imgui_impl_opengl3.cpp 31 KB

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  1. // dear imgui: Renderer 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 Binding (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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  8. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  9. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  10. // https://github.com/ocornut/imgui
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2020-07-01: OpenGL: Added support for glad2 OpenGL loader.
  14. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  15. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  16. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  17. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  18. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  19. // 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.
  20. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  21. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  22. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  23. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  24. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  25. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  26. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  27. // 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.
  28. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  29. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  30. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  31. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  32. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  33. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  34. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  35. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  36. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  37. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  38. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  39. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  40. // 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".
  41. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  42. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  43. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  44. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  45. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  46. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  47. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  48. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  49. //----------------------------------------
  50. // OpenGL GLSL GLSL
  51. // version version string
  52. //----------------------------------------
  53. // 2.0 110 "#version 110"
  54. // 2.1 120 "#version 120"
  55. // 3.0 130 "#version 130"
  56. // 3.1 140 "#version 140"
  57. // 3.2 150 "#version 150"
  58. // 3.3 330 "#version 330 core"
  59. // 4.0 400 "#version 400 core"
  60. // 4.1 410 "#version 410 core"
  61. // 4.2 420 "#version 410 core"
  62. // 4.3 430 "#version 430 core"
  63. // ES 2.0 100 "#version 100" = WebGL 1.0
  64. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  65. //----------------------------------------
  66. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  67. #define _CRT_SECURE_NO_WARNINGS
  68. #endif
  69. #include "imgui.h"
  70. #include "imgui_impl_opengl3.h"
  71. #include <stdio.h>
  72. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  73. #include <stddef.h> // intptr_t
  74. #else
  75. #include <stdint.h> // intptr_t
  76. #endif
  77. // GL includes
  78. #if defined(IMGUI_IMPL_OPENGL_ES2)
  79. #include <GLES2/gl2.h>
  80. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  81. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  82. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  83. #else
  84. #include <GLES3/gl3.h> // Use GL ES 3
  85. #endif
  86. #else
  87. // About Desktop OpenGL function loaders:
  88. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  89. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  90. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  91. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  92. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  93. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  94. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  95. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  96. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  97. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  98. #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
  99. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  100. #ifndef GLFW_INCLUDE_NONE
  101. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  102. #endif
  103. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  104. #include <glbinding/gl/gl.h>
  105. using namespace gl;
  106. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  107. #ifndef GLFW_INCLUDE_NONE
  108. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  109. #endif
  110. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  111. #include <glbinding/gl/gl.h>
  112. using namespace gl;
  113. #else
  114. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  115. #endif
  116. #endif
  117. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  118. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
  119. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
  120. #else
  121. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
  122. #endif
  123. // OpenGL Data
  124. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  125. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  126. static GLuint g_FontTexture = 0;
  127. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  128. static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  129. static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  130. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  131. // Functions
  132. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  133. {
  134. // Query for GL version (e.g. 320 for GL 3.2)
  135. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  136. GLint major, minor;
  137. glGetIntegerv(GL_MAJOR_VERSION, &major);
  138. glGetIntegerv(GL_MINOR_VERSION, &minor);
  139. g_GlVersion = (GLuint)(major * 100 + minor * 10);
  140. #else
  141. g_GlVersion = 200; // GLES 2
  142. #endif
  143. // Setup back-end capabilities flags
  144. ImGuiIO& io = ImGui::GetIO();
  145. io.BackendRendererName = "imgui_impl_opengl3";
  146. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  147. if (g_GlVersion >= 320)
  148. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  149. #endif
  150. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  151. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  152. #if defined(IMGUI_IMPL_OPENGL_ES2)
  153. if (glsl_version == NULL)
  154. glsl_version = "#version 100";
  155. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  156. if (glsl_version == NULL)
  157. glsl_version = "#version 300 es";
  158. #elif defined(__APPLE__)
  159. if (glsl_version == NULL)
  160. glsl_version = "#version 150";
  161. #else
  162. if (glsl_version == NULL)
  163. glsl_version = "#version 130";
  164. #endif
  165. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  166. strcpy(g_GlslVersionString, glsl_version);
  167. strcat(g_GlslVersionString, "\n");
  168. // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  169. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  170. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  171. // you are likely to get a crash below.
