    // Setup backend capabilities flags
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
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		||||
    io.BackendRendererUserData = (void*)bd;
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		||||
    io.BackendRendererName = "imgui_impl_opengl3";
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		||||
 | 
			
		||||
    // 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 = (const char*)glGetString(GL_VERSION);
 | 
			
		||||
        sscanf(gl_version, "%d.%d", &major, &minor);
 | 
			
		||||
    }
 | 
			
		||||
    bd->GlVersion = (GLuint)(major * 100 + minor * 10);
 | 
			
		||||
 | 
			
		||||
    bd->UseBufferSubData = false;
 | 
			
		||||
    /*
 | 
			
		||||
    // Query vendor to enable glBufferSubData kludge
 | 
			
		||||
#ifdef _WIN32
 | 
			
		||||
    if (const char* vendor = (const char*)glGetString(GL_VENDOR))
 | 
			
		||||
        if (strncmp(vendor, "Intel", 5) == 0)
 | 
			
		||||
            bd->UseBufferSubData = true;
 | 
			
		||||
#endif
 | 
			
		||||
    */
 | 
			
		||||
#else
 | 
			
		||||
    bd->GlVersion = 200; // GLES 2
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
 | 
			
		||||
    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]
 | 
			
		||||
#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";
 | 
			
		||||
#elif defined(__APPLE__)
 | 
			
		||||
        glsl_version = "#version 150";
 | 
			
		||||
#else
 | 
			
		||||
        glsl_version = "#version 130";
 | 
			
		||||
#endif
 | 
			
		||||
    }
 | 
			
		||||
    IM_ASSERT((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, ¤t_texture);
 | 
			
		||||
 | 
			
		||||
    // Detect extensions we support
 | 
			
		||||
    bd->HasClipOrigin = (bd->GlVersion >= 450);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
 | 
			
		||||
    GLint num_extensions = 0;
 | 
			
		||||
    glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
 | 
			
		||||
    for (GLint i = 0; i < num_extensions; i++)
 | 
			
		||||
    {
 | 
			
		||||
        const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
 | 
			
		||||
        if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
 | 
			
		||||
            bd->HasClipOrigin = true;
 | 
			
		||||
    }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_Shutdown()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_DestroyDeviceObjects();
 | 
			
		||||
    io.BackendRendererName = nullptr;
 | 
			
		||||
    io.BackendRendererUserData = nullptr;
 | 
			
		||||
    IM_DELETE(bd);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void    ImGui_ImplOpenGL3_NewFrame()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
 | 
			
		||||
 | 
			
		||||
    if (!bd->ShaderHandle)
 | 
			
		||||
        ImGui_ImplOpenGL3_CreateDeviceObjects();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_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, (GLint*)¤t_clip_origin);
 | 
			
		||||
        if (current_clip_origin == GL_UPPER_LEFT)
 | 
			
		||||
            clip_origin_lower_left = false;
 | 
			
		||||
    }
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
    // Setup viewport, orthographic projection matrix
 | 
			
		||||
    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
 | 
			
		||||
    GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (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
 | 
			
		||||
    GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
 | 
			
		||||
    GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
 | 
			
		||||
    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
 | 
			
		||||
    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
 | 
			
		||||
    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
 | 
			
		||||
    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
 | 
			
		||||
    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
 | 
			
		||||
    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (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_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 | 
			
		||||
{
 | 
			
		||||
    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
 | 
			
		||||
    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
 | 
			
		||||
    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
 | 
			
		||||
    if (fb_width <= 0 || fb_height <= 0)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
 | 
			
		||||
    // Backup GL state
 | 
			
		||||
    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
 | 
			
		||||
    glActiveTexture(GL_TEXTURE0);
 | 
			
		||||
    GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
 | 
			
		||||
    GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | 
			
		||||
    GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
 | 
			
		||||
#endif
 | 
			
		||||
    GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (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_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
 | 
			
		||||
    ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
 | 
			
		||||
    ImGui_ImplOpenGL3_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, (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, (GLint*)&last_blend_src_rgb);
 | 
			
		||||
    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
 | 
			
		||||
    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
 | 
			
		||||
    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
 | 
			
		||||
    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
 | 
			
		||||
    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (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
 | 
			
		||||
    GL_CALL(glGenVertexArrays(1, &vertex_array_object));
 | 
			
		||||
#endif
 | 
			
		||||
    ImGui_ImplOpenGL3_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
 | 
			
		||||
        // - OpenGL drivers are in a very sorry state nowadays....
 | 
			
		||||
        //   During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
 | 
			
		||||
        //   of leaks on Intel GPU when using multi-viewports on Windows.
 | 
			
		||||
        // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
 | 
			
		||||
        // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
 | 
			
		||||
        //   We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
 | 
			
		||||
        // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
 | 
			
		||||
        const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
 | 
			
		||||
        const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
 | 
			
		||||
        if (bd->UseBufferSubData)
 | 
			
		||||
        {
 | 
			
		||||
            if (bd->VertexBufferSize < vtx_buffer_size)
 | 
			
		||||
            {
 | 
			
		||||
                bd->VertexBufferSize = vtx_buffer_size;
 | 
			
		||||
                GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
 | 
			
		||||
            }
 | 
			
		||||
            if (bd->IndexBufferSize < idx_buffer_size)
 | 
			
		||||
            {
 | 
			
		||||
                bd->IndexBufferSize = idx_buffer_size;
 | 
			
		||||
                GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
 | 
			
		||||
            }
 | 
			
		||||
            GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
 | 
			
		||||
            GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
 | 
			
		||||
            GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (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_ImplOpenGL3_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)
 | 
			
		||||
                GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
 | 
			
		||||
 | 
			
		||||
                // Bind texture, Draw
 | 
			
		||||
                GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
 | 
			
		||||
                if (bd->GlVersion >= 320)
 | 
			
		||||
                    GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
 | 
			
		||||
                else
 | 
			
		||||
#endif
 | 
			
		||||
                GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Destroy the temporary VAO
 | 
			
		||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | 
			
		||||
    GL_CALL(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_ImplOpenGL3_CreateFontsTexture()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_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;
 | 
			
		||||
    GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
 | 
			
		||||
    GL_CALL(glGenTextures(1, &bd->FontTexture));
 | 
			
		||||
    GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
 | 
			
		||||
    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
 | 
			
		||||
    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
 | 
			
		||||
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
 | 
			
		||||
    GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
 | 
			
		||||
#endif
 | 
			
		||||
    GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
 | 
			
		||||
 | 
			
		||||
    // Store our identifier
 | 
			
		||||
    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
 | 
			
		||||
 | 
			
		||||
    // Restore state
 | 
			
		||||
    GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
 | 
			
		||||
{
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO();
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_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_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    GLint status = 0, log_length = 0;
 | 
			
