This works :)
This commit is contained in:
+550
-253
@@ -1,377 +1,674 @@
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using System.Diagnostics;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Hexa.NET.ImGui;
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using SDL3;
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using Hexa.NET.OpenGL;
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namespace SDL3_TestingSuite.SDL3;
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/// <summary>
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/// Implementation of ImGui for SDL3 Renderer backend.
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/// https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdlrenderer3.h
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/// </summary>
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public unsafe static class ImGuiSDL3Renderer
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{
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public class RendererData
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{
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public nint Renderer; // Main viewport's renderer
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public ImVector<SDL.FColor> ColorBuffer;
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public uint GlVersion; // e.g. 320 for GL 3.2
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public string GlslVersionString = ""; // e.g. "#version 330 core\n"
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public bool GlProfileIsES2;
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public bool GlProfileIsES3;
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public bool GlProfileIsCompat;
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public int GlProfileMask;
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public int MaxTextureSize;
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// Render State
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public SDL.ScaleMode CurrentScaleMode;
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public uint ShaderHandle;
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public int AttribLocationTex;
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public int AttribLocationProjMtx;
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public uint AttribLocationVtxPos;
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public uint AttribLocationVtxUV;
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public uint AttribLocationVtxColor;
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public uint VboHandle;
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public uint ElementsHandle;
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public bool HasPolygonMode;
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public bool HasBindSampler;
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public bool HasClipOrigin;
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public uint[] TexSamplers = new uint[2]; // [0]=linear, [1]=nearest
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public bool UseTexParameterToSetSampler;
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public int NextSampler; // GL_LINEAR or GL_NEAREST
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public GL Gl = null!;
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}
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private struct BackupSDLRendererState
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public static RendererData? GetRendererData() => ImGui.GetCurrentContext().Handle != null ? ImGuiUserData<RendererData>.Get(ImGui.GetIO().BackendRendererUserData) : null;
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public static bool Init(GL gl, string? glslVersion = null)
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{
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public SDL.Rect Viewport;
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public bool ClipEnabled;
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public SDL.Rect ClipRect;
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}
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public static RendererData GetRendererData() => ImGui.GetCurrentContext().Handle != null ? ImGuiUserData<RendererData>.Get(ImGui.GetIO().BackendRendererUserData)! : null!;
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public static SDL3Window? Parent;
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public static bool Init(nint renderer, SDL3Window? parentWindow = null)
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{
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Parent = parentWindow;
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ImGuiIOPtr io = ImGui.GetIO();
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Debug.Assert(io.BackendRendererUserData == null, "Already initialised a renderer backend!");
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RendererData bd = new RendererData();
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RendererData bd = new RendererData { Gl = gl };
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io.BackendRendererUserData = ImGuiUserData<RendererData>.Store(bd);
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io.BackendRendererName = (byte*)Marshal.StringToHGlobalAnsi("NepImGuiSDL3Renderer");
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io.BackendFlags |= ImGuiBackendFlags.RendererHasVtxOffset; // We can honor the ImDrawCmd.VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags.RendererHasTextures; // We can honor ImGuiPlatformIO.Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags.RendererHasViewports;
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io.BackendRendererName = (byte*)Marshal.StringToHGlobalAnsi("imgui_impl_opengl3_cs");
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bd.Renderer = renderer;
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string? glVersionStr = Marshal.PtrToStringAnsi((nint)gl.GetString(GLStringName.Version));
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if (glVersionStr != null && glVersionStr.StartsWith("OpenGL ES 2", StringComparison.Ordinal))
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{
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bd.GlVersion = 200;
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bd.GlProfileIsES2 = true;
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}
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else
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{
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gl.GetIntegerv(GLGetPName.MajorVersion, out int major);
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gl.GetIntegerv(GLGetPName.MinorVersion, out int minor);
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if (major == 0 && minor == 0 && glVersionStr != null)
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{
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string[] parts = glVersionStr.Split('.');
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if (parts.Length >= 2)
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{
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int.TryParse(parts[0], out major);
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int.TryParse(new string(parts[1].TakeWhile(char.IsDigit).ToArray()), out minor);
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}
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}
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bd.GlVersion = (uint)(major * 100 + minor * 10);
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if (glVersionStr != null && glVersionStr.StartsWith("OpenGL ES 3", StringComparison.Ordinal))
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bd.GlProfileIsES3 = true;
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gl.GetIntegerv(GLGetPName.MaxTextureSize, out bd.MaxTextureSize);