  172. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  173. const char* gl_loader = "Unknown";
  174. IM_UNUSED(gl_loader);
  175. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  176. gl_loader = "GL3W";
  177. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  178. gl_loader = "GLEW";
  179. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  180. gl_loader = "GLAD";
  181. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  182. gl_loader = "GLAD2";
  183. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  184. gl_loader = "glbinding2";
  185. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  186. gl_loader = "glbinding3";
  187. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  188. gl_loader = "custom";
  189. #else
  190. gl_loader = "none";
  191. #endif
  192. // Make a dummy GL call (we don't actually need the result)
  193. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  194. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  195. GLint current_texture;
  196. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  197. return true;
  198. }
  199. void ImGui_ImplOpenGL3_Shutdown()
  200. {
  201. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  202. }
  203. void ImGui_ImplOpenGL3_NewFrame()
  204. {
  205. if (!g_ShaderHandle)
  206. ImGui_ImplOpenGL3_CreateDeviceObjects();
  207. }
  208. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  209. {
  210. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  211. glEnable(GL_BLEND);
  212. glBlendEquation(GL_FUNC_ADD);
  213. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  214. glDisable(GL_CULL_FACE);
  215. glDisable(GL_DEPTH_TEST);
  216. glEnable(GL_SCISSOR_TEST);
  217. #ifdef GL_POLYGON_MODE
  218. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  219. #endif
  220. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  221. bool clip_origin_lower_left = true;
  222. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  223. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  224. if (current_clip_origin == GL_UPPER_LEFT)
  225. clip_origin_lower_left = false;
  226. #endif
  227. // Setup viewport, orthographic projection matrix
  228. // 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.
  229. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  230. float L = draw_data->DisplayPos.x;
  231. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  232. float T = draw_data->DisplayPos.y;
  233. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  234. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  235. const float ortho_projection[4][4] =
  236. {
  237. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  238. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  239. { 0.0f, 0.0f, -1.0f, 0.0f },
  240. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  241. };
  242. glUseProgram(g_ShaderHandle);
  243. glUniform1i(g_AttribLocationTex, 0);
  244. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  245. #ifdef GL_SAMPLER_BINDING
  246. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  247. #endif
  248. (void)vertex_array_object;
  249. #ifndef IMGUI_IMPL_OPENGL_ES2
  250. glBindVertexArray(vertex_array_object);
  251. #endif
  252. // Bind vertex/index buffers and setup attributes for ImDrawVert
  253. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  254. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  255. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  256. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  257. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  258. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  259. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  260. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  261. }
  262. // OpenGL3 Render function.
  263. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  264. // 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.
  265. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  266. {
  267. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  268. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  269. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  270. if (fb_width <= 0 || fb_height <= 0)
  271. return;
  272. // Backup GL state
  273. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  274. glActiveTexture(GL_TEXTURE0);
  275. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  276. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  277. #ifdef GL_SAMPLER_BINDING
  278. GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
  279. #endif
  280. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  281. #ifndef IMGUI_IMPL_OPENGL_ES2
  282. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  283. #endif
  284. #ifdef GL_POLYGON_MODE
  285. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  286. #endif
  287. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  288. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  289. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  290. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  291. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  292. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  293. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  294. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  295. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  296. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  297. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  298. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  299. // Setup desired GL state
  300. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  301. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  302. GLuint vertex_array_object = 0;
  303. #ifndef IMGUI_IMPL_OPENGL_ES2
  304. glGenVertexArrays(1, &vertex_array_object);
  305. #endif
  306. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  307. // Will project scissor/clipping rectangles into framebuffer space
  308. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  309. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  310. // Render command lists
  311. for (int n = 0; n < draw_data->CmdListsCount; n++)
  312. {
  313. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  314. // Upload vertex/index buffers
  315. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  316. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  317. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  318. {
  319. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  320. if (pcmd->UserCallback != NULL)
  321. {
  322. // User callback, registered via ImDrawList::AddCallback()
  323. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  324. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  325. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  326. else
  327. pcmd->UserCallback(cmd_list, pcmd);
  328. }
  329. else
  330. {
  331. // Project scissor/clipping rectangles into framebuffer space
  332. ImVec4 clip_rect;
  333. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  334. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  335. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  336. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  337. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  338. {
  339. // Apply scissor/clipping rectangle
  340. 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));
  341. // Bind texture, Draw
  342. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  343. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  344. if (g_GlVersion >= 320)
  345. 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);
  346. else
  347. #endif
  348. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  349. }
  350. }
  351. }
  352. }
  353. // Destroy the temporary VAO
  354. #ifndef IMGUI_IMPL_OPENGL_ES2
  355. glDeleteVertexArrays(1, &vertex_array_object);
  356. #endif
  357. // Restore modified GL state
  358. glUseProgram(last_program);
  359. glBindTexture(GL_TEXTURE_2D, last_texture);
  360. #ifdef GL_SAMPLER_BINDING
  361. glBindSampler(0, last_sampler);
  362. #endif
  363. glActiveTexture(last_active_texture);
  364. #ifndef IMGUI_IMPL_OPENGL_ES2
  365. glBindVertexArray(last_vertex_array_object);
  366. #endif
  367. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  368. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  369. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  370. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  371. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  372. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  373. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  374. #ifdef GL_POLYGON_MODE
  375. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  376. #endif
  377. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  378. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  379. }
  380. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  381. {
  382. // Build texture atlas
  383. ImGuiIO& io = ImGui::GetIO();
  384. unsigned char* pixels;
  385. int width, height;
  386. 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.
