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// ImGuiTexInspect, a texture inspector widget for dear imgui
# if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
# define _CRT_SECURE_NO_WARNINGS
# endif
# if defined EMSCRIPTEN && defined IMGUI_TEX_INSPECT_FLOAT_READ_ENABLED
# warning "Float texture read back is disabled on Emscripten"
# undef IMGUI_TEX_INSPECT_FLOAT_READ_ENABLED
# endif
# include "../imgui_tex_inspect_internal.h"
// ==========================================================================
// This file is largely based on:
// https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp
//
// In the following section the ImGui_ImplOpenGL3_Init function has been
// changed to not rewrite global ImGui state. It has also been wrapped in a
// namespace to not clash with the main ImGui version. Aside from that this
// section is identical to the imgui original.
//
// It's reproduced here because none of this code is exposed in the ImGui API
// in a way that be reused (nor should it be).
//
// Search for "END COPIED" to find the end of the copied segment.
// ===========================================================================
// COPIED FROM imgui_impl_opengl3.cp ////////////////////////////////////////
# if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
# define _CRT_SECURE_NO_WARNINGS
# endif
# include "../imgui.h"
# include "imgui_impl_opengl3.h"
# include <stdio.h>
# if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
# include <stddef.h> // intptr_t
# else
# include <stdint.h> // intptr_t
# endif
// GL includes
# if defined(IMGUI_IMPL_OPENGL_ES2)
# include <GLES2/gl2.h>
# elif defined(IMGUI_IMPL_OPENGL_ES3)
# if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
# include <OpenGLES/ES3/gl.h> // Use GL ES 3
# else
# include <GLES3/gl3.h> // Use GL ES 3
# endif
# else
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// 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 <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
# include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
# include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
# include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
# ifndef GLFW_INCLUDE_NONE
# define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
# endif
# include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
# include <glbinding/gl/gl.h>
using namespace gl ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
# ifndef GLFW_INCLUDE_NONE
# define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
# endif
# include <glbinding/glbinding.h> // Needs to be initialized with glbinding::initialize() in user's code.
# include <glbinding/gl/gl.h>
using namespace gl ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_EPOXY)
# include <epoxy/gl.h>
# else
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# if defined(__APPLE__)
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# include <OpenGL/gl.h>
# include <OpenGL/gl3.h>
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# else
# include <SDL2/SDL_opengl.h>
# include <SDL2/SDL_opengles2.h>
# include <SDL2/SDL_opengles2_gl2.h>
# endif
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# endif
# endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
# if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
# define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
# endif
// Desktop GL 3.3+ has glBindSampler()
# if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
# define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
# endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
# if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
# define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
# endif
namespace imgui_impl_opengl
{
// OpenGL Data
static GLuint g_GlVersion = 0 ; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
static char g_GlslVersionString [ 32 ] = " " ; // Specified by user or detected based on compile time GL settings.
static GLuint g_ShaderHandle = 0 , g_VertHandle = 0 , g_FragHandle = 0 ;
static GLint g_AttribLocationTex = 0 , g_AttribLocationProjMtx = 0 ; // Uniforms location
static GLuint g_AttribLocationVtxPos = 0 , g_AttribLocationVtxUV = 0 ; // Vertex attributes location
static GLint g_UniformLocationForceNearestSampling = 0 ;
static GLint g_UniformLocationGridWidth = 0 ;
// Functions
static bool ImGui_ImplOpenGL3_Init ( const char * glsl_version )
{
// Query for GL version (e.g. 320 for GL 3.2)
# if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major = 0 ;
GLint minor = 0 ;
glGetIntegerv ( GL_MAJOR_VERSION , & major ) ;
glGetIntegerv ( GL_MINOR_VERSION , & minor ) ;
if ( major = = 0 & & minor = = 0 )
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char * gl_version = ( const char * ) glGetString ( GL_VERSION ) ;
sscanf ( gl_version , " %d.%d " , & major , & minor ) ;
}
g_GlVersion = ( GLuint ) ( major * 100 + minor * 10 ) ;
# else
g_GlVersion = 200 ; // GLES 2
# endif
// 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.