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if (!bd.GlProfileIsES3 && bd.GlVersion >= 320)
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{
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gl.GetIntegerv(GLGetPName.ContextProfileMask, out bd.GlProfileMask);
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}
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}
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if (bd.GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags.RendererHasVtxOffset; // large meshes
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io.BackendFlags |= ImGuiBackendFlags.RendererHasTextures; // dynamic font atlas
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io.BackendFlags |= ImGuiBackendFlags.RendererHasViewports; // multi-viewport
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ImGuiPlatformIOPtr platformIO = ImGui.GetPlatformIO();
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platformIO.RendererCreateWindow = DelegateStorage.RendererCreateWindowDelegate.GetPtrForDelegate();
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platformIO.RendererDestroyWindow = DelegateStorage.RendererDestroyWindowDelegate.GetPtrForDelegate();
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platformIO.RendererRenderWindow = DelegateStorage.RendererRenderWindowDelegate.GetPtrForDelegate();
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platformIO.RendererSwapBuffers = DelegateStorage.RendererSwapBuffersDelegate.GetPtrForDelegate();
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platformIO.RendererTextureMaxWidth = bd.MaxTextureSize;
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platformIO.RendererTextureMaxHeight = bd.MaxTextureSize;
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if (glslVersion == null)
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{
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if (bd.GlProfileIsES2) glslVersion = "#version 100";
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else if (bd.GlProfileIsES3) glslVersion = "#version 300 es";
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else if (OperatingSystem.IsMacOS()) glslVersion = "#version 150";
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else glslVersion = "#version 130";
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}
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bd.GlslVersionString = glslVersion + "\n";
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bd.HasPolygonMode = !bd.GlProfileIsES2 && !bd.GlProfileIsES3;
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bd.HasBindSampler = bd.GlVersion >= 330 || bd.GlProfileIsES3;
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bd.HasClipOrigin = bd.GlVersion >= 450;
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if (!bd.HasClipOrigin && !bd.GlProfileIsES2 && !bd.GlProfileIsES3)
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{
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gl.GetIntegerv(GLGetPName.NumExtensions, out int numExt);
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for (uint i = 0; i < numExt; i++)
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{
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string? ext = Marshal.PtrToStringAnsi((nint)gl.GetStringi(GLStringName.Extensions, i));
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if (ext == "GL_ARB_clip_control")
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{
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bd.HasClipOrigin = true;
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break;
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}
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}
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}
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InitMultiViewportSupport();
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return true;
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}
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public static void Dispose()
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{
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RendererData? bd = GetRendererData();
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Debug.Assert(bd != null, "No renderer backend to shut down, or already shut down?");
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ImGuiIOPtr io = ImGui.GetIO();
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ImGuiPlatformIOPtr platformIO = ImGui.GetPlatformIO();
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ShutdownMultiViewportSupport();
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DestroyDeviceObjects();
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if (io.BackendRendererName != null)
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{
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Marshal.FreeHGlobal((nint)io.BackendRendererName);
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}
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ImGuiUserData<RendererData>.Free(io.BackendRendererUserData);
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io.BackendRendererName = null;
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io.BackendRendererUserData = null;
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io.BackendFlags &= ~(ImGuiBackendFlags.RendererHasVtxOffset | ImGuiBackendFlags.RendererHasTextures | ImGuiBackendFlags.RendererHasViewports);
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platformIO.RendererTextureMaxWidth = 0;
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platformIO.RendererTextureMaxHeight = 0;
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platformIO.RendererRenderState = null;
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}
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public static void SetupRenderState(nint renderer)
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{
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// Clear out any viewports and cliprect set by the user
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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SDL.SetRenderViewport(renderer, nint.Zero);
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SDL.SetRenderClipRect(renderer, nint.Zero);
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}
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public static void NewFrame()
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{
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RendererData bd = GetRendererData();
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Debug.Assert(bd != null, "Context or backend not initialized! Did you call ImGuiSDL3Renderer.Init()?");
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RendererData? bd = GetRendererData();
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Debug.Assert(bd != null, "Context or backend not initialised! Did you call ImGuiOpenGL3Renderer.Init()?");
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if (bd.ShaderHandle == 0)
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{
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bool ok = CreateDeviceObjects();
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Debug.Assert(ok, "ImGuiOpenGL3Renderer.CreateDeviceObjects() failed!");
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}
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}
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public static void RenderDrawData(ImDrawDataPtr drawData, nint renderer)
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public static void RenderDrawData(ImDrawDataPtr drawData)
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{
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// Skip if no data to render
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if (drawData.Handle == null || drawData.CmdListsCount == 0)
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return;
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if (drawData.Handle == null) return;
