imgui_impl_opengl3.cpp 34 KB

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  1. // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 2.x 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
  7. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  9. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  15. // 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
  16. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  17. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  18. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  19. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  20. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  21. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  22. // 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
  23. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  24. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  25. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  26. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  27. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  28. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  29. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  30. // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
  31. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  32. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  33. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  34. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  35. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  36. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  37. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  38. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  39. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  40. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  41. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  42. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  43. // 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".
  44. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  45. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  46. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  47. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  48. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  49. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  50. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  51. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  52. //----------------------------------------
  53. // OpenGL GLSL GLSL
  54. // version version string
  55. //----------------------------------------
  56. // 2.0 110 "#version 110"
  57. // 2.1 120 "#version 120"
  58. // 3.0 130 "#version 130"
  59. // 3.1 140 "#version 140"
  60. // 3.2 150 "#version 150"
  61. // 3.3 330 "#version 330 core"
  62. // 4.0 400 "#version 400 core"
  63. // 4.1 410 "#version 410 core"
  64. // 4.2 420 "#version 410 core"
  65. // 4.3 430 "#version 430 core"
  66. // ES 2.0 100 "#version 100" = WebGL 1.0
  67. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  68. //----------------------------------------
  69. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  70. #define _CRT_SECURE_NO_WARNINGS
  71. #endif
  72. #include "imgui.h"
  73. #include "imgui_impl_opengl3.h"
  74. #include <stdio.h>
  75. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  76. #include <stddef.h> // intptr_t
  77. #else
  78. #include <stdint.h> // intptr_t
  79. #endif
  80. // GL includes
  81. #if defined(IMGUI_IMPL_OPENGL_ES2)
  82. #include <GLES2/gl2.h>
  83. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  84. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  85. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  86. #else
  87. #include <GLES3/gl3.h> // Use GL ES 3
  88. #endif
  89. #else
  90. // About Desktop OpenGL function loaders:
  91. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  92. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  93. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  94. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  95. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  96. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  97. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  98. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  99. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  100. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  101. #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
  102. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  103. #ifndef GLFW_INCLUDE_NONE
  104. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  105. #endif
  106. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  107. #include <glbinding/gl/gl.h>
  108. using namespace gl;
  109. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  110. #ifndef GLFW_INCLUDE_NONE
  111. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  112. #endif
  113. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  114. #include <glbinding/gl/gl.h>
  115. using namespace gl;
  116. #else
  117. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  118. #endif
  119. #endif
  120. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  121. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  122. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  123. #endif
  124. // Desktop GL 3.3+ has glBindSampler()
  125. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  126. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  127. #endif
  128. // OpenGL Data
  129. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  130. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  131. static GLuint g_FontTexture = 0;
  132. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  133. static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  134. static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  135. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  136. // Forward Declarations
  137. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  138. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  139. // Functions
  140. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  141. {
  142. // Query for GL version (e.g. 320 for GL 3.2)
  143. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  144. GLint major, minor;
  145. glGetIntegerv(GL_MAJOR_VERSION, &major);
  146. glGetIntegerv(GL_MINOR_VERSION, &minor);
  147. g_GlVersion = (GLuint)(major * 100 + minor * 10);
  148. #else
  149. g_GlVersion = 200; // GLES 2
  150. #endif
  151. // Setup backend capabilities flags
  152. ImGuiIO& io = ImGui::GetIO();
  153. io.BackendRendererName = "imgui_impl_opengl3";
  154. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  155. if (g_GlVersion >= 320)
  156. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  157. #endif
  158. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  159. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  160. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  161. #if defined(IMGUI_IMPL_OPENGL_ES2)
  162. if (glsl_version == NULL)
  163. glsl_version = "#version 100";
  164. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  165. if (glsl_version == NULL)
  166. glsl_version = "#version 300 es";
  167. #elif defined(__APPLE__)
  168. if (glsl_version == NULL)
  169. glsl_version = "#version 150";
  170. #else
  171. if (glsl_version == NULL)
  172. glsl_version = "#version 130";
  173. #endif
  174. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  175. strcpy(g_GlslVersionString, glsl_version);
  176. strcat(g_GlslVersionString, "\n");
  177. // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  178. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  179. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  180. // you are likely to get a crash below.
