imgui-bindings 0.1.10-x86_64-darwin
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- checksums.yaml +7 -0
- data/ChangeLog +361 -0
- data/LICENSE.txt +21 -0
- data/README.md +119 -0
- data/lib/imgui.rb +5817 -0
- data/lib/imgui.x86_64.dylib +0 -0
- data/lib/imgui_impl_glfw.rb +511 -0
- data/lib/imgui_impl_opengl2.rb +212 -0
- data/lib/imgui_impl_opengl3.rb +509 -0
- data/lib/imgui_impl_raylib.rb +454 -0
- data/lib/imgui_impl_sdl2.rb +409 -0
- data/lib/imgui_impl_sdlrenderer.rb +200 -0
- data/lib/imgui_internal.rb +49 -0
- data/lib/imnodes.rb +161 -0
- data/lib/imnodes.x86_64.dylib +0 -0
- metadata +87 -0
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require 'ffi'
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require 'opengl'
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require_relative 'imgui'
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module ImGui
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@@g_GlVersion = 0 # Extracted at runtime using GL::MAJOR_VERSION, GL::MINOR_VERSION queries.
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@@g_GlslVersionString = "" # Specified by user or detected based on compile time
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@@g_FontTexture = nil
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@@g_ShaderHandle = 0
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@@g_AttribLocationTex = 0
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@@g_AttribLocationProjMtx = 0
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@@g_AttribLocationVtxPos = 0
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@@g_AttribLocationVtxUV = 0
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@@g_AttribLocationVtxColor = 0
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@@g_VboHandle = 0
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@@g_ElementsHandle = 0
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@@g_BackendRendererName = FFI::MemoryPointer.from_string("imgui_impl_opengl3")
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def self.PrintShaderCompileStatus(handle)
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rvalue = ' ' * 4
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GL.GetShaderiv(handle, GL::COMPILE_STATUS, rvalue)
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rvalue = rvalue.unpack1('L')
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if rvalue == GL::FALSE
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$stderr.puts "Error in compiling shader"
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log_length = ' ' * 4
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GL.GetShaderiv(handle, GL::INFO_LOG_LENGTH, log_length)
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log_length = log_length.unpack1('L')
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if log_length > 0
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buf = ' ' * log_length
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GL.GetShaderInfoLog(handle, log_length, nil, buf)
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$stderr.puts(buf)
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exit()
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end
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end
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end
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def self.PrintProgramLinkStatus(handle)
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rvalue = ' ' * 4
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GL.GetProgramiv(handle, GL::LINK_STATUS, rvalue)
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rvalue = rvalue.unpack1('L')
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if rvalue == GL::FALSE
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$stderr.puts "Error in linking program"
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log_length = ' ' * 4
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GL.GetProgramiv(handle, GL::INFO_LOG_LENGTH, log_length)
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log_length = log_length.unpack1('L')
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if log_length > 0
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buf = ' ' * log_length
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GL.GetProgramInfoLog(handle, log_length, nil, buf)
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$stderr.puts(buf)
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exit()
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end
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end
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end
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def self.ImplOpenGL3_Init(glsl_version = nil)
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major, minor = ' ' * 4, ' ' * 4
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GL.GetIntegerv(GL::MAJOR_VERSION, major)
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GL.GetIntegerv(GL::MINOR_VERSION, minor)
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major = major.unpack1('L')
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minor = minor.unpack1('L')
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@@g_GlVersion = major * 1000 + minor
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io = ImGuiIO.new(ImGui::GetIO())
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io[:BackendRendererName] = @@g_BackendRendererName
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io[:BackendFlags] |= ImGuiBackendFlags_RendererHasVtxOffset if @@g_GlVersion >= 3200
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# Ref.: Fix imgui_impl_opengl3 on MacOS
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# https://github.com/ocornut/imgui/pull/3199
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if GL.get_platform() == :OPENGL_PLATFORM_MACOSX
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glsl_version = "#version 150" if glsl_version == nil
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else
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glsl_version = "#version 130" if glsl_version == nil
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end
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@@g_GlslVersionString = glsl_version.dup
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return true
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end
