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Examples: OpenGL3: Added a way to override the glsl version number th…
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…rough the Init call. (ocornut#1667, ocornut#1466)
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ocornut committed Mar 6, 2018
1 parent cea7492 commit a2ed3ee
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Showing 4 changed files with 43 additions and 14 deletions.
29 changes: 22 additions & 7 deletions examples/opengl3_example/imgui_impl_glfw_gl3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
Expand All @@ -31,6 +32,10 @@
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.

#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif

#include "imgui.h"
#include "imgui_impl_glfw_gl3.h"

Expand All @@ -51,6 +56,7 @@ static bool g_MouseJustPressed[3] = { false, false, false };
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };

// OpenGL3 data
static char g_GlslVersion[32] = "#version 150";
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
Expand Down Expand Up @@ -258,8 +264,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);

const GLchar *vertex_shader =
"#version 150\n"
const GLchar* vertex_shader =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
Expand All @@ -274,7 +279,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
"}\n";

const GLchar* fragment_shader =
"#version 150\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
Expand All @@ -284,11 +288,14 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";

const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };

g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
Expand Down Expand Up @@ -347,12 +354,20 @@ static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}

bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
{
g_Window = window;

// Store GL version string so we can refer to it later in case we recreate shaders.
if (glsl_version == NULL)
glsl_version = "#version 150";
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
strcpy(g_GlslVersion, glsl_version);
strcat(g_GlslVersion, "\n");

// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
Expand Down
2 changes: 1 addition & 1 deletion examples/opengl3_example/imgui_impl_glfw_gl3.h
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@

struct GLFWwindow;

IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version = NULL);
IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
IMGUI_API void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data);
Expand Down
24 changes: 19 additions & 5 deletions examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
Expand All @@ -31,6 +32,10 @@
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)

#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif

#include "imgui.h"
#include "imgui_impl_sdl_gl3.h"

Expand All @@ -45,6 +50,7 @@ static bool g_MousePressed[3] = { false, false, false };
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };

// OpenGL data
static char g_GlslVersion[32] = "#version 150";
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
Expand Down Expand Up @@ -261,7 +267,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);

const GLchar *vertex_shader =
"#version 150\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
Expand All @@ -276,7 +281,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
"}\n";

const GLchar* fragment_shader =
"#version 150\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
Expand All @@ -286,11 +290,14 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";

const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };

g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
Expand Down Expand Up @@ -341,8 +348,15 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
}
}

bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
{
// Store GL version string so we can refer to it later in case we recreate shaders.
if (glsl_version == NULL)
glsl_version = "#version 150";
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
strcpy(g_GlslVersion, glsl_version);
strcat(g_GlslVersion, "\n");

// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
Expand Down
2 changes: 1 addition & 1 deletion examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@
struct SDL_Window;
typedef union SDL_Event SDL_Event;

IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version = NULL);
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data);
Expand Down

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