imgui_impl_opengl3.cpp 35 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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  15. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  16. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  17. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  18. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  19. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  20. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  21. // 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)
  22. // 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.
  23. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  24. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  25. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  26. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  27. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  28. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  29. // 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.
  30. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  31. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  32. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  33. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  34. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  35. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  36. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  37. // 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.
  38. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  39. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  40. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  41. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  42. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  43. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  44. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  45. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  46. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  47. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  48. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  49. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  50. // 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".
  51. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  52. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  53. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  54. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  55. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  56. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  57. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  58. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  59. //----------------------------------------
  60. // OpenGL GLSL GLSL
  61. // version version string
  62. //----------------------------------------
  63. // 2.0 110 "#version 110"
  64. // 2.1 120 "#version 120"
  65. // 3.0 130 "#version 130"
  66. // 3.1 140 "#version 140"
  67. // 3.2 150 "#version 150"
  68. // 3.3 330 "#version 330 core"
  69. // 4.0 400 "#version 400 core"
  70. // 4.1 410 "#version 410 core"
  71. // 4.2 420 "#version 410 core"
  72. // 4.3 430 "#version 430 core"
  73. // ES 2.0 100 "#version 100" = WebGL 1.0
  74. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  75. //----------------------------------------
  76. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  77. #define _CRT_SECURE_NO_WARNINGS
  78. #endif
  79. #include "imgui.h"
  80. #include "imgui_impl_opengl3.h"
  81. #include <stdio.h>
  82. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  83. #include <stddef.h> // intptr_t
  84. #else
  85. #include <stdint.h> // intptr_t
  86. #endif
  87. // GL includes
  88. #if defined(IMGUI_IMPL_OPENGL_ES2)
  89. #include <GLES2/gl2.h>
  90. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  91. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  92. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  93. #else
  94. #include <GLES3/gl3.h> // Use GL ES 3
  95. #endif
  96. #else
  97. // About Desktop OpenGL function loaders:
  98. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  99. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  100. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  101. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  102. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  103. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  104. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  105. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  106. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  107. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  108. #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
  109. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  110. #ifndef GLFW_INCLUDE_NONE
  111. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  112. #endif
  113. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  114. #include <glbinding/gl/gl.h>
  115. using namespace gl;
  116. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  117. #ifndef GLFW_INCLUDE_NONE
  118. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  119. #endif
  120. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  121. #include <glbinding/gl/gl.h>
  122. using namespace gl;
  123. #else
  124. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  125. #endif
  126. #endif
  127. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  128. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  129. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  130. #endif
  131. // Desktop GL 3.3+ has glBindSampler()
  132. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  133. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  134. #endif
  135. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  136. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  137. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  138. #endif
  139. // Desktop GL use extension detection
  140. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  141. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  142. #endif
  143. // OpenGL Data
  144. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  145. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  146. static GLuint g_FontTexture = 0;
  147. static GLuint g_ShaderHandle = 0;
  148. static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  149. static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  150. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  151. static bool g_HasClipOrigin = false;
  152. // Functions
  153. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  154. {
  155. // Query for GL version (e.g. 320 for GL 3.2)
  156. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  157. GLint major = 0;
  158. GLint minor = 0;
  159. glGetIntegerv(GL_MAJOR_VERSION, &major);
  160. glGetIntegerv(GL_MINOR_VERSION, &minor);
  161. if (major == 0 && minor == 0)
  162. {
  163. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  164. const char* gl_version = (const char*)glGetString(GL_VERSION);
  165. sscanf(gl_version, "%d.%d", &major, &minor);
  166. }
  167. g_GlVersion = (GLuint)(major * 100 + minor * 10);
  168. #else
  169. g_GlVersion = 200; // GLES 2
  170. #endif
  171. // Setup backend capabilities flags
  172. ImGuiIO& io = ImGui::GetIO();
  173. io.BackendRendererName = "imgui_impl_opengl3";
  174. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  175. if (g_GlVersion >= 320)
  176. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  177. #endif
  178. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  179. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  180. #if defined(IMGUI_IMPL_OPENGL_ES2)
  181. if (glsl_version == NULL)
  182. glsl_version = "#version 100";
  183. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  184. if (glsl_version == NULL)
  185. glsl_version = "#version 300 es";
  186. #elif defined(__APPLE__)
  187. if (glsl_version == NULL)
  188. glsl_version = "#version 150";
  189. #else
  190. if (glsl_version == NULL)
  191. glsl_version = "#version 130";
  192. #endif
  193. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  194. strcpy(g_GlslVersionString, glsl_version);
  195. strcat(g_GlslVersionString, "\n");
  196. // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  197. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  198. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  199. // you are likely to get a crash below.