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def self.ImplOpenGL3_Shutdown()
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ImplOpenGL3_DestroyDeviceObjects()
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end
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def self.ImplOpenGL3_NewFrame()
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ImplOpenGL3_CreateDeviceObjects() if @@g_ShaderHandle == 0
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end
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def self.ImplOpenGL3_RenderDrawData(draw_data_raw)
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# Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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draw_data = ImDrawData.new(draw_data_raw)
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fb_width = (draw_data[:DisplaySize][:x] * draw_data[:FramebufferScale][:x]).to_i
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fb_height = (draw_data[:DisplaySize][:y] * draw_data[:FramebufferScale][:y]).to_i
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return if fb_width == 0 || fb_height == 0
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# Backup GL state
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last_active_texture = ' ' * 4; GL.GetIntegerv(GL::ACTIVE_TEXTURE, last_active_texture)
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last_program = ' ' * 4; GL.GetIntegerv(GL::CURRENT_PROGRAM, last_program)
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last_texture = ' ' * 4; GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
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last_sampler = ' ' * 4; GL.GetIntegerv(GL::SAMPLER_BINDING, last_sampler)
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last_array_buffer = ' ' * 4; GL.GetIntegerv(GL::ARRAY_BUFFER_BINDING, last_array_buffer)
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last_vertex_array_object = ' ' * 4; GL.GetIntegerv(GL::VERTEX_ARRAY_BINDING, last_vertex_array_object)
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last_polygon_mode = ' ' * 8; GL.GetIntegerv(GL::POLYGON_MODE, last_polygon_mode)
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last_viewport = ' ' * 16; GL.GetIntegerv(GL::VIEWPORT, last_viewport)
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last_scissor_box = ' ' * 16; GL.GetIntegerv(GL::SCISSOR_BOX, last_scissor_box)
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last_blend_src_rgb = ' ' * 4; GL.GetIntegerv(GL::BLEND_SRC_RGB, last_blend_src_rgb)
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last_blend_dst_rgb = ' ' * 4; GL.GetIntegerv(GL::BLEND_DST_RGB, last_blend_dst_rgb)
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last_blend_src_alpha = ' ' * 4; GL.GetIntegerv(GL::BLEND_SRC_ALPHA, last_blend_src_alpha)
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last_blend_dst_alpha = ' ' * 4; GL.GetIntegerv(GL::BLEND_DST_ALPHA, last_blend_dst_alpha)
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last_blend_equation_rgb = ' ' * 4; GL.GetIntegerv(GL::BLEND_EQUATION_RGB, last_blend_equation_rgb)
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last_blend_equation_alpha = ' ' * 4; GL.GetIntegerv(GL::BLEND_EQUATION_ALPHA, last_blend_equation_alpha)
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last_enable_blend = GL.IsEnabled(GL::BLEND)
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last_enable_cull_face = GL.IsEnabled(GL::CULL_FACE)
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last_enable_depth_test = GL.IsEnabled(GL::DEPTH_TEST)
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last_enable_stencil_test = GL.IsEnabled(GL::STENCIL_TEST)
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last_enable_scissor_test = GL.IsEnabled(GL::SCISSOR_TEST)
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# Setup desired GL state
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vertex_array_object = ' ' * 4
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GL.GenVertexArrays(1, vertex_array_object)
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vertex_array_object = vertex_array_object.unpack1('L')
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ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
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# Will project scissor/clipping rectangles into framebuffer space
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clip_off = draw_data[:DisplayPos] # (0,0) unless using multi-viewports
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clip_scale = draw_data[:FramebufferScale] # (1,1) unless using retina display which are often (2,2)
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# Render command lists
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draw_data[:CmdListsCount].times do |n|
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cmd_list = ImDrawList.new((draw_data[:CmdLists][:Data] + 8 * n).read_pointer) # 8 == const ImDrawList*
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# vtx_buffer = ImDrawVert.new(cmd_list[:VtxBuffer][:Data]) # const ImDrawVert*
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# idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*
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# Upload vertex/index buffers
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GL.BufferData(GL::ARRAY_BUFFER, cmd_list[:VtxBuffer][:Size] * ImDrawVert.size, Fiddle::Pointer.new(cmd_list[:VtxBuffer][:Data]), GL::STREAM_DRAW)
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# 2 == ImDrawIdx(:ushort).size
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GL.BufferData(GL::ELEMENT_ARRAY_BUFFER, cmd_list[:IdxBuffer][:Size] * 2, Fiddle::Pointer.new(cmd_list[:IdxBuffer][:Data]), GL::STREAM_DRAW) # [TODO] Refer ImGui::ImDrawIdx
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cmd_list[:CmdBuffer][:Size].times do |cmd_i|
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pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
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if pcmd[:UserCallback] != nil
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# [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )
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# User callback, registered via ImDrawList::AddCallback()
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# (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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# if pcmd[:UserCallback] == :ImDrawCallback_ResetRenderState
