diff --git a/profiler/build/win32/Tracy.vcxproj b/profiler/build/win32/Tracy.vcxproj
index 3ccfa156..b4217c50 100644
--- a/profiler/build/win32/Tracy.vcxproj
+++ b/profiler/build/win32/Tracy.vcxproj
@@ -110,7 +110,8 @@
-
+
+
NotSet
@@ -169,7 +170,8 @@
-
+
+
diff --git a/profiler/build/win32/Tracy.vcxproj.filters b/profiler/build/win32/Tracy.vcxproj.filters
index 4ba96377..dab9542d 100644
--- a/profiler/build/win32/Tracy.vcxproj.filters
+++ b/profiler/build/win32/Tracy.vcxproj.filters
@@ -39,9 +39,6 @@
server
-
- src
-
src
@@ -87,6 +84,12 @@
server
+
+ src
+
+
+ src
+
@@ -116,9 +119,6 @@
server
-
- src
-
imgui
@@ -242,6 +242,12 @@
server
+
+ src
+
+
+ src
+
diff --git a/profiler/src/imgui_impl_glfw.cpp b/profiler/src/imgui_impl_glfw.cpp
new file mode 100644
index 00000000..fe7a2191
--- /dev/null
+++ b/profiler/src/imgui_impl_glfw.cpp
@@ -0,0 +1,298 @@
+// ImGui Platform Binding for: GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
+// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
+// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+
+// GLFW
+#include
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#include // for glfwGetWin32Window
+#endif
+#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
+#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
+#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
+#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
+#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
+
+// Data
+enum GlfwClientApi
+{
+ GlfwClientApi_Unknown,
+ GlfwClientApi_OpenGL,
+ GlfwClientApi_Vulkan
+};
+static GLFWwindow* g_Window = NULL;
+static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
+static double g_Time = 0.0;
+static bool g_MouseJustPressed[5] = { false, false, false, false, false };
+static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
+
+static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
+{
+ return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
+{
+ glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
+{
+ if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
+ g_MouseJustPressed[button] = true;
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.MouseWheelH += (float)xoffset;
+ io.MouseWheel += (float)yoffset;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (action == GLFW_PRESS)
+ io.KeysDown[key] = true;
+ if (action == GLFW_RELEASE)
+ io.KeysDown[key] = false;
+
+ (void)mods; // Modifiers are not reliable across systems
+ io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
+ io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
+ io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
+ io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (c > 0 && c < 0x10000)
+ io.AddInputCharacter((unsigned short)c);
+}
+
+void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+ glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+ glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+ glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+ glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+}
+
+static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
+{
+ g_Window = window;
+ g_Time = 0.0;
+
+ // Setup back-end capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
+ io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
+ io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
+ io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
+ io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
+ io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
+ io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
+ io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
+ io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
+ io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
+ io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
+ io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
+ io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+
+ io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
+ io.ClipboardUserData = g_Window;
+#if defined(_WIN32)
+ io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
+#endif
+
+ g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+ g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
+ g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+
+ if (install_callbacks)
+ ImGui_ImplGlfw_InstallCallbacks(window);
+
+ g_ClientApi = client_api;
+ return true;
+}
+
+bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
+}
+
+bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
+}
+
+void ImGui_ImplGlfw_Shutdown()
+{
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ {
+ glfwDestroyCursor(g_MouseCursors[cursor_n]);
+ g_MouseCursors[cursor_n] = NULL;
+ }
+ g_ClientApi = GlfwClientApi_Unknown;
+}
+
+static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
+{
+ // Update buttons
+ ImGuiIO& io = ImGui::GetIO();
+ for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+ {
+ // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
+ io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
+ g_MouseJustPressed[i] = false;
+ }
+
+ // Update mouse position
+ const ImVec2 mouse_pos_backup = io.MousePos;
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+#ifdef __EMSCRIPTEN__
+ const bool focused = true; // Emscripten
+#else
+ const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
+#endif
+ if (focused)
+ {
+ if (io.WantSetMousePos)
+ {
+ glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
+ }
+ else
+ {
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
+ io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+ }
+ }
+}
+
+static void ImGui_ImplGlfw_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
+ glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+ glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ }
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
+
+ // Setup display size
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(g_Window, &w, &h);
+ glfwGetFramebufferSize(g_Window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
+
+ // Setup time step
+ double current_time = glfwGetTime();
+ io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
+ g_Time = current_time;
+
+ ImGui_ImplGlfw_UpdateMousePosAndButtons();
+ ImGui_ImplGlfw_UpdateMouseCursor();
+
+ // Gamepad navigation mapping [BETA]
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
+ {
+ // Update gamepad inputs
+ #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
+ #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+ int axes_count = 0, buttons_count = 0;
+ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+ const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+ MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+ if (axes_count > 0 && buttons_count > 0)
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ else
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ }
+}
diff --git a/profiler/src/imgui_impl_glfw.h b/profiler/src/imgui_impl_glfw.h
new file mode 100644
index 00000000..8a68f447
--- /dev/null
+++ b/profiler/src/imgui_impl_glfw.h
@@ -0,0 +1,32 @@
+// ImGui Platform Binding for: GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
+// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
+// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
+
+struct GLFWwindow;
+
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
+
+// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
+// Provided here if you want to chain callbacks.