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SDL.GetRenderScale(renderer, out float renderScaleX, out float renderScaleY);
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Vector2 renderScale = new Vector2(renderScaleX == 1.0f ? drawData.FramebufferScale.X : 1.0f, renderScaleY == 1.0f ? drawData.FramebufferScale.Y : 1.0f);
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int fbWidth = (int)(drawData.DisplaySize.X * drawData.FramebufferScale.X);
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int fbHeight = (int)(drawData.DisplaySize.Y * drawData.FramebufferScale.Y);
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if (fbWidth <= 0 || fbHeight <= 0) return;
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int fbWidth = (int)(drawData.DisplaySize.X * renderScale.X);
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int fbHeight = (int)(drawData.DisplaySize.Y * renderScale.Y);
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if (fbWidth <= 0 || fbHeight <= 0)
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return;
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RendererData bd = GetRendererData()!;
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GL gl = bd.Gl;
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for (int i = 0; i < drawData.Textures.Size; i++)
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if (drawData.Textures.Size > 0)
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{
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ImTextureDataPtr texture = drawData.Textures[i];
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if (texture.Handle != null)
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for (int i = 0; i < drawData.Textures.Size; i++)
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{
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UpdateTexture(texture, renderer);
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ImTextureDataPtr tex = drawData.Textures[i];
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if (tex.Status != ImTextureStatus.Ok)
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UpdateTexture(tex);
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}
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}
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// Backup SDL renderer state
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BackupSDLRendererState old = new BackupSDLRendererState
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gl.GetIntegerv(GLGetPName.ActiveTexture, out int lastActiveTexture);
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gl.ActiveTexture(GLTextureUnit.Texture0);
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gl.GetIntegerv(GLGetPName.CurrentProgram, out int lastProgram);
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gl.GetIntegerv(GLGetPName.TextureBinding2D, out int lastTexture);
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gl.GetIntegerv(GLGetPName.SamplerBinding, out int lastSampler);
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gl.GetIntegerv(GLGetPName.ArrayBufferBinding, out int lastArrayBuffer);
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gl.GetIntegerv(GLGetPName.VertexArrayBinding, out int lastVertexArray);
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int[] lastPolygonMode = new int[2];
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if (bd.HasPolygonMode) gl.GetIntegerv(GLGetPName.PolygonMode, lastPolygonMode);
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int[] lastViewport = new int[4];
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gl.GetIntegerv(GLGetPName.Viewport, lastViewport);
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int[] lastScissorBox = new int[4];
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gl.GetIntegerv(GLGetPName.ScissorBox, lastScissorBox);
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gl.GetIntegerv(GLGetPName.BlendSrcRgb, out int lastBlendSrcRgb);
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gl.GetIntegerv(GLGetPName.BlendDstRgb, out int lastBlendDstRgb);
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gl.GetIntegerv(GLGetPName.BlendSrcAlpha, out int lastBlendSrcAlpha);
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gl.GetIntegerv(GLGetPName.BlendDstAlpha, out int lastBlendDstAlpha);
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gl.GetIntegerv(GLGetPName.BlendEquationRgb, out int lastBlendEqRgb);
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gl.GetIntegerv(GLGetPName.BlendEquationAlpha, out int lastBlendEqAlpha);
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bool lastBlend = gl.IsEnabled(GLEnableCap.Blend);
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bool lastCullFace = gl.IsEnabled(GLEnableCap.CullFace);
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bool lastDepthTest = gl.IsEnabled(GLEnableCap.DepthTest);
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bool lastStencilTest = gl.IsEnabled(GLEnableCap.StencilTest);
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bool lastScissorTest = gl.IsEnabled(GLEnableCap.ScissorTest);
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bool lastPrimRestart = bd.GlVersion >= 310 && !bd.GlProfileIsES3 && gl.IsEnabled(GLEnableCap.PrimitiveRestart);
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uint vao = 0;
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gl.GenVertexArrays(1, ref vao);
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SetupRenderState(drawData, fbWidth, fbHeight, vao);
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Vector2 clipOff = drawData.DisplayPos;
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Vector2 clipScale = drawData.FramebufferScale;
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for (int listIdx = 0; listIdx < drawData.CmdListsCount; listIdx++)
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{
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ClipEnabled = SDL.RenderClipEnabled(renderer)
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};
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SDL.GetRenderViewport(renderer, out old.Viewport);
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SDL.GetRenderClipRect(renderer, out old.ClipRect);
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ImDrawListPtr drawList = drawData.CmdLists[listIdx];
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// Set up render state
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SetupRenderState(renderer);
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int vtxSize = drawList.VtxBuffer.Size * sizeof(ImDrawVert);
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int idxSize = drawList.IdxBuffer.Size * sizeof(ushort);
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// Set render state in platform IO
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ImGuiPlatformIOPtr platformIo = ImGui.GetPlatformIO();
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platformIo.RendererRenderState = (void*)renderer;
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gl.BufferData(GLBufferTargetARB.ArrayBuffer, vtxSize, drawList.VtxBuffer.Data, GLBufferUsageARB.StreamDraw);
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Vector2 clipOffset = drawData.DisplayPos;
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gl.BufferData(GLBufferTargetARB.ElementArrayBuffer, idxSize, drawList.IdxBuffer.Data, GLBufferUsageARB.StreamDraw);
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// Render command lists
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for (int n = 0; n < drawData.CmdListsCount; n++)
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{
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ImDrawListPtr drawList = drawData.CmdLists[n];
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for (int cmdIndex = 0; cmdIndex < drawList.CmdBuffer.Size; cmdIndex++)