# if defined(IMGUI_IMPL_OPENGL_ES2)
if ( glsl_version = = NULL )
glsl_version = " #version 100 " ;
# elif defined(IMGUI_IMPL_OPENGL_ES3)
if ( glsl_version = = NULL )
glsl_version = " #version 300 es " ;
# elif defined(__APPLE__)
if ( glsl_version = = NULL )
glsl_version = " #version 150 " ;
# 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 " ) ;
// Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char * gl_loader = " Unknown " ;
IM_UNUSED ( gl_loader ) ;
# if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
gl_loader = " GL3W " ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
gl_loader = " GLEW " ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = " GLAD " ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
gl_loader = " GLAD2 " ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
gl_loader = " glbinding2 " ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
gl_loader = " glbinding3 " ;
# elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
gl_loader = " custom " ;
# else
gl_loader = " none " ;
# endif
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
GLint current_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & current_texture ) ;
return true ;
}
// ===========================================================================
// COPIED FROM A DIFFERENT PART OF imgui_impl_opengl3.cpp
// ===========================================================================
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
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 ( ( GLboolean ) status = = GL_FALSE )
fprintf ( stderr , " ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! \n " , desc ) ;
if ( log_length > 1 )
{
ImVector < char > buf ;
buf . resize ( ( int ) ( log_length + 1 ) ) ;
glGetShaderInfoLog ( handle , log_length , NULL , ( GLchar * ) buf . begin ( ) ) ;
fprintf ( stderr , " %s \n " , buf . begin ( ) ) ;
}
return ( GLboolean ) 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 ( ( GLboolean ) status = = GL_FALSE )
fprintf ( stderr , " ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s') \n " , desc , g_GlslVersionString ) ;
if ( log_length > 1 )
{
ImVector < char > buf ;
buf . resize ( ( int ) ( log_length + 1 ) ) ;
glGetProgramInfoLog ( handle , log_length , NULL , ( GLchar * ) buf . begin ( ) ) ;
fprintf ( stderr , " %s \n " , buf . begin ( ) ) ;
}
return ( GLboolean ) status = = GL_TRUE ;
}
static void ImGui_ImplOpenGL3_SetupRenderState ( ImDrawData * draw_data , int fb_width , int fb_height )
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_STENCIL_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
# ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if ( g_GlVersion > = 310 )
glDisable ( GL_PRIMITIVE_RESTART ) ;
# endif
# ifdef GL_POLYGON_MODE
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
# endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
# if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true ;
if ( g_GlVersion > = 450 )
{
GLenum current_clip_origin = 0 ; glGetIntegerv ( GL_CLIP_ORIGIN , ( GLint * ) & current_clip_origin ) ;
if ( current_clip_origin = = GL_UPPER_LEFT )
clip_origin_lower_left = false ;
}
# endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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 ;
# if defined(GL_CLIP_ORIGIN)
if ( ! clip_origin_lower_left ) { float tmp = T ; T = B ; B = tmp ; } // Swap top and bottom if origin is upper left
# endif
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 ] ) ;
glEnableVertexAttribArray ( g_AttribLocationVtxPos ) ;
glEnableVertexAttribArray ( g_AttribLocationVtxUV ) ;
//glEnableVertexAttribArray(g_AttribLocationVtxColor); //Our shader doesn't use vertex color
glVertexAttribPointer ( g_AttribLocationVtxPos , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , pos ) ) ;
glVertexAttribPointer ( g_AttribLocationVtxUV , 2 , GL_FLOAT , GL_FALSE , sizeof ( ImDrawVert ) , ( GLvoid * ) IM_OFFSETOF ( ImDrawVert , uv ) ) ;
//glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
// ===========================================================================
// END COPIED FROM imgui_impl_opengl3.cpp
// ---------------------------------------------------------------------------
// Note that a lot of the following code still orginated in
// imgui_impl_opengl3.cpp but there are more changes from here on.