  181. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  182. const char* gl_loader = "Unknown";
  183. IM_UNUSED(gl_loader);
  184. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  185. gl_loader = "GL3W";
  186. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  187. gl_loader = "GLEW";
  188. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  189. gl_loader = "GLAD";
  190. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  191. gl_loader = "GLAD2";
  192. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  193. gl_loader = "glbinding2";
  194. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  195. gl_loader = "glbinding3";
  196. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  197. gl_loader = "custom";
  198. #else
  199. gl_loader = "none";
  200. #endif
  201. // Make an arbitrary GL call (we don't actually need the result)
  202. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  203. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  204. GLint current_texture;
  205. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  206. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  207. ImGui_ImplOpenGL3_InitPlatformInterface();
  208. return true;
  209. }
  210. void ImGui_ImplOpenGL3_Shutdown()
  211. {
  212. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  213. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  214. }
  215. void ImGui_ImplOpenGL3_NewFrame()
  216. {
  217. if (!g_ShaderHandle)
  218. ImGui_ImplOpenGL3_CreateDeviceObjects();
  219. }
  220. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  221. {
  222. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  223. glEnable(GL_BLEND);
  224. glBlendEquation(GL_FUNC_ADD);
  225. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  226. glDisable(GL_CULL_FACE);
  227. glDisable(GL_DEPTH_TEST);
  228. glEnable(GL_SCISSOR_TEST);
  229. #ifdef GL_POLYGON_MODE
  230. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  231. #endif
  232. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  233. bool clip_origin_lower_left = true;
  234. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  235. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  236. if (current_clip_origin == GL_UPPER_LEFT)
  237. clip_origin_lower_left = false;
  238. #endif
  239. // Setup viewport, orthographic projection matrix
  240. // 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.
  241. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  242. float L = draw_data->DisplayPos.x;
  243. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  244. float T = draw_data->DisplayPos.y;
  245. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  246. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  247. const float ortho_projection[4][4] =
  248. {
  249. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  250. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  251. { 0.0f, 0.0f, -1.0f, 0.0f },
  252. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  253. };
  254. glUseProgram(g_ShaderHandle);
  255. glUniform1i(g_AttribLocationTex, 0);
  256. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  257. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  258. if (g_GlVersion >= 330)
  259. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  260. #endif
  261. (void)vertex_array_object;
  262. #ifndef IMGUI_IMPL_OPENGL_ES2
  263. glBindVertexArray(vertex_array_object);
  264. #endif
  265. // Bind vertex/index buffers and setup attributes for ImDrawVert
  266. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  267. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  268. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  269. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  270. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  271. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  272. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  273. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  274. }
  275. // OpenGL3 Render function.
  276. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  277. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  278. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  279. {
  280. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  281. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  282. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  283. if (fb_width <= 0 || fb_height <= 0)
  284. return;
  285. // Backup GL state
  286. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  287. glActiveTexture(GL_TEXTURE0);
  288. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  289. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  290. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  291. GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  292. #endif
  293. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  294. #ifndef IMGUI_IMPL_OPENGL_ES2
  295. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  296. #endif
  297. #ifdef GL_POLYGON_MODE
  298. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  299. #endif
  300. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  301. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  302. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  303. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  304. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  305. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  306. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  307. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  308. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  309. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  310. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  311. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  312. // Setup desired GL state
  313. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  314. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  315. GLuint vertex_array_object = 0;
  316. #ifndef IMGUI_IMPL_OPENGL_ES2
  317. glGenVertexArrays(1, &vertex_array_object);
  318. #endif
  319. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  320. // Will project scissor/clipping rectangles into framebuffer space
  321. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  322. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  323. // Render command lists
  324. for (int n = 0; n < draw_data->CmdListsCount; n++)
  325. {
  326. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  327. // Upload vertex/index buffers
  328. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  329. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  330. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  331. {
  332. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  333. if (pcmd->UserCallback != NULL)
  334. {
  335. // User callback, registered via ImDrawList::AddCallback()
  336. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  337. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  338. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  339. else
  340. pcmd->UserCallback(cmd_list, pcmd);
  341. }
  342. else
  343. {
  344. // Project scissor/clipping rectangles into framebuffer space
  345. ImVec4 clip_rect;
  346. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  347. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  348. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  349. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  350. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  351. {
  352. // Apply scissor/clipping rectangle
  353. 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));
  354. // Bind texture, Draw
  355. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  356. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  357. if (g_GlVersion >= 320)
  358. glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
  359. else
  360. #endif
  361. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  362. }
  363. }
  364. }
  365. }
  366. // Destroy the temporary VAO
  367. #ifndef IMGUI_IMPL_OPENGL_ES2
  368. glDeleteVertexArrays(1, &vertex_array_object);
  369. #endif
  370. // Restore modified GL state
  371. glUseProgram(last_program);
  372. glBindTexture(GL_TEXTURE_2D, last_texture);
  373. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  374. if (g_GlVersion >= 330)
  375. glBindSampler(0, last_sampler);
  376. #endif
  377. glActiveTexture(last_active_texture);
  378. #ifndef IMGUI_IMPL_OPENGL_ES2
  379. glBindVertexArray(last_vertex_array_object);
  380. #endif
  381. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  382. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  383. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  384. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  385. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  386. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  387. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  388. #ifdef GL_POLYGON_MODE
  389. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  390. #endif
  391. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  392. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  393. }
  394. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  395. {
  396. // Build texture atlas
  397. ImGuiIO& io = ImGui::GetIO();
  398. unsigned char* pixels;
  399. int width, height;
  400. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (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.
