OrcaSlicer/src/slic3r/GUI/ImGuiWrapper.cpp
bubnikv a378bb7bed Removed some obsolete Perl bindings.
Removed libslic3r from the default include paths for all modules but
libslic3r. Now headers from libslic3r need to be included with an
explicit path (libslic3r/libslic3r.h etc)
Split the localization macros into I18N.{cpp,h}
2018-11-26 14:41:58 +01:00

623 lines
22 KiB
C++

#include "ImGuiWrapper.hpp"
#include <vector>
#include <boost/format.hpp>
#include <boost/log/trivial.hpp>
#include <wx/string.h>
#include <wx/event.h>
#include <wx/debug.h>
#include <GL/glew.h>
#include "libslic3r/libslic3r.h"
#include "libslic3r/Utils.hpp"
#include "GUI.hpp"
namespace Slic3r {
namespace GUI {
ImGuiWrapper::ImGuiWrapper()
: m_glsl_version_string("")
, m_shader_handle(0)
, m_vert_handle(0)
, m_frag_handle(0)
, m_font_texture(0)
, m_vbo_handle(0)
, m_elements_handle(0)
, m_attrib_location_tex(0)
, m_attrib_location_proj_mtx(0)
, m_attrib_location_position(0)
, m_attrib_location_uv(0)
, m_attrib_location_color(0)
, m_mouse_buttons(0)
{
}
ImGuiWrapper::~ImGuiWrapper()
{
destroy_device_objects();
ImGui::DestroyContext();
}
bool ImGuiWrapper::init()
{
// 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.
std::string glsl_version;
#ifdef USE_GL_ES3
glsl_version = "#version 300 es";
#else
glsl_version = "#version 130";
#endif
m_glsl_version_string = glsl_version + "\n";
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
ImFont* font = io.Fonts->AddFontFromFileTTF((Slic3r::resources_dir() + "/fonts/NotoSans-Regular.ttf").c_str(), 18.0f);
if (font == nullptr) {
font = io.Fonts->AddFontDefault();
if (font == nullptr)
return false;
}
else {
m_fonts.insert(FontsMap::value_type("Noto Sans Regular 18", font));
}
io.IniFilename = nullptr;
return true;
}
void ImGuiWrapper::set_display_size(float w, float h)
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(w, h);
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
}
bool ImGuiWrapper::update_mouse_data(wxMouseEvent& evt)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)evt.GetX(), (float)evt.GetY());
io.MouseDown[0] = evt.LeftDown();
io.MouseDown[1] = evt.RightDown();
io.MouseDown[2] = evt.MiddleDown();
unsigned buttons = (evt.LeftDown() ? 1 : 0) | (evt.RightDown() ? 2 : 0) | (evt.MiddleDown() ? 4 : 0);
bool res = buttons != m_mouse_buttons;
m_mouse_buttons = buttons;
return res;
}
void ImGuiWrapper::new_frame()
{
if (m_font_texture == 0)
create_device_objects();
ImGui::NewFrame();
}
void ImGuiWrapper::render()
{
ImGui::Render();
render_draw_data(ImGui::GetDrawData());
}
void ImGuiWrapper::set_next_window_pos(float x, float y, int flag)
{
ImGui::SetNextWindowPos(ImVec2(x, y), (ImGuiCond)flag);
}
void ImGuiWrapper::set_next_window_bg_alpha(float alpha)
{
ImGui::SetNextWindowBgAlpha(alpha);
}
bool ImGuiWrapper::begin(const std::string &name, int flags)
{
return ImGui::Begin(name.c_str(), nullptr, (ImGuiWindowFlags)flags);
}
bool ImGuiWrapper::begin(const wxString &name, int flags)
{
return begin(into_u8(name), flags);
}
void ImGuiWrapper::end()
{
ImGui::End();
}
bool ImGuiWrapper::button(const wxString &label)
{
auto label_utf8 = into_u8(label);
return ImGui::Button(label_utf8.c_str());
}
bool ImGuiWrapper::input_double(const std::string &label, const double &value, const std::string &format)
{
return ImGui::InputDouble(label.c_str(), const_cast<double*>(&value), 0.0f, 0.0f, format.c_str());
}
bool ImGuiWrapper::input_vec3(const std::string &label, const Vec3d &value, float width, const std::string &format)
{
bool value_changed = false;
ImGui::BeginGroup();
for (int i = 0; i < 3; ++i)
{
std::string item_label = (i == 0) ? "X" : ((i == 1) ? "Y" : "Z");
ImGui::PushID(i);
ImGui::PushItemWidth(width);
value_changed |= ImGui::InputDouble(item_label.c_str(), const_cast<double*>(&value(i)), 0.0f, 0.0f, format.c_str());
ImGui::PopID();
}
ImGui::EndGroup();
return value_changed;
}
bool ImGuiWrapper::checkbox(const wxString &label, bool &value)
{
auto label_utf8 = into_u8(label);
return ImGui::Checkbox(label_utf8.c_str(), &value);
}
bool ImGuiWrapper::want_mouse() const
{
return ImGui::GetIO().WantCaptureMouse;
}
bool ImGuiWrapper::want_keyboard() const
{
return ImGui::GetIO().WantCaptureKeyboard;
}
bool ImGuiWrapper::want_text_input() const
{
return ImGui::GetIO().WantTextInput;
}
bool ImGuiWrapper::want_any_input() const
{
const auto io = ImGui::GetIO();
return io.WantCaptureMouse || io.WantCaptureKeyboard || io.WantTextInput;
}
void ImGuiWrapper::create_device_objects()
{