+// You can also handle inputs yourself and use those as a reference.
+IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
diff --git a/profiler/src/imgui_impl_glfw_gl3.cpp b/profiler/src/imgui_impl_glfw_gl3.cpp
deleted file mode 100644
index 9e9804f4..00000000
--- a/profiler/src/imgui_impl_glfw_gl3.cpp
+++ /dev/null
@@ -1,530 +0,0 @@
-// ImGui GLFW binding with OpenGL3 + shaders
-// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
-
-// Implemented features:
-// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
-// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150".
-// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
-// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
-// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name.
-// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself.
-// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
-// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
-// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
-// 2018-01-25: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set).
-// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
-// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
-// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp)
-// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
-// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
-// 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
-// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
-// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
-// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
-
-#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
-#define _CRT_SECURE_NO_WARNINGS
-#endif
-
-#include "imgui.h"
-#include "imgui_impl_glfw_gl3.h"
-
-// GL3W/GLFW
-#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
-#include
-#ifdef _WIN32
-#undef APIENTRY
-#define GLFW_EXPOSE_NATIVE_WIN32
-#define GLFW_EXPOSE_NATIVE_WGL
-#include
-#endif
-
-// GLFW data
-static GLFWwindow* g_Window = NULL;
-static double g_Time = 0.0f;
-static bool g_MouseJustPressed[3] = { false, false, false };
-static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
-
-// OpenGL3 data
-static char g_GlslVersion[32] = "#version 150";
-static GLuint g_FontTexture = 0;
-static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
-static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
-static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
-
-// OpenGL3 Render function.
-// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
-// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
-void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data)
-{
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO& io = ImGui::GetIO();
- int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(io.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);
- GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
- GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
- GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
- GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
- GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
- 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);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- // Setup viewport, orthographic projection matrix
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
- const float ortho_projection[4][4] =
- {
- { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- {-1.0f, 1.0f, 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- glBindSampler(0, 0); // Rely on combined texture/sampler state.
-
- // 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, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col));
-
- // Draw
- 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, g_VboHandle);
- 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, g_ElementsHandle);
- 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)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
- 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);
- glBindSampler(0, last_sampler);
- glActiveTexture(last_active_texture);
- glBindVertexArray(last_vertex_array);
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_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);
- glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
- 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]);
-}
-
-static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
-{
- return glfwGetClipboardString((GLFWwindow*)user_data);
-}
-
-static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
-{
- glfwSetClipboardString((GLFWwindow*)user_data, text);
-}
-
-void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
-{
- if (action == GLFW_PRESS && button >= 0 && button < 3)
- g_MouseJustPressed[button] = true;
-}
-
-void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
-{
- ImGuiIO& io = ImGui::GetIO();
- io.MouseWheelH += (float)xoffset;
- io.MouseWheel += (float)yoffset;
-}
-
-void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
-{
- ImGuiIO& io = ImGui::GetIO();
- if (action == GLFW_PRESS)
- io.KeysDown[key] = true;
- if (action == GLFW_RELEASE)
- io.KeysDown[key] = false;
-
- (void)mods; // Modifiers are not reliable across systems
- io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
- io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
- io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
- io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
-}
-
-void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
-{
- ImGuiIO& io = ImGui::GetIO();
- if (c > 0 && c < 0x10000)
- io.AddInputCharacter((unsigned short)c);
-}
-
-bool ImGui_ImplGlfwGL3_CreateFontsTexture()
-{
- // 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, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- 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 = (void *)(intptr_t)g_FontTexture;
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-
- return true;
-}
-
-bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
-{
- // 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);
-
- const GLchar* vertex_shader =
