imgui_impl_opengl3.cpp 22 KB

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  1. // ImGui Renderer for: OpenGL3 (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. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  12. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  13. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  14. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  15. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  16. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  17. // 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".
  18. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  19. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  20. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  21. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  22. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  23. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  24. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  25. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  26. //----------------------------------------
  27. // OpenGL GLSL GLSL
  28. // version version string
  29. //----------------------------------------
  30. // 2.0 110 "#version 110"
  31. // 2.1 120
  32. // 3.0 130
  33. // 3.1 140
  34. // 3.2 150 "#version 150"
  35. // 3.3 330
  36. // 4.0 400
  37. // 4.1 410 "#version 410 core"
  38. // 4.2 420
  39. // 4.3 430
  40. // ES 2.0 100 "#version 100"
  41. // ES 3.0 300 "#version 300 es"
  42. //----------------------------------------
  43. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  44. #define _CRT_SECURE_NO_WARNINGS
  45. #endif
  46. #include "imgui.h"
  47. #include "imgui_impl_opengl3.h"
  48. #include <stdio.h>
  49. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  50. #include <stddef.h> // intptr_t
  51. #else
  52. #include <stdint.h> // intptr_t
  53. #endif
  54. #ifdef __EMSCRIPTEN__
  55. #include <GLES3/gl3.h> // Use GL ES 3
  56. #else
  57. // About OpenGL function loaders:
  58. // Modern OpenGL requires individual functions to be loaded manually. Helper libraries are often used for this purpose.
  59. // Here we are using gl3w.h, which requires a call to gl3wInit().
  60. // You may use another any other loader/header of your choice, such as glew, glext, glad, glLoadGen, etc.
  61. #include <GL/gl3w.h>
  62. //#include <glew.h>
  63. //#include <glext.h>
  64. //#include <glad/glad.h>
  65. #endif
  66. // OpenGL Data
  67. static char g_GlslVersionString[32] = "";
  68. static GLuint g_FontTexture = 0;
  69. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  70. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  71. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  72. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  73. // Functions
  74. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  75. {
  76. // 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.
  77. if (glsl_version == NULL)
  78. glsl_version = "#version 130";
  79. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  80. strcpy(g_GlslVersionString, glsl_version);
  81. strcat(g_GlslVersionString, "\n");
  82. return true;
  83. }
  84. void ImGui_ImplOpenGL3_Shutdown()
  85. {
  86. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  87. }
  88. void ImGui_ImplOpenGL3_NewFrame()
  89. {
  90. if (!g_FontTexture)
  91. ImGui_ImplOpenGL3_CreateDeviceObjects();
  92. }
  93. // OpenGL3 Render function.
  94. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  95. // 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.
  96. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  97. {
  98. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  99. ImGuiIO& io = ImGui::GetIO();
  100. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  101. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  102. if (fb_width <= 0 || fb_height <= 0)
  103. return;
  104. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  105. // Backup GL state
  106. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  107. glActiveTexture(GL_TEXTURE0);
  108. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  109. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  110. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  111. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  112. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  113. #ifdef GL_POLYGON_MODE
  114. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  115. #endif
  116. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  117. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  118. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  119. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  120. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  121. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  122. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  123. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  124. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  125. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  126. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  127. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  128. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  129. glEnable(GL_BLEND);
  130. glBlendEquation(GL_FUNC_ADD);
  131. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  132. glDisable(GL_CULL_FACE);
  133. glDisable(GL_DEPTH_TEST);
  134. glEnable(GL_SCISSOR_TEST);
  135. #ifdef GL_POLYGON_MODE
  136. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  137. #endif
  138. // Setup viewport, orthographic projection matrix
  139. // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
  140. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  141. float L = draw_data->DisplayPos.x;
  142. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  143. float T = draw_data->DisplayPos.y;
  144. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  145. const float ortho_projection[4][4] =
  146. {
  147. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  148. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  149. { 0.0f, 0.0f, -1.0f, 0.0f },
  150. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  151. };
  152. glUseProgram(g_ShaderHandle);
  153. glUniform1i(g_AttribLocationTex, 0);
  154. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  155. #ifdef GL_SAMPLER_BINDING
  156. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  157. #endif
  158. // Recreate the VAO every time
  159. // (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.)
