imgui_impl_opengl3.cpp 17 KB

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  1. // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
  4. // Implemented features:
  5. // [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // CHANGELOG
  8. // (minor and older changes stripped away, please see git history for details)
  9. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  10. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  11. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  12. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  13. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  14. // 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".
  15. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  16. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  17. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  18. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  19. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  20. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  21. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  22. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  23. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  24. #define _CRT_SECURE_NO_WARNINGS
  25. #endif
  26. #include "imgui.h"
  27. #include "imgui_impl_opengl3.h"
  28. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may freely use any other OpenGL loader such as: glew, glad, glLoadGen, etc.
  29. //#include <glew.h>
  30. // OpenGL Data
  31. static char g_GlslVersion[32] = "#version 150";
  32. static GLuint g_FontTexture = 0;
  33. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  34. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  35. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  36. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  37. // Forward Declarations
  38. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  39. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  40. // Functions
  41. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  42. {
  43. // 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.
  44. if (glsl_version == NULL)
  45. glsl_version = "#version 150";
  46. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
  47. strcpy(g_GlslVersion, glsl_version);
  48. strcat(g_GlslVersion, "\n");
  49. // Setup back-end capabilities flags
  50. ImGuiIO& io = ImGui::GetIO();
  51. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  52. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  53. ImGui_ImplOpenGL3_InitPlatformInterface();
  54. return true;
  55. }
  56. void ImGui_ImplOpenGL3_Shutdown()
  57. {
  58. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  59. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  60. }
  61. void ImGui_ImplOpenGL3_NewFrame()
  62. {
  63. if (!g_FontTexture)
  64. ImGui_ImplOpenGL3_CreateDeviceObjects();
  65. }
  66. // OpenGL3 Render function.
  67. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  68. // 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.
  69. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  70. {
  71. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  72. ImGuiIO& io = ImGui::GetIO();
  73. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  74. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  75. if (fb_width <= 0 || fb_height <= 0)
  76. return;
  77. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  78. // Backup GL state
  79. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  80. glActiveTexture(GL_TEXTURE0);
  81. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  82. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  83. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  84. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  85. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  86. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  87. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  88. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  89. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  90. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  91. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  92. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  93. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  94. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  95. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  96. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  97. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  98. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  99. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  100. glEnable(GL_BLEND);
  101. glBlendEquation(GL_FUNC_ADD);
  102. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  103. glDisable(GL_CULL_FACE);
  104. glDisable(GL_DEPTH_TEST);
  105. glEnable(GL_SCISSOR_TEST);
  106. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  107. // Setup viewport, orthographic projection matrix
  108. // 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.
  109. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  110. float L = draw_data->DisplayPos.x;
  111. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  112. float T = draw_data->DisplayPos.y;
  113. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  114. const float ortho_projection[4][4] =
  115. {
  116. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  117. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  118. { 0.0f, 0.0f, -1.0f, 0.0f },
  119. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  120. };
  121. glUseProgram(g_ShaderHandle);
  122. glUniform1i(g_AttribLocationTex, 0);
  123. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  124. if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  125. // Recreate the VAO every time
  126. // (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.)