// ===========================================================================
// New uniforms for ImGuiTexInspect fragment shader
static GLint g_UniformLocationTextureSize ;
static GLint g_UniformLocationColorTransform ;
static GLint g_UniformLocationColorOffset ;
static GLint g_UniformLocationBackgroundColor ;
static GLint g_UniformLocationPremultiplyAlpha ;
static GLint g_UniformLocationDisableFinalAlpha ;
static GLint g_UniformLocationGrid ;
// Vertex shaders are directly from imgui_impl_opengl3.cpp
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 " ;
//-------------------------------------------------------------------------
// [SECTION] IMGUI_TEX_INSPECT FRAGMENT SHADERS
//-------------------------------------------------------------------------
const GLchar * fragment_shader_glsl_120 = " #ifdef GL_ES \n "
" precision mediump float; \n "
" #endif \n "
" uniform sampler2D Texture; \n "
" uniform vec2 TextureSize; \n "
" uniform mat4 ColorTransform; \n "
" uniform vec4 ColorOffset; \n "
" uniform vec3 BackgroundColor; \n "
" uniform float PremultiplyAlpha; \n "
" uniform float DisableFinalAlpha; \n "
" uniform bool ForceNearestSampling; \n "
" uniform vec4 Grid; \n "
" uniform vec2 GridWidth; \n "
" varying vec2 Frag_UV; \n "
" void main() \n "
" { \n "
" vec2 uv; \n "
" vec2 texel = Frag_UV * TextureSize; \n "
" if (ForceNearestSampling) \n "
" uv = (floor(texel) + vec2(0.5,0.5)) / TextureSize; \n "
" else \n "
" uv = Frag_UV; \n "
" vec2 texelEdge = step(mod(texel,vec2(1.0,1.0)),GridWidth); \n "
" float isGrid = max(texelEdge.x, texelEdge.y); \n "
" vec4 ct = ColorTransform * texture2D(Texture, uv) + ColorOffset; \n "
" ct.rgb = ct.rgb * mix(1.0, ct.a, PremultiplyAlpha); \n "
" ct.rgb += BackgroundColor * (1.0-ct.a); \n "
" ct.a = mix(ct.a, 1.0, DisableFinalAlpha); \n "
" ct = mix(ct, vec4(Grid.rgb,1), Grid.a * isGrid); \n "
" gl_FragColor = ct; \n "
" } \n " ;
const GLchar * fragment_shader_glsl_130 = " uniform sampler2D Texture; \n "
" uniform vec2 TextureSize; \n "
" uniform mat4 ColorTransform; \n "
" uniform vec4 ColorOffset; \n "
" uniform vec3 BackgroundColor; \n "
" uniform float PremultiplyAlpha; \n "
" uniform float DisableFinalAlpha; \n "
" uniform bool ForceNearestSampling; \n "
" uniform vec4 Grid; \n "
" uniform vec2 GridWidth; \n "
" in vec2 Frag_UV; \n "
" out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" vec2 uv; \n "
" vec2 texel = Frag_UV * TextureSize; \n "
" if (ForceNearestSampling) \n "
" uv = (floor(texel) + vec2(0.5,0.5)) / TextureSize; \n "
" else \n "
" uv = Frag_UV; \n "
" vec2 texelEdge = step(mod(texel,vec2(1.0,1.0)),GridWidth); \n "
" float isGrid = max(texelEdge.x, texelEdge.y); \n "
" vec4 ct = ColorTransform * texture(Texture, uv) + ColorOffset; \n "
" ct.rgb = ct.rgb * mix(1.0, ct.a, PremultiplyAlpha); \n "
" ct.rgb += BackgroundColor * (1.0-ct.a); \n "
" ct.a = mix(ct.a, 1.0, DisableFinalAlpha); \n "
" ct = mix(ct, vec4(Grid.rgb,1), Grid.a * isGrid); \n "
" Out_Color = ct; \n "
" } \n " ;
const GLchar * fragment_shader_glsl_300_es = " precision mediump float; \n "
" uniform sampler2D Texture; \n "
