imgui_impl_opengl3.cpp 39 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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. // CHANGELOG
  14. // (minor and older changes stripped away, please see git history for details)
  15. // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  16. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
  17. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
  18. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
  19. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  20. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  21. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  22. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  23. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  24. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  25. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  26. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  27. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  28. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
  29. // 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.
  30. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  31. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  32. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  33. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  34. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  35. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  36. // 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.
  37. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  38. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  39. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  40. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  41. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  42. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  43. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  44. // 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.
  45. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  46. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  47. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  48. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  49. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  50. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  51. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  52. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  53. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  54. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  55. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  56. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  57. // 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".
  58. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  59. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  60. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  61. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  62. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  63. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  64. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  65. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  66. //----------------------------------------
  67. // OpenGL GLSL GLSL
  68. // version version string
  69. //----------------------------------------
  70. // 2.0 110 "#version 110"
  71. // 2.1 120 "#version 120"
  72. // 3.0 130 "#version 130"
  73. // 3.1 140 "#version 140"
  74. // 3.2 150 "#version 150"
  75. // 3.3 330 "#version 330 core"
  76. // 4.0 400 "#version 400 core"
  77. // 4.1 410 "#version 410 core"
  78. // 4.2 420 "#version 410 core"
  79. // 4.3 430 "#version 430 core"
  80. // ES 2.0 100 "#version 100" = WebGL 1.0
  81. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  82. //----------------------------------------
  83. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  84. #define _CRT_SECURE_NO_WARNINGS
  85. #endif
  86. #include "imgui.h"
  87. #include "imgui_impl_opengl3.h"
  88. #include <stdio.h>
  89. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  90. #include <stddef.h> // intptr_t
  91. #else
  92. #include <stdint.h> // intptr_t
  93. #endif
  94. // Clang warnings with -Weverything
  95. #if defined(__clang__)
  96. #pragma clang diagnostic push
  97. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  98. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  99. #if __has_warning("-Wzero-as-null-pointer-constant")
  100. #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
  101. #endif
  102. #endif
  103. // GL includes
  104. #if defined(IMGUI_IMPL_OPENGL_ES2)
  105. #include <GLES2/gl2.h>
  106. #if defined(__EMSCRIPTEN__)
  107. #ifndef GL_GLEXT_PROTOTYPES
  108. #define GL_GLEXT_PROTOTYPES
  109. #endif
  110. #include <GLES2/gl2ext.h>
  111. #endif
  112. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  113. #if defined(__APPLE__)
  114. #include <TargetConditionals.h>
  115. #endif
  116. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  117. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  118. #else
  119. #include <GLES3/gl3.h> // Use GL ES 3
  120. #endif
  121. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  122. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  123. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  124. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  125. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  126. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  127. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  128. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  129. #define IMGL3W_IMPL
  130. #include "imgui_impl_opengl3_loader.h"
  131. #endif
  132. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  133. #ifndef IMGUI_IMPL_OPENGL_ES2
  134. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  135. #elif defined(__EMSCRIPTEN__)
  136. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  137. #define glBindVertexArray glBindVertexArrayOES
  138. #define glGenVertexArrays glGenVertexArraysOES
  139. #define glDeleteVertexArrays glDeleteVertexArraysOES
  140. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  141. #endif
  142. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  143. #ifdef GL_POLYGON_MODE
  144. #define IMGUI_IMPL_HAS_POLYGON_MODE
  145. #endif
  146. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  147. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  148. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  149. #endif