		||||
    glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
 | 
			
		||||
    glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
 | 
			
		||||
    if ((GLboolean)status == GL_FALSE)
 | 
			
		||||
        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
 | 
			
		||||
    if (log_length > 1)
 | 
			
		||||
    {
 | 
			
		||||
        ImVector<char> buf;
 | 
			
		||||
        buf.resize((int)(log_length + 1));
 | 
			
		||||
        glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
 | 
			
		||||
        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_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | 
			
		||||
    GLint status = 0, log_length = 0;
 | 
			
		||||
    glGetProgramiv(handle, GL_LINK_STATUS, &status);
 | 
			
		||||
    glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
 | 
			
		||||
    if ((GLboolean)status == GL_FALSE)
 | 
			
		||||
        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
 | 
			
		||||
    if (log_length > 1)
 | 
			
		||||
    {
 | 
			
		||||
        ImVector<char> buf;
 | 
			
		||||
        buf.resize((int)(log_length + 1));
 | 
			
		||||
        glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
 | 
			
		||||
        fprintf(stderr, "%s\n", buf.begin());
 | 
			
		||||
    }
 | 
			
		||||
    return (GLboolean)status == GL_TRUE;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_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;
 | 
			
		||||
    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 = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
 | 
			
		||||
    bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
 | 
			
		||||
    bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
 | 
			
		||||
 | 
			
		||||
    // Create buffers
 | 
			
		||||
    glGenBuffers(1, &bd->VboHandle);
 | 
			
		||||
    glGenBuffers(1, &bd->ElementsHandle);
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplOpenGL3_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_ImplOpenGL3_DestroyDeviceObjects()
 | 
			
		||||
{
 | 
			
		||||
    ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_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_ImplOpenGL3_DestroyFontsTexture();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#if defined(__GNUC__)
 | 
			
		||||
#pragma GCC diagnostic pop
 | 
			
		||||
#endif
 | 
			
		||||
#if defined(__clang__)
 | 
			
		||||
#pragma clang diagnostic pop
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										57
									
								
								libs/imgui/backends/imgui_impl_opengl3.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										57
									
								
								libs/imgui/backends/imgui_impl_opengl3.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,57 @@
 | 
			
		||||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
 | 
			
		||||
// - Desktop GL: 2.x 3.x 4.x
 | 
			
		||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
 | 
			
		||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
 | 
			
		||||
 | 
			
		||||
// Implemented features:
 | 
			
		||||
//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 | 
			
		||||
//  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
 | 
			
		||||
 | 
			
		||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | 
			
		||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | 
			
		||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
			
		||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
			
		||||
 | 
			
		||||
// About GLSL version:
 | 
			
		||||
//  The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
 | 
			
		||||
//  On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
 | 
			
		||||
//  Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
#include "imgui.h"      // IMGUI_IMPL_API
 | 
			
		||||
 | 
			
		||||
extern "C" {
 | 
			
		||||
 // Backend API
 | 
			
		||||
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown();
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame();
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
 | 
			
		||||
 | 
			
		||||
 // (Optional) Called by Init/NewFrame/Shutdown
 | 
			
		||||
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateFontsTexture();
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyFontsTexture();
 | 
			
		||||
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_CreateDeviceObjects();
 | 
			
		||||
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_DestroyDeviceObjects();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Specific OpenGL ES versions
 | 
			
		||||
//#define IMGUI_IMPL_OPENGL_ES2     // Auto-detected on Emscripten
 | 
			
		||||
//#define IMGUI_IMPL_OPENGL_ES3     // Auto-detected on iOS/Android
 | 
			
		||||
 | 
			
		||||
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
 | 
			
		||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
 | 
			
		||||
 && !defined(IMGUI_IMPL_OPENGL_ES3)
 | 
			
		||||
 | 
			
		||||
// Try to detect GLES on matching platforms
 | 
			
		||||
#if defined(__APPLE__)
 | 
			
		||||
#include <TargetConditionals.h>
 | 
			
		||||
#endif
 | 
			
		||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_ES3               // iOS, Android  -> GL ES 3, "#version 300 es"
 | 
			
		||||
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
 | 
			
		||||
#define IMGUI_IMPL_OPENGL_ES2               // Emscripten    -> GL ES 2, "#version 100"
 | 
			
		||||
#else
 | 
			
		||||
// Otherwise imgui_impl_opengl3_loader.h will be used.
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
							
								
								
									
										794
									
								
								libs/imgui/backends/imgui_impl_opengl3_loader.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										794
									
								
								libs/imgui/backends/imgui_impl_opengl3_loader.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,794 @@
 | 
			
		||||
//-----------------------------------------------------------------------------
 | 
			
		||||
// About imgui_impl_opengl3_loader.h:
 | 
			
		||||
//
 | 
			
		||||
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
 | 
			
		||||
// which proved to be endless problems for users.
 | 
			
		||||
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
 | 
			
		||||
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
 | 
			
		||||
//
 | 
			
		||||
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
 | 
			
		||||
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
 | 
			
		||||
//
 | 
			
		||||
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
 | 
			
		||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
 | 
			
		||||
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
 | 
			
		||||
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
 | 
			
		||||
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
 | 
			
		||||
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
 | 
			
		||||
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
 | 
			
		||||
//
 | 
			
		||||
// Regenerate with:
 | 
			
		||||
//   python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
 | 
			
		||||
//
 | 
			
		||||
// More info:
 | 
			
		||||
//   https://github.com/dearimgui/gl3w_stripped
 | 
			
		||||
//   https://github.com/ocornut/imgui/issues/4445
 | 
			
		||||
//-----------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
 * This file was generated with gl3w_gen.py, part of imgl3w
 | 
			
		||||
 * (hosted at https://github.com/dearimgui/gl3w_stripped)
 | 
			
		||||
 *
 | 
			
		||||
 * This is free and unencumbered software released into the public domain.
 | 
			
		||||
 *
 | 
			
		||||
 * Anyone is free to copy, modify, publish, use, compile, sell, or
 | 
			
		||||
 * distribute this software, either in source code form or as a compiled
 | 
			
		||||
 * binary, for any purpose, commercial or non-commercial, and by any
 | 
			
		||||
 * means.
 | 
			
		||||
 *
 | 
			
		||||
 * In jurisdictions that recognize copyright laws, the author or authors
 | 
			
		||||
 * of this software dedicate any and all copyright interest in the
 | 
			
		||||
 * software to the public domain. We make this dedication for the benefit
 | 
			