  200. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  201. const char* gl_loader = "Unknown";
  202. IM_UNUSED(gl_loader);
  203. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  204. gl_loader = "GL3W";
  205. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  206. gl_loader = "GLEW";
  207. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  208. gl_loader = "GLAD";
  209. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  210. gl_loader = "GLAD2";
  211. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  212. gl_loader = "glbinding2";
  213. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  214. gl_loader = "glbinding3";
  215. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  216. gl_loader = "custom";
  217. #else
  218. gl_loader = "none";
  219. #endif
  220. // Make an arbitrary GL call (we don't actually need the result)
  221. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  222. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  223. GLint current_texture;
  224. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  225. // Detect extensions we support
  226. g_HasClipOrigin = (g_GlVersion >= 450);
  227. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  228. GLint num_extensions = 0;
  229. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  230. for (GLint i = 0; i < num_extensions; i++)
  231. {
  232. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  233. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  234. g_HasClipOrigin = true;
  235. }
  236. #endif
  237. return true;
  238. }
  239. void ImGui_ImplOpenGL3_Shutdown()
  240. {
  241. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  242. }
  243. void ImGui_ImplOpenGL3_NewFrame()
  244. {
  245. if (!g_ShaderHandle)
  246. ImGui_ImplOpenGL3_CreateDeviceObjects();
  247. }
  248. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  249. {
  250. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  251. glEnable(GL_BLEND);
  252. glBlendEquation(GL_FUNC_ADD);
  253. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  254. glDisable(GL_CULL_FACE);
  255. glDisable(GL_DEPTH_TEST);
  256. glDisable(GL_STENCIL_TEST);
  257. glEnable(GL_SCISSOR_TEST);
  258. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  259. if (g_GlVersion >= 310)
  260. glDisable(GL_PRIMITIVE_RESTART);
  261. #endif
  262. #ifdef GL_POLYGON_MODE
  263. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  264. #endif
  265. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  266. #if defined(GL_CLIP_ORIGIN)
  267. bool clip_origin_lower_left = true;
  268. if (g_HasClipOrigin)
  269. {
  270. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  271. if (current_clip_origin == GL_UPPER_LEFT)
  272. clip_origin_lower_left = false;
  273. }
  274. #endif
  275. // Setup viewport, orthographic projection matrix
  276. // 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.
  277. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  278. float L = draw_data->DisplayPos.x;
  279. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  280. float T = draw_data->DisplayPos.y;
  281. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  282. #if defined(GL_CLIP_ORIGIN)
  283. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  284. #endif
  285. const float ortho_projection[4][4] =
  286. {
  287. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  288. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  289. { 0.0f, 0.0f, -1.0f, 0.0f },
  290. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  291. };
  292. glUseProgram(g_ShaderHandle);
  293. glUniform1i(g_AttribLocationTex, 0);
  294. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  295. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  296. if (g_GlVersion >= 330)
  297. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  298. #endif
  299. (void)vertex_array_object;
  300. #ifndef IMGUI_IMPL_OPENGL_ES2
  301. glBindVertexArray(vertex_array_object);
  302. #endif
  303. // Bind vertex/index buffers and setup attributes for ImDrawVert
  304. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  305. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  306. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  307. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  308. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  309. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  310. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  311. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  312. }
  313. // OpenGL3 Render function.