// 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(m_glsl_version_string.c_str(), "#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 = nullptr;
const GLchar* fragment_shader = nullptr;
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] = { m_glsl_version_string.c_str(), vertex_shader };
m_vert_handle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(m_vert_handle, 2, vertex_shader_with_version, nullptr);
glCompileShader(m_vert_handle);
wxASSERT(check_shader(m_vert_handle, "vertex shader"));
const GLchar* fragment_shader_with_version[2] = { m_glsl_version_string.c_str(), fragment_shader };
m_frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(m_frag_handle, 2, fragment_shader_with_version, nullptr);
glCompileShader(m_frag_handle);
wxASSERT(check_shader(m_frag_handle, "fragment shader"));
m_shader_handle = glCreateProgram();
glAttachShader(m_shader_handle, m_vert_handle);
glAttachShader(m_shader_handle, m_frag_handle);
glLinkProgram(m_shader_handle);
wxASSERT(check_program(m_shader_handle, "shader program"));
m_attrib_location_tex = glGetUniformLocation(m_shader_handle, "Texture");
m_attrib_location_proj_mtx = glGetUniformLocation(m_shader_handle, "ProjMtx");
m_attrib_location_position = glGetAttribLocation(m_shader_handle, "Position");
m_attrib_location_uv = glGetAttribLocation(m_shader_handle, "UV");
m_attrib_location_color = glGetAttribLocation(m_shader_handle, "Color");
// Create buffers
glGenBuffers(1, &m_vbo_handle);
glGenBuffers(1, &m_elements_handle);
create_fonts_texture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array);
}
void ImGuiWrapper::create_fonts_texture()
{
// 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, &m_font_texture);
glBindTexture(GL_TEXTURE_2D, m_font_texture);
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)m_font_texture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
}
bool ImGuiWrapper::check_program(unsigned int 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) {
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): failed to link %1% (GLSL `%1%`)") % desc, m_glsl_version_string;
}
if (log_length > 0) {
std::vector<GLchar> buf(log_length + 1, 0);
glGetProgramInfoLog(handle, log_length, nullptr, buf.data());
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): error log:\n%1%\n") % buf.data();
}
return status == GL_TRUE;
}
bool ImGuiWrapper::check_shader(unsigned int 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) {
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_shader(): failed to compile %1%") % desc;
}
if (log_length > 0) {
std::vector<GLchar> buf(log_length + 1, 0);
glGetProgramInfoLog(handle, log_length, nullptr, buf.data());
BOOST_LOG_TRIVIAL(error) << boost::format("ImGuiWrapper::check_program(): error log:\n%1%\n") % buf.data();
}
return status == GL_TRUE;
}
void ImGuiWrapper::render_draw_data(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->DisplayPos (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(m_shader_handle);
glUniform1i(m_attrib_location_tex, 0);
glUniformMatrix4fv(m_attrib_location_proj_mtx, 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, m_vbo_handle);
glEnableVertexAttribArray(m_attrib_location_position);
glEnableVertexAttribArray(m_attrib_location_uv);
glEnableVertexAttribArray(m_attrib_location_color);
glVertexAttribPointer(m_attrib_location_position, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(m_attrib_location_uv, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(m_attrib_location_color, 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, m_vbo_handle);
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, m_elements_handle);
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]);
}
void ImGuiWrapper::destroy_device_objects()
{
if (m_vbo_handle != 0)
{
glDeleteBuffers(1, &m_vbo_handle);
m_vbo_handle = 0;
}
if (m_elements_handle != 0)
{
glDeleteBuffers(1, &m_elements_handle);
m_elements_handle = 0;
}
if ((m_shader_handle != 0) && (m_vert_handle != 0))
glDetachShader(m_shader_handle, m_vert_handle);
if (m_vert_handle != 0)
{
glDeleteShader(m_vert_handle);
m_vert_handle = 0;
}
if ((m_shader_handle != 0) && (m_frag_handle != 0))
glDetachShader(m_shader_handle, m_frag_handle);
if (m_frag_handle != 0)
{
glDeleteShader(m_frag_handle);
m_frag_handle = 0;
}
if (m_shader_handle != 0)
{
glDeleteProgram(m_shader_handle);
m_shader_handle = 0;
}
destroy_fonts_texture();
}
void ImGuiWrapper::destroy_fonts_texture()
{
if (m_font_texture)
{
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = 0;
glDeleteTextures(1, &m_font_texture);
m_font_texture = 0;
}
}
} // namespace GUI
} // namespace Slic3r