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for (int cmdIdx = 0; cmdIdx < drawList.CmdBuffer.Size; cmdIdx++)
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{
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ImDrawCmd cmd = drawList.CmdBuffer[cmdIndex];
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ImDrawCmd cmd = drawList.CmdBuffer[cmdIdx];
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if (cmd.UserCallback != null)
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{
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if (cmd.UserCallback == DelegateStorage.DrawCallbackResetRenderStateDelegate.GetPtrForDelegate())
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{
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SetupRenderState(renderer);
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}
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nint cbPtr = (nint)cmd.UserCallback;
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if (cbPtr == (nint)DelegateStorage.DrawCallbackResetRenderStateDelegate.GetPtrForDelegate())
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SetupRenderState(drawData, fbWidth, fbHeight, vao);
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else if (cbPtr == (nint)DelegateStorage.DrawCallbackSetSamplerLinearDelegate.GetPtrForDelegate())
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ApplySamplerLinear(bd);
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else if (cbPtr == (nint)DelegateStorage.DrawCallbackSetSamplerNearestDelegate.GetPtrForDelegate())
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ApplySamplerNearest(bd);
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else
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{
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// this is cursed af and idk if it even works :)
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ImDrawCmdPtr cmdPtr = new ImDrawCmdPtr
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{
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Handle = (ImDrawCmd*)Unsafe.AsPointer(ref cmd)
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};
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ImDrawCmdPtr cmdPtr = new ImDrawCmdPtr { Handle = &cmd };
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((delegate* unmanaged[Cdecl]<ImDrawListPtr, ImDrawCmdPtr, void>)cmd.UserCallback)(drawList, cmdPtr);
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}
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continue;
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}
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float clipMinX = (cmd.ClipRect.X - clipOff.X) * clipScale.X;
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float clipMinY = (cmd.ClipRect.Y - clipOff.Y) * clipScale.Y;
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float clipMaxX = (cmd.ClipRect.Z - clipOff.X) * clipScale.X;
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float clipMaxY = (cmd.ClipRect.W - clipOff.Y) * clipScale.Y;
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if (clipMaxX <= clipMinX || clipMaxY <= clipMinY) continue;
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gl.Scissor((int)clipMinX, fbHeight - (int)clipMaxY, (int)(clipMaxX - clipMinX), (int)(clipMaxY - clipMinY));
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gl.BindTexture(GLTextureTarget.Texture2D, (uint)(nint)cmd.GetTexID());
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if (!bd.HasBindSampler && bd.UseTexParameterToSetSampler)
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{
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gl.TexParameterf(GLTextureTarget.Texture2D, GLTextureParameterName.MinFilter, bd.NextSampler);
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gl.TexParameterf(GLTextureTarget.Texture2D, GLTextureParameterName.MagFilter, bd.NextSampler);
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}
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if (bd.GlVersion >= 320)
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{
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gl.DrawElementsBaseVertex(GLPrimitiveType.Triangles, (int)cmd.ElemCount, GLDrawElementsType.UnsignedShort, (void*)(cmd.IdxOffset * sizeof(ushort)), (int)cmd.VtxOffset);
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}
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else
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{
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// Apply clipping rectangle
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Vector4 clipRect = cmd.ClipRect;
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Vector2 clipMin = new Vector2((clipRect.X - clipOffset.X) * renderScale.X, (clipRect.Y - clipOffset.Y) * renderScale.Y);
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Vector2 clipMax = new Vector2((clipRect.Z - clipOffset.X) * renderScale.X, (clipRect.W - clipOffset.Y) * renderScale.Y);
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clipMin.X = Math.Max(0, clipMin.X);
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clipMin.Y = Math.Max(0, clipMin.Y);
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clipMax.X = Math.Min(fbWidth, clipMax.X);
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clipMax.Y = Math.Min(fbHeight, clipMax.Y);
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if (clipMax.X <= clipMin.X || clipMax.Y <= clipMin.Y)
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continue;
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SDL.Rect r = new SDL.Rect
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{
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X = (int)clipMin.X,
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Y = (int)clipMin.Y,
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W = (int)(clipMax.X - clipMin.X),
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H = (int)(clipMax.Y - clipMin.Y)
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};
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SDL.SetRenderClipRect(renderer, r);
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// Convert ImGui vertices to SDL vertices
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uint indexOffset = cmd.IdxOffset;
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uint vertexOffset = cmd.VtxOffset;
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uint elemCount = cmd.ElemCount;
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SDL.Vertex[] vertices = new SDL.Vertex[elemCount];
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int[] indices = new int[elemCount];
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for (int i = 0; i < elemCount; i++)
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{
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ushort idx = drawList.IdxBuffer[(int)indexOffset + i];
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int vertIdx = (int)(vertexOffset + idx);
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ImDrawVert srcVert = drawList.VtxBuffer[vertIdx];
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uint col = srcVert.Col;
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byte colR = (byte)((col >> 0) & 0xFF);
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byte colG = (byte)((col >> 8) & 0xFF);
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byte colB = (byte)((col >> 16) & 0xFF);
|
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byte colA = (byte)((col >> 24) & 0xFF);
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vertices[i] = new SDL.Vertex
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{
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Position = new SDL.FPoint
|
||||
{
|
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X = (srcVert.Pos.X - clipOffset.X) * renderScale.X,
|
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Y = (srcVert.Pos.Y - clipOffset.Y) * renderScale.Y
|
||||
},
|
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Color = new SDL.FColor
|
||||
{
|