  314. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  315. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  316. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  317. {
  318. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  319. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  320. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  321. if (fb_width <= 0 || fb_height <= 0)
  322. return;
  323. // Backup GL state
  324. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  325. glActiveTexture(GL_TEXTURE0);
  326. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  327. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  328. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  329. GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  330. #endif
  331. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  332. #ifndef IMGUI_IMPL_OPENGL_ES2
  333. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  334. #endif
  335. #ifdef GL_POLYGON_MODE
  336. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  337. #endif
  338. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  339. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  340. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  341. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  342. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  343. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  344. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  345. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  346. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  347. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  348. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  349. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  350. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  351. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  352. GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  353. #endif
  354. // Setup desired GL state
  355. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  356. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  357. GLuint vertex_array_object = 0;
  358. #ifndef IMGUI_IMPL_OPENGL_ES2
  359. glGenVertexArrays(1, &vertex_array_object);
  360. #endif
  361. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  362. // Will project scissor/clipping rectangles into framebuffer space
  363. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  364. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  365. // Render command lists
  366. for (int n = 0; n < draw_data->CmdListsCount; n++)
  367. {
  368. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  369. // Upload vertex/index buffers
  370. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  371. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  372. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  373. {
  374. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  375. if (pcmd->UserCallback != NULL)
  376. {
  377. // User callback, registered via ImDrawList::AddCallback()
  378. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  379. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  380. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  381. else
  382. pcmd->UserCallback(cmd_list, pcmd);
  383. }
  384. else
  385. {
  386. // Project scissor/clipping rectangles into framebuffer space
  387. ImVec4 clip_rect;
  388. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  389. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  390. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  391. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  392. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  393. {
  394. // Apply scissor/clipping rectangle
  395. 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));
  396. // Bind texture, Draw
  397. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  398. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  399. if (g_GlVersion >= 320)
  400. 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);
  401. else
  402. #endif
  403. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  404. }
  405. }
  406. }
  407. }
  408. // Destroy the temporary VAO
  409. #ifndef IMGUI_IMPL_OPENGL_ES2
  410. glDeleteVertexArrays(1, &vertex_array_object);
  411. #endif
  412. // Restore modified GL state
  413. glUseProgram(last_program);
  414. glBindTexture(GL_TEXTURE_2D, last_texture);
  415. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  416. if (g_GlVersion >= 330)
  417. glBindSampler(0, last_sampler);
  418. #endif
  419. glActiveTexture(last_active_texture);
  420. #ifndef IMGUI_IMPL_OPENGL_ES2
  421. glBindVertexArray(last_vertex_array_object);
  422. #endif
  423. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  424. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  425. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  426. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  427. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  428. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  429. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  430. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  431. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  432. if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  433. #endif
  434. #ifdef GL_POLYGON_MODE
  435. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  436. #endif
  437. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  438. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  439. }
  440. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  441. {
  442. // Build texture atlas
  443. ImGuiIO& io = ImGui::GetIO();
  444. unsigned char* pixels;
  445. int width, height;
  446. 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.
  447. // Upload texture to graphics system
  448. GLint last_texture;
  449. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  450. glGenTextures(1, &g_FontTexture);
  451. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  452. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  453. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  454. #ifdef GL_UNPACK_ROW_LENGTH
  455. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  456. #endif
  457. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  458. // Store our identifier
  459. io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture);
  460. // Restore state
  461. glBindTexture(GL_TEXTURE_2D, last_texture);
  462. return true;
  463. }
  464. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  465. {
  466. if (g_FontTexture)
  467. {
  468. ImGuiIO& io = ImGui::GetIO();
  469. glDeleteTextures(1, &g_FontTexture);
  470. io.Fonts->SetTexID(0);
  471. g_FontTexture = 0;
  472. }
  473. }
  474. // 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.