		||||
 * of the public at large and to the detriment of our heirs and
 | 
			
		||||
 * successors. We intend this dedication to be an overt act of
 | 
			
		||||
 * relinquishment in perpetuity of all present and future rights to this
 | 
			
		||||
 * software under copyright law.
 | 
			
		||||
 *
 | 
			
		||||
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 | 
			
		||||
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 | 
			
		||||
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 | 
			
		||||
 * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
 | 
			
		||||
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 | 
			
		||||
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 | 
			
		||||
 * OTHER DEALINGS IN THE SOFTWARE.
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
#ifndef __gl3w_h_
 | 
			
		||||
#define __gl3w_h_
 | 
			
		||||
 | 
			
		||||
// Adapted from KHR/khrplatform.h to avoid including entire file.
 | 
			
		||||
#ifndef __khrplatform_h_
 | 
			
		||||
typedef          float         khronos_float_t;
 | 
			
		||||
typedef signed   char          khronos_int8_t;
 | 
			
		||||
typedef unsigned char          khronos_uint8_t;
 | 
			
		||||
typedef signed   short int     khronos_int16_t;
 | 
			
		||||
typedef unsigned short int     khronos_uint16_t;
 | 
			
		||||
#ifdef _WIN64
 | 
			
		||||
typedef signed   long long int khronos_intptr_t;
 | 
			
		||||
typedef signed   long long int khronos_ssize_t;
 | 
			
		||||
#else
 | 
			
		||||
typedef signed   long  int     khronos_intptr_t;
 | 
			
		||||
typedef signed   long  int     khronos_ssize_t;
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#if defined(_MSC_VER) && !defined(__clang__)
 | 
			
		||||
typedef signed   __int64       khronos_int64_t;
 | 
			
		||||
typedef unsigned __int64       khronos_uint64_t;
 | 
			
		||||
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
 | 
			
		||||
#include <stdint.h>
 | 
			
		||||
typedef          int64_t       khronos_int64_t;
 | 
			
		||||
typedef          uint64_t      khronos_uint64_t;
 | 
			
		||||
#else
 | 
			
		||||
typedef signed   long long     khronos_int64_t;
 | 
			
		||||
typedef unsigned long long     khronos_uint64_t;
 | 
			
		||||
#endif
 | 
			
		||||
#endif  // __khrplatform_h_
 | 
			
		||||
 | 
			
		||||
#ifndef __gl_glcorearb_h_
 | 
			
		||||
#define __gl_glcorearb_h_ 1
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {
 | 
			
