imgui_impl_opengl3.cpp 23 KB

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  1. // dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
  4. // Implemented features:
  5. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. // CHANGELOG
  10. // (minor and older changes stripped away, please see git history for details)
  11. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  12. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  13. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  14. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  15. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  16. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  17. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  18. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  19. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
  20. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  21. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  22. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  23. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  24. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  25. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  26. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  27. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  28. //----------------------------------------
  29. // OpenGL GLSL GLSL
  30. // version version string
  31. //----------------------------------------
  32. // 2.0 110 "#version 110"
  33. // 2.1 120
  34. // 3.0 130
  35. // 3.1 140
  36. // 3.2 150 "#version 150"
  37. // 3.3 330
  38. // 4.0 400
  39. // 4.1 410 "#version 410 core"
  40. // 4.2 420
  41. // 4.3 430
  42. // ES 2.0 100 "#version 100"
  43. // ES 3.0 300 "#version 300 es"
  44. //----------------------------------------
  45. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  46. #define _CRT_SECURE_NO_WARNINGS
  47. #endif
  48. #include "imgui.h"
  49. #include "imgui_impl_opengl3.h"
  50. #include <stdio.h>
  51. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  52. #include <stddef.h> // intptr_t
  53. #else
  54. #include <stdint.h> // intptr_t
  55. #endif
  56. #if defined(__APPLE__)
  57. #include "TargetConditionals.h"
  58. #endif
  59. // iOS, Android and Emscripten can use GL ES 3
  60. // Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
  61. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
  62. #define USE_GL_ES3
  63. #endif
  64. #ifdef USE_GL_ES3
  65. // OpenGL ES 3
  66. #include <GLES3/gl3.h> // Use GL ES 3
  67. #else
  68. // Regular OpenGL
  69. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  70. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  71. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  72. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  73. #include <GL/gl3w.h>
  74. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  75. #include <GL/glew.h>
  76. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  77. #include <glad/glad.h>
  78. #else
  79. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  80. #endif
  81. #endif
  82. // OpenGL Data
  83. static char g_GlslVersionString[32] = "";
  84. static GLuint g_FontTexture = 0;
  85. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  86. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  87. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  88. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  89. // Functions
  90. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  91. {
  92. // 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.
  93. #ifdef USE_GL_ES3
  94. if (glsl_version == NULL)
  95. glsl_version = "#version 300 es";
  96. #else
  97. if (glsl_version == NULL)
  98. glsl_version = "#version 130";
  99. #endif
  100. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  101. strcpy(g_GlslVersionString, glsl_version);
  102. strcat(g_GlslVersionString, "\n");
  103. return true;
  104. }
  105. void ImGui_ImplOpenGL3_Shutdown()
  106. {
  107. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  108. }
  109. void ImGui_ImplOpenGL3_NewFrame()
  110. {
  111. if (!g_FontTexture)
  112. ImGui_ImplOpenGL3_CreateDeviceObjects();
  113. }
  114. // OpenGL3 Render function.
  115. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  116. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
  117. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  118. {
  119. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  120. ImGuiIO& io = ImGui::GetIO();
  121. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  122. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  123. if (fb_width <= 0 || fb_height <= 0)
  124. return;
  125. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  126. // Backup GL state
  127. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  128. glActiveTexture(GL_TEXTURE0);
  129. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  130. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  131. #ifdef GL_SAMPLER_BINDING
  132. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  133. #endif
  134. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  135. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  136. #ifdef GL_POLYGON_MODE
  137. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  138. #endif
  139. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  140. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  141. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  142. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  143. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  144. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  145. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  146. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  147. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  148. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  149. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  150. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  151. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  152. glEnable(GL_BLEND);
  153. glBlendEquation(GL_FUNC_ADD);
  154. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  155. glDisable(GL_CULL_FACE);
  156. glDisable(GL_DEPTH_TEST);
  157. glEnable(GL_SCISSOR_TEST);
  158. #ifdef GL_POLYGON_MODE
  159. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  160. #endif
  161. // Setup viewport, orthographic projection matrix
  162. // 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.
  163. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  164. float L = draw_data->DisplayPos.x;
  165. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  166. float T = draw_data->DisplayPos.y;
  167. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  168. const float ortho_projection[4][4] =
  169. {
  170. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  171. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  172. { 0.0f, 0.0f, -1.0f, 0.0f },
  173. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  174. };
  175. glUseProgram(g_ShaderHandle);
  176. glUniform1i(g_AttribLocationTex, 0);
  177. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  178. #ifdef GL_SAMPLER_BINDING
  179. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  180. #endif
  181. // Recreate the VAO every time
  182. // (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.)