  387. // Upload texture to graphics system
  388. GLint last_texture;
  389. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  390. glGenTextures(1, &g_FontTexture);
  391. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  392. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  393. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  394. #ifdef GL_UNPACK_ROW_LENGTH
  395. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  396. #endif
  397. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  398. // Store our identifier
  399. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  400. // Restore state
  401. glBindTexture(GL_TEXTURE_2D, last_texture);
  402. return true;
  403. }
  404. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  405. {
  406. if (g_FontTexture)
  407. {
  408. ImGuiIO& io = ImGui::GetIO();
  409. glDeleteTextures(1, &g_FontTexture);
  410. io.Fonts->TexID = 0;
  411. g_FontTexture = 0;
  412. }
  413. }
  414. // 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.
  415. static bool CheckShader(GLuint handle, const char* desc)
  416. {
  417. GLint status = 0, log_length = 0;
  418. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  419. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  420. if ((GLboolean)status == GL_FALSE)
  421. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  422. if (log_length > 1)
  423. {
  424. ImVector<char> buf;
  425. buf.resize((int)(log_length + 1));
  426. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  427. fprintf(stderr, "%s\n", buf.begin());
  428. }
  429. return (GLboolean)status == GL_TRUE;
  430. }
  431. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  432. static bool CheckProgram(GLuint handle, const char* desc)
  433. {
  434. GLint status = 0, log_length = 0;
  435. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  436. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  437. if ((GLboolean)status == GL_FALSE)
  438. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  439. if (log_length > 1)
  440. {
  441. ImVector<char> buf;
  442. buf.resize((int)(log_length + 1));
  443. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  444. fprintf(stderr, "%s\n", buf.begin());
  445. }
  446. return (GLboolean)status == GL_TRUE;
  447. }
  448. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  449. {
  450. // Backup GL state
  451. GLint last_texture, last_array_buffer;
  452. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  453. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  454. #ifndef IMGUI_IMPL_OPENGL_ES2
  455. GLint last_vertex_array;
  456. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  457. #endif
  458. // Parse GLSL version string
  459. int glsl_version = 130;
  460. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  461. const GLchar* vertex_shader_glsl_120 =
  462. "uniform mat4 ProjMtx;\n"
  463. "attribute vec2 Position;\n"
  464. "attribute vec2 UV;\n"
  465. "attribute vec4 Color;\n"
  466. "varying vec2 Frag_UV;\n"
  467. "varying vec4 Frag_Color;\n"
  468. "void main()\n"
  469. "{\n"
  470. " Frag_UV = UV;\n"
  471. " Frag_Color = Color;\n"
  472. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  473. "}\n";
  474. const GLchar* vertex_shader_glsl_130 =
  475. "uniform mat4 ProjMtx;\n"
  476. "in vec2 Position;\n"
  477. "in vec2 UV;\n"
  478. "in vec4 Color;\n"
  479. "out vec2 Frag_UV;\n"
  480. "out vec4 Frag_Color;\n"
  481. "void main()\n"
  482. "{\n"
  483. " Frag_UV = UV;\n"
  484. " Frag_Color = Color;\n"
  485. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  486. "}\n";
  487. const GLchar* vertex_shader_glsl_300_es =
  488. "precision mediump float;\n"
  489. "layout (location = 0) in vec2 Position;\n"
  490. "layout (location = 1) in vec2 UV;\n"
  491. "layout (location = 2) in vec4 Color;\n"
  492. "uniform mat4 ProjMtx;\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_410_core =
  502. "layout (location = 0) in vec2 Position;\n"
  503. "layout (location = 1) in vec2 UV;\n"
  504. "layout (location = 2) in vec4 Color;\n"
  505. "uniform mat4 ProjMtx;\n"
  506. "out vec2 Frag_UV;\n"
  507. "out vec4 Frag_Color;\n"
  508. "void main()\n"
  509. "{\n"