  150. // Desktop GL 3.3+ has glBindSampler()
  151. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  152. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  153. #endif
  154. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  155. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  156. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  157. #endif
  158. // Desktop GL use extension detection
  159. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  160. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  161. #endif
  162. // OpenGL Data
  163. struct ImGui_ImplOpenGL3_Data
  164. {
  165. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  166. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  167. GLuint FontTexture;
  168. GLuint ShaderHandle;
  169. GLint AttribLocationTex; // Uniforms location
  170. GLint AttribLocationProjMtx;
  171. GLuint AttribLocationVtxPos; // Vertex attributes location
  172. GLuint AttribLocationVtxUV;
  173. GLuint AttribLocationVtxColor;
  174. unsigned int VboHandle, ElementsHandle;
  175. GLsizeiptr VertexBufferSize;
  176. GLsizeiptr IndexBufferSize;
  177. bool HasClipOrigin;
  178. ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
  179. };
  180. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  181. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  182. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  183. {
  184. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  185. }
  186. // Forward Declarations
  187. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  188. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  189. // Functions
  190. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  191. {
  192. ImGuiIO& io = ImGui::GetIO();
  193. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  194. // Initialize our loader
  195. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  196. if (imgl3wInit() != 0)
  197. {
  198. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  199. return false;
  200. }
  201. #endif
  202. // Setup backend capabilities flags
  203. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  204. io.BackendRendererUserData = (void*)bd;
  205. io.BackendRendererName = "imgui_impl_opengl3";
  206. // Query for GL version (e.g. 320 for GL 3.2)
  207. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  208. GLint major = 0;
  209. GLint minor = 0;
  210. glGetIntegerv(GL_MAJOR_VERSION, &major);
  211. glGetIntegerv(GL_MINOR_VERSION, &minor);
  212. if (major == 0 && minor == 0)
  213. {
  214. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  215. const char* gl_version = (const char*)glGetString(GL_VERSION);
  216. sscanf(gl_version, "%d.%d", &major, &minor);
  217. }
  218. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  219. #else
  220. bd->GlVersion = 200; // GLES 2
  221. #endif
  222. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  223. if (bd->GlVersion >= 320)
  224. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  225. #endif
  226. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  227. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  228. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  229. if (glsl_version == NULL)
  230. {
  231. #if defined(IMGUI_IMPL_OPENGL_ES2)
  232. glsl_version = "#version 100";
  233. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  234. glsl_version = "#version 300 es";
  235. #elif defined(__APPLE__)
  236. glsl_version = "#version 150";
  237. #else
  238. glsl_version = "#version 130";
  239. #endif
  240. }
  241. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  242. strcpy(bd->GlslVersionString, glsl_version);
  243. strcat(bd->GlslVersionString, "\n");
  244. // Make an arbitrary GL call (we don't actually need the result)
  245. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  246. GLint current_texture;
  247. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  248. // Detect extensions we support
  249. bd->HasClipOrigin = (bd->GlVersion >= 450);
  250. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  251. GLint num_extensions = 0;
  252. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  253. for (GLint i = 0; i < num_extensions; i++)
  254. {
  255. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  256. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  257. bd->HasClipOrigin = true;
  258. }
  259. #endif
  260. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  261. ImGui_ImplOpenGL3_InitPlatformInterface();
  262. return true;
  263. }
  264. void ImGui_ImplOpenGL3_Shutdown()
  265. {
  266. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  267. IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
  268. ImGuiIO& io = ImGui::GetIO();
  269. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  270. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  271. io.BackendRendererName = NULL;
  272. io.BackendRendererUserData = NULL;
  273. IM_DELETE(bd);
  274. }
  275. void ImGui_ImplOpenGL3_NewFrame()
  276. {
  277. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  278. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
  279. if (!bd->ShaderHandle)
  280. ImGui_ImplOpenGL3_CreateDeviceObjects();
  281. }
  282. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  283. {
  284. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  285. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  286. glEnable(GL_BLEND);
  287. glBlendEquation(GL_FUNC_ADD);
  288. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  289. glDisable(GL_CULL_FACE);
  290. glDisable(GL_DEPTH_TEST);
  291. glDisable(GL_STENCIL_TEST);
  292. glEnable(GL_SCISSOR_TEST);
  293. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  294. if (bd->GlVersion >= 310)
  295. glDisable(GL_PRIMITIVE_RESTART);
  296. #endif
  297. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  298. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  299. #endif
  300. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  301. #if defined(GL_CLIP_ORIGIN)
  302. bool clip_origin_lower_left = true;
  303. if (bd->HasClipOrigin)
  304. {
  305. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  306. if (current_clip_origin == GL_UPPER_LEFT)
  307. clip_origin_lower_left = false;
  308. }
  309. #endif
  310. // Setup viewport, orthographic projection matrix
  311. // 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.
