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#include "ImGuiWrapper.hpp"
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#include <cstdio>
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#include <vector>
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#include <boost/format.hpp>
#include <boost/log/trivial.hpp>
#include <wx/string.h>
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#include <wx/event.h>
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#include <wx/debug.h>
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#include <GL/glew.h>
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#include "libslic3r/libslic3r.h"
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#include "libslic3r/Utils.hpp"
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#include "GUI.hpp"
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namespace Slic3r {
namespace GUI {
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ImGuiWrapper :: ImGuiWrapper ()
: m_glsl_version_string ( "" )
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, m_glsl_version ( 0 )
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, m_shader_handle ( 0 )
, m_vert_handle ( 0 )
, m_frag_handle ( 0 )
, m_font_texture ( 0 )
, m_vbo_handle ( 0 )
, m_elements_handle ( 0 )
, m_attrib_location_tex ( 0 )
, m_attrib_location_proj_mtx ( 0 )
, m_attrib_location_position ( 0 )
, m_attrib_location_uv ( 0 )
, m_attrib_location_color ( 0 )
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, m_mouse_buttons ( 0 )
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{
}
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ImGuiWrapper ::~ ImGuiWrapper ()
{
destroy_device_objects ();
ImGui :: DestroyContext ();
}
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bool ImGuiWrapper :: init ()
{
// 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.
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// std::string glsl_version;
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// #ifdef USE_GL_ES3
// glsl_version = "#version 300 es";
// #else
// glsl_version = "#version 130";
// #endif
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// m_glsl_version_string = glsl_version + "\n";
// const GLubyte *glsl_version_string = glGetString(GL_SHADING_LANGUAGE_VERSION);
// if (glsl_version_string != nullptr) {
// unsigned v_maj = 0;
// unsigned v_min = 0;
// if (std::sscanf(reinterpret_cast<const char*>(glsl_version_string), "%u.%u", &v_maj, &v_min) == 2) {
// m_glsl_version = 100 * v_maj + v_min % 100;
// }
// }
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ImGui :: CreateContext ();
ImGuiIO & io = ImGui :: GetIO ();
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ImFont * font = io . Fonts -> AddFontFromFileTTF (( Slic3r :: resources_dir () + "/fonts/NotoSans-Regular.ttf" ). c_str (), 18.0f );
if ( font == nullptr ) {
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font = io . Fonts -> AddFontDefault ();
if ( font == nullptr )
return false ;
}
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else {
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m_fonts . insert ( FontsMap :: value_type ( "Noto Sans Regular 18" , font ));
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}
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io . IniFilename = nullptr ;
return true ;
}
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void ImGuiWrapper :: read_glsl_version ()
{
const GLubyte * glsl_version_string = glGetString ( GL_SHADING_LANGUAGE_VERSION );
wxCHECK_RET ( glsl_version_string != nullptr , "Could not get GLSL version string, glGetString(GL_SHADING_LANGUAGE_VERSION) failed" );
unsigned v_maj = 0 ;
unsigned v_min = 0 ;
int res = std :: sscanf ( reinterpret_cast < const char *> ( glsl_version_string ), "%u.%u" , & v_maj , & v_min );
wxCHECK_RET ( res == 2 , wxString :: Format ( "Could not parse GLSL version: %s" , glsl_version_string ));
m_glsl_version = 100 * v_maj + v_min % 100 ;
m_glsl_version_string = ( boost :: format ( "#version %1%" ) % m_glsl_version ). str ();
}
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void ImGuiWrapper :: set_display_size ( float w , float h )
{
ImGuiIO & io = ImGui :: GetIO ();
io . DisplaySize = ImVec2 ( w , h );
io . DisplayFramebufferScale = ImVec2 ( 1.0f , 1.0f );
}
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bool ImGuiWrapper :: update_mouse_data ( wxMouseEvent & evt )
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{
ImGuiIO & io = ImGui :: GetIO ();
io . MousePos = ImVec2 (( float ) evt . GetX (), ( float ) evt . GetY ());
io . MouseDown [ 0 ] = evt . LeftDown ();
io . MouseDown [ 1 ] = evt . RightDown ();
io . MouseDown [ 2 ] = evt . MiddleDown ();
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unsigned buttons = ( evt . LeftDown () ? 1 : 0 ) | ( evt . RightDown () ? 2 : 0 ) | ( evt . MiddleDown () ? 4 : 0 );
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bool res = buttons != m_mouse_buttons ;
m_mouse_buttons = buttons ;
return res ;
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}
void ImGuiWrapper :: new_frame ()
{
if ( m_font_texture == 0 )
create_device_objects ();
ImGui :: NewFrame ();
}
void ImGuiWrapper :: render ()
{
ImGui :: Render ();
render_draw_data ( ImGui :: GetDrawData ());
}
void ImGuiWrapper :: set_next_window_pos ( float x , float y , int flag )
{
ImGui :: SetNextWindowPos ( ImVec2 ( x , y ), ( ImGuiCond ) flag );
}