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ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
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# else
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# pcmd[:UserCallback](cmd_list, pcmd)
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# end
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else
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# Project scissor/clipping rectangles into framebuffer space
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clip_rect = ImVec4.new
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clip_rect[:x] = (pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x]
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clip_rect[:y] = (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y]
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clip_rect[:z] = (pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x]
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clip_rect[:w] = (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y]
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if (clip_rect[:x] < fb_width && clip_rect[:y] < fb_height && clip_rect[:z] >= 0.0 && clip_rect[:w] >= 0.0)
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# Apply scissor/clipping rectangle
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GL.Scissor(clip_rect[:x].to_i, (fb_height - clip_rect[:w]).to_i, (clip_rect[:z] - clip_rect[:x]).to_i, (clip_rect[:w] - clip_rect[:y]).to_i)
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# Bind texture, Draw
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GL.BindTexture(GL::TEXTURE_2D, pcmd[:TextureId].address)
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if @@g_GlVersion >= 3200
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# 2 == ImDrawIdx(:ushort).size
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GL.DrawElementsBaseVertex(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(pcmd[:IdxOffset] * 2), pcmd[:VtxOffset])
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else
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# 2 == ImDrawIdx(:ushort).size
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GL.DrawElements(GL::TRIANGLES, pcmd[:ElemCount], GL::UNSIGNED_SHORT, Fiddle::Pointer.new(pcmd[:IdxOffset] * 2))
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end
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end
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end
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# idx_buffer += pcmd[:ElemCount] * 2 # 2 == ImDrawIdx(:ushort).size
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end
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end
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# Destroy the temporary VAO
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GL.DeleteVertexArrays(1, [vertex_array_object].pack('L'))
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# Restore modified GL state
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GL.UseProgram(last_program.unpack1('L'))
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GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
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GL.BindSampler(0, last_sampler.unpack1('L'))
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GL.ActiveTexture(last_active_texture.unpack1('L'))
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GL.BindVertexArray(last_vertex_array_object.unpack1('L'))
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GL.BindBuffer(GL::ARRAY_BUFFER, last_array_buffer.unpack1('L'))
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GL.BlendEquationSeparate(last_blend_equation_rgb.unpack1('L'), last_blend_equation_alpha.unpack1('L'))
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if last_enable_blend then GL.Enable(GL::BLEND) else GL.Disable(GL::BLEND) end
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if last_enable_cull_face then GL.Enable(GL::CULL_FACE) else GL.Disable(GL::CULL_FACE) end
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if last_enable_depth_test then GL.Enable(GL::DEPTH_TEST) else GL.Disable(GL::DEPTH_TEST) end
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if last_enable_stencil_test then GL.Enable(GL::STENCIL_TEST) else GL.Disable(GL::STENCIL_TEST) end
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if last_enable_scissor_test then GL.Enable(GL::SCISSOR_TEST) else GL.Disable(GL::SCISSOR_TEST) end
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last_polygon_mode = last_polygon_mode.unpack('L2')
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GL.PolygonMode(GL::FRONT_AND_BACK, last_polygon_mode[0])
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last_viewport = last_viewport.unpack('L4')
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GL.Viewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3])
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last_scissor_box = last_scissor_box.unpack('L4')
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GL.Scissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3])
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end
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# private
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def self.ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object)
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# Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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GL.Enable(GL::BLEND)
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GL.BlendEquation(GL::FUNC_ADD)
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GL.BlendFuncSeparate(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA, GL::ONE, GL::ONE_MINUS_SRC_ALPHA)
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GL.Disable(GL::CULL_FACE)
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GL.Disable(GL::DEPTH_TEST)
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GL.Disable(GL::STENCIL_TEST)
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GL.Enable(GL::SCISSOR_TEST)
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GL.PolygonMode(GL::FRONT_AND_BACK, GL::FILL) # GL::POLYGON_MODE
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# Setup viewport, orthographic projection matrix
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# 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.