  312. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  313. float L = draw_data->DisplayPos.x;
  314. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  315. float T = draw_data->DisplayPos.y;
  316. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  317. #if defined(GL_CLIP_ORIGIN)
  318. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  319. #endif
  320. const float ortho_projection[4][4] =
  321. {
  322. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  323. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  324. { 0.0f, 0.0f, -1.0f, 0.0f },
  325. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  326. };
  327. glUseProgram(bd->ShaderHandle);
  328. glUniform1i(bd->AttribLocationTex, 0);
  329. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  330. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  331. if (bd->GlVersion >= 330)
  332. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  333. #endif
  334. (void)vertex_array_object;
  335. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  336. glBindVertexArray(vertex_array_object);
  337. #endif
  338. // Bind vertex/index buffers and setup attributes for ImDrawVert
  339. glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
  340. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
  341. glEnableVertexAttribArray(bd->AttribLocationVtxPos);
  342. glEnableVertexAttribArray(bd->AttribLocationVtxUV);
  343. glEnableVertexAttribArray(bd->AttribLocationVtxColor);
  344. glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  345. glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  346. glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  347. }
  348. // OpenGL3 Render function.
  349. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  350. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  351. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  352. {
  353. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  354. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  355. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  356. if (fb_width <= 0 || fb_height <= 0)
  357. return;
  358. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  359. // Backup GL state
  360. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  361. glActiveTexture(GL_TEXTURE0);
  362. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  363. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  364. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  365. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  366. #endif
  367. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  368. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  369. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  370. #endif
  371. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  372. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  373. #endif
  374. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  375. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  376. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  377. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  378. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  379. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  380. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  381. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  382. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  383. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  384. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  385. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  386. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  387. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  388. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  389. #endif
  390. // Setup desired GL state
  391. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  392. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  393. GLuint vertex_array_object = 0;
  394. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  395. glGenVertexArrays(1, &vertex_array_object);
  396. #endif
  397. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  398. // Will project scissor/clipping rectangles into framebuffer space
  399. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  400. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  401. // Render command lists
  402. for (int n = 0; n < draw_data->CmdListsCount; n++)
  403. {
  404. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  405. // Upload vertex/index buffers
  406. GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
  407. GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
  408. if (bd->VertexBufferSize < vtx_buffer_size)
  409. {
  410. bd->VertexBufferSize = vtx_buffer_size;
  411. glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
  412. }
  413. if (bd->IndexBufferSize < idx_buffer_size)
  414. {
  415. bd->IndexBufferSize = idx_buffer_size;
  416. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
  417. }
  418. glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
  419. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
  420. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  421. {
  422. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  423. if (pcmd->UserCallback != NULL)
  424. {
  425. // User callback, registered via ImDrawList::AddCallback()
  426. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  427. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  428. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  429. else
  430. pcmd->UserCallback(cmd_list, pcmd);
  431. }
  432. else
  433. {
  434. // Project scissor/clipping rectangles into framebuffer space
  435. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  436. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  437. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  438. continue;
  439. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  440. glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
  441. // Bind texture, Draw
  442. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  443. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  444. if (bd->GlVersion >= 320)
  445. 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);
  446. else
  447. #endif
  448. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  449. }
  450. }
  451. }
  452. // Destroy the temporary VAO
  453. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  454. glDeleteVertexArrays(1, &vertex_array_object);
  455. #endif
  456. // Restore modified GL state
  457. glUseProgram(last_program);
  458. glBindTexture(GL_TEXTURE_2D, last_texture);
  459. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  460. if (bd->GlVersion >= 330)
  461. glBindSampler(0, last_sampler);
  462. #endif
  463. glActiveTexture(last_active_texture);
  464. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  465. glBindVertexArray(last_vertex_array_object);
  466. #endif
  467. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  468. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  469. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  470. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  471. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  472. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  473. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  474. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  475. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  476. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  477. #endif
  478. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  479. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  480. #endif
  481. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  482. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  483. (void)bd; // Not all compilation paths use this
  484. }
  485. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  486. {
  487. ImGuiIO& io = ImGui::GetIO();
  488. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  489. // Build texture atlas
  490. unsigned char* pixels;
  491. int width, height;
  492. 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.
