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@ -120,14 +120,15 @@ |
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#endif |
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// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) |
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0 |
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2) |
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 0 |
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#else |
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1 |
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 1 |
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#endif |
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// OpenGL Data
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static char g_GlslVersionString[32] = ""; |
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static GLuint g_GlVersion = 0; |
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static GLuint g_FontTexture = 0; |
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; |
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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@ -137,10 +138,21 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; |
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version) |
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{ |
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// query for GL version
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#if !defined(IMGUI_IMPL_OPENGL_ES2) |
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GLint major, minor; |
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glGetIntegerv (GL_MAJOR_VERSION, &major); |
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glGetIntegerv (GL_MINOR_VERSION, &minor); |
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g_GlVersion = major * 1000 + minor; |
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#else |
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g_GlVersion = 2000; // GLES 2
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#endif |
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO(); |
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io.BackendRendererName = "imgui_impl_opengl3"; |
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX |
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX |
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if (g_GlVersion >= 3200) |
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif |
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@ -344,8 +356,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) |
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX |
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX |
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if (g_GlVersion >= 3200) |
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); |
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else |
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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#else |
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); |
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#endif |
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