		||||
#endif
 | 
			
		||||
/*
 | 
			
		||||
** Copyright 2013-2020 The Khronos Group Inc.
 | 
			
		||||
** SPDX-License-Identifier: MIT
 | 
			
		||||
**
 | 
			
		||||
** This header is generated from the Khronos OpenGL / OpenGL ES XML
 | 
			
		||||
** API Registry. The current version of the Registry, generator scripts
 | 
			
		||||
** used to make the header, and the header can be found at
 | 
			
		||||
**   https://github.com/KhronosGroup/OpenGL-Registry
 | 
			
		||||
*/
 | 
			
		||||
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
 | 
			
		||||
#ifndef WIN32_LEAN_AND_MEAN
 | 
			
		||||
#define WIN32_LEAN_AND_MEAN 1
 | 
			
		||||
#endif
 | 
			
		||||
#include <windows.h>
 | 
			
		||||
#endif
 | 
			
		||||
#ifndef APIENTRY
 | 
			
		||||
#define APIENTRY
 | 
			
		||||
#endif
 | 
			
		||||
#ifndef APIENTRYP
 | 
			
		||||
#define APIENTRYP APIENTRY *
 | 
			
		||||
#endif
 | 
			
		||||
#ifndef GLAPI
 | 
			
		||||
#define GLAPI extern
 | 
			
		||||
#endif
 | 
			
		||||
/* glcorearb.h is for use with OpenGL core profile implementations.
 | 
			
		||||
** It should should be placed in the same directory as gl.h and
 | 
			
		||||
** included as <GL/glcorearb.h>.
 | 
			
		||||
**
 | 
			
		||||
** glcorearb.h includes only APIs in the latest OpenGL core profile
 | 
			
		||||
** implementation together with APIs in newer ARB extensions which 
 | 
			
		||||
** can be supported by the core profile. It does not, and never will
 | 
			
		||||
** include functionality removed from the core profile, such as
 | 
			
		||||
** fixed-function vertex and fragment processing.
 | 
			
		||||
**
 | 
			
		||||
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
 | 
			
		||||
** <GL/glext.h> in the same source file.
 | 
			
		||||
*/
 | 
			
		||||
/* Generated C header for:
 | 
			
		||||
 * API: gl
 | 
			
		||||
 * Profile: core
 | 
			
		||||
 * Versions considered: .*
 | 
			
		||||
 * Versions emitted: .*
 | 
			
		||||
 * Default extensions included: glcore
 | 
			
		||||
 * Additional extensions included: _nomatch_^
 | 
			
		||||
 * Extensions removed: _nomatch_^
 | 
			
		||||
 */
 | 
			
		||||
#ifndef GL_VERSION_1_0
 | 
			
		||||
typedef void GLvoid;
 | 
			
		||||
typedef unsigned int GLenum;
 | 
			
		||||
 | 
			
		||||
typedef khronos_float_t GLfloat;
 | 
			
		||||
typedef int GLint;
 | 
			
		||||
typedef int GLsizei;
 | 
			
		||||
typedef unsigned int GLbitfield;
 | 
			
		||||
typedef double GLdouble;
 | 
			
		||||
typedef unsigned int GLuint;
 | 
			
		||||
typedef unsigned char GLboolean;
 | 
			
		||||
typedef khronos_uint8_t GLubyte;
 | 
			
		||||
#define GL_COLOR_BUFFER_BIT               0x00004000
 | 
			
		||||
#define GL_FALSE                          0
 | 
			
		||||
#define GL_TRUE                           1
 | 
			
		||||
#define GL_TRIANGLES                      0x0004
 | 
			
		||||
#define GL_ONE                            1
 | 
			
		||||
#define GL_SRC_ALPHA                      0x0302
 | 
			
		||||
#define GL_ONE_MINUS_SRC_ALPHA            0x0303
 | 
			
		||||
#define GL_FRONT_AND_BACK                 0x0408
 | 
			
		||||
#define GL_POLYGON_MODE                   0x0B40
 | 
			
		||||
#define GL_CULL_FACE                      0x0B44
 | 
			
		||||
#define GL_DEPTH_TEST                     0x0B71
 | 
			
		||||
#define GL_STENCIL_TEST                   0x0B90
 | 
			
		||||
#define GL_VIEWPORT                       0x0BA2
 | 
			
		||||
#define GL_BLEND                          0x0BE2
 | 
			
		||||
#define GL_SCISSOR_BOX                    0x0C10
 | 
			
		||||
#define GL_SCISSOR_TEST                   0x0C11
 | 
			
		||||
#define GL_UNPACK_ROW_LENGTH              0x0CF2
 | 
			
		||||
#define GL_PACK_ALIGNMENT                 0x0D05
 | 
			
		||||
#define GL_TEXTURE_2D                     0x0DE1
 | 
			
		||||
#define GL_UNSIGNED_BYTE                  0x1401
 | 
			
		||||
#define GL_UNSIGNED_SHORT                 0x1403
 | 
			
		||||
#define GL_UNSIGNED_INT                   0x1405
 | 
			
		||||
#define GL_FLOAT                          0x1406
 | 
			
		||||
#define GL_RGBA                           0x1908
 | 
			
		||||
#define GL_FILL                           0x1B02
 | 
			
		||||
#define GL_VENDOR                         0x1F00
 | 
			
		||||
#define GL_RENDERER                       0x1F01
 | 
			
		||||
#define GL_VERSION                        0x1F02
 | 
			
		||||
#define GL_EXTENSIONS                     0x1F03
 | 
			
		||||
#define GL_LINEAR                         0x2601
 | 
			
		||||
#define GL_TEXTURE_MAG_FILTER             0x2800
 | 
			
		||||
#define GL_TEXTURE_MIN_FILTER             0x2801
 | 
			
		||||
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
 | 
			
		||||
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
 | 
			
		||||
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
 | 
			
		||||
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
 | 
			
		||||
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
 | 
			
		||||
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
 | 
			
		||||
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
 | 
			
		||||
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
 | 
			
		||||
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
 | 
			
		||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
 | 
			
		||||
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
 | 
			
		||||
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
 | 
			
		||||
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
 | 
			
		||||
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
 | 
			
		||||
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
 | 
			
		||||
GLAPI void APIENTRY glClear (GLbitfield mask);
 | 
			
		||||
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
 | 
			
		||||
GLAPI void APIENTRY glDisable (GLenum cap);
 | 
			
		||||
GLAPI void APIENTRY glEnable (GLenum cap);
 | 
			
		||||
GLAPI void APIENTRY glFlush (void);
 | 
			
		||||
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
 | 
			
		||||
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
 | 
			
		||||
GLAPI GLenum APIENTRY glGetError (void);
 | 
			
		||||
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
 | 
			
		||||
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
 | 
			
		||||
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
 | 
			
		||||
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_0 */
 | 
			
		||||
#ifndef GL_VERSION_1_1
 | 
			
		||||
typedef khronos_float_t GLclampf;
 | 
			
		||||
typedef double GLclampd;
 | 
			
		||||
#define GL_TEXTURE_BINDING_2D             0x8069
 | 
			
		||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
 | 
			
		||||
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
 | 
			
		||||
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
 | 
			
		||||
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_1 */
 | 
			
		||||
#ifndef GL_VERSION_1_3
 | 
			
		||||
#define GL_TEXTURE0                       0x84C0
 | 
			
		||||
#define GL_ACTIVE_TEXTURE                 0x84E0
 | 
			
		||||
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glActiveTexture (GLenum texture);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_3 */
 | 
			
		||||
#ifndef GL_VERSION_1_4
 | 
			
		||||
#define GL_BLEND_DST_RGB                  0x80C8
 | 
			
		||||
#define GL_BLEND_SRC_RGB                  0x80C9
 | 
			
		||||
#define GL_BLEND_DST_ALPHA                0x80CA
 | 
			
		||||
#define GL_BLEND_SRC_ALPHA                0x80CB
 | 
			
		||||
#define GL_FUNC_ADD                       0x8006
 | 
			
		||||
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
 | 
			
		||||
GLAPI void APIENTRY glBlendEquation (GLenum mode);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_4 */
 | 
			
		||||
#ifndef GL_VERSION_1_5
 | 
			
		||||
typedef khronos_ssize_t GLsizeiptr;
 | 
			
		||||
typedef khronos_intptr_t GLintptr;
 | 
			
		||||
#define GL_ARRAY_BUFFER                   0x8892
 | 
			
		||||
#define GL_ELEMENT_ARRAY_BUFFER           0x8893
 | 
			
		||||
#define GL_ARRAY_BUFFER_BINDING           0x8894
 | 
			
		||||
#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
 | 
			
		||||
#define GL_STREAM_DRAW                    0x88E0
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
 | 
			
		||||
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
 | 
			
		||||
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
 | 
			
		||||
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
 | 
			
		||||
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_1_5 */
 | 
			
		||||
#ifndef GL_VERSION_2_0
 | 
			
		||||
typedef char GLchar;
 | 
			
		||||
typedef khronos_int16_t GLshort;
 | 
			
		||||
typedef khronos_int8_t GLbyte;
 | 
			
		||||
typedef khronos_uint16_t GLushort;
 | 
			
		||||
#define GL_BLEND_EQUATION_RGB             0x8009
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645
 | 
			