  160. GLuint vao_handle = 0;
  161. glGenVertexArrays(1, &vao_handle);
  162. glBindVertexArray(vao_handle);
  163. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  164. glEnableVertexAttribArray(g_AttribLocationPosition);
  165. glEnableVertexAttribArray(g_AttribLocationUV);
  166. glEnableVertexAttribArray(g_AttribLocationColor);
  167. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  168. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  169. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  170. // Draw
  171. ImVec2 pos = draw_data->DisplayPos;
  172. for (int n = 0; n < draw_data->CmdListsCount; n++)
  173. {
  174. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  175. const ImDrawIdx* idx_buffer_offset = 0;
  176. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  177. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  178. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  179. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  180. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  181. {
  182. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  183. if (pcmd->UserCallback)
  184. {
  185. // User callback (registered via ImDrawList::AddCallback)
  186. pcmd->UserCallback(cmd_list, pcmd);
  187. }
  188. else
  189. {
  190. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  191. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  192. {
  193. // Apply scissor/clipping rectangle
  194. 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));
  195. // Bind texture, Draw
  196. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  197. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  198. }
  199. }
  200. idx_buffer_offset += pcmd->ElemCount;
  201. }
  202. }
  203. glDeleteVertexArrays(1, &vao_handle);
  204. // Restore modified GL state
  205. glUseProgram(last_program);
  206. glBindTexture(GL_TEXTURE_2D, last_texture);
  207. #ifdef GL_SAMPLER_BINDING
  208. glBindSampler(0, last_sampler);
  209. #endif
  210. glActiveTexture(last_active_texture);
  211. glBindVertexArray(last_vertex_array);
  212. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  213. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  214. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  215. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  216. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  217. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  218. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  219. #ifdef GL_POLYGON_MODE
  220. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  221. #endif
  222. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  223. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  224. }
  225. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  226. {
  227. // Build texture atlas
  228. ImGuiIO& io = ImGui::GetIO();
  229. unsigned char* pixels;
  230. int width, height;
  231. 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.
  232. // Upload texture to graphics system
  233. GLint last_texture;
  234. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  235. glGenTextures(1, &g_FontTexture);
  236. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  237. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  238. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  239. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  240. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  241. // Store our identifier
  242. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  243. // Restore state
  244. glBindTexture(GL_TEXTURE_2D, last_texture);
  245. return true;
  246. }
  247. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  248. {
  249. if (g_FontTexture)
  250. {
  251. ImGuiIO& io = ImGui::GetIO();
  252. glDeleteTextures(1, &g_FontTexture);
  253. io.Fonts->TexID = 0;
  254. g_FontTexture = 0;
  255. }
  256. }
  257. // If you get an error please report on github. You may try different GL context version or GLSL version.
  258. static bool CheckShader(GLuint handle, const char* desc)
  259. {
  260. GLint status = 0, log_length = 0;
  261. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  262. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  263. if (status == GL_FALSE)
  264. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  265. if (log_length > 0)
  266. {
  267. ImVector<char> buf;
  268. buf.resize((int)(log_length + 1));
  269. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  270. fprintf(stderr, "%s\n", buf.begin());
  271. }
  272. return status == GL_TRUE;
  273. }
  274. // If you get an error please report on github. You may try different GL context version or GLSL version.
  275. static bool CheckProgram(GLuint handle, const char* desc)
  276. {
  277. GLint status = 0, log_length = 0;
  278. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  279. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  280. if (status == GL_FALSE)
  281. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
  282. if (log_length > 0)
  283. {
  284. ImVector<char> buf;
  285. buf.resize((int)(log_length + 1));
  286. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  287. fprintf(stderr, "%s\n", buf.begin());
  288. }
  289. return status == GL_TRUE;
  290. }
  291. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  292. {
  293. // Backup GL state
  294. GLint last_texture, last_array_buffer, last_vertex_array;
  295. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  296. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  297. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  298. // Parse GLSL version string
  299. int glsl_version = 130;
  300. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  301. const GLchar* vertex_shader_glsl_120 =
  302. "uniform mat4 ProjMtx;\n"
