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- // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
- // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
- // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
- // Implemented features:
- // [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
- // [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
- // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
- // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
- // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
- // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
- // 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".
- // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
- // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
- // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
- // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
- // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
- // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
- // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
- // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
- #define _CRT_SECURE_NO_WARNINGS
- #endif
- #include "imgui.h"
- #include "imgui_impl_opengl3.h"
- #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
- // OpenGL Data
- static char g_GlslVersion[32] = "#version 150";
- static GLuint g_FontTexture = 0;
- static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
- static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
- static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
- static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
- // Forward Declarations
- static void ImGui_ImplOpenGL3_InitPlatformInterface();
- static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
- // Functions
- bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
- {
- // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
- if (glsl_version == NULL)
- glsl_version = "#version 150";
- IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
- strcpy(g_GlslVersion, glsl_version);
- strcat(g_GlslVersion, "\n");
- // Setup back-end capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplOpenGL3_InitPlatformInterface();
- return true;
- }
- void ImGui_ImplOpenGL3_Shutdown()
- {
- ImGui_ImplOpenGL3_ShutdownPlatformInterface();
- ImGui_ImplOpenGL3_DestroyDeviceObjects();
- }
- void ImGui_ImplOpenGL3_NewFrame()
- {
- if (!g_FontTexture)
- ImGui_ImplOpenGL3_CreateDeviceObjects();
- }
- // OpenGL3 Render function.
- // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
- // 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.
- void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
- {
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO& io = ImGui::GetIO();
- int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
- if (fb_width <= 0 || fb_height <= 0)
- return;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
- // Backup GL state
- GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
- glActiveTexture(GL_TEXTURE0);
- GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
- GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
- GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
- GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
- GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
- GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
- GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
- GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
- GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
- GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
- GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
- GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
- GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
- GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
- GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- // Setup viewport, orthographic projection matrix
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
- float L = draw_data->DisplayPos.x;
- float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
- float T = draw_data->DisplayPos.y;
- float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
- const float ortho_projection[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
- };
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
- if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
- // Recreate the VAO every time
- // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
- GLuint vao_handle = 0;
- glGenVertexArrays(1, &vao_handle);
- glBindVertexArray(vao_handle);
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glEnableVertexAttribArray(g_AttribLocationPosition);
- glEnableVertexAttribArray(g_AttribLocationUV);
- glEnableVertexAttribArray(g_AttribLocationColor);
- glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
- // Draw
- ImVec2 pos = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawIdx* idx_buffer_offset = 0;
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- // User callback (registered via ImDrawList::AddCallback)
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
- if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
- {
- // Apply scissor/clipping rectangle
- 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));
- // Bind texture, Draw
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
- }
- }
- idx_buffer_offset += pcmd->ElemCount;
- }
- }
- glDeleteVertexArrays(1, &vao_handle);
- // Restore modified GL state
- glUseProgram(last_program);
- glBindTexture(GL_TEXTURE_2D, last_texture);
- if (glBindSampler) glBindSampler(0, last_sampler);
- glActiveTexture(last_active_texture);
- glBindVertexArray(last_vertex_array);
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
- glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
- glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
- if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
- if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
- if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
- if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
- glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
- glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
- }
- bool ImGui_ImplOpenGL3_CreateFontsTexture()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- // Store our identifier
- io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- return true;
- }
- void ImGui_ImplOpenGL3_DestroyFontsTexture()
- {
- if (g_FontTexture)
- {
- ImGuiIO& io = ImGui::GetIO();
- glDeleteTextures(1, &g_FontTexture);
- io.Fonts->TexID = 0;
- g_FontTexture = 0;
- }
- }
- bool ImGui_ImplOpenGL3_CreateDeviceObjects()
- {
- // Backup GL state
- GLint last_texture, last_array_buffer, last_vertex_array;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
- glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
- // Create shaders
- const GLchar *vertex_shader =
- "uniform mat4 ProjMtx;\n"
- "in vec2 Position;\n"
- "in vec2 UV;\n"
- "in vec4 Color;\n"
- "out vec2 Frag_UV;\n"
- "out vec4 Frag_Color;\n"
- "void main()\n"
- "{\n"
- " Frag_UV = UV;\n"
- " Frag_Color = Color;\n"
- " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
- "}\n";
- const GLchar* fragment_shader =
- "uniform sampler2D Texture;\n"
- "in vec2 Frag_UV;\n"
- "in vec4 Frag_Color;\n"
- "out vec4 Out_Color;\n"
- "void main()\n"
- "{\n"
- " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
- "}\n";
- const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
- const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
- g_ShaderHandle = glCreateProgram();
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
- glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
- glCompileShader(g_VertHandle);
- glCompileShader(g_FragHandle);
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
- glGenBuffers(1, &g_VboHandle);
- glGenBuffers(1, &g_ElementsHandle);
- ImGui_ImplOpenGL3_CreateFontsTexture();
- // Restore modified GL state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
- glBindVertexArray(last_vertex_array);
- return true;
- }
- void ImGui_ImplOpenGL3_DestroyDeviceObjects()
- {
- if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
- if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
- g_VboHandle = g_ElementsHandle = 0;
- if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
- if (g_VertHandle) glDeleteShader(g_VertHandle);
- g_VertHandle = 0;
- if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
- if (g_FragHandle) glDeleteShader(g_FragHandle);
- g_FragHandle = 0;
- if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
- g_ShaderHandle = 0;
- ImGui_ImplOpenGL3_DestroyFontsTexture();
- }
- //--------------------------------------------------------------------------------------------------------
- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
- // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
- // 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..
- //--------------------------------------------------------------------------------------------------------
- static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
- {
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- {
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
- }
- static void ImGui_ImplOpenGL3_InitPlatformInterface()
- {
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
- }
- static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
- {
- ImGui::DestroyPlatformWindows();
- }
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