" uniform vec2 TextureSize; \n "
" uniform mat4 ColorTransform; \n "
" uniform vec4 ColorOffset; \n "
" uniform vec3 BackgroundColor; \n "
" uniform float PremultiplyAlpha; \n "
" uniform float DisableFinalAlpha; \n "
" uniform bool ForceNearestSampling; \n "
" uniform vec4 Grid; \n "
" uniform vec2 GridWidth; \n "
" in vec2 Frag_UV; \n "
" layout (location = 0) out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" vec2 uv; \n "
" vec2 texel = Frag_UV * TextureSize; \n "
" if (ForceNearestSampling) \n "
" uv = (floor(texel) + vec2(0.5,0.5)) / TextureSize; \n "
" else \n "
" uv = Frag_UV; \n "
" vec2 texelEdge = step(mod(texel,vec2(1.0,1.0)),GridWidth); \n "
" float isGrid = max(texelEdge.x, texelEdge.y); \n "
" vec4 ct = ColorTransform * texture(Texture, uv) + ColorOffset; \n "
" ct.rgb = ct.rgb * mix(1.0, ct.a, PremultiplyAlpha); \n "
" ct.rgb += BackgroundColor * (1.0-ct.a); \n "
" ct.a = mix(ct.a, 1.0, DisableFinalAlpha); \n "
" ct = mix(ct, vec4(Grid.rgb,1), Grid.a * isGrid); \n "
" Out_Color = ct; \n "
" } \n " ;
const GLchar * fragment_shader_glsl_410_core = " uniform sampler2D Texture; \n "
" uniform vec2 TextureSize; \n "
" uniform mat4 ColorTransform; \n "
" uniform vec4 ColorOffset; \n "
" uniform vec3 BackgroundColor; \n "
" uniform float PremultiplyAlpha; \n "
" uniform float DisableFinalAlpha; \n "
" uniform bool ForceNearestSampling; \n "
" uniform vec4 Grid; \n "
" uniform vec2 GridWidth; \n "
" in vec2 Frag_UV; \n "
" layout (location = 0) out vec4 Out_Color; \n "
" void main() \n "
" { \n "
" vec2 uv; \n "
" vec2 texel = Frag_UV * TextureSize; \n "
" if (ForceNearestSampling) \n "
" uv = (floor(texel) + vec2(0.5,0.5)) / TextureSize; \n "
" else \n "
" uv = Frag_UV; \n "
" vec2 texelEdge = step(mod(texel,vec2(1.0,1.0)),GridWidth); \n "
" float isGrid = max(texelEdge.x, texelEdge.y); \n "
" vec4 ct = ColorTransform * texture(Texture, uv) + ColorOffset; \n "
" ct.rgb = ct.rgb * mix(1.0, ct.a, PremultiplyAlpha); \n "
" ct.rgb += BackgroundColor * (1.0-ct.a); \n "
" ct.a = mix(ct.a, 1.0, DisableFinalAlpha); \n "
" ct = mix(ct, vec4(Grid.rgb,1), Grid.a * isGrid); \n "
" Out_Color = ct; \n "
" } \n " ;
/* BuildShader is from imgui_impl_opengl3.cpp. Only change is to query the
* additional uniform locations for the new fragment shader */
void BuildShader ( )
{
// Shader selection code based on imgui_impl_opengl3.cpp
// Parse GLSL version string
int glsl_version = 130 ;
sscanf ( g_GlslVersionString , " #version %d " , & glsl_version ) ;
// 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 ;
}
if ( fragment_shader = = NULL )
{
fprintf ( stderr , " ERROR: imgui_tex_inspect fragment shader for %s not implemented yet " , g_GlslVersionString ) ;
}
else
{
// 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_AttribLocationVtxPos = ( GLuint ) glGetAttribLocation ( g_ShaderHandle , " Position " ) ;
g_AttribLocationVtxUV = ( GLuint ) glGetAttribLocation ( g_ShaderHandle , " UV " ) ;
// Change from imgui_impl_opengl3.cpp (Our shader doesn't use vertex color)
//g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