||||
R = colR / 255f,
|
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G = colG / 255f,
|
||||
B = colB / 255f,
|
||||
A = colA / 255f
|
||||
},
|
||||
TexCoord = new SDL.FPoint
|
||||
{
|
||||
X = srcVert.Uv.X,
|
||||
Y = srcVert.Uv.Y
|
||||
}
|
||||
};
|
||||
|
||||
indices[i] = i;
|
||||
}
|
||||
|
||||
// Get texture
|
||||
ImTextureID texId = cmd.GetTexID();
|
||||
if (!SDL.RenderGeometry(renderer, texId, vertices, vertices.Length, indices, indices.Length))
|
||||
{
|
||||
Program.Logger.Log($"Failed to render ImGui draw command: {SDL.GetError()}");
|
||||
}
|
||||
gl.DrawElements(GLPrimitiveType.Triangles, (int)cmd.ElemCount, GLDrawElementsType.UnsignedShort, (void*)(cmd.IdxOffset * sizeof(ushort)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Reset render state
|
||||
platformIo.RendererRenderState = null;
|
||||
gl.DeleteVertexArray(vao);
|
||||
|
||||
// Restore renderer state
|
||||
SDL.SetRenderViewport(renderer, old.Viewport);
|
||||
SDL.SetRenderClipRect(renderer, old.ClipEnabled ? old.ClipRect : new SDL.Rect());
|
||||
if (lastProgram == 0 || gl.IsProgram((uint)lastProgram))
|
||||
gl.UseProgram((uint)lastProgram);
|
||||
gl.BindTexture(GLTextureTarget.Texture2D, (uint)lastTexture);
|
||||
if (bd.HasBindSampler) gl.BindSampler(0, (uint)lastSampler);
|
||||
gl.ActiveTexture((GLTextureUnit)lastActiveTexture);
|
||||
gl.BindVertexArray((uint)lastVertexArray);
|
||||
gl.BindBuffer(GLBufferTargetARB.ArrayBuffer, (uint)lastArrayBuffer);
|
||||
gl.BlendEquationSeparate((GLBlendEquationModeEXT)lastBlendEqRgb, (GLBlendEquationModeEXT)lastBlendEqAlpha);
|
||||
gl.BlendFuncSeparate((GLBlendingFactor)lastBlendSrcRgb, (GLBlendingFactor)lastBlendDstRgb, (GLBlendingFactor)lastBlendSrcAlpha, (GLBlendingFactor)lastBlendDstAlpha);
|
||||
|
||||
SetCap(gl, GLEnableCap.Blend, lastBlend);
|
||||
SetCap(gl, GLEnableCap.CullFace, lastCullFace);
|
||||
SetCap(gl, GLEnableCap.DepthTest, lastDepthTest);
|
||||
SetCap(gl, GLEnableCap.StencilTest, lastStencilTest);
|
||||
SetCap(gl, GLEnableCap.ScissorTest, lastScissorTest);
|
||||
if (bd.GlVersion >= 310 && !bd.GlProfileIsES3)
|
||||
SetCap(gl, GLEnableCap.PrimitiveRestart, lastPrimRestart);
|
||||
|
||||
if (bd.HasPolygonMode)
|
||||
{
|
||||
if (bd.GlVersion <= 310 || bd.GlProfileIsCompat)
|
||||
{
|
||||
gl.PolygonMode(GLTriangleFace.Front, (GLPolygonMode)lastPolygonMode[0]);
|
||||
gl.PolygonMode(GLTriangleFace.Back, (GLPolygonMode)lastPolygonMode[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.PolygonMode(GLTriangleFace.FrontAndBack, (GLPolygonMode)lastPolygonMode[0]);
|
||||
}
|
||||
}
|
||||
|
||||
gl.Viewport(lastViewport[0], lastViewport[1], lastViewport[2], lastViewport[3]);
|
||||
gl.Scissor(lastScissorBox[0], lastScissorBox[1], lastScissorBox[2], lastScissorBox[3]);
|
||||
}
|
||||
|
||||
private static void UpdateTexture(ImTextureDataPtr tex, nint renderer)
|
||||
|
||||
private static void SetupRenderState(ImDrawDataPtr drawData, int fbWidth, int fbHeight, uint vao)
|
||||
{
|
||||
RendererData bd = GetRendererData()!;
|
||||
GL gl = bd.Gl;
|
||||
|
||||
gl.Enable(GLEnableCap.Blend);
|
||||
gl.BlendEquation(GLBlendEquationModeEXT.FuncAdd);
|
||||
gl.BlendFuncSeparate(GLBlendingFactor.SrcAlpha, GLBlendingFactor.OneMinusSrcAlpha, GLBlendingFactor.One, GLBlendingFactor.OneMinusSrcAlpha);
|
||||
gl.Disable(GLEnableCap.CullFace);
|
||||
gl.Disable(GLEnableCap.DepthTest);
|
||||
gl.Disable(GLEnableCap.StencilTest);
|
||||
gl.Enable(GLEnableCap.ScissorTest);
|
||||
|
||||
if (bd.GlVersion >= 310 && !bd.GlProfileIsES3)
|
||||
gl.Disable(GLEnableCap.PrimitiveRestart);
|
||||
|
||||
if (bd.HasPolygonMode)
|
||||
gl.PolygonMode(GLTriangleFace.FrontAndBack, GLPolygonMode.Fill);
|
||||
|
||||
gl.Viewport(0, 0, fbWidth, fbHeight);
|
||||
|
||||
float L = drawData.DisplayPos.X;
|
||||
float R = drawData.DisplayPos.X + drawData.DisplaySize.X;
|
||||
float T = drawData.DisplayPos.Y;
|
||||
float B = drawData.DisplayPos.Y + drawData.DisplaySize.Y;
|
||||
|
||||
if (bd.HasClipOrigin)
|
||||
{
|
||||
gl.GetIntegerv(GLGetPName.ClipPlane0, out int clipOrigin);
|
||||
if (clipOrigin == (int)GLEnum.UpperLeft)
|
||||
{
|
||||
(T, B) = (B, T);
|
||||
}
|
||||
}
|
||||
|
||||
float[] ortho =
|
||||
{
|
||||
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,
|
||||
};
|
||||
|
||||
gl.UseProgram(bd.ShaderHandle);
|
||||
gl.Uniform1f(bd.AttribLocationTex, 0);
|
||||
gl.UniformMatrix4fv(bd.AttribLocationProjMtx, 1, false, ortho);
|
||||
|
||||
if (bd.HasBindSampler)
|
||||
gl.BindSampler(0, bd.TexSamplers[0]); // linear
|
||||
|
||||
gl.BindVertexArray(vao);
|
||||
gl.BindBuffer(GLBufferTargetARB.ArrayBuffer, bd.VboHandle);
|
||||
gl.BindBuffer(GLBufferTargetARB.ElementArrayBuffer, bd.ElementsHandle);
|
||||
|
||||
gl.EnableVertexAttribArray(bd.AttribLocationVtxPos);
|
||||
gl.VertexAttribPointer(bd.AttribLocationVtxPos, 2, GLVertexAttribPointerType.Float, false, sizeof(ImDrawVert), (void*)0);
|
||||
|
||||
gl.EnableVertexAttribArray(bd.AttribLocationVtxUV);
|
||||
gl.VertexAttribPointer(bd.AttribLocationVtxUV, 2, GLVertexAttribPointerType.Float, false, sizeof(ImDrawVert), (void*)8);
|
||||
|
||||
gl.EnableVertexAttribArray(bd.AttribLocationVtxColor);
|
||||
gl.VertexAttribPointer(bd.AttribLocationVtxColor, 4, GLVertexAttribPointerType.UnsignedByte, true, sizeof(ImDrawVert), (void*)16);
|
||||
}
|
||||
|
||||
|
||||
public static void UpdateTexture(ImTextureDataPtr tex)
|
||||
{
|
||||
RendererData bd = GetRendererData()!;
|
||||
GL gl = bd.Gl;
|
||||
|
||||
if (tex.Status == ImTextureStatus.WantDestroy)
|
||||
{
|
||||
if (tex.TexID != ImTextureID.Null)
|
||||
SDL.DestroyTexture(tex.TexID);
|
||||
|
||||
{
|
||||
uint glId = (uint)(nint)tex.TexID;
|
||||
gl.DeleteTexture(glId);
|
||||
}
|
||||
tex.SetTexID(ImTextureID.Null);
|
||||
tex.SetStatus(ImTextureStatus.Destroyed);
|
||||
return;
|
||||
}
|
||||
|
||||
bool needsCreate = tex.TexID == ImTextureID.Null || SDL.GetRendererFromTexture(tex.TexID) != renderer;
|
||||
if (tex.Status == ImTextureStatus.WantCreate || needsCreate)
|
||||
gl.PixelStoref(GLPixelStoreParameter.UnpackRowLength, 0);
|
||||
gl.PixelStoref(GLPixelStoreParameter.UnpackAlignment, 1);
|
||||
|
||||
if (tex.Status == ImTextureStatus.WantCreate)
|
||||
{
|
||||
if (tex.TexID != ImTextureID.Null)
|
||||
SDL.DestroyTexture(tex.TexID);
|
||||
Debug.Assert(tex.Format == ImTextureFormat.Rgba32);
|
||||
|
||||
// Create texture on the renderer that is actually drawing this viewport.
|
||||
// SDL textures are renderer-owned and cannot be shared across renderer instances.
|
||||
nint sdlTexture = SDL.CreateTexture(renderer, SDL.PixelFormat.ABGR8888, SDL.TextureAccess.Static, tex.Width, tex.Height);
|
||||
SDL.UpdateTexture(sdlTexture, nint.Zero, (nint)tex.GetPixels(), tex.GetPitch());
|
||||
SDL.SetTextureBlendMode(sdlTexture, SDL.BlendMode.Blend);
|
||||
SDL.SetTextureScaleMode(sdlTexture, SDL.ScaleMode.Linear);
|
||||
gl.GetIntegerv(GLGetPName.TextureBinding2D, out int lastTex);
|
||||
uint glTexId = 0;
|
||||
gl.GenTextures(1, ref glTexId);
|
||||
gl.BindTexture(GLTextureTarget.Texture2D, glTexId);
|
||||
gl.TexParameterf(GLTextureTarget.Texture2D, GLTextureParameterName.MinFilter, (int)GLEnum.Linear);
|
||||
gl.TexParameterf(GLTextureTarget.Texture2D, GLTextureParameterName.MagFilter, (int)GLEnum.Linear);
|
||||
gl.TexParameterf(GLTextureTarget.Texture2D, GLTextureParameterName.WrapS, (int)GLEnum.ClampToEdge);
|
||||
gl.TexParameterf(GLTextureTarget.Texture2D, GLTextureParameterName.WrapT, (int)GLEnum.ClampToEdge);
|
||||
gl.TexImage2D(GLTextureTarget.Texture2D, 0, GLInternalFormat.Rgba, tex.Width, tex.Height, 0, GLPixelFormat.Rgba, GLPixelType.UnsignedByte, tex.GetPixels());
|
||||
|
||||
tex.SetTexID(sdlTexture);
|
||||
tex.SetTexID((nint)glTexId);
|
||||
tex.SetStatus(ImTextureStatus.Ok);
|
||||
gl.BindTexture(GLTextureTarget.Texture2D, (uint)lastTex);
|
||||
return;
|
||||
}
|
||||
|
||||
if (tex.Status == ImTextureStatus.WantUpdates)
|
||||
{
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex.Updates[] but you can use tex.UpdateRect to upload a single region.
