imgui_impl_opengl3.cpp 39 KB

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  1. // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 2.x 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
  7. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. // CHANGELOG
  14. // (minor and older changes stripped away, please see git history for details)
  15. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  16. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  17. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  18. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  19. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  20. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  21. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  22. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  23. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  24. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  25. // 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)
  26. // 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.
  27. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  28. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  29. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  30. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  31. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  32. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  33. // 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.
  34. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  35. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  36. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  37. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  38. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  39. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  40. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  41. // 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.
  42. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  43. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  44. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  45. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  46. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  47. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  48. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  49. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  50. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  51. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  52. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  53. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  54. // 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".
  55. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  56. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  57. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  58. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  59. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  60. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  61. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  62. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  63. //----------------------------------------
  64. // OpenGL GLSL GLSL
  65. // version version string
  66. //----------------------------------------
  67. // 2.0 110 "#version 110"
  68. // 2.1 120 "#version 120"
  69. // 3.0 130 "#version 130"
  70. // 3.1 140 "#version 140"
  71. // 3.2 150 "#version 150"
  72. // 3.3 330 "#version 330 core"
  73. // 4.0 400 "#version 400 core"
  74. // 4.1 410 "#version 410 core"
  75. // 4.2 420 "#version 410 core"
  76. // 4.3 430 "#version 430 core"
  77. // ES 2.0 100 "#version 100" = WebGL 1.0
  78. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  79. //----------------------------------------
  80. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  81. #define _CRT_SECURE_NO_WARNINGS
  82. #endif
  83. #include "imgui.h"
  84. #include "imgui_impl_opengl3.h"
  85. #include <stdio.h>
  86. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  87. #include <stddef.h> // intptr_t
  88. #else
  89. #include <stdint.h> // intptr_t
  90. #endif
  91. // GL includes
  92. #if defined(IMGUI_IMPL_OPENGL_ES2)
  93. #include <GLES2/gl2.h>
  94. #if defined(__EMSCRIPTEN__)
  95. #ifndef GL_GLEXT_PROTOTYPES
  96. #define GL_GLEXT_PROTOTYPES
  97. #endif
  98. #include <GLES2/gl2ext.h>
  99. #endif
  100. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  101. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  102. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  103. #else
  104. #include <GLES3/gl3.h> // Use GL ES 3
  105. #endif
  106. #else
  107. // About Desktop OpenGL function loaders:
  108. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  109. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  110. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  111. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  112. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  113. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  114. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  115. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  116. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  117. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  118. #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
  119. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  120. #ifndef GLFW_INCLUDE_NONE
  121. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  122. #endif
  123. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  124. #include <glbinding/gl/gl.h>
  125. using namespace gl;
  126. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  127. #ifndef GLFW_INCLUDE_NONE
  128. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  129. #endif
  130. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  131. #include <glbinding/gl/gl.h>
  132. using namespace gl;
  133. #else
  134. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  135. #endif
  136. #endif
  137. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  138. #ifndef IMGUI_IMPL_OPENGL_ES2
  139. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  140. #elif defined(__EMSCRIPTEN__)
  141. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  142. #define glBindVertexArray glBindVertexArrayOES
  143. #define glGenVertexArrays glGenVertexArraysOES
  144. #define glDeleteVertexArrays glDeleteVertexArraysOES
  145. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  146. #endif
  147. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  148. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  149. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  150. #endif
  151. // Desktop GL 3.3+ has glBindSampler()
  152. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  153. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  154. #endif