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GL.Viewport(0, 0, fb_width, fb_height)
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l = draw_data[:DisplayPos][:x]
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r = draw_data[:DisplayPos][:x] + draw_data[:DisplaySize][:x]
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t = draw_data[:DisplayPos][:y]
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b = draw_data[:DisplayPos][:y] + draw_data[:DisplaySize][:y]
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ortho_projection = [
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2.0/(r-l), 0.0, 0.0, 0.0,
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0.0, 2.0/(t-b), 0.0, 0.0,
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0.0, 0.0, -1.0, 0.0,
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(r+l)/(l-r), (t+b)/(b-t), 0.0, 1.0,
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]
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GL.UseProgram(@@g_ShaderHandle)
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GL.Uniform1i(@@g_AttribLocationTex, 0)
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GL.UniformMatrix4fv(@@g_AttribLocationProjMtx, 1, GL::FALSE, ortho_projection.pack('F16'))
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# GL::SAMPLER_BINDING
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GL.BindSampler(0, 0) # We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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GL.BindVertexArray(vertex_array_object)
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# Bind vertex/index buffers and setup attributes for ImDrawVert
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GL.BindBuffer(GL::ARRAY_BUFFER, @@g_VboHandle)
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GL.BindBuffer(GL::ELEMENT_ARRAY_BUFFER, @@g_ElementsHandle)
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GL.EnableVertexAttribArray(@@g_AttribLocationVtxPos)
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GL.EnableVertexAttribArray(@@g_AttribLocationVtxUV)
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GL.EnableVertexAttribArray(@@g_AttribLocationVtxColor)
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GL.VertexAttribPointer(@@g_AttribLocationVtxPos, 2, GL::FLOAT, GL::FALSE, ImDrawVert.size, ImDrawVert.offset_of(:pos))
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GL.VertexAttribPointer(@@g_AttribLocationVtxUV, 2, GL::FLOAT, GL::FALSE, ImDrawVert.size, ImDrawVert.offset_of(:uv))
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GL.VertexAttribPointer(@@g_AttribLocationVtxColor, 4, GL::UNSIGNED_BYTE, GL::TRUE, ImDrawVert.size, ImDrawVert.offset_of(:col))
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end
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def self.ImplOpenGL3_CreateFontsTexture()
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# Build texture atlas
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io = ImGuiIO.new(ImGui::GetIO())
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pixels = FFI::MemoryPointer.new :pointer
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width = FFI::MemoryPointer.new :int
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height = FFI::MemoryPointer.new :int
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io[:Fonts].GetTexDataAsRGBA32(pixels, width, height, nil) # 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.