// New uniforms used by imgui_tex_inspect
g_UniformLocationTextureSize = glGetUniformLocation ( g_ShaderHandle , " TextureSize " ) ;
g_UniformLocationColorTransform = glGetUniformLocation ( g_ShaderHandle , " ColorTransform " ) ;
g_UniformLocationColorOffset = glGetUniformLocation ( g_ShaderHandle , " ColorOffset " ) ;
g_UniformLocationBackgroundColor = glGetUniformLocation ( g_ShaderHandle , " BackgroundColor " ) ;
g_UniformLocationPremultiplyAlpha = glGetUniformLocation ( g_ShaderHandle , " PremultiplyAlpha " ) ;
g_UniformLocationDisableFinalAlpha = glGetUniformLocation ( g_ShaderHandle , " DisableFinalAlpha " ) ;
g_UniformLocationGrid = glGetUniformLocation ( g_ShaderHandle , " Grid " ) ;
g_UniformLocationForceNearestSampling = glGetUniformLocation ( g_ShaderHandle , " ForceNearestSampling " ) ;
g_UniformLocationGridWidth = glGetUniformLocation ( g_ShaderHandle , " GridWidth " ) ;
}
}
} // namespace imgui_impl_opengl
namespace ImGuiTexInspect
{
using namespace imgui_impl_opengl ;
static GLuint readbackFramebuffer = 0 ;
//-------------------------------------------------------------------------
// [SECTION] Init and Shutdown
//-------------------------------------------------------------------------
bool ImplOpenGL3_Init ( const char * glsl_version )
{
imgui_impl_opengl : : ImGui_ImplOpenGL3_Init ( glsl_version ) ;
BuildShader ( ) ;
glGenFramebuffers ( 1 , & readbackFramebuffer ) ;
return true ;
}
void ImplOpenGl3_Shutdown ( )
{
// No need to call ImGui_ImplOpenGL3_Shutdown, it doesn't even
// exist in the imgui_impl_opengl namespace. Our version of
// ImGui_ImplOpenGL3_Init doesn't affect OpenGL state.
glDeleteShader ( g_VertHandle ) ;
glDeleteShader ( g_FragHandle ) ;
glDeleteProgram ( g_ShaderHandle ) ;
g_VertHandle = 0 ;
g_FragHandle = 0 ;
g_ShaderHandle = 0 ;
glDeleteFramebuffers ( 1 , & readbackFramebuffer ) ;
readbackFramebuffer = 0 ;
}
void GiveNotInitializedWarning ( )
{
static bool warningGiven = false ;
if ( ! warningGiven )
{
fprintf ( stderr , " ERROR: ImGuiTexInspect backend not initialized \n " ) ;
warningGiven = true ;
}
}
//-------------------------------------------------------------------------
// [SECTION] BackEnd functions declared in imgui_tex_inspect_internal.h
//-------------------------------------------------------------------------
void BackEnd_SetShader ( const ImDrawList * , const ImDrawCmd * , const Inspector * inspector )
{
const ShaderOptions * texConversion = & inspector - > CachedShaderOptions ;
if ( g_ShaderHandle )
{
ImDrawData * draw_data = ImGui : : GetDrawData ( ) ;
int fb_width = ( int ) ( draw_data - > DisplaySize . x * draw_data - > FramebufferScale . x ) ;
int fb_height = ( int ) ( draw_data - > DisplaySize . y * draw_data - > FramebufferScale . y ) ;
if ( fb_width < = 0 | | fb_height < = 0 )
return ;
// Setup normal ImGui GL state
ImGui_ImplOpenGL3_SetupRenderState ( draw_data , fb_width , fb_height ) ;
// Setup imgui_tex_inspect specific shader uniforms
glUniformMatrix4fv ( g_UniformLocationColorTransform , 1 , GL_FALSE , texConversion - > ColorTransform ) ;