  401. // Upload texture to graphics system
  402. GLint last_texture;
  403. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  404. glGenTextures(1, &g_FontTexture);
  405. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  406. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  407. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  408. #ifdef GL_UNPACK_ROW_LENGTH
  409. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  410. #endif
  411. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  412. // Store our identifier
  413. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  414. // Restore state
  415. glBindTexture(GL_TEXTURE_2D, last_texture);
  416. return true;
  417. }
  418. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  419. {
  420. if (g_FontTexture)
  421. {
  422. ImGuiIO& io = ImGui::GetIO();
  423. glDeleteTextures(1, &g_FontTexture);
  424. io.Fonts->TexID = 0;
  425. g_FontTexture = 0;
  426. }
  427. }
  428. // 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.
  429. static bool CheckShader(GLuint handle, const char* desc)
  430. {
  431. GLint status = 0, log_length = 0;
  432. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  433. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  434. if ((GLboolean)status == GL_FALSE)
  435. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  436. if (log_length > 1)
  437. {
  438. ImVector<char> buf;
  439. buf.resize((int)(log_length + 1));
  440. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  441. fprintf(stderr, "%s\n", buf.begin());
  442. }
  443. return (GLboolean)status == GL_TRUE;
  444. }
  445. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  446. static bool CheckProgram(GLuint handle, const char* desc)
  447. {
  448. GLint status = 0, log_length = 0;
  449. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  450. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  451. if ((GLboolean)status == GL_FALSE)
  452. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  453. if (log_length > 1)
  454. {
  455. ImVector<char> buf;
  456. buf.resize((int)(log_length + 1));
  457. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  458. fprintf(stderr, "%s\n", buf.begin());
  459. }
  460. return (GLboolean)status == GL_TRUE;
  461. }
  462. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  463. {
  464. // Backup GL state
  465. GLint last_texture, last_array_buffer;
  466. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  467. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  468. #ifndef IMGUI_IMPL_OPENGL_ES2
  469. GLint last_vertex_array;
  470. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  471. #endif
  472. // Parse GLSL version string
  473. int glsl_version = 130;
  474. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  475. const GLchar* vertex_shader_glsl_120 =
  476. "uniform mat4 ProjMtx;\n"
  477. "attribute vec2 Position;\n"
  478. "attribute vec2 UV;\n"
  479. "attribute vec4 Color;\n"
  480. "varying vec2 Frag_UV;\n"
  481. "varying vec4 Frag_Color;\n"
  482. "void main()\n"
  483. "{\n"
  484. " Frag_UV = UV;\n"
  485. " Frag_Color = Color;\n"
  486. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  487. "}\n";
  488. const GLchar* vertex_shader_glsl_130 =
  489. "uniform mat4 ProjMtx;\n"
  490. "in vec2 Position;\n"
  491. "in vec2 UV;\n"
  492. "in vec4 Color;\n"
  493. "out vec2 Frag_UV;\n"
  494. "out vec4 Frag_Color;\n"
  495. "void main()\n"
  496. "{\n"
  497. " Frag_UV = UV;\n"
  498. " Frag_Color = Color;\n"
  499. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  500. "}\n";
  501. const GLchar* vertex_shader_glsl_300_es =
  502. "precision mediump float;\n"
  503. "layout (location = 0) in vec2 Position;\n"
  504. "layout (location = 1) in vec2 UV;\n"
  505. "layout (location = 2) in vec4 Color;\n"
  506. "uniform mat4 ProjMtx;\n"
  507. "out vec2 Frag_UV;\n"
  508. "out vec4 Frag_Color;\n"
  509. "void main()\n"
  510. "{\n"
  511. " Frag_UV = UV;\n"
  512. " Frag_Color = Color;\n"
  513. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  514. "}\n";
  515. const GLchar* vertex_shader_glsl_410_core =
  516. "layout (location = 0) in vec2 Position;\n"
  517. "layout (location = 1) in vec2 UV;\n"
  518. "layout (location = 2) in vec4 Color;\n"
  519. "uniform mat4 ProjMtx;\n"
  520. "out vec2 Frag_UV;\n"
  521. "out vec4 Frag_Color;\n"
  522. "void main()\n"
  523. "{\n"
  524. " Frag_UV = UV;\n"
  525. " Frag_Color = Color;\n"
  526. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  527. "}\n";
  528. const GLchar* fragment_shader_glsl_120 =
  529. "#ifdef GL_ES\n"
  530. " precision mediump float;\n"
  531. "#endif\n"
  532. "uniform sampler2D Texture;\n"
  533. "varying vec2 Frag_UV;\n"
  534. "varying vec4 Frag_Color;\n"
  535. "void main()\n"
  536. "{\n"