  155. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  156. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  157. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  158. #endif
  159. // Desktop GL use extension detection
  160. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  161. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  162. #endif
  163. // OpenGL Data
  164. struct ImGui_ImplOpenGL3_Data
  165. {
  166. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  167. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  168. GLuint FontTexture;
  169. GLuint ShaderHandle;
  170. GLint AttribLocationTex; // Uniforms location
  171. GLint AttribLocationProjMtx;
  172. GLuint AttribLocationVtxPos; // Vertex attributes location
  173. GLuint AttribLocationVtxUV;
  174. GLuint AttribLocationVtxColor;
  175. unsigned int VboHandle, ElementsHandle;
  176. bool HasClipOrigin;
  177. ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
  178. };
  179. // Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
  180. static ImGui_ImplOpenGL3_Data* g_Data;
  181. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL3_Data); return g_Data; }
  182. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { IM_ASSERT(ImGui::GetCurrentContext() != NULL); return g_Data; }
  183. static void ImGui_ImplOpenGL3_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
  184. // Forward Declarations
  185. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  186. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  187. // Functions
  188. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  189. {
  190. ImGuiIO& io = ImGui::GetIO();
  191. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  192. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_CreateBackendData();
  193. // Query for GL version (e.g. 320 for GL 3.2)
  194. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  195. GLint major = 0;
  196. GLint minor = 0;
  197. glGetIntegerv(GL_MAJOR_VERSION, &major);
  198. glGetIntegerv(GL_MINOR_VERSION, &minor);
  199. if (major == 0 && minor == 0)
  200. {
  201. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  202. const char* gl_version = (const char*)glGetString(GL_VERSION);
  203. sscanf(gl_version, "%d.%d", &major, &minor);
  204. }
  205. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  206. #else
  207. bd->GlVersion = 200; // GLES 2
  208. #endif
  209. // Setup backend capabilities flags
  210. io.BackendRendererUserData = (void*)bd;
  211. io.BackendRendererName = "imgui_impl_opengl3";
  212. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  213. if (bd->GlVersion >= 320)
  214. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  215. #endif
  216. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  217. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  218. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  219. if (glsl_version == NULL)
  220. {
  221. #if defined(IMGUI_IMPL_OPENGL_ES2)
  222. glsl_version = "#version 100";
  223. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  224. glsl_version = "#version 300 es";
  225. #elif defined(__APPLE__)
  226. glsl_version = "#version 150";
  227. #else
  228. glsl_version = "#version 130";
  229. #endif
  230. }
  231. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  232. strcpy(bd->GlslVersionString, glsl_version);
  233. strcat(bd->GlslVersionString, "\n");
  234. // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  235. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  236. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  237. // you are likely to get a crash below.
  238. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  239. const char* gl_loader = "Unknown";
  240. IM_UNUSED(gl_loader);
  241. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  242. gl_loader = "GL3W";
  243. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  244. gl_loader = "GLEW";
  245. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  246. gl_loader = "GLAD";
  247. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  248. gl_loader = "GLAD2";
  249. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  250. gl_loader = "glbinding2";
  251. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  252. gl_loader = "glbinding3";
  253. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  254. gl_loader = "custom";
  255. #else
  256. gl_loader = "none";
  257. #endif
  258. // Make an arbitrary GL call (we don't actually need the result)
  259. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  260. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  261. GLint current_texture;
  262. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  263. // Detect extensions we support
  264. bd->HasClipOrigin = (bd->GlVersion >= 450);
  265. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  266. GLint num_extensions = 0;
  267. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  268. for (GLint i = 0; i < num_extensions; i++)
  269. {
  270. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  271. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  272. bd->HasClipOrigin = true;
  273. }
  274. #endif
  275. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  276. ImGui_ImplOpenGL3_InitPlatformInterface();
  277. return true;
  278. }
  279. void ImGui_ImplOpenGL3_Shutdown()
  280. {
  281. ImGuiIO& io = ImGui::GetIO();
  282. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  283. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  284. io.BackendRendererName = NULL;
  285. io.BackendRendererUserData = NULL;
  286. ImGui_ImplOpenGL3_DestroyBackendData();
  287. }
  288. void ImGui_ImplOpenGL3_NewFrame()
  289. {
  290. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  291. if (!bd->ShaderHandle)
  292. ImGui_ImplOpenGL3_CreateDeviceObjects();
  293. }
  294. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  295. {
  296. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  297. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  298. glEnable(GL_BLEND);
  299. glBlendEquation(GL_FUNC_ADD);
  300. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  301. glDisable(GL_CULL_FACE);
  302. glDisable(GL_DEPTH_TEST);
  303. glDisable(GL_STENCIL_TEST);
  304. glEnable(GL_SCISSOR_TEST);
  305. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  306. if (bd->GlVersion >= 310)
  307. glDisable(GL_PRIMITIVE_RESTART);
  308. #endif
  309. #ifdef GL_POLYGON_MODE
  310. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  311. #endif
  312. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  313. #if defined(GL_CLIP_ORIGIN)
  314. bool clip_origin_lower_left = true;
  315. if (bd->HasClipOrigin)
  316. {
  317. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  318. if (current_clip_origin == GL_UPPER_LEFT)
  319. clip_origin_lower_left = false;
  320. }
  321. #endif
  322. // Setup viewport, orthographic projection matrix
  323. // 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.