|
||||
nint sdlTexture = tex.TexID;
|
||||
gl.GetIntegerv(GLGetPName.TextureBinding2D, out int lastTex);
|
||||
uint glTexId = (uint)(nint)tex.TexID;
|
||||
gl.BindTexture(GLTextureTarget.Texture2D, glTexId);
|
||||
|
||||
for (int i = 0; i < tex.Updates.Size; i++)
|
||||
{
|
||||
ImTextureRect r = tex.Updates[i];
|
||||
SDL.Rect sdlR = new SDL.Rect { X = r.X, Y = r.Y, W = r.W, H = r.H };
|
||||
SDL.UpdateTexture(sdlTexture, sdlR, (nint)tex.GetPixelsAt(r.X, r.Y), tex.GetPitch());
|
||||
gl.PixelStoref(GLPixelStoreParameter.UnpackRowLength, tex.Width);
|
||||
gl.TexSubImage2D(GLTextureTarget.Texture2D, 0, r.X, r.Y, r.W, r.H, GLPixelFormat.Rgba, GLPixelType.UnsignedByte, tex.GetPixelsAt(r.X, r.Y));
|
||||
}
|
||||
gl.PixelStoref(GLPixelStoreParameter.UnpackRowLength, 0);
|
||||
|
||||
tex.SetStatus(ImTextureStatus.Ok);
|
||||
gl.BindTexture(GLTextureTarget.Texture2D, (uint)lastTex);
|
||||
}
|
||||
}
|
||||
|
||||
public static void CreateDeviceObjects() { }
|
||||
|
||||
public static bool CreateDeviceObjects()
|
||||
{
|
||||
RendererData bd = GetRendererData()!;
|
||||
GL gl = bd.Gl;
|
||||
|
||||
gl.GetIntegerv(GLGetPName.TextureBinding2D, out int lastTexture);
|
||||
gl.GetIntegerv(GLGetPName.ArrayBufferBinding, out int lastArrayBuffer);
|
||||
gl.GetIntegerv(GLGetPName.VertexArrayBinding, out int lastVertexArray);
|
||||
|
||||
int glslVersion = 130;
|
||||
{
|
||||
string vstr = bd.GlslVersionString.TrimStart().TrimStart('#');
|
||||
if (vstr.StartsWith("version "))
|
||||
int.TryParse(vstr["version ".Length..].Split(' ')[0], out glslVersion);
|
||||
}
|
||||
|
||||
const string vertSrc120 = "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" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n" + "}\n";
|
||||
const string fragSrc120 = "#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" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n";
|
||||
const string vertSrc130 = "uniform mat4 ProjMtx;\n" + "in vec2 Position;\nin vec2 UV;\nin vec4 Color;\n" + "out vec2 Frag_UV;\nout vec4 Frag_Color;\n" + "void main() {\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n" + "}\n";
|
||||
const string fragSrc130 = "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\nin vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main() {\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n";
|
||||
const string vertSrc300es = "precision highp 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;\nout vec4 Frag_Color;\n" + "void main() {\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n" + "}\n";
|
||||
const string fragSrc300es = "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\nin vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main() {\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n";
|
||||
const string vertSrc410 = "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;\nout vec4 Frag_Color;\n" + "void main() {\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n" + "}\n";
|
||||
const string fragSrc410 = "in vec2 Frag_UV;\nin vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main() {\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n";
|
||||
|
||||
(string vertSrc, string fragSrc) = glslVersion switch
|
||||
{
|
||||
< 130 => (vertSrc120, fragSrc120),
|
||||
300 => (vertSrc300es, fragSrc300es),
|
||||
>= 410 => (vertSrc410, fragSrc410),
|
||||
_ => (vertSrc130, fragSrc130),
|
||||
};
|
||||
|
||||
string fullVert = bd.GlslVersionString + vertSrc;
|
||||
string fullFrag = bd.GlslVersionString + fragSrc;
|
||||
|
||||
uint vert = gl.CreateShader(GLShaderType.VertexShader);
|
||||
gl.ShaderSource(vert, fullVert);
|
||||
gl.CompileShader(vert);
|
||||
if (!CheckShader(gl, vert, "vertex shader")) return false;
|
||||
|
||||
uint frag = gl.CreateShader(GLShaderType.FragmentShader);
|
||||
gl.ShaderSource(frag, fullFrag);
|
||||
gl.CompileShader(frag);
|
||||
if (!CheckShader(gl, frag, "fragment shader")) return false;
|
||||
|
||||
bd.ShaderHandle = gl.CreateProgram();
|
||||
gl.AttachShader(bd.ShaderHandle, vert);
|
||||
gl.AttachShader(bd.ShaderHandle, frag);
|
||||
gl.LinkProgram(bd.ShaderHandle);
|
||||
if (!CheckProgram(gl, bd.ShaderHandle, "shader program")) return false;
|
||||
|
||||
gl.DetachShader(bd.ShaderHandle, vert);
|
||||
gl.DetachShader(bd.ShaderHandle, frag);
|
||||
gl.DeleteShader(vert);
|
||||
gl.DeleteShader(frag);
|
||||
|
||||
bd.AttribLocationTex = gl.GetUniformLocation(bd.ShaderHandle, "Texture");
|
||||
bd.AttribLocationProjMtx = gl.GetUniformLocation(bd.ShaderHandle, "ProjMtx");
|
||||
bd.AttribLocationVtxPos = (uint)gl.GetAttribLocation(bd.ShaderHandle, "Position");
|
||||
bd.AttribLocationVtxUV = (uint)gl.GetAttribLocation(bd.ShaderHandle, "UV");
|
||||
bd.AttribLocationVtxColor = (uint)gl.GetAttribLocation(bd.ShaderHandle, "Color");
|
||||
|
||||
gl.GenBuffers(1, ref bd.VboHandle);
|
||||
gl.GenBuffers(1, ref bd.ElementsHandle);
|
||||
|
||||
if (bd.HasBindSampler)
|
||||
{
|
||||
gl.GenSamplers(2, bd.TexSamplers);
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
int filter = i == 0 ? (int)GLEnum.Linear : (int)GLEnum.Nearest;
|
||||
gl.SamplerParameteri(bd.TexSamplers[i], GLSamplerParameterI.TextureMinFilter, filter);
|