- "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* fragment_shader =
- "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* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
- const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
-
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
- glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
- glCompileShader(g_VertHandle);
- glCompileShader(g_FragHandle);
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
-
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
-
- glGenBuffers(1, &g_VboHandle);
- glGenBuffers(1, &g_ElementsHandle);
-
- ImGui_ImplGlfwGL3_CreateFontsTexture();
-
- // Restore modified GL state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
- glBindVertexArray(last_vertex_array);
-
- return true;
-}
-
-void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
-{
- if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
- if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
- g_VboHandle = g_ElementsHandle = 0;
-
- if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
- if (g_VertHandle) glDeleteShader(g_VertHandle);
- g_VertHandle = 0;
-
- if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
- if (g_FragHandle) glDeleteShader(g_FragHandle);
- g_FragHandle = 0;
-
- if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
- g_ShaderHandle = 0;
-
- if (g_FontTexture)
- {
- glDeleteTextures(1, &g_FontTexture);
- ImGui::GetIO().Fonts->TexID = 0;
- g_FontTexture = 0;
- }
-}
-
-static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
-{
- glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
- glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
-}
-
-bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version)
-{
- g_Window = window;
-
- // Store GL version string so we can refer to it later in case we recreate shaders.
- if (glsl_version == NULL)
- glsl_version = "#version 150";
- IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
- strcpy(g_GlslVersion, glsl_version);
- strcat(g_GlslVersion, "\n");
-
- // Setup back-end capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
-
- // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
- io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
- io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
-
- io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
- io.ClipboardUserData = g_Window;
-#ifdef _WIN32
- io.ImeWindowHandle = glfwGetWin32Window(g_Window);
-#endif
-
- // Load cursors
- // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those.
- g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
-
- if (install_callbacks)
- ImGui_ImplGlfw_InstallCallbacks(window);
-
- return true;
-}
-
-void ImGui_ImplGlfwGL3_Shutdown()
-{
- // Destroy GLFW mouse cursors
- for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
- glfwDestroyCursor(g_MouseCursors[cursor_n]);
- memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
-
- // Destroy OpenGL objects
- ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
-}
-
-void ImGui_ImplGlfwGL3_NewFrame()
-{
- if (!g_FontTexture)
- ImGui_ImplGlfwGL3_CreateDeviceObjects();
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(g_Window, &w, &h);
- glfwGetFramebufferSize(g_Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
-
- // Setup time step
- double current_time = glfwGetTime();
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
- g_Time = current_time;
-
- // Setup inputs
- // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
- if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
- {
- // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- {
- glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
- }
- else
- {
- double mouse_x, mouse_y;
- glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
- }
- }
- else
- {
- io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
- }
-
- for (int i = 0; i < 3; i++)
- {
- // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
- io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
- g_MouseJustPressed[i] = false;
- }
-
- // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
- if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
- {
- ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
- if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
- {
- glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
- }
- else
- {
- glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
- glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
- }
- }
-
- // Gamepad navigation mapping [BETA]
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
- {
- // Update gamepad inputs
- #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
- #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
- int axes_count = 0, buttons_count = 0;
- const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
- const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
- MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- if (axes_count > 0 && buttons_count > 0)
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- else
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- }
-
- // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
- ImGui::NewFrame();
-}
diff --git a/profiler/src/imgui_impl_glfw_gl3.h b/profiler/src/imgui_impl_glfw_gl3.h
deleted file mode 100644
index 33b5329d..00000000
--- a/profiler/src/imgui_impl_glfw_gl3.h
+++ /dev/null
@@ -1,31 +0,0 @@
-// ImGui GLFW binding with OpenGL3 + shaders
-// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
-
-// Implemented features:
-// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-struct GLFWwindow;
-
-IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version = NULL);
-IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
-IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
-IMGUI_API void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
-IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
-
-// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
-// Provided here if you want to chain callbacks.
-// You can also handle inputs yourself and use those as a reference.
-IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
-IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
-IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
-IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
diff --git a/profiler/src/imgui_impl_opengl3.cpp b/profiler/src/imgui_impl_opengl3.cpp
new file mode 100644
index 00000000..73fa3da5
--- /dev/null
+++ b/profiler/src/imgui_impl_opengl3.cpp
@@ -0,0 +1,538 @@
+// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+// (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..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
+// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
+// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
+// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
+// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
+// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
+// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
+// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
+// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
+// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+
+//----------------------------------------
+// OpenGL GLSL GLSL
+// version version string
+//----------------------------------------
+// 2.0 110 "#version 110"
+// 2.1 120
+// 3.0 130
+// 3.1 140
+// 3.2 150 "#version 150"
+// 3.3 330
+// 4.0 400
+// 4.1 410 "#version 410 core"
+// 4.2 420
+// 4.3 430
+// ES 2.0 100 "#version 100"
+// ES 3.0 300 "#version 300 es"
+//----------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#include "imgui.h"
+#include "imgui_impl_opengl3.h"
+#include
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include // intptr_t
+#else
+#include // intptr_t
+#endif
+#if defined(__APPLE__)
+#include "TargetConditionals.h"
+#endif
+
+// iOS, Android and Emscripten can use GL ES 3
+// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
+#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
+#define USE_GL_ES3
+#endif
+
+#ifdef USE_GL_ES3
+// OpenGL ES 3
+#include // Use GL ES 3
+#else
+// Regular OpenGL
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
+// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
+#include
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
+#include
+#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
+#include
+#else
+#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
+#endif
+#endif
+
+// OpenGL Data
+static char g_GlslVersionString[32] = "";
+static GLuint g_FontTexture = 0;
+static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
+static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
+static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
+static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
+
+// Functions
+bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
+{
+ // 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.
+#ifdef USE_GL_ES3
+ if (glsl_version == NULL)
+ glsl_version = "#version 300 es";
+#else
+ if (glsl_version == NULL)
+ glsl_version = "#version 130";
+#endif
+ IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
+ strcpy(g_GlslVersionString, glsl_version);
+ strcat(g_GlslVersionString, "\n");
+ return true;
+}
+
+void ImGui_ImplOpenGL3_Shutdown()
+{
+ ImGui_ImplOpenGL3_DestroyDeviceObjects();
+}
+
+void ImGui_ImplOpenGL3_NewFrame()
+{
+ if (!g_FontTexture)
+ ImGui_ImplOpenGL3_CreateDeviceObjects();
+}
+
+// OpenGL3 Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL3_RenderDrawData(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->DisplayPps (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(g_ShaderHandle);
+ glUniform1i(g_AttribLocationTex, 0);
+ glUniformMatrix4fv(g_AttribLocationProjMtx, 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, g_VboHandle);
+ glEnableVertexAttribArray(g_AttribLocationPosition);
+ glEnableVertexAttribArray(g_AttribLocationUV);
+ glEnableVertexAttribArray(g_AttribLocationColor);
+ glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(g_AttribLocationColor, 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, g_VboHandle);
+ 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, g_ElementsHandle);
+ 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]);
+}
+
+bool ImGui_ImplOpenGL3_CreateFontsTexture()
+{
+ // 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, &g_FontTexture);
+ glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+ 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)g_FontTexture;
+
+ // Restore state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_DestroyFontsTexture()
+{
+ if (g_FontTexture)
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ glDeleteTextures(1, &g_FontTexture);
+ io.Fonts->TexID = 0;
+ g_FontTexture = 0;
+ }
+}
+
+// If you get an error please report on github. You may try different GL context version or GLSL version.
+static bool CheckShader(GLuint handle, const char* desc)
+{
+ GLint status = 0, log_length = 0;
+ glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
+ glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if (status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
+ if (log_length > 0)
+ {
+ ImVector buf;
+ buf.resize((int)(log_length + 1));
+ glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return status == GL_TRUE;
+}
+
+// If you get an error please report on github. You may try different GL context version or GLSL version.