void ImGuiWrapper :: set_next_window_bg_alpha ( float alpha )
{
ImGui :: SetNextWindowBgAlpha ( alpha );
}
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bool ImGuiWrapper :: begin ( const std :: string & name , int flags )
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{
return ImGui :: Begin ( name . c_str (), nullptr , ( ImGuiWindowFlags ) flags );
}
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bool ImGuiWrapper :: begin ( const wxString & name , int flags )
{
return begin ( into_u8 ( name ), flags );
}
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void ImGuiWrapper :: end ()
{
ImGui :: End ();
}
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bool ImGuiWrapper :: button ( const wxString & label )
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{
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auto label_utf8 = into_u8 ( label );
return ImGui :: Button ( label_utf8 . c_str ());
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}
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bool ImGuiWrapper :: input_double ( const std :: string & label , const double & value , const std :: string & format )
{
return ImGui :: InputDouble ( label . c_str (), const_cast < double *> ( & value ), 0.0f , 0.0f , format . c_str ());
}
bool ImGuiWrapper :: input_vec3 ( const std :: string & label , const Vec3d & value , float width , const std :: string & format )
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{
bool value_changed = false ;
ImGui :: BeginGroup ();
for ( int i = 0 ; i < 3 ; ++ i )
{
std :: string item_label = ( i == 0 ) ? "X" : (( i == 1 ) ? "Y" : "Z" );
ImGui :: PushID ( i );
ImGui :: PushItemWidth ( width );
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value_changed |= ImGui :: InputDouble ( item_label . c_str (), const_cast < double *> ( & value ( i )), 0.0f , 0.0f , format . c_str ());
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ImGui :: PopID ();
}
ImGui :: EndGroup ();
return value_changed ;
}
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bool ImGuiWrapper :: checkbox ( const wxString & label , bool & value )
{
auto label_utf8 = into_u8 ( label );
return ImGui :: Checkbox ( label_utf8 . c_str (), & value );
}
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void ImGuiWrapper :: text ( const wxString & label )
{
auto label_utf8 = into_u8 ( label );
ImGui :: Text ( label_utf8 . c_str (), NULL );
}
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bool ImGuiWrapper :: want_mouse () const
{
return ImGui :: GetIO (). WantCaptureMouse ;
}
bool ImGuiWrapper :: want_keyboard () const
{
return ImGui :: GetIO (). WantCaptureKeyboard ;
}
bool ImGuiWrapper :: want_text_input () const
{
return ImGui :: GetIO (). WantTextInput ;
}
bool ImGuiWrapper :: want_any_input () const
{
const auto io = ImGui :: GetIO ();
return io . WantCaptureMouse || io . WantCaptureKeyboard || io . WantTextInput ;
}
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void ImGuiWrapper :: create_device_objects ()
{
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// // Backup GL state
// GLint last_texture, last_array_buffer, last_vertex_array;
// glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
// glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
// glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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// // Parse GLSL version string
// // int glsl_version = 130;
// // ::sscanf(m_glsl_version_string.c_str(), "#version %d", &glsl_version);
// read_glsl_version();
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// 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";
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// 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";
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// const GLchar* vertex_shader_glsl_300_es =
// "precision mediump 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";
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// 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";
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// 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";
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// 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";
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// 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";
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// 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";
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// // Select shaders matching our GLSL versions
// const GLchar* vertex_shader = nullptr;
// const GLchar* fragment_shader = nullptr;
// if (m_glsl_version < 130)
// {
// vertex_shader = vertex_shader_glsl_120;
// fragment_shader = fragment_shader_glsl_120;
// }
// else if (m_glsl_version == 410)
// {
// vertex_shader = vertex_shader_glsl_410_core;
// fragment_shader = fragment_shader_glsl_410_core;
// }
// else if (m_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;
// }
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// // Create shaders
// const GLchar* vertex_shader_with_version[2] = { m_glsl_version_string.c_str(), vertex_shader };
// m_vert_handle = glCreateShader(GL_VERTEX_SHADER);
// glShaderSource(m_vert_handle, 2, vertex_shader_with_version, nullptr);
// glCompileShader(m_vert_handle);
// wxASSERT(check_shader(m_vert_handle, "vertex shader"));