  493. // Upload texture to graphics system
  494. GLint last_texture;
  495. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  496. glGenTextures(1, &bd->FontTexture);
  497. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  498. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  499. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  500. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  501. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  502. #endif
  503. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  504. // Store our identifier
  505. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  506. // Restore state
  507. glBindTexture(GL_TEXTURE_2D, last_texture);
  508. return true;
  509. }
  510. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  511. {
  512. ImGuiIO& io = ImGui::GetIO();
  513. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  514. if (bd->FontTexture)
  515. {
  516. glDeleteTextures(1, &bd->FontTexture);
  517. io.Fonts->SetTexID(0);
  518. bd->FontTexture = 0;
  519. }
  520. }
  521. // 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.
  522. static bool CheckShader(GLuint handle, const char* desc)
  523. {
  524. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  525. GLint status = 0, log_length = 0;
  526. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  527. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  528. if ((GLboolean)status == GL_FALSE)
  529. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  530. if (log_length > 1)
  531. {
  532. ImVector<char> buf;
  533. buf.resize((int)(log_length + 1));
  534. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  535. fprintf(stderr, "%s\n", buf.begin());
  536. }
  537. return (GLboolean)status == GL_TRUE;
  538. }
  539. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  540. static bool CheckProgram(GLuint handle, const char* desc)
  541. {
  542. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  543. GLint status = 0, log_length = 0;
  544. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  545. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  546. if ((GLboolean)status == GL_FALSE)
  547. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  548. if (log_length > 1)
  549. {
  550. ImVector<char> buf;
  551. buf.resize((int)(log_length + 1));
  552. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  553. fprintf(stderr, "%s\n", buf.begin());
  554. }
  555. return (GLboolean)status == GL_TRUE;
  556. }
  557. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  558. {
  559. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  560. // Backup GL state
  561. GLint last_texture, last_array_buffer;
  562. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  563. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  564. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  565. GLint last_vertex_array;
  566. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  567. #endif
  568. // Parse GLSL version string
  569. int glsl_version = 130;
  570. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  571. const GLchar* vertex_shader_glsl_120 =
  572. "uniform mat4 ProjMtx;\n"
  573. "attribute vec2 Position;\n"
  574. "attribute vec2 UV;\n"
  575. "attribute vec4 Color;\n"
  576. "varying vec2 Frag_UV;\n"
  577. "varying vec4 Frag_Color;\n"
  578. "void main()\n"
  579. "{\n"
  580. " Frag_UV = UV;\n"
  581. " Frag_Color = Color;\n"
  582. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  583. "}\n";
  584. const GLchar* vertex_shader_glsl_130 =
  585. "uniform mat4 ProjMtx;\n"
  586. "in vec2 Position;\n"
  587. "in vec2 UV;\n"
  588. "in vec4 Color;\n"
  589. "out vec2 Frag_UV;\n"
  590. "out vec4 Frag_Color;\n"
  591. "void main()\n"
  592. "{\n"
  593. " Frag_UV = UV;\n"
  594. " Frag_Color = Color;\n"
  595. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  596. "}\n";
  597. const GLchar* vertex_shader_glsl_300_es =
  598. "precision highp float;\n"
  599. "layout (location = 0) in vec2 Position;\n"
  600. "layout (location = 1) in vec2 UV;\n"
  601. "layout (location = 2) in vec4 Color;\n"
  602. "uniform mat4 ProjMtx;\n"
  603. "out vec2 Frag_UV;\n"
  604. "out vec4 Frag_Color;\n"
  605. "void main()\n"
  606. "{\n"
  607. " Frag_UV = UV;\n"
  608. " Frag_Color = Color;\n"
  609. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  610. "}\n";
  611. const GLchar* vertex_shader_glsl_410_core =
  612. "layout (location = 0) in vec2 Position;\n"
  613. "layout (location = 1) in vec2 UV;\n"
  614. "layout (location = 2) in vec4 Color;\n"
  615. "uniform mat4 ProjMtx;\n"
  616. "out vec2 Frag_UV;\n"
  617. "out vec4 Frag_Color;\n"
  618. "void main()\n"
  619. "{\n"
  620. " Frag_UV = UV;\n"
  621. " Frag_Color = Color;\n"
  622. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  623. "}\n";
  624. const GLchar* fragment_shader_glsl_120 =
  625. "#ifdef GL_ES\n"
  626. " precision mediump float;\n"
  627. "#endif\n"
  628. "uniform sampler2D Texture;\n"
  629. "varying vec2 Frag_UV;\n"
  630. "varying vec4 Frag_Color;\n"