||||
gl.SamplerParameteri(bd.TexSamplers[i], GLSamplerParameterI.TextureMagFilter, filter);
|
||||
gl.SamplerParameteri(bd.TexSamplers[i], GLSamplerParameterI.TextureWrapS, (int)GLEnum.ClampToEdge);
|
||||
gl.SamplerParameteri(bd.TexSamplers[i], GLSamplerParameterI.TextureWrapT, (int)GLEnum.ClampToEdge);
|
||||
}
|
||||
}
|
||||
|
||||
gl.BindTexture(GLTextureTarget.Texture2D, (uint)lastTexture);
|
||||
gl.BindBuffer(GLBufferTargetARB.ArrayBuffer, (uint)lastArrayBuffer);
|
||||
gl.BindVertexArray((uint)lastVertexArray);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void DestroyDeviceObjects()
|
||||
{
|
||||
ImVector<ImTextureDataPtr> texures = ImGui.GetPlatformIO().Textures;
|
||||
for (int i = 0; i < texures.Size; i++)
|
||||
RendererData? bd = GetRendererData();
|
||||
if (bd == null) return;
|
||||
GL gl = bd.Gl;
|
||||
|
||||
if (bd.HasBindSampler && bd.TexSamplers[0] != 0)
|
||||
{
|
||||
ImTextureDataPtr texture = texures[i];
|
||||
texture.Status = ImTextureStatus.WantDestroy;
|
||||
UpdateTexture(texture, GetRendererData().Renderer);
|
||||
gl.DeleteSamplers(2, bd.TexSamplers);
|
||||
bd.TexSamplers[0] = bd.TexSamplers[1] = 0;
|
||||
}
|
||||
|
||||
if (bd.VboHandle != 0)
|
||||
{
|
||||
gl.DeleteBuffer(bd.VboHandle);
|
||||
bd.VboHandle = 0;
|
||||
}
|
||||
if (bd.ElementsHandle != 0)
|
||||
{
|
||||
gl.DeleteBuffer(bd.ElementsHandle);
|
||||
bd.ElementsHandle = 0;
|
||||
}
|
||||
if (bd.ShaderHandle != 0)
|
||||
{
|
||||
gl.DeleteProgram(bd.ShaderHandle);
|
||||
bd.ShaderHandle = 0;
|
||||
}
|
||||
|
||||
ImVector<ImTextureDataPtr> textures = ImGui.GetPlatformIO().Textures;
|
||||
for (int i = 0; i < textures.Size; i++)
|
||||
{
|
||||
ImTextureDataPtr tex = textures[i];
|
||||
if (tex.RefCount == 1)
|
||||
{
|
||||
tex.SetStatus(ImTextureStatus.WantDestroy);
|
||||
UpdateTexture(tex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// @formatter:off — disable formatter after this line
|
||||
|
||||
private static void InitMultiViewportSupport()
|
||||
{
|
||||
ImGuiPlatformIOPtr platformIO = ImGui.GetPlatformIO();
|
||||
platformIO.RendererRenderWindow = DelegateStorage.RendererRenderWindowDelegate.GetPtrForDelegate();
|
||||
}
|
||||
|
||||
private static void ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui.DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
private static void ApplySamplerLinear(RendererData bd)
|
||||
{
|
||||
if (bd.HasBindSampler) bd.Gl.BindSampler(0, bd.TexSamplers[0]);
|
||||
else
|
||||
{
|
||||
bd.UseTexParameterToSetSampler = true;
|
||||
bd.NextSampler = (int)GLEnum.Linear;
|
||||
}
|
||||
}
|
||||
|
||||
private static void ApplySamplerNearest(RendererData bd)
|
||||
{
|
||||
if (bd.HasBindSampler) bd.Gl.BindSampler(0, bd.TexSamplers[1]);
|
||||
else
|
||||
{
|
||||
bd.UseTexParameterToSetSampler = true;
|
||||
bd.NextSampler = (int)GLEnum.Nearest;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private static bool CheckShader(GL gl, uint handle, string desc)
|
||||
{
|
||||
gl.GetShaderiv(handle, GLShaderParameterName.CompileStatus, out int status);
|
||||
gl.GetShaderiv(handle, GLShaderParameterName.InfoLogLength, out int logLen);
|
||||
if (status == 0)
|
||||
{
|
||||
string log = logLen > 1 ? gl.GetShaderInfoLog(handle) : "";
|
||||
Console.Error.WriteLine($"[ImGui OpenGL3] Failed to compile {desc}:\n{log}");
|
||||
}
|
||||
return status != 0;
|
||||
}
|
||||
|
||||
private static bool CheckProgram(GL gl, uint handle, string desc)
|
||||
{
|
||||
gl.GetProgramiv(handle, GLProgramPropertyARB.LinkStatus, out int status);
|
||||
gl.GetProgramiv(handle, GLProgramPropertyARB.InfoLogLength, out int logLen);
|
||||
if (status == 0)
|
||||
{
|
||||
string log = logLen > 1 ? gl.GetProgramInfoLog(handle) : "";
|
||||
Console.Error.WriteLine($"[ImGui OpenGL3] Failed to link {desc}:\n{log}");
|
||||
}
|
||||
return status != 0;
|
||||
}
|
||||
|
||||
|
||||
private static void SetCap(GL gl, GLEnableCap cap, bool enabled)
|
||||
{
|
||||
if (enabled) gl.Enable(cap);
|
||||
else gl.Disable(cap);
|
||||
}
|
||||
|
||||
|
||||
public static class DelegateStorage
|
||||
{
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
internal delegate void DrawCallbackResetRenderStateFn(ImDrawListPtr drawList, ImDrawCmdPtr cmd);
|
||||
internal static readonly DrawCallbackResetRenderStateFn DrawCallbackResetRenderStateDelegate = DrawCallbackResetRenderState;
|
||||
private static void DrawCallbackResetRenderState(ImDrawListPtr drawList, ImDrawCmdPtr cmd) { } // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
|
||||
|
||||
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
internal delegate void RendererCreateWindowFn(ImGuiViewportPtr viewport);
|
||||
internal static readonly RendererCreateWindowFn RendererCreateWindowDelegate = RendererCreateWindow;
|
||||
private static void RendererCreateWindow(ImGuiViewportPtr viewport)
|
||||
internal delegate void DrawCallbackFn(ImDrawListPtr drawList, ImDrawCmdPtr cmd);
|
||||
|
||||
internal static readonly DrawCallbackFn DrawCallbackResetRenderStateDelegate = DrawCallbackResetRenderState;
|
||||
private static void DrawCallbackResetRenderState(ImDrawListPtr _, ImDrawCmdPtr __) { } // Intentionally empty.