		||||
#define GL_BLEND_EQUATION_ALPHA           0x883D
 | 
			
		||||
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
 | 
			
		||||
#define GL_FRAGMENT_SHADER                0x8B30
 | 
			
		||||
#define GL_VERTEX_SHADER                  0x8B31
 | 
			
		||||
#define GL_COMPILE_STATUS                 0x8B81
 | 
			
		||||
#define GL_LINK_STATUS                    0x8B82
 | 
			
		||||
#define GL_INFO_LOG_LENGTH                0x8B84
 | 
			
		||||
#define GL_CURRENT_PROGRAM                0x8B8D
 | 
			
		||||
#define GL_UPPER_LEFT                     0x8CA2
 | 
			
		||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
 | 
			
		||||
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
 | 
			
		||||
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
 | 
			
		||||
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
 | 
			
		||||
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
 | 
			
		||||
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
 | 
			
		||||
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
 | 
			
		||||
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
 | 
			
		||||
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
 | 
			
		||||
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
 | 
			
		||||
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
 | 
			
		||||
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
 | 
			
		||||
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
 | 
			
		||||
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
 | 
			
		||||
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
 | 
			
		||||
GLAPI void APIENTRY glCompileShader (GLuint shader);
 | 
			
		||||
GLAPI GLuint APIENTRY glCreateProgram (void);
 | 
			
		||||
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
 | 
			
		||||
GLAPI void APIENTRY glDeleteProgram (GLuint program);
 | 
			
		||||
GLAPI void APIENTRY glDeleteShader (GLuint shader);
 | 
			
		||||
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
 | 
			
		||||
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
 | 
			
		||||
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
 | 
			
		||||
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
 | 
			
		||||
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
 | 
			
		||||
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
 | 
			
		||||
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
 | 
			
		||||
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
 | 
			
		||||
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
 | 
			
		||||
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
 | 
			
		||||
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
 | 
			
		||||
GLAPI void APIENTRY glLinkProgram (GLuint program);
 | 
			
		||||
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
 | 
			
		||||
GLAPI void APIENTRY glUseProgram (GLuint program);
 | 
			
		||||
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
 | 
			
		||||
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
 | 
			
		||||
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_2_0 */
 | 
			
		||||
#ifndef GL_VERSION_3_0
 | 
			
		||||
typedef khronos_uint16_t GLhalf;
 | 
			
		||||
#define GL_MAJOR_VERSION                  0x821B
 | 
			
		||||
#define GL_MINOR_VERSION                  0x821C
 | 
			
		||||
#define GL_NUM_EXTENSIONS                 0x821D
 | 
			
		||||
#define GL_FRAMEBUFFER_SRGB               0x8DB9
 | 
			
		||||
#define GL_VERTEX_ARRAY_BINDING           0x85B5
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
 | 
			
		||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
 | 
			
		||||
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
 | 
			
		||||
GLAPI void APIENTRY glBindVertexArray (GLuint array);
 | 
			
		||||
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
 | 
			
		||||
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_0 */
 | 
			
		||||
#ifndef GL_VERSION_3_1
 | 
			
		||||
#define GL_VERSION_3_1 1
 | 
			
		||||
#define GL_PRIMITIVE_RESTART              0x8F9D
 | 
			
		||||
#endif /* GL_VERSION_3_1 */
 | 
			
		||||
#ifndef GL_VERSION_3_2
 | 
			
		||||
#define GL_VERSION_3_2 1
 | 
			
		||||
typedef struct __GLsync *GLsync;
 | 
			
		||||
typedef khronos_uint64_t GLuint64;
 | 
			
		||||
typedef khronos_int64_t GLint64;
 | 
			
		||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_2 */
 | 
			
		||||
#ifndef GL_VERSION_3_3
 | 
			
		||||
#define GL_VERSION_3_3 1
 | 
			
		||||
#define GL_SAMPLER_BINDING                0x8919
 | 
			
		||||
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
 | 
			
		||||
#ifdef GL_GLEXT_PROTOTYPES
 | 
			
		||||
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
 | 
			
		||||
#endif
 | 
			
		||||
#endif /* GL_VERSION_3_3 */
 | 
			
		||||
#ifndef GL_VERSION_4_1
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
 | 
			
		||||
#endif /* GL_VERSION_4_1 */
 | 
			
		||||
#ifndef GL_VERSION_4_3
 | 
			
		||||
typedef void (APIENTRY  *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
 | 
			
		||||
#endif /* GL_VERSION_4_3 */
 | 
			
		||||
#ifndef GL_VERSION_4_5
 | 
			
		||||
#define GL_CLIP_ORIGIN                    0x935C
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
 | 
			
		||||
#endif /* GL_VERSION_4_5 */
 | 
			
		||||
#ifndef GL_ARB_bindless_texture
 | 
			
		||||
typedef khronos_uint64_t GLuint64EXT;
 | 
			
		||||
#endif /* GL_ARB_bindless_texture */
 | 
			
		||||
#ifndef GL_ARB_cl_event
 | 
			
		||||
struct _cl_context;
 | 
			
		||||
struct _cl_event;
 | 
			
		||||
#endif /* GL_ARB_cl_event */
 | 
			
		||||
#ifndef GL_ARB_clip_control
 | 
			
		||||
#define GL_ARB_clip_control 1
 | 
			
		||||
#endif /* GL_ARB_clip_control */
 | 
			
		||||
#ifndef GL_ARB_debug_output
 | 
			
		||||
typedef void (APIENTRY  *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
 | 
			
		||||
#endif /* GL_ARB_debug_output */
 | 
			
		||||
#ifndef GL_EXT_EGL_image_storage
 | 
			
		||||
typedef void *GLeglImageOES;
 | 
			
		||||
#endif /* GL_EXT_EGL_image_storage */
 | 
			
		||||
#ifndef GL_EXT_direct_state_access
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
 | 
			
		||||
#endif /* GL_EXT_direct_state_access */
 | 
			
		||||
#ifndef GL_NV_draw_vulkan_image
 | 
			
		||||
typedef void (APIENTRY  *GLVULKANPROCNV)(void);
 | 
			
		||||
#endif /* GL_NV_draw_vulkan_image */
 | 
			
		||||
#ifndef GL_NV_gpu_shader5
 | 
			
		||||
typedef khronos_int64_t GLint64EXT;
 | 
			
		||||
#endif /* GL_NV_gpu_shader5 */
 | 
			
		||||
#ifndef GL_NV_vertex_buffer_unified_memory
 | 
			
		||||
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
 | 
			
		||||
#endif /* GL_NV_vertex_buffer_unified_memory */
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifndef GL3W_API
 | 
			
		||||
#define GL3W_API
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifndef __gl_h_
 | 
			
		||||
#define __gl_h_
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#define GL3W_OK 0
 | 
			