  475. static bool CheckShader(GLuint handle, const char* desc)
  476. {
  477. GLint status = 0, log_length = 0;
  478. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  479. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  480. if ((GLboolean)status == GL_FALSE)
  481. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  482. if (log_length > 1)
  483. {
  484. ImVector<char> buf;
  485. buf.resize((int)(log_length + 1));
  486. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  487. fprintf(stderr, "%s\n", buf.begin());
  488. }
  489. return (GLboolean)status == GL_TRUE;
  490. }
  491. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  492. static bool CheckProgram(GLuint handle, const char* desc)
  493. {
  494. GLint status = 0, log_length = 0;
  495. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  496. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  497. if ((GLboolean)status == GL_FALSE)
  498. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  499. if (log_length > 1)
  500. {
  501. ImVector<char> buf;
  502. buf.resize((int)(log_length + 1));
  503. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  504. fprintf(stderr, "%s\n", buf.begin());
  505. }
  506. return (GLboolean)status == GL_TRUE;
  507. }
  508. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  509. {
  510. // Backup GL state
  511. GLint last_texture, last_array_buffer;
  512. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  513. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  514. #ifndef IMGUI_IMPL_OPENGL_ES2
  515. GLint last_vertex_array;
  516. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  517. #endif
  518. // Parse GLSL version string
  519. int glsl_version = 130;
  520. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  521. const GLchar* vertex_shader_glsl_120 =
  522. "uniform mat4 ProjMtx;\n"
  523. "attribute vec2 Position;\n"
  524. "attribute vec2 UV;\n"
  525. "attribute vec4 Color;\n"
  526. "varying vec2 Frag_UV;\n"
  527. "varying vec4 Frag_Color;\n"
  528. "void main()\n"
  529. "{\n"
  530. " Frag_UV = UV;\n"
  531. " Frag_Color = Color;\n"
  532. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  533. "}\n";
  534. const GLchar* vertex_shader_glsl_130 =
  535. "uniform mat4 ProjMtx;\n"
  536. "in vec2 Position;\n"
  537. "in vec2 UV;\n"
  538. "in vec4 Color;\n"
  539. "out vec2 Frag_UV;\n"
  540. "out vec4 Frag_Color;\n"
  541. "void main()\n"
  542. "{\n"
  543. " Frag_UV = UV;\n"
  544. " Frag_Color = Color;\n"
  545. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  546. "}\n";
  547. const GLchar* vertex_shader_glsl_300_es =
  548. "precision mediump float;\n"
  549. "layout (location = 0) in vec2 Position;\n"
  550. "layout (location = 1) in vec2 UV;\n"
  551. "layout (location = 2) in vec4 Color;\n"
  552. "uniform mat4 ProjMtx;\n"
  553. "out vec2 Frag_UV;\n"
  554. "out vec4 Frag_Color;\n"
  555. "void main()\n"
  556. "{\n"
  557. " Frag_UV = UV;\n"
  558. " Frag_Color = Color;\n"
  559. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  560. "}\n";
  561. const GLchar* vertex_shader_glsl_410_core =
  562. "layout (location = 0) in vec2 Position;\n"
  563. "layout (location = 1) in vec2 UV;\n"
  564. "layout (location = 2) in vec4 Color;\n"
  565. "uniform mat4 ProjMtx;\n"
  566. "out vec2 Frag_UV;\n"
  567. "out vec4 Frag_Color;\n"
  568. "void main()\n"
  569. "{\n"
  570. " Frag_UV = UV;\n"
  571. " Frag_Color = Color;\n"
  572. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  573. "}\n";
  574. const GLchar* fragment_shader_glsl_120 =
  575. "#ifdef GL_ES\n"
  576. " precision mediump float;\n"
  577. "#endif\n"
  578. "uniform sampler2D Texture;\n"
  579. "varying vec2 Frag_UV;\n"
  580. "varying vec4 Frag_Color;\n"
  581. "void main()\n"