  537. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  538. "}\n";
  539. const GLchar* fragment_shader_glsl_130 =
  540. "uniform sampler2D Texture;\n"
  541. "in vec2 Frag_UV;\n"
  542. "in vec4 Frag_Color;\n"
  543. "out vec4 Out_Color;\n"
  544. "void main()\n"
  545. "{\n"
  546. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  547. "}\n";
  548. const GLchar* fragment_shader_glsl_300_es =
  549. "precision mediump float;\n"
  550. "uniform sampler2D Texture;\n"
  551. "in vec2 Frag_UV;\n"
  552. "in vec4 Frag_Color;\n"
  553. "layout (location = 0) out vec4 Out_Color;\n"
  554. "void main()\n"
  555. "{\n"
  556. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  557. "}\n";
  558. const GLchar* fragment_shader_glsl_410_core =
  559. "in vec2 Frag_UV;\n"
  560. "in vec4 Frag_Color;\n"
  561. "uniform sampler2D Texture;\n"
  562. "layout (location = 0) out vec4 Out_Color;\n"
  563. "void main()\n"
  564. "{\n"
  565. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  566. "}\n";
  567. // Select shaders matching our GLSL versions
  568. const GLchar* vertex_shader = NULL;
  569. const GLchar* fragment_shader = NULL;
  570. if (glsl_version < 130)
  571. {
  572. vertex_shader = vertex_shader_glsl_120;
  573. fragment_shader = fragment_shader_glsl_120;
  574. }
  575. else if (glsl_version >= 410)
  576. {
  577. vertex_shader = vertex_shader_glsl_410_core;
  578. fragment_shader = fragment_shader_glsl_410_core;
  579. }
  580. else if (glsl_version == 300)
  581. {
  582. vertex_shader = vertex_shader_glsl_300_es;
  583. fragment_shader = fragment_shader_glsl_300_es;
  584. }
  585. else
  586. {
  587. vertex_shader = vertex_shader_glsl_130;
  588. fragment_shader = fragment_shader_glsl_130;
  589. }
  590. // Create shaders
  591. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  592. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  593. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  594. glCompileShader(g_VertHandle);
  595. CheckShader(g_VertHandle, "vertex shader");
  596. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  597. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  598. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  599. glCompileShader(g_FragHandle);
  600. CheckShader(g_FragHandle, "fragment shader");
  601. g_ShaderHandle = glCreateProgram();
  602. glAttachShader(g_ShaderHandle, g_VertHandle);
  603. glAttachShader(g_ShaderHandle, g_FragHandle);
  604. glLinkProgram(g_ShaderHandle);
  605. CheckProgram(g_ShaderHandle, "shader program");
  606. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  607. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  608. g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
  609. g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
  610. g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
  611. // Create buffers
  612. glGenBuffers(1, &g_VboHandle);
  613. glGenBuffers(1, &g_ElementsHandle);
  614. ImGui_ImplOpenGL3_CreateFontsTexture();
  615. // Restore modified GL state
  616. glBindTexture(GL_TEXTURE_2D, last_texture);
  617. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  618. #ifndef IMGUI_IMPL_OPENGL_ES2
  619. glBindVertexArray(last_vertex_array);
  620. #endif
  621. return true;
  622. }
  623. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  624. {
  625. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  626. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  627. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  628. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  629. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  630. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  631. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  632. ImGui_ImplOpenGL3_DestroyFontsTexture();
  633. }
  634. //--------------------------------------------------------------------------------------------------------
  635. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  636. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  637. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  638. //--------------------------------------------------------------------------------------------------------
  639. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  640. {
  641. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  642. {
  643. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  644. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  645. glClear(GL_COLOR_BUFFER_BIT);
  646. }
  647. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  648. }
  649. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  650. {
  651. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  652. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  653. }
  654. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  655. {
  656. ImGui::DestroyPlatformWindows();
  657. }