  183. GLuint vao_handle = 0;
  184. glGenVertexArrays(1, &vao_handle);
  185. glBindVertexArray(vao_handle);
  186. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  187. glEnableVertexAttribArray(g_AttribLocationPosition);
  188. glEnableVertexAttribArray(g_AttribLocationUV);
  189. glEnableVertexAttribArray(g_AttribLocationColor);
  190. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  191. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  192. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  193. // Draw
  194. ImVec2 pos = draw_data->DisplayPos;
  195. for (int n = 0; n < draw_data->CmdListsCount; n++)
  196. {
  197. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  198. const ImDrawIdx* idx_buffer_offset = 0;
  199. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  200. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  201. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  202. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  203. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  204. {
  205. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  206. if (pcmd->UserCallback)
  207. {
  208. // User callback (registered via ImDrawList::AddCallback)
  209. pcmd->UserCallback(cmd_list, pcmd);
  210. }
  211. else
  212. {
  213. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  214. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  215. {
  216. // Apply scissor/clipping rectangle
  217. 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));
  218. // Bind texture, Draw
  219. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  220. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  221. }
  222. }
  223. idx_buffer_offset += pcmd->ElemCount;
  224. }
  225. }
  226. glDeleteVertexArrays(1, &vao_handle);
  227. // Restore modified GL state
  228. glUseProgram(last_program);
  229. glBindTexture(GL_TEXTURE_2D, last_texture);
  230. #ifdef GL_SAMPLER_BINDING
  231. glBindSampler(0, last_sampler);
  232. #endif
  233. glActiveTexture(last_active_texture);
  234. glBindVertexArray(last_vertex_array);
  235. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  236. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  237. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  238. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  239. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  240. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  241. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  242. #ifdef GL_POLYGON_MODE
  243. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  244. #endif
  245. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  246. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  247. }
  248. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  249. {
  250. // Build texture atlas
  251. ImGuiIO& io = ImGui::GetIO();
  252. unsigned char* pixels;
  253. int width, height;
  254. 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.
  255. // Upload texture to graphics system
  256. GLint last_texture;
  257. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  258. glGenTextures(1, &g_FontTexture);
  259. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  260. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  261. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  262. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  263. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  264. // Store our identifier
  265. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  266. // Restore state
  267. glBindTexture(GL_TEXTURE_2D, last_texture);
  268. return true;
  269. }
  270. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  271. {
  272. if (g_FontTexture)
  273. {
  274. ImGuiIO& io = ImGui::GetIO();
  275. glDeleteTextures(1, &g_FontTexture);
  276. io.Fonts->TexID = 0;
  277. g_FontTexture = 0;
  278. }
  279. }
  280. // If you get an error please report on github. You may try different GL context version or GLSL version.
  281. static bool CheckShader(GLuint handle, const char* desc)
  282. {
  283. GLint status = 0, log_length = 0;
  284. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  285. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  286. if ((GLboolean)status == GL_FALSE)
  287. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  288. if (log_length > 0)
  289. {
  290. ImVector<char> buf;
  291. buf.resize((int)(log_length + 1));
  292. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  293. fprintf(stderr, "%s\n", buf.begin());
  294. }
  295. return (GLboolean)status == GL_TRUE;
  296. }
  297. // If you get an error please report on github. You may try different GL context version or GLSL version.
  298. static bool CheckProgram(GLuint handle, const char* desc)
  299. {
  300. GLint status = 0, log_length = 0;
  301. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  302. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  303. if (status == GL_FALSE)
  304. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
  305. if (log_length > 0)
  306. {
  307. ImVector<char> buf;
  308. buf.resize((int)(log_length + 1));
  309. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  310. fprintf(stderr, "%s\n", buf.begin());
  311. }
  312. return status == GL_TRUE;
  313. }
  314. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  315. {
  316. // Backup GL state
  317. GLint last_texture, last_array_buffer, last_vertex_array;
  318. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  319. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  320. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  321. // Parse GLSL version string
  322. int glsl_version = 130;
  323. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  324. const GLchar* vertex_shader_glsl_120 =
