OpenGLHostDisplay: Add a GLES2 render path

This commit is contained in:
Connor McLaughlin
2020-11-21 18:08:39 +10:00
parent 2595e31575
commit 7f058169b9
3 changed files with 236 additions and 78 deletions

View File

@ -90,6 +90,7 @@ static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
static bool g_IsGLES = false;
static bool g_IsGLES2 = false;
// Forward Declarations
static void ImGui_ImplOpenGL3_InitPlatformInterface();
@ -104,23 +105,26 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// 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 NULL if unsure.
if (GLAD_GL_ES_VERSION_2_0)
{
if (glsl_version == NULL)
glsl_version = "#version 100";
g_IsGLES = true;
}
else if (GLAD_GL_ES_VERSION_3_0)
if (GLAD_GL_ES_VERSION_3_0)
{
if (glsl_version == NULL)
glsl_version = "#version 300 es";
g_IsGLES = true;
g_IsGLES2 = false;
}
else if (GLAD_GL_ES_VERSION_2_0)
{
if (glsl_version == NULL)
glsl_version = "#version 100";
g_IsGLES = true;
g_IsGLES2 = true;
}
else
{
if (glsl_version == NULL)
glsl_version = "#version 130";
g_IsGLES = false;
g_IsGLES2 = false;
}
if (!g_IsGLES)
@ -179,11 +183,24 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
glBindVertexArray(g_VaoHandle);
if (!g_IsGLES2)
{
glBindVertexArray(g_VaoHandle);
}
else
{
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
}
@ -250,6 +267,19 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
}
}
}
if (!g_IsGLES2)
{
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else
{
glDisableVertexAttribArray(g_AttribLocationVtxPos);
glDisableVertexAttribArray(g_AttribLocationVtxUV);
glDisableVertexAttribArray(g_AttribLocationVtxColor);
}
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
@ -499,27 +529,30 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, sizeof(ImDrawVert), nullptr, GL_STREAM_DRAW);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
if (!g_IsGLES2)
{
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert),
(GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array);
#endif
if (!g_IsGLES2)
glBindVertexArray(last_vertex_array);
return true;
}