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# Upload texture to graphics system
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last_texture = ' ' * 4
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@@g_FontTexture = ' ' * 4
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278
|
+
GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
|
279
|
+
GL.GenTextures(1, @@g_FontTexture)
|
280
|
+
GL.BindTexture(GL::TEXTURE_2D, @@g_FontTexture.unpack1('L'))
|
281
|
+
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR)
|
282
|
+
GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR)
|
283
|
+
GL.PixelStorei(GL::UNPACK_ROW_LENGTH, 0)
|
284
|
+
# Ruby/FFI <-> Fiddle pointer exchange
|
285
|
+
# p pixels
|
286
|
+
# p pixels.read_pointer
|
287
|
+
# p pixels.read_pointer.address.to_s(16)
|
288
|
+
pixels_ptr = Fiddle::Pointer.new(pixels.read_pointer.address)
|
289
|
+
GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, width.read_uint, height.read_uint, 0, GL::RGBA, GL::UNSIGNED_BYTE, pixels_ptr)
|
290
|
+
|
291
|
+
# Store our identifier
|
292
|
+
io[:Fonts][:TexID] = @@g_FontTexture.unpack1('L')
|
293
|
+
|
294
|
+
# Restore state
|
295
|
+
GL.BindTexture(GL::TEXTURE_2D, last_texture.unpack1('L'))
|
296
|
+
|
297
|
+
return true
|
298
|
+
end
|
299
|
+
|
300
|
+
def self.ImplOpenGL3_DestroyFontsTexture()
|
301
|
+
if @@g_FontTexture != 0
|
302
|
+
GL.DeleteTextures(1, @@g_FontTexture)
|
303
|
+
io = ImGuiIO.new(ImGui::GetIO())
|
304
|
+
io[:Fonts][:TexID] = 0
|
305
|
+
@@g_FontTexture = 0
|
306
|
+
end
|
307
|
+
end
|
308
|
+
|
309
|
+
def self.ImplOpenGL3_CreateDeviceObjects()
|
310
|
+
# Backup GL state
|
311
|
+
last_texture, last_array_buffer = ' ' * 4, ' ' * 4
|
312
|
+
GL.GetIntegerv(GL::TEXTURE_BINDING_2D, last_texture)
|
313
|
+
GL.GetIntegerv(GL::ARRAY_BUFFER_BINDING, last_array_buffer)
|
314
|
+
last_texture = last_texture.unpack1('L')
|
315
|
+
last_array_buffer = last_array_buffer.unpack1('L')
|
316
|
+
|
317
|
+
last_vertex_array = ' ' * 4
|
318
|
+
GL.GetIntegerv(GL::VERTEX_ARRAY_BINDING, last_vertex_array)
|
319
|
+
last_vertex_array = last_vertex_array.unpack1('L')
|
320
|
+
|
321
|
+
glsl_version = @@g_GlslVersionString.split[1].to_i # == scanf(@@g_GlslVersionString, "#version %d")
|
322
|
+
|
323
|
+
vertex_shader_glsl_120 = <<-'SRC'
|
324
|
+
uniform mat4 ProjMtx;
|
325
|
+
attribute vec2 Position;
|
326
|
+
attribute vec2 UV;
|
327
|
+
attribute vec4 Color;
|
328
|
+
varying vec2 Frag_UV;
|
329
|
+
varying vec4 Frag_Color;
|
330
|
+
void main()
|
331
|
+
{
|
332
|
+
Frag_UV = UV;
|
333
|
+
Frag_Color = Color;
|
334
|
+
gl_Position = ProjMtx * vec4(Position.xy,0,1);
|
335
|
+
}
|
336
|
+
SRC
|
337
|
+
|
338
|
+
vertex_shader_glsl_130 = <<-'SRC'
|
339
|
+
uniform mat4 ProjMtx;
|
340
|
+
in vec2 Position;
|
341
|
+
in vec2 UV;
|
342
|
+
in vec4 Color;
|
343
|
+
out vec2 Frag_UV;
|
344
|
+