glUniform2fv ( g_UniformLocationTextureSize , 1 , & inspector - > TextureSize . x ) ;
glUniform4fv ( g_UniformLocationColorOffset , 1 , texConversion - > ColorOffset ) ;
glUniform3fv ( g_UniformLocationBackgroundColor , 1 , & texConversion - > BackgroundColor . x ) ;
glUniform1f ( g_UniformLocationPremultiplyAlpha , texConversion - > PremultiplyAlpha ) ;
glUniform1f ( g_UniformLocationDisableFinalAlpha , texConversion - > DisableFinalAlpha ) ;
glUniform1i ( g_UniformLocationForceNearestSampling , texConversion - > ForceNearestSampling ) ;
glUniform2fv ( g_UniformLocationGridWidth , 1 , & texConversion - > GridWidth . x ) ;
glUniform4fv ( g_UniformLocationGrid , 1 , & texConversion - > GridColor . x ) ;
}
else
{
GiveNotInitializedWarning ( ) ;
}
}
bool BackEnd_GetData ( Inspector * inspector , ImTextureID texture , int /*x*/ , int /*y*/ , int /*width*/ , int /*height*/ , BufferDesc * bufferDesc )
{
// Current simple implementation just gets data for whole texture
if ( readbackFramebuffer = = 0 )
{
GiveNotInitializedWarning ( ) ;
return false ;
}
const int numChannels = 4 ;
glGetError ( ) ; // Discard any current error so that check at end of function is useful
void * data ;
int texWidth = ( int ) inspector - > TextureSize . x ;
int texHeight = ( int ) inspector - > TextureSize . y ;
GLuint glTexture = ( GLuint ) ( uintptr_t ) texture ; //Double cast to avoid warning
# ifdef IMGUI_TEX_INSPECT_FLOAT_READ_ENABLED
size_t bufferSize = sizeof ( float ) * texWidth * texHeight * numChannels ;
bufferDesc - > Data_float = ( float * ) GetBuffer ( inspector , bufferSize ) ;
GLuint type = GL_FLOAT ;
data = ( void * ) bufferDesc - > Data_float ;
# else
size_t bufferSize = sizeof ( uint8_t ) * texWidth * texHeight * numChannels ;
bufferDesc - > Data_uint8_t = ( uint8_t * ) GetBuffer ( inspector , bufferSize ) ;
GLuint type = GL_UNSIGNED_BYTE ;
data = ( void * ) bufferDesc - > Data_uint8_t ;
# endif
if ( data = = NULL )
return false ;
bufferDesc - > BufferByteSize = bufferSize ;
bufferDesc - > Red = 0 ; // Data is packed such that red channel is first
bufferDesc - > Green = 1 ; // then green, then blue, the alpha. Hence, 0,1,2,3
bufferDesc - > Blue = 2 ; // for these channel order values.
bufferDesc - > Alpha = 3 ;
bufferDesc - > ChannelCount = 4 ; // RGBA
bufferDesc - > LineStride = ( int ) inspector - > TextureSize . x * numChannels ;
bufferDesc - > Stride = 4 ; // No padding between each RGBA texel
bufferDesc - > StartX = 0 ; // We queried the whole texture
bufferDesc - > StartY = 0 ;
bufferDesc - > Width = texWidth ;
bufferDesc - > Height = texHeight ;
// Save current frame buffer so we can restore it
GLuint currentFramebuffer ;
glGetIntegerv ( GL_FRAMEBUFFER_BINDING , ( GLint * ) & currentFramebuffer ) ;
// Read texture data
glBindFramebuffer ( GL_FRAMEBUFFER , readbackFramebuffer ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , glTexture , 0 ) ;
glReadPixels ( 0 , 0 , texWidth , texHeight , GL_RGBA , type , data ) ;
// Restore previous framebuffer
glBindFramebuffer ( GL_FRAMEBUFFER , currentFramebuffer ) ;
return glGetError ( ) = = GL_NO_ERROR ;
}
} // namespace ImGuiTexInspect