  303. "attribute vec2 Position;\n"
  304. "attribute vec2 UV;\n"
  305. "attribute vec4 Color;\n"
  306. "varying vec2 Frag_UV;\n"
  307. "varying vec4 Frag_Color;\n"
  308. "void main()\n"
  309. "{\n"
  310. " Frag_UV = UV;\n"
  311. " Frag_Color = Color;\n"
  312. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  313. "}\n";
  314. const GLchar* vertex_shader_glsl_130 =
  315. "uniform mat4 ProjMtx;\n"
  316. "in vec2 Position;\n"
  317. "in vec2 UV;\n"
  318. "in vec4 Color;\n"
  319. "out vec2 Frag_UV;\n"
  320. "out vec4 Frag_Color;\n"
  321. "void main()\n"
  322. "{\n"
  323. " Frag_UV = UV;\n"
  324. " Frag_Color = Color;\n"
  325. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  326. "}\n";
  327. const GLchar* vertex_shader_glsl_300_es =
  328. "precision mediump float;\n"
  329. "layout (location = 0) in vec2 Position;\n"
  330. "layout (location = 1) in vec2 UV;\n"
  331. "layout (location = 2) in vec4 Color;\n"
  332. "uniform mat4 ProjMtx;\n"
  333. "out vec2 Frag_UV;\n"
  334. "out vec4 Frag_Color;\n"
  335. "void main()\n"
  336. "{\n"
  337. " Frag_UV = UV;\n"
  338. " Frag_Color = Color;\n"
  339. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  340. "}\n";
  341. const GLchar* vertex_shader_glsl_410_core =
  342. "layout (location = 0) in vec2 Position;\n"
  343. "layout (location = 1) in vec2 UV;\n"
  344. "layout (location = 2) in vec4 Color;\n"
  345. "uniform mat4 ProjMtx;\n"
  346. "out vec2 Frag_UV;\n"
  347. "out vec4 Frag_Color;\n"
  348. "void main()\n"
  349. "{\n"
  350. " Frag_UV = UV;\n"
  351. " Frag_Color = Color;\n"
  352. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  353. "}\n";
  354. const GLchar* fragment_shader_glsl_120 =
  355. "#ifdef GL_ES\n"
  356. " precision mediump float;\n"
  357. "#endif\n"
  358. "uniform sampler2D Texture;\n"
  359. "varying vec2 Frag_UV;\n"
  360. "varying vec4 Frag_Color;\n"
  361. "void main()\n"
  362. "{\n"
  363. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  364. "}\n";
  365. const GLchar* fragment_shader_glsl_130 =
  366. "uniform sampler2D Texture;\n"
  367. "in vec2 Frag_UV;\n"
  368. "in vec4 Frag_Color;\n"
  369. "out vec4 Out_Color;\n"
  370. "void main()\n"
  371. "{\n"
  372. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  373. "}\n";
  374. const GLchar* fragment_shader_glsl_300_es =
  375. "precision mediump float;\n"
  376. "uniform sampler2D Texture;\n"
  377. "in vec2 Frag_UV;\n"
  378. "in vec4 Frag_Color;\n"
  379. "layout (location = 0) out vec4 Out_Color;\n"
  380. "void main()\n"
  381. "{\n"
  382. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  383. "}\n";
  384. const GLchar* fragment_shader_glsl_410_core =
  385. "in vec2 Frag_UV;\n"
  386. "in vec4 Frag_Color;\n"
  387. "uniform sampler2D Texture;\n"
  388. "layout (location = 0) out vec4 Out_Color;\n"
  389. "void main()\n"
  390. "{\n"
  391. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  392. "}\n";
  393. // Select shaders matching our GLSL versions
  394. const GLchar* vertex_shader = NULL;
  395. const GLchar* fragment_shader = NULL;
  396. if (glsl_version < 130)
  397. {
  398. vertex_shader = vertex_shader_glsl_120;
  399. fragment_shader = fragment_shader_glsl_120;
  400. }
  401. else if (glsl_version == 410)
  402. {
  403. vertex_shader = vertex_shader_glsl_410_core;
  404. fragment_shader = fragment_shader_glsl_410_core;
  405. }
  406. else if (glsl_version == 300)
  407. {
  408. vertex_shader = vertex_shader_glsl_300_es;
  409. fragment_shader = fragment_shader_glsl_300_es;
  410. }
  411. else
  412. {
  413. vertex_shader = vertex_shader_glsl_130;
  414. fragment_shader = fragment_shader_glsl_130;
  415. }
  416. // Create shaders
  417. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  418. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  419. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  420. glCompileShader(g_VertHandle);
  421. CheckShader(g_VertHandle, "vertex shader");
  422. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  423. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  424. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  425. glCompileShader(g_FragHandle);
  426. CheckShader(g_FragHandle, "fragment shader");
  427. g_ShaderHandle = glCreateProgram();
  428. glAttachShader(g_ShaderHandle, g_VertHandle);
  429. glAttachShader(g_ShaderHandle, g_FragHandle);
  430. glLinkProgram(g_ShaderHandle);
  431. CheckProgram(g_ShaderHandle, "shader program");
  432. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  433. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  434. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  435. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  436. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  437. // Create buffers
  438. glGenBuffers(1, &g_VboHandle);
  439. glGenBuffers(1, &g_ElementsHandle);
  440. ImGui_ImplOpenGL3_CreateFontsTexture();
  441. // Restore modified GL state
  442. glBindTexture(GL_TEXTURE_2D, last_texture);
  443. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  444. glBindVertexArray(last_vertex_array);
  445. return true;
  446. }
  447. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  448. {
  449. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  450. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  451. g_VboHandle = g_ElementsHandle = 0;
  452. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  453. if (g_VertHandle) glDeleteShader(g_VertHandle);
  454. g_VertHandle = 0;
  455. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  456. if (g_FragHandle) glDeleteShader(g_FragHandle);
  457. g_FragHandle = 0;
  458. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  459. g_ShaderHandle = 0;
  460. ImGui_ImplOpenGL3_DestroyFontsTexture();
  461. }