  325. "uniform mat4 ProjMtx;\n"
  326. "attribute vec2 Position;\n"
  327. "attribute vec2 UV;\n"
  328. "attribute vec4 Color;\n"
  329. "varying vec2 Frag_UV;\n"
  330. "varying vec4 Frag_Color;\n"
  331. "void main()\n"
  332. "{\n"
  333. " Frag_UV = UV;\n"
  334. " Frag_Color = Color;\n"
  335. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  336. "}\n";
  337. const GLchar* vertex_shader_glsl_130 =
  338. "uniform mat4 ProjMtx;\n"
  339. "in vec2 Position;\n"
  340. "in vec2 UV;\n"
  341. "in vec4 Color;\n"
  342. "out vec2 Frag_UV;\n"
  343. "out vec4 Frag_Color;\n"
  344. "void main()\n"
  345. "{\n"
  346. " Frag_UV = UV;\n"
  347. " Frag_Color = Color;\n"
  348. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  349. "}\n";
  350. const GLchar* vertex_shader_glsl_300_es =
  351. "precision mediump float;\n"
  352. "layout (location = 0) in vec2 Position;\n"
  353. "layout (location = 1) in vec2 UV;\n"
  354. "layout (location = 2) in vec4 Color;\n"
  355. "uniform mat4 ProjMtx;\n"
  356. "out vec2 Frag_UV;\n"
  357. "out vec4 Frag_Color;\n"
  358. "void main()\n"
  359. "{\n"
  360. " Frag_UV = UV;\n"
  361. " Frag_Color = Color;\n"
  362. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  363. "}\n";
  364. const GLchar* vertex_shader_glsl_410_core =
  365. "layout (location = 0) in vec2 Position;\n"
  366. "layout (location = 1) in vec2 UV;\n"
  367. "layout (location = 2) in vec4 Color;\n"
  368. "uniform mat4 ProjMtx;\n"
  369. "out vec2 Frag_UV;\n"
  370. "out vec4 Frag_Color;\n"
  371. "void main()\n"
  372. "{\n"
  373. " Frag_UV = UV;\n"
  374. " Frag_Color = Color;\n"
  375. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  376. "}\n";
  377. const GLchar* fragment_shader_glsl_120 =
  378. "#ifdef GL_ES\n"
  379. " precision mediump float;\n"
  380. "#endif\n"
  381. "uniform sampler2D Texture;\n"
  382. "varying vec2 Frag_UV;\n"
  383. "varying vec4 Frag_Color;\n"
  384. "void main()\n"
  385. "{\n"
  386. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  387. "}\n";
  388. const GLchar* fragment_shader_glsl_130 =
  389. "uniform sampler2D Texture;\n"
  390. "in vec2 Frag_UV;\n"
  391. "in vec4 Frag_Color;\n"
  392. "out vec4 Out_Color;\n"
  393. "void main()\n"
  394. "{\n"
  395. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  396. "}\n";
  397. const GLchar* fragment_shader_glsl_300_es =
  398. "precision mediump float;\n"
  399. "uniform sampler2D Texture;\n"
  400. "in vec2 Frag_UV;\n"
  401. "in vec4 Frag_Color;\n"
  402. "layout (location = 0) out vec4 Out_Color;\n"
  403. "void main()\n"
  404. "{\n"
  405. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  406. "}\n";
  407. const GLchar* fragment_shader_glsl_410_core =
  408. "in vec2 Frag_UV;\n"
  409. "in vec4 Frag_Color;\n"
  410. "uniform sampler2D Texture;\n"
  411. "layout (location = 0) out vec4 Out_Color;\n"
  412. "void main()\n"
  413. "{\n"
  414. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  415. "}\n";
  416. // Select shaders matching our GLSL versions
  417. const GLchar* vertex_shader = NULL;
  418. const GLchar* fragment_shader = NULL;
  419. if (glsl_version < 130)
  420. {
  421. vertex_shader = vertex_shader_glsl_120;
  422. fragment_shader = fragment_shader_glsl_120;
  423. }
  424. else if (glsl_version == 410)
  425. {
  426. vertex_shader = vertex_shader_glsl_410_core;
  427. fragment_shader = fragment_shader_glsl_410_core;
  428. }
  429. else if (glsl_version == 300)
  430. {
  431. vertex_shader = vertex_shader_glsl_300_es;
  432. fragment_shader = fragment_shader_glsl_300_es;
  433. }
  434. else
  435. {
  436. vertex_shader = vertex_shader_glsl_130;
  437. fragment_shader = fragment_shader_glsl_130;
  438. }
  439. // Create shaders
  440. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  441. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  442. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  443. glCompileShader(g_VertHandle);
  444. CheckShader(g_VertHandle, "vertex shader");
  445. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  446. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  447. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  448. glCompileShader(g_FragHandle);
  449. CheckShader(g_FragHandle, "fragment shader");
  450. g_ShaderHandle = glCreateProgram();
  451. glAttachShader(g_ShaderHandle, g_VertHandle);
  452. glAttachShader(g_ShaderHandle, g_FragHandle);
  453. glLinkProgram(g_ShaderHandle);
  454. CheckProgram(g_ShaderHandle, "shader program");
  455. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  456. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  457. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  458. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  459. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  460. // Create buffers
  461. glGenBuffers(1, &g_VboHandle);
  462. glGenBuffers(1, &g_ElementsHandle);
  463. ImGui_ImplOpenGL3_CreateFontsTexture();
  464. // Restore modified GL state
  465. glBindTexture(GL_TEXTURE_2D, last_texture);
  466. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  467. glBindVertexArray(last_vertex_array);
  468. return true;
  469. }
  470. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  471. {
  472. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  473. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  474. g_VboHandle = g_ElementsHandle = 0;
  475. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  476. if (g_VertHandle) glDeleteShader(g_VertHandle);
  477. g_VertHandle = 0;
  478. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  479. if (g_FragHandle) glDeleteShader(g_FragHandle);
  480. g_FragHandle = 0;
  481. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  482. g_ShaderHandle = 0;
  483. ImGui_ImplOpenGL3_DestroyFontsTexture();
  484. }