		||||
#define GL3W_ERROR_INIT -1
 | 
			
		||||
#define GL3W_ERROR_LIBRARY_OPEN -2
 | 
			
		||||
#define GL3W_ERROR_OPENGL_VERSION -3
 | 
			
		||||
 | 
			
		||||
typedef void (*GL3WglProc)(void);
 | 
			
		||||
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
 | 
			
		||||
 | 
			
		||||
/* gl3w api */
 | 
			
		||||
GL3W_API int imgl3wInit(void);
 | 
			
		||||
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
 | 
			
		||||
GL3W_API int imgl3wIsSupported(int major, int minor);
 | 
			
		||||
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
 | 
			
		||||
 | 
			
		||||
/* gl3w internal state */
 | 
			
		||||
union GL3WProcs {
 | 
			
		||||
    GL3WglProc ptr[58];
 | 
			
		||||
    struct {
 | 
			
		||||
        PFNGLACTIVETEXTUREPROC            ActiveTexture;
 | 
			
		||||
        PFNGLATTACHSHADERPROC             AttachShader;
 | 
			
		||||
        PFNGLBINDBUFFERPROC               BindBuffer;
 | 
			
		||||
        PFNGLBINDSAMPLERPROC              BindSampler;
 | 
			
		||||
        PFNGLBINDTEXTUREPROC              BindTexture;
 | 
			
		||||
        PFNGLBINDVERTEXARRAYPROC          BindVertexArray;
 | 
			
		||||
        PFNGLBLENDEQUATIONPROC            BlendEquation;
 | 
			
		||||
        PFNGLBLENDEQUATIONSEPARATEPROC    BlendEquationSeparate;
 | 
			
		||||
        PFNGLBLENDFUNCSEPARATEPROC        BlendFuncSeparate;
 | 
			
		||||
        PFNGLBUFFERDATAPROC               BufferData;
 | 
			
		||||
        PFNGLBUFFERSUBDATAPROC            BufferSubData;
 | 
			
		||||
        PFNGLCLEARPROC                    Clear;
 | 
			
		||||
        PFNGLCLEARCOLORPROC               ClearColor;
 | 
			
		||||
        PFNGLCOMPILESHADERPROC            CompileShader;
 | 
			
		||||
        PFNGLCREATEPROGRAMPROC            CreateProgram;
 | 
			
		||||
        PFNGLCREATESHADERPROC             CreateShader;
 | 
			
		||||
        PFNGLDELETEBUFFERSPROC            DeleteBuffers;
 | 
			
		||||
        PFNGLDELETEPROGRAMPROC            DeleteProgram;
 | 
			
		||||
        PFNGLDELETESHADERPROC             DeleteShader;
 | 
			
		||||
        PFNGLDELETETEXTURESPROC           DeleteTextures;
 | 
			
		||||
        PFNGLDELETEVERTEXARRAYSPROC       DeleteVertexArrays;
 | 
			
		||||
        PFNGLDETACHSHADERPROC             DetachShader;
 | 
			
		||||
        PFNGLDISABLEPROC                  Disable;
 | 
			
		||||
        PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
 | 
			
		||||
        PFNGLDRAWELEMENTSPROC             DrawElements;
 | 
			
		||||
        PFNGLDRAWELEMENTSBASEVERTEXPROC   DrawElementsBaseVertex;
 | 
			
		||||
        PFNGLENABLEPROC                   Enable;
 | 
			
		||||
        PFNGLENABLEVERTEXATTRIBARRAYPROC  EnableVertexAttribArray;
 | 
			
		||||
        PFNGLFLUSHPROC                    Flush;
 | 
			
		||||
        PFNGLGENBUFFERSPROC               GenBuffers;
 | 
			
		||||
        PFNGLGENTEXTURESPROC              GenTextures;
 | 
			
		||||
        PFNGLGENVERTEXARRAYSPROC          GenVertexArrays;
 | 
			
		||||
        PFNGLGETATTRIBLOCATIONPROC        GetAttribLocation;
 | 
			
		||||
        PFNGLGETERRORPROC                 GetError;
 | 
			
		||||
        PFNGLGETINTEGERVPROC              GetIntegerv;
 | 
			
		||||
        PFNGLGETPROGRAMINFOLOGPROC        GetProgramInfoLog;
 | 
			
		||||
        PFNGLGETPROGRAMIVPROC             GetProgramiv;
 | 
			
		||||
        PFNGLGETSHADERINFOLOGPROC         GetShaderInfoLog;
 | 
			
		||||
        PFNGLGETSHADERIVPROC              GetShaderiv;
 | 
			
		||||
        PFNGLGETSTRINGPROC                GetString;
 | 
			
		||||
        PFNGLGETSTRINGIPROC               GetStringi;
 | 
			
		||||
        PFNGLGETUNIFORMLOCATIONPROC       GetUniformLocation;
 | 
			
		||||
        PFNGLGETVERTEXATTRIBPOINTERVPROC  GetVertexAttribPointerv;
 | 
			
		||||
        PFNGLGETVERTEXATTRIBIVPROC        GetVertexAttribiv;
 | 
			
		||||
        PFNGLISENABLEDPROC                IsEnabled;
 | 
			
		||||
        PFNGLLINKPROGRAMPROC              LinkProgram;
 | 
			
		||||
        PFNGLPIXELSTOREIPROC              PixelStorei;
 | 
			
		||||
        PFNGLPOLYGONMODEPROC              PolygonMode;
 | 
			
		||||
        PFNGLREADPIXELSPROC               ReadPixels;
 | 
			
		||||
        PFNGLSCISSORPROC                  Scissor;
 | 
			
		||||
        PFNGLSHADERSOURCEPROC             ShaderSource;
 | 
			
		||||
        PFNGLTEXIMAGE2DPROC               TexImage2D;
 | 
			
		||||
        PFNGLTEXPARAMETERIPROC            TexParameteri;
 | 
			
		||||
        PFNGLUNIFORM1IPROC                Uniform1i;
 | 
			
		||||
        PFNGLUNIFORMMATRIX4FVPROC         UniformMatrix4fv;
 | 
			
		||||
        PFNGLUSEPROGRAMPROC               UseProgram;
 | 
			
		||||
        PFNGLVERTEXATTRIBPOINTERPROC      VertexAttribPointer;
 | 
			
		||||
        PFNGLVIEWPORTPROC                 Viewport;
 | 
			
		||||
    } gl;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
GL3W_API extern union GL3WProcs imgl3wProcs;
 | 
			
		||||
 | 
			
		||||
/* OpenGL functions */
 | 
			
		||||
#define glActiveTexture                   imgl3wProcs.gl.ActiveTexture
 | 
			
		||||
#define glAttachShader                    imgl3wProcs.gl.AttachShader
 | 
			
		||||
#define glBindBuffer                      imgl3wProcs.gl.BindBuffer
 | 
			
		||||
#define glBindSampler                     imgl3wProcs.gl.BindSampler
 | 
			
		||||
#define glBindTexture                     imgl3wProcs.gl.BindTexture
 | 
			
		||||
#define glBindVertexArray                 imgl3wProcs.gl.BindVertexArray
 | 
			
		||||
#define glBlendEquation                   imgl3wProcs.gl.BlendEquation
 | 
			
		||||
#define glBlendEquationSeparate           imgl3wProcs.gl.BlendEquationSeparate
 | 
			