  324. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  325. float L = draw_data->DisplayPos.x;
  326. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  327. float T = draw_data->DisplayPos.y;
  328. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  329. #if defined(GL_CLIP_ORIGIN)
  330. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  331. #endif
  332. const float ortho_projection[4][4] =
  333. {
  334. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  335. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  336. { 0.0f, 0.0f, -1.0f, 0.0f },
  337. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  338. };
  339. glUseProgram(bd->ShaderHandle);
  340. glUniform1i(bd->AttribLocationTex, 0);
  341. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  342. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  343. if (bd->GlVersion >= 330)
  344. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  345. #endif
  346. (void)vertex_array_object;
  347. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  348. glBindVertexArray(vertex_array_object);
  349. #endif
  350. // Bind vertex/index buffers and setup attributes for ImDrawVert
  351. glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
  352. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
  353. glEnableVertexAttribArray(bd->AttribLocationVtxPos);
  354. glEnableVertexAttribArray(bd->AttribLocationVtxUV);
  355. glEnableVertexAttribArray(bd->AttribLocationVtxColor);
  356. glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  357. glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  358. glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  359. }
  360. // OpenGL3 Render function.
  361. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  362. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  363. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  364. {
  365. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  366. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  367. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  368. if (fb_width <= 0 || fb_height <= 0)
  369. return;
  370. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  371. // Backup GL state
  372. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  373. glActiveTexture(GL_TEXTURE0);
  374. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  375. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  376. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  377. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  378. #endif
  379. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  380. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  381. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  382. #endif
  383. #ifdef GL_POLYGON_MODE
  384. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  385. #endif
  386. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  387. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  388. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  389. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  390. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  391. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  392. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  393. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  394. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  395. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  396. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  397. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  398. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  399. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  400. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  401. #endif
  402. // Setup desired GL state
  403. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  404. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  405. GLuint vertex_array_object = 0;
  406. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  407. glGenVertexArrays(1, &vertex_array_object);
  408. #endif
  409. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  410. // Will project scissor/clipping rectangles into framebuffer space
  411. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  412. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  413. // Render command lists
  414. for (int n = 0; n < draw_data->CmdListsCount; n++)
  415. {
  416. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  417. // Upload vertex/index buffers
  418. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  419. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  420. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  421. {
  422. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  423. if (pcmd->UserCallback != NULL)
  424. {
  425. // User callback, registered via ImDrawList::AddCallback()
  426. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  427. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  428. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  429. else
  430. pcmd->UserCallback(cmd_list, pcmd);
  431. }
  432. else
  433. {
  434. // Project scissor/clipping rectangles into framebuffer space
  435. ImVec4 clip_rect;
  436. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  437. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  438. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  439. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  440. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  441. {
  442. // Apply scissor/clipping rectangle
  443. 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));
  444. // Bind texture, Draw
  445. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  446. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  447. if (bd->GlVersion >= 320)
  448. 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);
  449. else
  450. #endif
  451. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  452. }
  453. }
  454. }
  455. }
  456. // Destroy the temporary VAO
  457. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  458. glDeleteVertexArrays(1, &vertex_array_object);
  459. #endif
  460. // Restore modified GL state
  461. glUseProgram(last_program);
  462. glBindTexture(GL_TEXTURE_2D, last_texture);
  463. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  464. if (bd->GlVersion >= 330)
  465. glBindSampler(0, last_sampler);
  466. #endif
  467. glActiveTexture(last_active_texture);
  468. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  469. glBindVertexArray(last_vertex_array_object);
  470. #endif
  471. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  472. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  473. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  474. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  475. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  476. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  477. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  478. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  479. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  480. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  481. #endif
  482. #ifdef GL_POLYGON_MODE
  483. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  484. #endif
  485. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  486. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  487. }
  488. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  489. {
  490. ImGuiIO& io = ImGui::GetIO();
  491. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  492. // Build texture atlas
  493. unsigned char* pixels;
  494. int width, height;
  495. 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.