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// const GLchar* fragment_shader_with_version[2] = { m_glsl_version_string.c_str(), fragment_shader };
// m_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
// glShaderSource(m_frag_handle, 2, fragment_shader_with_version, nullptr);
// glCompileShader(m_frag_handle);
// wxASSERT(check_shader(m_frag_handle, "fragment shader"));
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// m_shader_handle = glCreateProgram();
// glAttachShader(m_shader_handle, m_vert_handle);
// glAttachShader(m_shader_handle, m_frag_handle);
// glLinkProgram(m_shader_handle);
// wxASSERT(check_program(m_shader_handle, "shader program"));
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// m_attrib_location_tex = glGetUniformLocation(m_shader_handle, "Texture");
// m_attrib_location_proj_mtx = glGetUniformLocation(m_shader_handle, "ProjMtx");
// m_attrib_location_position = glGetAttribLocation(m_shader_handle, "Position");
// m_attrib_location_uv = glGetAttribLocation(m_shader_handle, "UV");
// m_attrib_location_color = glGetAttribLocation(m_shader_handle, "Color");
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// // Create buffers
// glGenBuffers(1, &m_vbo_handle);
// glGenBuffers(1, &m_elements_handle);
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create_fonts_texture ();
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// // Restore modified GL state
// glBindTexture(GL_TEXTURE_2D, last_texture);
// glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
// glBindVertexArray(last_vertex_array);
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}
void ImGuiWrapper :: create_fonts_texture ()
{
// Build texture atlas
ImGuiIO & io = ImGui :: GetIO ();
unsigned char * pixels ;
int width , height ;
io . Fonts -> GetTexDataAsRGBA32 ( & pixels , & width , & height ); // Load as RGBA 32-bits (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
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture );
glGenTextures ( 1 , & m_font_texture );
glBindTexture ( GL_TEXTURE_2D , m_font_texture );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR );
glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 );
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels );
// Store our identifier
io . Fonts -> TexID = ( ImTextureID )( intptr_t ) m_font_texture ;
// Restore state
glBindTexture ( GL_TEXTURE_2D , last_texture );
}
bool ImGuiWrapper :: check_program ( unsigned int handle , const char * desc )
{
GLint status = 0 , log_length = 0 ;
glGetProgramiv ( handle , GL_LINK_STATUS , & status );
glGetProgramiv ( handle , GL_INFO_LOG_LENGTH , & log_length );
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if ( status == GL_FALSE ) {
BOOST_LOG_TRIVIAL ( error ) << boost :: format ( "ImGuiWrapper::check_program(): failed to link %1% (GLSL `%1%`)" ) % desc , m_glsl_version_string ;
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}
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if ( log_length > 0 ) {
std :: vector < GLchar > buf ( log_length + 1 , 0 );
glGetProgramInfoLog ( handle , log_length , nullptr , buf . data ());
BOOST_LOG_TRIVIAL ( error ) << boost :: format ( "ImGuiWrapper::check_program(): error log: \n %1% \n " ) % buf . data ();
}
return status == GL_TRUE ;
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}
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bool ImGuiWrapper :: check_shader ( unsigned int handle , const char * desc )
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{
GLint status = 0 , log_length = 0 ;
glGetShaderiv ( handle , GL_COMPILE_STATUS , & status );
glGetShaderiv ( handle , GL_INFO_LOG_LENGTH , & log_length );
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if ( status == GL_FALSE ) {
BOOST_LOG_TRIVIAL ( error ) << boost :: format ( "ImGuiWrapper::check_shader(): failed to compile %1%" ) % desc ;
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}
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if ( log_length > 0 ) {
std :: vector < GLchar > buf ( log_length + 1 , 0 );
glGetProgramInfoLog ( handle , log_length , nullptr , buf . data ());
BOOST_LOG_TRIVIAL ( error ) << boost :: format ( "ImGuiWrapper::check_program(): error log: \n %1% \n " ) % buf . data ();
}
return status == GL_TRUE ;
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}
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void ImGuiWrapper :: render_draw_data ( ImDrawData * draw_data )
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO & io = ImGui :: GetIO ();
int fb_width = ( int )( draw_data -> DisplaySize . x * io . DisplayFramebufferScale . x );
int fb_height = ( int )( draw_data -> DisplaySize . y * io . DisplayFramebufferScale . y );
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if ( fb_width == 0 || fb_height == 0 )
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return ;
draw_data -> ScaleClipRects ( io . DisplayFramebufferScale );
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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GLint last_texture ; glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture );
GLint last_polygon_mode [ 2 ]; glGetIntegerv ( GL_POLYGON_MODE , last_polygon_mode );
GLint last_viewport [ 4 ]; glGetIntegerv ( GL_VIEWPORT , last_viewport );
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GLint last_scissor_box [ 4 ]; glGetIntegerv ( GL_SCISSOR_BOX , last_scissor_box );
glPushAttrib ( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT );
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glEnable ( GL_BLEND );
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA );
glDisable ( GL_CULL_FACE );
glDisable ( GL_DEPTH_TEST );
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glDisable ( GL_LIGHTING );
glDisable ( GL_COLOR_MATERIAL );
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glEnable ( GL_SCISSOR_TEST );
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glEnableClientState ( GL_VERTEX_ARRAY );
glEnableClientState ( GL_TEXTURE_COORD_ARRAY );
glEnableClientState ( GL_COLOR_ARRAY );
glEnable ( GL_TEXTURE_2D );
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glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL );
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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glViewport ( 0 , 0 , ( GLsizei ) fb_width , ( GLsizei ) fb_height );
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glMatrixMode ( GL_PROJECTION );
glPushMatrix ();
glLoadIdentity ();
glOrtho ( draw_data -> DisplayPos . x , draw_data -> DisplayPos . x + draw_data -> DisplaySize . x , draw_data -> DisplayPos . y + draw_data -> DisplaySize . y , draw_data -> DisplayPos . y , - 1.0f , + 1.0f );
glMatrixMode ( GL_MODELVIEW );
glPushMatrix ();
glLoadIdentity ();
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// Render command lists
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ImVec2 pos = draw_data -> DisplayPos ;
for ( int n = 0 ; n < draw_data -> CmdListsCount ; n ++ )
{
const ImDrawList * cmd_list = draw_data -> CmdLists [ n ];
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const ImDrawVert * vtx_buffer = cmd_list -> VtxBuffer . Data ;
const ImDrawIdx * idx_buffer = cmd_list -> IdxBuffer . Data ;
glVertexPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ), ( const GLvoid * )(( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , pos )));
glTexCoordPointer ( 2 , GL_FLOAT , sizeof ( ImDrawVert ), ( const GLvoid * )(( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , uv )));
glColorPointer ( 4 , GL_UNSIGNED_BYTE , sizeof ( ImDrawVert ), ( const GLvoid * )(( const char * ) vtx_buffer + IM_OFFSETOF ( ImDrawVert , col )));
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for ( int cmd_i = 0 ; cmd_i < cmd_list -> CmdBuffer . Size ; cmd_i ++ )
{
const ImDrawCmd * pcmd = & cmd_list -> CmdBuffer [ cmd_i ];
if ( pcmd -> UserCallback )
{
// User callback (registered via ImDrawList::AddCallback)
pcmd -> UserCallback ( cmd_list , pcmd );
}
else
{
ImVec4 clip_rect = ImVec4 ( pcmd -> ClipRect . x - pos . x , pcmd -> ClipRect . y - pos . y , pcmd -> ClipRect . z - pos . x , pcmd -> ClipRect . w - pos . y );
if ( clip_rect . x < fb_width && clip_rect . y < fb_height && clip_rect . z >= 0.0f && clip_rect . w >= 0.0f )
{
// Apply scissor/clipping rectangle
glScissor (( int ) clip_rect . x , ( int )( fb_height - clip_rect . w ), ( int )( clip_rect . z - clip_rect . x ), ( int )( clip_rect . w - clip_rect . y ));
// Bind texture, Draw
glBindTexture ( GL_TEXTURE_2D , ( GLuint )( intptr_t ) pcmd -> TextureId );
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glDrawElements ( GL_TRIANGLES , ( GLsizei ) pcmd -> ElemCount , sizeof ( ImDrawIdx ) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT , idx_buffer );
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}
}
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idx_buffer += pcmd -> ElemCount ;
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}
}
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// Restore modified state
glDisableClientState ( GL_COLOR_ARRAY );
glDisableClientState ( GL_TEXTURE_COORD_ARRAY );
glDisableClientState ( GL_VERTEX_ARRAY );
glBindTexture ( GL_TEXTURE_2D , ( GLuint ) last_texture );
glMatrixMode ( GL_MODELVIEW );
glPopMatrix ();
glMatrixMode ( GL_PROJECTION );
glPopMatrix ();
glPopAttrib ();
glPolygonMode ( GL_FRONT , ( GLenum ) last_polygon_mode [ 0 ]); glPolygonMode ( GL_BACK , ( GLenum ) last_polygon_mode [ 1 ]);
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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 ]);
}
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// void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
// {
// // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
// ImGuiIO& io = ImGui::GetIO();
// int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
// int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
// if (fb_width <= 0 || fb_height <= 0)
// return;
// draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// // Backup GL state
// GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
// glActiveTexture(GL_TEXTURE0);
// GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
// #ifdef GL_SAMPLER_BINDING
// GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
// #endif
// GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
// GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
// #ifdef GL_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_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
// glEnable(GL_BLEND);
// glBlendEquation(GL_FUNC_ADD);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glDisable(GL_CULL_FACE);
// glDisable(GL_DEPTH_TEST);
// glEnable(GL_SCISSOR_TEST);
// #ifdef GL_POLYGON_MODE
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// #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). DisplayMin is typically (0,0) for single viewport apps.