		||||
#define glBlendFuncSeparate               imgl3wProcs.gl.BlendFuncSeparate
 | 
			
		||||
#define glBufferData                      imgl3wProcs.gl.BufferData
 | 
			
		||||
#define glBufferSubData                   imgl3wProcs.gl.BufferSubData
 | 
			
		||||
#define glClear                           imgl3wProcs.gl.Clear
 | 
			
		||||
#define glClearColor                      imgl3wProcs.gl.ClearColor
 | 
			
		||||
#define glCompileShader                   imgl3wProcs.gl.CompileShader
 | 
			
		||||
#define glCreateProgram                   imgl3wProcs.gl.CreateProgram
 | 
			
		||||
#define glCreateShader                    imgl3wProcs.gl.CreateShader
 | 
			
		||||
#define glDeleteBuffers                   imgl3wProcs.gl.DeleteBuffers
 | 
			
		||||
#define glDeleteProgram                   imgl3wProcs.gl.DeleteProgram
 | 
			
		||||
#define glDeleteShader                    imgl3wProcs.gl.DeleteShader
 | 
			
		||||
#define glDeleteTextures                  imgl3wProcs.gl.DeleteTextures
 | 
			
		||||
#define glDeleteVertexArrays              imgl3wProcs.gl.DeleteVertexArrays
 | 
			
		||||
#define glDetachShader                    imgl3wProcs.gl.DetachShader
 | 
			
		||||
#define glDisable                         imgl3wProcs.gl.Disable
 | 
			
		||||
#define glDisableVertexAttribArray        imgl3wProcs.gl.DisableVertexAttribArray
 | 
			
		||||
#define glDrawElements                    imgl3wProcs.gl.DrawElements
 | 
			
		||||
#define glDrawElementsBaseVertex          imgl3wProcs.gl.DrawElementsBaseVertex
 | 
			
		||||
#define glEnable                          imgl3wProcs.gl.Enable
 | 
			
		||||
#define glEnableVertexAttribArray         imgl3wProcs.gl.EnableVertexAttribArray
 | 
			
		||||
#define glFlush                           imgl3wProcs.gl.Flush
 | 
			
		||||
#define glGenBuffers                      imgl3wProcs.gl.GenBuffers
 | 
			
		||||
#define glGenTextures                     imgl3wProcs.gl.GenTextures
 | 
			
		||||
#define glGenVertexArrays                 imgl3wProcs.gl.GenVertexArrays
 | 
			
		||||
#define glGetAttribLocation               imgl3wProcs.gl.GetAttribLocation
 | 
			
		||||
#define glGetError                        imgl3wProcs.gl.GetError
 | 
			
		||||
#define glGetIntegerv                     imgl3wProcs.gl.GetIntegerv
 | 
			
		||||
#define glGetProgramInfoLog               imgl3wProcs.gl.GetProgramInfoLog
 | 
			
		||||
#define glGetProgramiv                    imgl3wProcs.gl.GetProgramiv
 | 
			
		||||
#define glGetShaderInfoLog                imgl3wProcs.gl.GetShaderInfoLog
 | 
			
		||||
#define glGetShaderiv                     imgl3wProcs.gl.GetShaderiv
 | 
			
		||||
#define glGetString                       imgl3wProcs.gl.GetString
 | 
			
		||||
#define glGetStringi                      imgl3wProcs.gl.GetStringi
 | 
			
		||||
#define glGetUniformLocation              imgl3wProcs.gl.GetUniformLocation
 | 
			
		||||
#define glGetVertexAttribPointerv         imgl3wProcs.gl.GetVertexAttribPointerv
 | 
			
		||||
#define glGetVertexAttribiv               imgl3wProcs.gl.GetVertexAttribiv
 | 
			
		||||
#define glIsEnabled                       imgl3wProcs.gl.IsEnabled
 | 
			
		||||
#define glLinkProgram                     imgl3wProcs.gl.LinkProgram
 | 
			
		||||
#define glPixelStorei                     imgl3wProcs.gl.PixelStorei
 | 
			
		||||
#define glPolygonMode                     imgl3wProcs.gl.PolygonMode
 | 
			
		||||
#define glReadPixels                      imgl3wProcs.gl.ReadPixels
 | 
			
		||||
#define glScissor                         imgl3wProcs.gl.Scissor
 | 
			
		||||
#define glShaderSource                    imgl3wProcs.gl.ShaderSource
 | 
			
		||||
#define glTexImage2D                      imgl3wProcs.gl.TexImage2D
 | 
			
		||||
#define glTexParameteri                   imgl3wProcs.gl.TexParameteri
 | 
			
		||||
#define glUniform1i                       imgl3wProcs.gl.Uniform1i
 | 
			
		||||
#define glUniformMatrix4fv                imgl3wProcs.gl.UniformMatrix4fv
 | 
			
		||||
#define glUseProgram                      imgl3wProcs.gl.UseProgram
 | 
			
		||||
#define glVertexAttribPointer             imgl3wProcs.gl.VertexAttribPointer
 | 
			
		||||
#define glViewport                        imgl3wProcs.gl.Viewport
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#ifdef IMGL3W_IMPL
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
extern "C" {
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#include <stdlib.h>
 | 
			
		||||
 | 
			
		||||
#define ARRAY_SIZE(x)  (sizeof(x) / sizeof((x)[0]))
 | 
			
		||||
 | 
			
		||||
#if defined(_WIN32)
 | 
			
		||||
#ifndef WIN32_LEAN_AND_MEAN
 | 
			
		||||
#define WIN32_LEAN_AND_MEAN 1
 | 
			
		||||
#endif
 | 
			
		||||
#include <windows.h>
 | 
			
		||||
 | 
			
		||||
static HMODULE libgl;
 | 
			
		||||
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
 | 
			
		||||
static GL3WglGetProcAddr wgl_get_proc_address;
 | 
			
		||||
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    libgl = LoadLibraryA("opengl32.dll");
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { FreeLibrary(libgl); }
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    res = (GL3WglProc)wgl_get_proc_address(proc);
 | 
			
		||||
    if (!res)
 | 
			
		||||
        res = (GL3WglProc)GetProcAddress(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#elif defined(__APPLE__)
 | 
			
		||||
#include <dlfcn.h>
 | 
			
		||||
 | 
			
		||||
static void *libgl;
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { dlclose(libgl); }
 | 
			