+static bool CheckProgram(GLuint handle, const char* desc)
+{
+ GLint status = 0, log_length = 0;
+ glGetProgramiv(handle, GL_LINK_STATUS, &status);
+ glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if (status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
+ if (log_length > 0)
+ {
+ ImVector buf;
+ buf.resize((int)(log_length + 1));
+ glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return status == GL_TRUE;
+}
+
+bool ImGui_ImplOpenGL3_CreateDeviceObjects()
+{
+ // 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(g_GlslVersionString, "#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 = NULL;
+ const GLchar* fragment_shader = NULL;
+ 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] = { g_GlslVersionString, vertex_shader };
+ g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
+ glCompileShader(g_VertHandle);
+ CheckShader(g_VertHandle, "vertex shader");
+
+ const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
+ g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
+ glCompileShader(g_FragHandle);
+ CheckShader(g_FragHandle, "fragment shader");
+
+ g_ShaderHandle = glCreateProgram();
+ glAttachShader(g_ShaderHandle, g_VertHandle);
+ glAttachShader(g_ShaderHandle, g_FragHandle);
+ glLinkProgram(g_ShaderHandle);
+ CheckProgram(g_ShaderHandle, "shader program");
+
+ g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
+ g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
+ g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
+ g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
+ g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
+
+ // Create buffers
+ glGenBuffers(1, &g_VboHandle);
+ glGenBuffers(1, &g_ElementsHandle);
+
+ ImGui_ImplOpenGL3_CreateFontsTexture();
+
+ // Restore modified GL state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ glBindVertexArray(last_vertex_array);
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_DestroyDeviceObjects()
+{
+ if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
+ if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
+ g_VboHandle = g_ElementsHandle = 0;
+
+ if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
+ if (g_VertHandle) glDeleteShader(g_VertHandle);
+ g_VertHandle = 0;
+
+ if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
+ if (g_FragHandle) glDeleteShader(g_FragHandle);
+ g_FragHandle = 0;
+
+ if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
+ g_ShaderHandle = 0;
+
+ ImGui_ImplOpenGL3_DestroyFontsTexture();
+}
diff --git a/profiler/src/imgui_impl_opengl3.h b/profiler/src/imgui_impl_opengl3.h
new file mode 100644
index 00000000..2812dac5
--- /dev/null
+++ b/profiler/src/imgui_impl_opengl3.h
@@ -0,0 +1,39 @@
+// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+// (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..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// About OpenGL function loaders:
+// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
+// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
+// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
+// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
+// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
+
+// Set default OpenGL loader to be gl3w
+#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
+ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
+ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
+ && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+#define IMGUI_IMPL_OPENGL_LOADER_GL3W
+#endif
+
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
+
+// Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
diff --git a/profiler/src/main.cpp b/profiler/src/main.cpp
index 93571e57..3472bd49 100644
--- a/profiler/src/main.cpp
+++ b/profiler/src/main.cpp
@@ -1,7 +1,8 @@
#include
#include
#include
-#include "imgui_impl_glfw_gl3.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl3.h"
#include
#include
#include
@@ -73,8 +74,7 @@ int main( int argc, char** argv )
// Setup window
glfwSetErrorCallback(glfw_error_callback);
- if (!glfwInit())
- return 1;
+ if( !glfwInit() ) return 1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
@@ -82,6 +82,7 @@ int main( int argc, char** argv )
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(1650, 960, title, NULL, NULL);
+ if( !window ) return 1;
s_glfwWindow = window;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
@@ -99,11 +100,13 @@ int main( int argc, char** argv )
#endif
// Setup ImGui binding
+ IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = tracy::GetSavePath( "imgui.ini" );
- ImGui_ImplGlfwGL3_Init(window, true);
+ ImGui_ImplGlfw_InitForOpenGL( window, true );
+ ImGui_ImplOpenGL3_Init( "#version 150" );
static const ImWchar rangesBasic[] = {
0x0020, 0x00FF, // Basic Latin + Latin Supplement
@@ -152,7 +155,9 @@ int main( int argc, char** argv )
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
- ImGui_ImplGlfwGL3_NewFrame();
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
if( !view )
{
@@ -297,11 +302,14 @@ int main( int argc, char** argv )
}
// Rendering
+ ImGui::Render();
+ glfwMakeContextCurrent(window);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
- ImGui::Render();
- ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+ glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
if( !glfwGetWindowAttrib( window, GLFW_FOCUSED ) )
@@ -311,8 +319,11 @@ int main( int argc, char** argv )
}
// Cleanup
- ImGui_ImplGlfwGL3_Shutdown();
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
glfwTerminate();
return 0;