|
||||
|
||||
internal static readonly DrawCallbackFn DrawCallbackSetSamplerLinearDelegate = DrawCallbackSetSamplerLinear;
|
||||
private static void DrawCallbackSetSamplerLinear(ImDrawListPtr _, ImDrawCmdPtr __)
|
||||
{
|
||||
ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData<ImGuiSDL3Platform.ViewPortData>.Get(viewport.PlatformUserData);
|
||||
if (vd == null || vd.Window == nint.Zero)
|
||||
return;
|
||||
RendererData? bd = GetRendererData();
|
||||
if (bd != null) ApplySamplerLinear(bd);
|
||||
}
|
||||
|
||||
if (vd.Renderer == nint.Zero)
|
||||
{
|
||||
vd.Renderer = SDL.CreateRenderer(vd.Window, null);
|
||||
vd.RendererOwned = true;
|
||||
}
|
||||
internal static readonly DrawCallbackFn DrawCallbackSetSamplerNearestDelegate = DrawCallbackSetSamplerNearest;
|
||||
private static void DrawCallbackSetSamplerNearest(ImDrawListPtr _, ImDrawCmdPtr __)
|
||||
{
|
||||
RendererData? bd = GetRendererData();
|
||||
if (bd != null) ApplySamplerNearest(bd);
|
||||
}
|
||||
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
internal delegate void RendererDestroyWindowFn(ImGuiViewportPtr viewport);
|
||||
internal static readonly RendererDestroyWindowFn RendererDestroyWindowDelegate = RendererDestroyWindow;
|
||||
private static void RendererDestroyWindow(ImGuiViewportPtr viewport)
|
||||
{
|
||||
ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData<ImGuiSDL3Platform.ViewPortData>.Get(viewport.PlatformUserData);
|
||||
if (vd == null)
|
||||
return;
|
||||
internal delegate void RendererRenderWindowFn(ImGuiViewportPtr viewport, void* renderArg);
|
||||
|
||||
if (vd.RendererOwned && vd.Renderer != nint.Zero)
|
||||
{
|
||||
SDL.DestroyRenderer(vd.Renderer);
|
||||
}
|
||||
|
||||
vd.Renderer = nint.Zero;
|
||||
vd.RendererOwned = false;
|
||||
}
|
||||
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
internal delegate void RendererRenderWindowFn(ImGuiViewportPtr viewport);
|
||||
internal static readonly RendererRenderWindowFn RendererRenderWindowDelegate = RendererRenderWindow;
|
||||
private static void RendererRenderWindow(ImGuiViewportPtr viewport)
|
||||
private static void RendererRenderWindow(ImGuiViewportPtr viewport, void* renderArg)
|
||||
{
|
||||
ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData<ImGuiSDL3Platform.ViewPortData>.Get(viewport.PlatformUserData);
|
||||
if (vd == null || vd.Renderer == nint.Zero)
|
||||
if ((viewport.Flags & ImGuiViewportFlags.NoRendererClear) == 0)
|
||||
{
|
||||
return;
|
||||
RendererData? bd = GetRendererData();
|
||||
if (bd != null)
|
||||
{
|
||||
bd.Gl.ClearColor(0f, 0f, 0f, 1f);
|
||||
bd.Gl.Clear(GLClearBufferMask.ColorBufferBit);
|
||||
}
|
||||
}
|
||||
|
||||
if (Parent != null)
|
||||
{
|
||||
SDL.SetRenderDrawColorFloat(vd.Renderer, Parent.ClearColor.X, Parent.ClearColor.Y, Parent.ClearColor.Z, 0f);
|
||||
SDL.RenderClear(vd.Renderer);
|
||||
}
|
||||
|
||||
RenderDrawData(viewport.DrawData, vd.Renderer);
|
||||
}
|
||||
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
internal delegate void RendererSwapBuffersFn(ImGuiViewportPtr viewport);
|
||||
internal static readonly RendererSwapBuffersFn RendererSwapBuffersDelegate = RendererSwapBuffers;
|
||||
private static void RendererSwapBuffers(ImGuiViewportPtr viewport)
|
||||
{
|
||||
ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData<ImGuiSDL3Platform.ViewPortData>.Get(viewport.PlatformUserData);
|
||||
if (vd == null || vd.Renderer == nint.Zero)
|
||||
return;
|
||||
|
||||
SDL.RenderPresent(vd.Renderer);
|
||||
RenderDrawData(viewport.DrawData);
|
||||
}
|
||||
}
|
||||
// @formatter:on — enable formatter after this line
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user