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#include "ImGuiWrapper.hpp"
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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 ( "" )
, 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.
std :: string glsl_version ;
#ifdef USE_GL_ES3
glsl_version = "#version 300 es" ;
#else
glsl_version = "#version 130" ;
#endif
m_glsl_version_string = glsl_version + " \n " ;
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 ;
}
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 );
}
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 ()
{
// 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 );
// Parse GLSL version string
int glsl_version = 130 ;
:: sscanf ( m_glsl_version_string . c_str (), "#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 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 " ;
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 ] = { 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 );
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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 );
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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 );
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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" );
// Create buffers
glGenBuffers ( 1 , & m_vbo_handle );
glGenBuffers ( 1 , & m_elements_handle );
create_fonts_texture ();
// Restore modified GL state
glBindTexture ( GL_TEXTURE_2D , last_texture );
glBindBuffer ( GL_ARRAY_BUFFER , last_array_buffer );
glBindVertexArray ( last_vertex_array );
}
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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{
// 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 ]);
}
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 ()
{
if ( m_font_texture )
{
ImGuiIO & io = ImGui :: GetIO ();
io . Fonts -> TexID = 0 ;
glDeleteTextures ( 1 , & m_font_texture );
m_font_texture = 0 ;
}
}
} // namespace GUI
} // namespace Slic3r