  510. " Frag_UV = UV;\n"
  511. " Frag_Color = Color;\n"
  512. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  513. "}\n";
  514. const GLchar* fragment_shader_glsl_120 =
  515. "#ifdef GL_ES\n"
  516. " precision mediump float;\n"
  517. "#endif\n"
  518. "uniform sampler2D Texture;\n"
  519. "varying vec2 Frag_UV;\n"
  520. "varying vec4 Frag_Color;\n"
  521. "void main()\n"
  522. "{\n"
  523. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  524. "}\n";
  525. const GLchar* fragment_shader_glsl_130 =
  526. "uniform sampler2D Texture;\n"
  527. "in vec2 Frag_UV;\n"
  528. "in vec4 Frag_Color;\n"
  529. "out vec4 Out_Color;\n"
  530. "void main()\n"
  531. "{\n"
  532. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  533. "}\n";
  534. const GLchar* fragment_shader_glsl_300_es =
  535. "precision mediump float;\n"
  536. "uniform sampler2D Texture;\n"
  537. "in vec2 Frag_UV;\n"
  538. "in vec4 Frag_Color;\n"
  539. "layout (location = 0) out vec4 Out_Color;\n"
  540. "void main()\n"
  541. "{\n"
  542. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  543. "}\n";
  544. const GLchar* fragment_shader_glsl_410_core =
  545. "in vec2 Frag_UV;\n"
  546. "in vec4 Frag_Color;\n"
  547. "uniform sampler2D Texture;\n"
  548. "layout (location = 0) out vec4 Out_Color;\n"
  549. "void main()\n"
  550. "{\n"
  551. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  552. "}\n";
  553. // Select shaders matching our GLSL versions
  554. const GLchar* vertex_shader = NULL;
  555. const GLchar* fragment_shader = NULL;
  556. if (glsl_version < 130)
  557. {
  558. vertex_shader = vertex_shader_glsl_120;
  559. fragment_shader = fragment_shader_glsl_120;
  560. }
  561. else if (glsl_version >= 410)
  562. {
  563. vertex_shader = vertex_shader_glsl_410_core;
  564. fragment_shader = fragment_shader_glsl_410_core;
  565. }
  566. else if (glsl_version == 300)
  567. {
  568. vertex_shader = vertex_shader_glsl_300_es;
  569. fragment_shader = fragment_shader_glsl_300_es;
  570. }
  571. else
  572. {
  573. vertex_shader = vertex_shader_glsl_130;
  574. fragment_shader = fragment_shader_glsl_130;
  575. }
  576. // Create shaders
  577. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  578. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  579. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  580. glCompileShader(g_VertHandle);
  581. CheckShader(g_VertHandle, "vertex shader");
  582. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  583. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  584. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  585. glCompileShader(g_FragHandle);
  586. CheckShader(g_FragHandle, "fragment shader");
  587. g_ShaderHandle = glCreateProgram();
  588. glAttachShader(g_ShaderHandle, g_VertHandle);
  589. glAttachShader(g_ShaderHandle, g_FragHandle);
  590. glLinkProgram(g_ShaderHandle);
  591. CheckProgram(g_ShaderHandle, "shader program");
  592. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  593. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  594. g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
  595. g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
  596. g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
  597. // Create buffers
  598. glGenBuffers(1, &g_VboHandle);
  599. glGenBuffers(1, &g_ElementsHandle);
  600. ImGui_ImplOpenGL3_CreateFontsTexture();
  601. // Restore modified GL state
  602. glBindTexture(GL_TEXTURE_2D, last_texture);
  603. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  604. #ifndef IMGUI_IMPL_OPENGL_ES2
  605. glBindVertexArray(last_vertex_array);
  606. #endif
  607. return true;
  608. }
  609. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  610. {
  611. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  612. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  613. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  614. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  615. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  616. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  617. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  618. ImGui_ImplOpenGL3_DestroyFontsTexture();
  619. }