  496. // Upload texture to graphics system
  497. GLint last_texture;
  498. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  499. glGenTextures(1, &bd->FontTexture);
  500. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  501. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  502. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  503. #ifdef GL_UNPACK_ROW_LENGTH
  504. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  505. #endif
  506. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  507. // Store our identifier
  508. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  509. // Restore state
  510. glBindTexture(GL_TEXTURE_2D, last_texture);
  511. return true;
  512. }
  513. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  514. {
  515. ImGuiIO& io = ImGui::GetIO();
  516. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  517. if (bd->FontTexture)
  518. {
  519. glDeleteTextures(1, &bd->FontTexture);
  520. io.Fonts->SetTexID(0);
  521. bd->FontTexture = 0;
  522. }
  523. }
  524. // 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.
  525. static bool CheckShader(GLuint handle, const char* desc)
  526. {
  527. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  528. GLint status = 0, log_length = 0;
  529. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  530. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  531. if ((GLboolean)status == GL_FALSE)
  532. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  533. if (log_length > 1)
  534. {
  535. ImVector<char> buf;
  536. buf.resize((int)(log_length + 1));
  537. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  538. fprintf(stderr, "%s\n", buf.begin());
  539. }
  540. return (GLboolean)status == GL_TRUE;
  541. }
  542. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  543. static bool CheckProgram(GLuint handle, const char* desc)
  544. {
  545. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  546. GLint status = 0, log_length = 0;
  547. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  548. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  549. if ((GLboolean)status == GL_FALSE)
  550. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  551. if (log_length > 1)
  552. {
  553. ImVector<char> buf;
  554. buf.resize((int)(log_length + 1));
  555. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  556. fprintf(stderr, "%s\n", buf.begin());
  557. }
  558. return (GLboolean)status == GL_TRUE;
  559. }
  560. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  561. {
  562. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  563. // Backup GL state
  564. GLint last_texture, last_array_buffer;
  565. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  566. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  567. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  568. GLint last_vertex_array;
  569. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  570. #endif
  571. // Parse GLSL version string
  572. int glsl_version = 130;
  573. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  574. const GLchar* vertex_shader_glsl_120 =
  575. "uniform mat4 ProjMtx;\n"
  576. "attribute vec2 Position;\n"
  577. "attribute vec2 UV;\n"
  578. "attribute vec4 Color;\n"
  579. "varying vec2 Frag_UV;\n"
  580. "varying vec4 Frag_Color;\n"
  581. "void main()\n"
  582. "{\n"
  583. " Frag_UV = UV;\n"
  584. " Frag_Color = Color;\n"
  585. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  586. "}\n";
  587. const GLchar* vertex_shader_glsl_130 =
  588. "uniform mat4 ProjMtx;\n"
  589. "in vec2 Position;\n"
  590. "in vec2 UV;\n"
  591. "in vec4 Color;\n"
  592. "out vec2 Frag_UV;\n"
  593. "out vec4 Frag_Color;\n"
  594. "void main()\n"
  595. "{\n"
  596. " Frag_UV = UV;\n"
  597. " Frag_Color = Color;\n"
  598. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  599. "}\n";
  600. const GLchar* vertex_shader_glsl_300_es =
  601. "precision mediump float;\n"
  602. "layout (location = 0) in vec2 Position;\n"
  603. "layout (location = 1) in vec2 UV;\n"
  604. "layout (location = 2) in vec4 Color;\n"
  605. "uniform mat4 ProjMtx;\n"
  606. "out vec2 Frag_UV;\n"
  607. "out vec4 Frag_Color;\n"
  608. "void main()\n"
  609. "{\n"
  610. " Frag_UV = UV;\n"
  611. " Frag_Color = Color;\n"
  612. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  613. "}\n";
  614. const GLchar* vertex_shader_glsl_410_core =
  615. "layout (location = 0) in vec2 Position;\n"
  616. "layout (location = 1) in vec2 UV;\n"
  617. "layout (location = 2) in vec4 Color;\n"
  618. "uniform mat4 ProjMtx;\n"
  619. "out vec2 Frag_UV;\n"
  620. "out vec4 Frag_Color;\n"
  621. "void main()\n"
  622. "{\n"
  623. " Frag_UV = UV;\n"
  624. " Frag_Color = Color;\n"
  625. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  626. "}\n";
  627. const GLchar* fragment_shader_glsl_120 =
  628. "#ifdef GL_ES\n"
  629. " precision mediump float;\n"
  630. "#endif\n"
  631. "uniform sampler2D Texture;\n"
  632. "varying vec2 Frag_UV;\n"