out vec4 Frag_Color;
|
345
|
+
void main()
|
346
|
+
{
|
347
|
+
Frag_UV = UV;
|
348
|
+
Frag_Color = Color;
|
349
|
+
gl_Position = ProjMtx * vec4(Position.xy,0,1);
|
350
|
+
}
|
351
|
+
SRC
|
352
|
+
|
353
|
+
vertex_shader_glsl_300_es = <<-'SRC'
|
354
|
+
precision mediump float;
|
355
|
+
layout (location = 0) in vec2 Position;
|
356
|
+
layout (location = 1) in vec2 UV;
|
357
|
+
layout (location = 2) in vec4 Color;
|
358
|
+
uniform mat4 ProjMtx;
|
359
|
+
out vec2 Frag_UV;
|
360
|
+
out vec4 Frag_Color;
|
361
|
+
void main()
|
362
|
+
{
|
363
|
+
Frag_UV = UV;
|
364
|
+
Frag_Color = Color;
|
365
|
+
gl_Position = ProjMtx * vec4(Position.xy,0,1);
|
366
|
+
}
|
367
|
+
SRC
|
368
|
+
|
369
|
+
vertex_shader_glsl_410_core = <<-'SRC'
|
370
|
+
layout (location = 0) in vec2 Position;
|
371
|
+
layout (location = 1) in vec2 UV;
|
372
|
+
layout (location = 2) in vec4 Color;
|
373
|
+
uniform mat4 ProjMtx;
|
374
|
+
out vec2 Frag_UV;
|
375
|
+
out vec4 Frag_Color;
|
376
|
+
void main()
|
377
|
+
{
|
378
|
+
Frag_UV = UV;
|
379
|
+
Frag_Color = Color;
|
380
|
+
gl_Position = ProjMtx * vec4(Position.xy,0,1);
|
381
|
+
}
|
382
|
+
SRC
|
383
|
+
|
384
|
+
fragment_shader_glsl_120 = <<-'SRC'
|
385
|
+
#ifdef GL::ES
|
386
|
+
precision mediump float;
|
387
|
+
#endif
|
388
|
+
uniform sampler2D Texture;
|
389
|
+
varying vec2 Frag_UV;
|
390
|
+
varying vec4 Frag_Color;
|
391
|
+
void main()
|
392
|
+
{
|
393
|
+
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
394
|
+
}
|
395
|
+
SRC
|
396
|
+
|
397
|
+
fragment_shader_glsl_130 = <<-'SRC'
|
398
|
+
uniform sampler2D Texture;
|
399
|
+
in vec2 Frag_UV;
|
400
|
+
in vec4 Frag_Color;
|
401
|
+
out vec4 Out_Color;
|
402
|
+
void main()
|
403
|
+
{
|
404
|
+
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
405
|
+
}
|
406
|
+
SRC
|
407
|
+
|
408
|
+
fragment_shader_glsl_300_es = <<-'SRC'
|
409
|
+
precision mediump float;
|
410
|
+
uniform sampler2D Texture;
|
411
|
+
in vec2 Frag_UV;
|
412
|
+
in vec4 Frag_Color;
|
413
|
+
layout (location = 0) out vec4 Out_Color;
|
414
|
+
void main()
|
415
|
+
{
|
416
|
+
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
417
|
+
}
|
418
|
+
SRC
|
419
|
+
|
420
|
+
fragment_shader_glsl_410_core = <<-'SRC'
|
421
|
+
in vec2 Frag_UV;
|
422
|
+
in vec4 Frag_Color;
|
423
|
+
uniform sampler2D Texture;
|
424
|
+
layout (location = 0) out vec4 Out_Color;
|
425
|
+
void main()
|
426
|
+
{
|
427
|
+
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
428
|
+
}
|
429
|
+
SRC
|
430
|
+
|
431
|
+
vertex_shader, fragment_shader = if glsl_version < 130
|
432
|
+
[vertex_shader_glsl_120, fragment_shader_glsl_120]
|
433
|
+
elsif glsl_version >= 410
|
434
|
+
[vertex_shader_glsl_410_core, fragment_shader_glsl_410_core]
|
435
|
+
elsif glsl_version == 300
|
436
|
+
[vertex_shader_glsl_300_es, fragment_shader_glsl_300_es]
|
437
|
+
else
|
438
|
+
[vertex_shader_glsl_130, fragment_shader_glsl_130]
