mirror of
https://github.com/wolfpld/tracy.git
synced 2025-03-20 07:40:02 +08:00
Update imgui to 1.69.
This commit is contained in:
@@ -4,7 +4,7 @@
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#pragma once
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#include "../imgui/imgui.h" // IMGUI_API, ImFontAtlas
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#include "imgui.h" // IMGUI_API, ImFontAtlas
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namespace ImGuiFreeType
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{
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@@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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@@ -313,7 +314,8 @@ void ImGui_ImplGlfw_NewFrame()
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glfwGetWindowSize(g_Window, &w, &h);
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glfwGetFramebufferSize(g_Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Setup time step
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double current_time = glfwGetTime();
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@@ -1,6 +1,7 @@
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// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
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// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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@@ -11,10 +12,12 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
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// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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@@ -38,17 +41,17 @@
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.1 120
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// 3.0 130
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// 3.1 140
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// 2.1 120 "#version 120"
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// 3.0 130 "#version 130"
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// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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// 3.3 330
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// 4.0 400
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// 3.3 330 "#version 330 core"
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// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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// 4.2 420
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// 4.3 430
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// ES 2.0 100 "#version 100"
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// ES 3.0 300 "#version 300 es"
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// 4.2 420 "#version 410 core"
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// 4.3 430 "#version 430 core"
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// ES 2.0 100 "#version 100" = WebGL 1.0
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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@@ -67,20 +70,24 @@
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#include "TargetConditionals.h"
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#endif
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// iOS, Android and Emscripten can use GL ES 3
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// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
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#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
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#define USE_GL_ES3
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// Auto-detect GL version
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
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#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#endif
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#endif
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#ifdef USE_GL_ES3
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// OpenGL ES 3
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#include <GLES3/gl3.h> // Use GL ES 3
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#else
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// Regular OpenGL
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// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h>
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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@@ -107,7 +114,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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io.BackendRendererName = "imgui_impl_opengl3";
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// 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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#ifdef USE_GL_ES3
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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if (glsl_version == NULL)
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glsl_version = "#version 100";
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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if (glsl_version == NULL)
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glsl_version = "#version 300 es";
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#else
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@@ -152,7 +162,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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#endif
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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#endif
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#ifdef GL_POLYGON_MODE
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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#endif
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@@ -169,7 +181,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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bool clip_origin_lower_left = true;
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#ifdef GL_CLIP_ORIGIN
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#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
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GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
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if (last_clip_origin == GL_UPPER_LEFT)
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clip_origin_lower_left = false;
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@@ -206,11 +218,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#ifdef GL_SAMPLER_BINDING
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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#ifndef IMGUI_IMPL_OPENGL_ES2
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// Recreate the VAO every time
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// (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.)
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GLuint vao_handle = 0;
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glGenVertexArrays(1, &vao_handle);
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glBindVertexArray(vao_handle);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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@@ -268,7 +283,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
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}
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}
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glDeleteVertexArrays(1, &vao_handle);
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#endif
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// Restore modified GL state
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glUseProgram(last_program);
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@@ -277,7 +294,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glBindSampler(0, last_sampler);
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#endif
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glActiveTexture(last_active_texture);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(last_vertex_array);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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@@ -307,7 +326,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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#ifdef GL_UNPACK_ROW_LENGTH
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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@@ -369,10 +390,13 @@ static bool CheckProgram(GLuint handle, const char* desc)
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bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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{
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// Backup GL state
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GLint last_texture, last_array_buffer, last_vertex_array;
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GLint last_texture, last_array_buffer;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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GLint last_vertex_array;
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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#endif
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// Parse GLSL version string
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int glsl_version = 130;
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@@ -536,7 +560,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(last_vertex_array);
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#endif
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return true;
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}
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@@ -1,6 +1,7 @@
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// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
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// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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@@ -9,19 +10,23 @@
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// About OpenGL function loaders:
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// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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// About GLSL version:
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// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
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// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
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// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
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// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
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// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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#pragma once
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// Set default OpenGL loader to be gl3w
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// Specific OpenGL versions
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//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
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//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
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// Set default OpenGL3 loader to be gl3w
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
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