  582. "{\n"
  583. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  584. "}\n";
  585. const GLchar* fragment_shader_glsl_130 =
  586. "uniform sampler2D Texture;\n"
  587. "in vec2 Frag_UV;\n"
  588. "in vec4 Frag_Color;\n"
  589. "out vec4 Out_Color;\n"
  590. "void main()\n"
  591. "{\n"
  592. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  593. "}\n";
  594. const GLchar* fragment_shader_glsl_300_es =
  595. "precision mediump float;\n"
  596. "uniform sampler2D Texture;\n"
  597. "in vec2 Frag_UV;\n"
  598. "in vec4 Frag_Color;\n"
  599. "layout (location = 0) out vec4 Out_Color;\n"
  600. "void main()\n"
  601. "{\n"
  602. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  603. "}\n";
  604. const GLchar* fragment_shader_glsl_410_core =
  605. "in vec2 Frag_UV;\n"
  606. "in vec4 Frag_Color;\n"
  607. "uniform sampler2D Texture;\n"
  608. "layout (location = 0) out vec4 Out_Color;\n"
  609. "void main()\n"
  610. "{\n"
  611. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  612. "}\n";
  613. // Select shaders matching our GLSL versions
  614. const GLchar* vertex_shader = NULL;
  615. const GLchar* fragment_shader = NULL;
  616. if (glsl_version < 130)
  617. {
  618. vertex_shader = vertex_shader_glsl_120;
  619. fragment_shader = fragment_shader_glsl_120;
  620. }
  621. else if (glsl_version >= 410)
  622. {
  623. vertex_shader = vertex_shader_glsl_410_core;
  624. fragment_shader = fragment_shader_glsl_410_core;
  625. }
  626. else if (glsl_version == 300)
  627. {
  628. vertex_shader = vertex_shader_glsl_300_es;
  629. fragment_shader = fragment_shader_glsl_300_es;
  630. }
  631. else
  632. {
  633. vertex_shader = vertex_shader_glsl_130;
  634. fragment_shader = fragment_shader_glsl_130;
  635. }
  636. // Create shaders
  637. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  638. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  639. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  640. glCompileShader(vert_handle);
  641. CheckShader(vert_handle, "vertex shader");
  642. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  643. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  644. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  645. glCompileShader(frag_handle);
  646. CheckShader(frag_handle, "fragment shader");
  647. // Link
  648. g_ShaderHandle = glCreateProgram();
  649. glAttachShader(g_ShaderHandle, vert_handle);
  650. glAttachShader(g_ShaderHandle, frag_handle);
  651. glLinkProgram(g_ShaderHandle);
  652. CheckProgram(g_ShaderHandle, "shader program");
  653. glDetachShader(g_ShaderHandle, vert_handle);
  654. glDetachShader(g_ShaderHandle, frag_handle);
  655. glDeleteShader(vert_handle);
  656. glDeleteShader(frag_handle);
  657. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  658. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  659. g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
  660. g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
  661. g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
  662. // Create buffers
  663. glGenBuffers(1, &g_VboHandle);
  664. glGenBuffers(1, &g_ElementsHandle);
  665. ImGui_ImplOpenGL3_CreateFontsTexture();
  666. // Restore modified GL state
  667. glBindTexture(GL_TEXTURE_2D, last_texture);
  668. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  669. #ifndef IMGUI_IMPL_OPENGL_ES2
  670. glBindVertexArray(last_vertex_array);
  671. #endif
  672. return true;
  673. }
  674. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  675. {
  676. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  677. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  678. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  679. ImGui_ImplOpenGL3_DestroyFontsTexture();
  680. }