|
439
|
+
end
|
440
|
+
|
441
|
+
vertex_shader.prepend(@@g_GlslVersionString + "\n")
|
442
|
+
vert_handle = GL.CreateShader(GL::VERTEX_SHADER)
|
443
|
+
GL.ShaderSource(vert_handle, 1, [vertex_shader].pack('p'), nil)
|
444
|
+
GL.CompileShader(vert_handle)
|
445
|
+
PrintShaderCompileStatus(vert_handle)
|
446
|
+
|
447
|
+
fragment_shader.prepend(@@g_GlslVersionString + "\n")
|
448
|
+
frag_handle = GL.CreateShader(GL::FRAGMENT_SHADER)
|
449
|
+
GL.ShaderSource(frag_handle, 1, [fragment_shader].pack('p'), [fragment_shader.size].pack('I'))
|
450
|
+
GL.CompileShader(frag_handle)
|
451
|
+
PrintShaderCompileStatus(frag_handle)
|
452
|
+
|
453
|
+
@@g_ShaderHandle = GL.CreateProgram()
|
454
|
+
GL.AttachShader(@@g_ShaderHandle, vert_handle)
|
455
|
+
GL.AttachShader(@@g_ShaderHandle, frag_handle)
|
456
|
+
GL.LinkProgram(@@g_ShaderHandle)
|
457
|
+
PrintProgramLinkStatus(@@g_ShaderHandle)
|
458
|
+
|
459
|
+
GL.DetachShader(@@g_ShaderHandle, vert_handle)
|
460
|
+
GL.DetachShader(@@g_ShaderHandle, frag_handle)
|
461
|
+
GL.DeleteShader(vert_handle)
|
462
|
+
GL.DeleteShader(frag_handle)
|
463
|
+
|
464
|
+
@@g_AttribLocationTex = GL.GetUniformLocation(@@g_ShaderHandle, "Texture")
|
465
|
+
@@g_AttribLocationProjMtx = GL.GetUniformLocation(@@g_ShaderHandle, "ProjMtx")
|
466
|
+
|
467
|
+
@@g_AttribLocationVtxPos = GL.GetAttribLocation(@@g_ShaderHandle, "Position")
|
468
|
+
@@g_AttribLocationVtxUV = GL.GetAttribLocation(@@g_ShaderHandle, "UV")
|
469
|
+
@@g_AttribLocationVtxColor = GL.GetAttribLocation(@@g_ShaderHandle, "Color")
|
470
|
+
|
471
|
+
# Create buffers
|
472
|
+
posBuf = ' ' * 4
|
473
|
+
GL.GenBuffers(1, posBuf)
|
474
|
+
GL.BindBuffer(GL::ARRAY_BUFFER, posBuf.unpack('L')[0])
|
475
|
+
|
476
|
+
@@g_VboHandle, @@g_ElementsHandle = ' ' * 4, ' ' * 4
|
477
|
+
GL.GenBuffers(1, @@g_VboHandle)
|
478
|
+
GL.GenBuffers(1, @@g_ElementsHandle)
|
479
|
+
@@g_VboHandle = @@g_VboHandle.unpack1('L')
|
480
|
+
@@g_ElementsHandle = @@g_ElementsHandle.unpack1('L')
|
481
|
+
|
482
|
+
ImplOpenGL3_CreateFontsTexture()
|
483
|
+
|
484
|
+
# Restore modified GL state
|
485
|
+
GL.BindTexture(GL::TEXTURE_2D, last_texture)
|
486
|
+
GL.BindBuffer(GL::ARRAY_BUFFER, last_array_buffer)
|
487
|
+
GL.BindVertexArray(last_vertex_array)
|
488
|
+
|
489
|
+
return true
|
490
|
+
end
|
491
|
+
|
492
|
+
def self.ImplOpenGL3_DestroyDeviceObjects()
|
493
|
+
if @@g_VboHandle != 0
|
494
|
+
GL.DeleteBuffers(1, [@@g_VboHandle].pack('L'))
|
495
|
+
@@g_VboHandle = 0
|
496
|
+
end
|
497
|
+
if @@g_ElementsHandle != 0
|
498
|
+
GL.DeleteBuffers(1, [@@g_ElementsHandle].pack('L'))
|
499
|
+
@@g_ElementsHandle = 0
|
500
|
+
end
|
501
|
+
if @@g_ShaderHandle != 0
|
502
|
+
GL.DeleteProgram(@@g_ShaderHandle)
|
503
|
+
@@g_ShaderHandle = 0
|
504
|
+
end
|
505
|
+
|
506
|
+
ImplOpenGL3_DestroyFontsTexture()
|
507
|
+
end
|
508
|
+
|
509
|
+
end
|