// 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;
// 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(m_shader_handle);
// glUniform1i(m_attrib_location_tex, 0);
// glUniformMatrix4fv(m_attrib_location_proj_mtx, 1, GL_FALSE, &ortho_projection[0][0]);
// #ifdef GL_SAMPLER_BINDING
// glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
// #endif
// // Recreate the VAO every time
// // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
// GLuint vao_handle = 0;
// glGenVertexArrays(1, &vao_handle);
// glBindVertexArray(vao_handle);
// glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle);
// glEnableVertexAttribArray(m_attrib_location_position);
// glEnableVertexAttribArray(m_attrib_location_uv);
// glEnableVertexAttribArray(m_attrib_location_color);
// glVertexAttribPointer(m_attrib_location_position, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
// glVertexAttribPointer(m_attrib_location_uv, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
// glVertexAttribPointer(m_attrib_location_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
// // Draw
// ImVec2 pos = draw_data->DisplayPos;
// for (int n = 0; n < draw_data->CmdListsCount; n++)
// {
// const ImDrawList* cmd_list = draw_data->CmdLists[n];
// const ImDrawIdx* idx_buffer_offset = 0;
// glBindBuffer(GL_ARRAY_BUFFER, m_vbo_handle);
// glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_elements_handle);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (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)
// {
// // User callback (registered via ImDrawList::AddCallback)
// pcmd->UserCallback(cmd_list, pcmd);
// }
// else
// {
// ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
// {
// // Apply scissor/clipping rectangle
// glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
// // Bind texture, Draw
// glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
// }
// }
// idx_buffer_offset += pcmd->ElemCount;
// }
// }
// glDeleteVertexArrays(1, &vao_handle);
// // Restore modified GL state
// glUseProgram(last_program);
// glBindTexture(GL_TEXTURE_2D, last_texture);
// #ifdef GL_SAMPLER_BINDING
// glBindSampler(0, last_sampler);
// #endif
// glActiveTexture(last_active_texture);
// glBindVertexArray(last_vertex_array);
// glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
// 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_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
// #ifdef GL_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]);
// }
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void ImGuiWrapper :: destroy_device_objects ()
{
if ( m_vbo_handle != 0 )
{
glDeleteBuffers ( 1 , & m_vbo_handle );
m_vbo_handle = 0 ;
}
if ( m_elements_handle != 0 )
{
glDeleteBuffers ( 1 , & m_elements_handle );
m_elements_handle = 0 ;
}
if (( m_shader_handle != 0 ) && ( m_vert_handle != 0 ))
glDetachShader ( m_shader_handle , m_vert_handle );
if ( m_vert_handle != 0 )
{
glDeleteShader ( m_vert_handle );
m_vert_handle = 0 ;
}
if (( m_shader_handle != 0 ) && ( m_frag_handle != 0 ))
glDetachShader ( m_shader_handle , m_frag_handle );
if ( m_frag_handle != 0 )
{
glDeleteShader ( m_frag_handle );
m_frag_handle = 0 ;
}
if ( m_shader_handle != 0 )
{
glDeleteProgram ( m_shader_handle );
m_shader_handle = 0 ;
}
destroy_fonts_texture ();
}
void ImGuiWrapper :: destroy_fonts_texture ()
{
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if ( m_font_texture ) {
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ImGuiIO & io = ImGui :: GetIO ();
io . Fonts -> TexID = 0 ;
glDeleteTextures ( 1 , & m_font_texture );
m_font_texture = 0 ;
}
}
} // namespace GUI
} // namespace Slic3r