		||||
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    *(void **)(&res) = dlsym(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#else
 | 
			
		||||
#include <dlfcn.h>
 | 
			
		||||
 | 
			
		||||
static void *libgl;
 | 
			
		||||
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
 | 
			
		||||
 | 
			
		||||
static int open_libgl(void)
 | 
			
		||||
{
 | 
			
		||||
    libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
 | 
			
		||||
    if (!libgl)
 | 
			
		||||
        return GL3W_ERROR_LIBRARY_OPEN;
 | 
			
		||||
    *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void close_libgl(void) { dlclose(libgl); }
 | 
			
		||||
 | 
			
		||||
static GL3WglProc get_proc(const char *proc)
 | 
			
		||||
{
 | 
			
		||||
    GL3WglProc res;
 | 
			
		||||
    res = glx_get_proc_address((const GLubyte *)proc);
 | 
			
		||||
    if (!res)
 | 
			
		||||
        *(void **)(&res) = dlsym(libgl, proc);
 | 
			
		||||
    return res;
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
static struct { int major, minor; } version;
 | 
			
		||||
 | 
			
		||||
static int parse_version(void)
 | 
			
		||||
{
 | 
			
		||||
    if (!glGetIntegerv)
 | 
			
		||||
        return GL3W_ERROR_INIT;
 | 
			
		||||
    glGetIntegerv(GL_MAJOR_VERSION, &version.major);
 | 
			
		||||
    glGetIntegerv(GL_MINOR_VERSION, &version.minor);
 | 
			
		||||
    if (version.major < 3)
 | 
			
		||||
        return GL3W_ERROR_OPENGL_VERSION;
 | 
			
		||||
    return GL3W_OK;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void load_procs(GL3WGetProcAddressProc proc);
 | 
			
		||||
 | 
			
		||||
int imgl3wInit(void)
 | 
			
		||||
{
 | 
			
		||||
    int res = open_libgl();
 | 
			
		||||
    if (res)
 | 
			
		||||
        return res;
 | 
			
		||||
    atexit(close_libgl);
 | 
			
		||||
    return imgl3wInit2(get_proc);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int imgl3wInit2(GL3WGetProcAddressProc proc)
 | 
			
		||||
{
 | 
			
		||||
    load_procs(proc);
 | 
			
		||||
    return parse_version();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int imgl3wIsSupported(int major, int minor)
 | 
			
		||||
{
 | 
			
		||||
    if (major < 3)
 | 
			
		||||
        return 0;
 | 
			
		||||
    if (version.major == major)
 | 
			
		||||
        return version.minor >= minor;
 | 
			
		||||
    return version.major >= major;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
 | 
			
		||||
 | 
			
		||||
static const char *proc_names[] = {
 | 
			
		||||
    "glActiveTexture",
 | 
			
		||||
    "glAttachShader",
 | 
			
		||||
    "glBindBuffer",
 | 
			
		||||
    "glBindSampler",
 | 
			
		||||
    "glBindTexture",
 | 
			
		||||
    "glBindVertexArray",
 | 
			
		||||
    "glBlendEquation",
 | 
			
		||||
    "glBlendEquationSeparate",
 | 
			
		||||
    "glBlendFuncSeparate",
 | 
			
		||||
    "glBufferData",
 | 
			
		||||
    "glBufferSubData",
 | 
			
		||||
    "glClear",
 | 
			
		||||
    "glClearColor",
 | 
			
		||||
    "glCompileShader",
 | 
			
		||||
    "glCreateProgram",
 | 
			
		||||
    "glCreateShader",
 | 
			
		||||
    "glDeleteBuffers",
 | 
			
		||||
    "glDeleteProgram",
 | 
			
		||||
    "glDeleteShader",
 | 
			
		||||
    "glDeleteTextures",
 | 
			
		||||
    "glDeleteVertexArrays",
 | 
			
		||||
    "glDetachShader",
 | 
			
		||||
    "glDisable",
 | 
			
		||||
    "glDisableVertexAttribArray",
 | 
			
		||||
    "glDrawElements",
 | 
			
		||||
    "glDrawElementsBaseVertex",
 | 
			
		||||
    "glEnable",
 | 
			
		||||
    "glEnableVertexAttribArray",
 | 
			
		||||
    "glFlush",
 | 
			
		||||
    "glGenBuffers",
 | 
			
		||||
    "glGenTextures",
 | 
			
		||||
    "glGenVertexArrays",
 | 
			
		||||
    "glGetAttribLocation",
 | 
			
		||||
    "glGetError",
 | 
			
		||||
    "glGetIntegerv",
 | 
			
		||||
    "glGetProgramInfoLog",
 | 
			
		||||
    "glGetProgramiv",
 | 
			
		||||
    "glGetShaderInfoLog",
 | 
			
		||||
    "glGetShaderiv",
 | 
			
		||||
    "glGetString",
 | 
			
		||||
    "glGetStringi",
 | 
			
		||||
    "glGetUniformLocation",
 | 
			
		||||
    "glGetVertexAttribPointerv",
 | 
			
		||||
    "glGetVertexAttribiv",
 | 
			
		||||
    "glIsEnabled",
 | 
			
		||||
    "glLinkProgram",
 | 
			
		||||
    "glPixelStorei",
 | 
			
		||||
    "glPolygonMode",
 | 
			
		||||
    "glReadPixels",
 | 
			
		||||
    "glScissor",
 | 
			
		||||
    "glShaderSource",
 | 
			
		||||
    "glTexImage2D",
 | 
			
		||||
    "glTexParameteri",
 | 
			
		||||
    "glUniform1i",
 | 
			
		||||
    "glUniformMatrix4fv",
 | 
			
		||||
    "glUseProgram",
 | 
			
		||||
    "glVertexAttribPointer",
 | 
			
		||||
    "glViewport",
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
GL3W_API union GL3WProcs imgl3wProcs;
 | 
			
		||||
 | 
			
		||||
static void load_procs(GL3WGetProcAddressProc proc)
 | 
			
		||||
{
 | 
			
		||||
    size_t i;
 | 
			
		||||
    for (i = 0; i < ARRAY_SIZE(proc_names); i++)
 | 
			
		||||
        imgl3wProcs.ptr[i] = proc(proc_names[i]);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#ifdef __cplusplus
 | 
			
		||||
}
 | 
			
		||||
#endif
 | 
			
		||||
#endif
 | 
			
		||||
		Reference in New Issue
	
	Block a user