  631. "void main()\n"
  632. "{\n"
  633. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  634. "}\n";
  635. const GLchar* fragment_shader_glsl_130 =
  636. "uniform sampler2D Texture;\n"
  637. "in vec2 Frag_UV;\n"
  638. "in vec4 Frag_Color;\n"
  639. "out vec4 Out_Color;\n"
  640. "void main()\n"
  641. "{\n"
  642. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  643. "}\n";
  644. const GLchar* fragment_shader_glsl_300_es =
  645. "precision mediump float;\n"
  646. "uniform sampler2D Texture;\n"
  647. "in vec2 Frag_UV;\n"
  648. "in vec4 Frag_Color;\n"
  649. "layout (location = 0) out vec4 Out_Color;\n"
  650. "void main()\n"
  651. "{\n"
  652. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  653. "}\n";
  654. const GLchar* fragment_shader_glsl_410_core =
  655. "in vec2 Frag_UV;\n"
  656. "in vec4 Frag_Color;\n"
  657. "uniform sampler2D Texture;\n"
  658. "layout (location = 0) out vec4 Out_Color;\n"
  659. "void main()\n"
  660. "{\n"
  661. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  662. "}\n";
  663. // Select shaders matching our GLSL versions
  664. const GLchar* vertex_shader = NULL;
  665. const GLchar* fragment_shader = NULL;
  666. if (glsl_version < 130)
  667. {
  668. vertex_shader = vertex_shader_glsl_120;
  669. fragment_shader = fragment_shader_glsl_120;
  670. }
  671. else if (glsl_version >= 410)
  672. {
  673. vertex_shader = vertex_shader_glsl_410_core;
  674. fragment_shader = fragment_shader_glsl_410_core;
  675. }
  676. else if (glsl_version == 300)
  677. {
  678. vertex_shader = vertex_shader_glsl_300_es;
  679. fragment_shader = fragment_shader_glsl_300_es;
  680. }
  681. else
  682. {
  683. vertex_shader = vertex_shader_glsl_130;
  684. fragment_shader = fragment_shader_glsl_130;
  685. }
  686. // Create shaders
  687. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  688. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  689. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  690. glCompileShader(vert_handle);
  691. CheckShader(vert_handle, "vertex shader");
  692. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  693. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  694. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  695. glCompileShader(frag_handle);
  696. CheckShader(frag_handle, "fragment shader");
  697. // Link
  698. bd->ShaderHandle = glCreateProgram();
  699. glAttachShader(bd->ShaderHandle, vert_handle);
  700. glAttachShader(bd->ShaderHandle, frag_handle);
  701. glLinkProgram(bd->ShaderHandle);
  702. CheckProgram(bd->ShaderHandle, "shader program");
  703. glDetachShader(bd->ShaderHandle, vert_handle);
  704. glDetachShader(bd->ShaderHandle, frag_handle);
  705. glDeleteShader(vert_handle);
  706. glDeleteShader(frag_handle);
  707. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  708. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  709. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  710. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  711. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  712. // Create buffers
  713. glGenBuffers(1, &bd->VboHandle);
  714. glGenBuffers(1, &bd->ElementsHandle);
  715. ImGui_ImplOpenGL3_CreateFontsTexture();
  716. // Restore modified GL state
  717. glBindTexture(GL_TEXTURE_2D, last_texture);
  718. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  719. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  720. glBindVertexArray(last_vertex_array);
  721. #endif
  722. return true;
  723. }
  724. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  725. {
  726. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  727. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  728. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  729. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  730. ImGui_ImplOpenGL3_DestroyFontsTexture();
  731. }
  732. //--------------------------------------------------------------------------------------------------------
  733. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  734. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  735. // 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..
  736. //--------------------------------------------------------------------------------------------------------
  737. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  738. {
  739. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  740. {
  741. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  742. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  743. glClear(GL_COLOR_BUFFER_BIT);
  744. }
  745. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  746. }
  747. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  748. {
  749. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  750. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  751. }
  752. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  753. {
  754. ImGui::DestroyPlatformWindows();
  755. }
  756. #if defined(__clang__)
  757. #pragma clang diagnostic pop
  758. #endif