  633. "varying vec4 Frag_Color;\n"
  634. "void main()\n"
  635. "{\n"
  636. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  637. "}\n";
  638. const GLchar* fragment_shader_glsl_130 =
  639. "uniform sampler2D Texture;\n"
  640. "in vec2 Frag_UV;\n"
  641. "in vec4 Frag_Color;\n"
  642. "out vec4 Out_Color;\n"
  643. "void main()\n"
  644. "{\n"
  645. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  646. "}\n";
  647. const GLchar* fragment_shader_glsl_300_es =
  648. "precision mediump float;\n"
  649. "uniform sampler2D Texture;\n"
  650. "in vec2 Frag_UV;\n"
  651. "in vec4 Frag_Color;\n"
  652. "layout (location = 0) out vec4 Out_Color;\n"
  653. "void main()\n"
  654. "{\n"
  655. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  656. "}\n";
  657. const GLchar* fragment_shader_glsl_410_core =
  658. "in vec2 Frag_UV;\n"
  659. "in vec4 Frag_Color;\n"
  660. "uniform sampler2D Texture;\n"
  661. "layout (location = 0) out vec4 Out_Color;\n"
  662. "void main()\n"
  663. "{\n"
  664. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  665. "}\n";
  666. // Select shaders matching our GLSL versions
  667. const GLchar* vertex_shader = NULL;
  668. const GLchar* fragment_shader = NULL;
  669. if (glsl_version < 130)
  670. {
  671. vertex_shader = vertex_shader_glsl_120;
  672. fragment_shader = fragment_shader_glsl_120;
  673. }
  674. else if (glsl_version >= 410)
  675. {
  676. vertex_shader = vertex_shader_glsl_410_core;
  677. fragment_shader = fragment_shader_glsl_410_core;
  678. }
  679. else if (glsl_version == 300)
  680. {
  681. vertex_shader = vertex_shader_glsl_300_es;
  682. fragment_shader = fragment_shader_glsl_300_es;
  683. }
  684. else
  685. {
  686. vertex_shader = vertex_shader_glsl_130;
  687. fragment_shader = fragment_shader_glsl_130;
  688. }
  689. // Create shaders
  690. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  691. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  692. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  693. glCompileShader(vert_handle);
  694. CheckShader(vert_handle, "vertex shader");
  695. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  696. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  697. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  698. glCompileShader(frag_handle);
  699. CheckShader(frag_handle, "fragment shader");
  700. // Link
  701. bd->ShaderHandle = glCreateProgram();
  702. glAttachShader(bd->ShaderHandle, vert_handle);
  703. glAttachShader(bd->ShaderHandle, frag_handle);
  704. glLinkProgram(bd->ShaderHandle);
  705. CheckProgram(bd->ShaderHandle, "shader program");
  706. glDetachShader(bd->ShaderHandle, vert_handle);
  707. glDetachShader(bd->ShaderHandle, frag_handle);
  708. glDeleteShader(vert_handle);
  709. glDeleteShader(frag_handle);
  710. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  711. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  712. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  713. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  714. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  715. // Create buffers
  716. glGenBuffers(1, &bd->VboHandle);
  717. glGenBuffers(1, &bd->ElementsHandle);
  718. ImGui_ImplOpenGL3_CreateFontsTexture();
  719. // Restore modified GL state
  720. glBindTexture(GL_TEXTURE_2D, last_texture);
  721. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  722. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  723. glBindVertexArray(last_vertex_array);
  724. #endif
  725. return true;
  726. }
  727. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  728. {
  729. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  730. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  731. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  732. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  733. ImGui_ImplOpenGL3_DestroyFontsTexture();
  734. }
  735. //--------------------------------------------------------------------------------------------------------
  736. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  737. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  738. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  739. //--------------------------------------------------------------------------------------------------------
  740. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  741. {
  742. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  743. {
  744. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  745. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  746. glClear(GL_COLOR_BUFFER_BIT);
  747. }
  748. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  749. }
  750. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  751. {
  752. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  753. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  754. }
  755. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  756. {
  757. ImGui::DestroyPlatformWindows();
  758. }