  127. GLuint vao_handle = 0;
  128. glGenVertexArrays(1, &vao_handle);
  129. glBindVertexArray(vao_handle);
  130. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  131. glEnableVertexAttribArray(g_AttribLocationPosition);
  132. glEnableVertexAttribArray(g_AttribLocationUV);
  133. glEnableVertexAttribArray(g_AttribLocationColor);
  134. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  135. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  136. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  137. // Draw
  138. ImVec2 pos = draw_data->DisplayPos;
  139. for (int n = 0; n < draw_data->CmdListsCount; n++)
  140. {
  141. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  142. const ImDrawIdx* idx_buffer_offset = 0;
  143. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  144. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  145. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  146. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  147. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  148. {
  149. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  150. if (pcmd->UserCallback)
  151. {
  152. // User callback (registered via ImDrawList::AddCallback)
  153. pcmd->UserCallback(cmd_list, pcmd);
  154. }
  155. else
  156. {
  157. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  158. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  159. {
  160. // Apply scissor/clipping rectangle
  161. 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));
  162. // Bind texture, Draw
  163. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  164. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  165. }
  166. }
  167. idx_buffer_offset += pcmd->ElemCount;
  168. }
  169. }
  170. glDeleteVertexArrays(1, &vao_handle);
  171. // Restore modified GL state
  172. glUseProgram(last_program);
  173. glBindTexture(GL_TEXTURE_2D, last_texture);
  174. if (glBindSampler) glBindSampler(0, last_sampler);
  175. glActiveTexture(last_active_texture);
  176. glBindVertexArray(last_vertex_array);
  177. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  178. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  179. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  180. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  181. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  182. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  183. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  184. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  185. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  186. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  187. }
  188. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  189. {
  190. // Build texture atlas
  191. ImGuiIO& io = ImGui::GetIO();
  192. unsigned char* pixels;
  193. int width, height;
  194. 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.
  195. // Upload texture to graphics system
  196. GLint last_texture;
  197. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  198. glGenTextures(1, &g_FontTexture);
  199. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  200. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  201. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  202. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  203. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  204. // Store our identifier
  205. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  206. // Restore state
  207. glBindTexture(GL_TEXTURE_2D, last_texture);
  208. return true;
  209. }
  210. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  211. {
  212. if (g_FontTexture)
  213. {
  214. ImGuiIO& io = ImGui::GetIO();
  215. glDeleteTextures(1, &g_FontTexture);
  216. io.Fonts->TexID = 0;
  217. g_FontTexture = 0;
  218. }
  219. }
  220. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  221. {
  222. // Backup GL state
  223. GLint last_texture, last_array_buffer, last_vertex_array;
  224. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  225. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  226. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  227. // Create shaders
  228. const GLchar *vertex_shader =
  229. "uniform mat4 ProjMtx;\n"
  230. "in vec2 Position;\n"
  231. "in vec2 UV;\n"
  232. "in vec4 Color;\n"
  233. "out vec2 Frag_UV;\n"
  234. "out vec4 Frag_Color;\n"
  235. "void main()\n"
  236. "{\n"
  237. " Frag_UV = UV;\n"
  238. " Frag_Color = Color;\n"
  239. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  240. "}\n";
  241. const GLchar* fragment_shader =
  242. "uniform sampler2D Texture;\n"
  243. "in vec2 Frag_UV;\n"
  244. "in vec4 Frag_Color;\n"
  245. "out vec4 Out_Color;\n"
  246. "void main()\n"
  247. "{\n"
  248. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  249. "}\n";
  250. const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
  251. const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
  252. g_ShaderHandle = glCreateProgram();
  253. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  254. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  255. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  256. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  257. glCompileShader(g_VertHandle);
  258. glCompileShader(g_FragHandle);
  259. glAttachShader(g_ShaderHandle, g_VertHandle);
  260. glAttachShader(g_ShaderHandle, g_FragHandle);
  261. glLinkProgram(g_ShaderHandle);
  262. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  263. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  264. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  265. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  266. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  267. glGenBuffers(1, &g_VboHandle);
  268. glGenBuffers(1, &g_ElementsHandle);
  269. ImGui_ImplOpenGL3_CreateFontsTexture();
  270. // Restore modified GL state
  271. glBindTexture(GL_TEXTURE_2D, last_texture);
  272. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  273. glBindVertexArray(last_vertex_array);
  274. return true;
  275. }
  276. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  277. {
  278. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  279. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  280. g_VboHandle = g_ElementsHandle = 0;
  281. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  282. if (g_VertHandle) glDeleteShader(g_VertHandle);
  283. g_VertHandle = 0;
  284. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  285. if (g_FragHandle) glDeleteShader(g_FragHandle);
  286. g_FragHandle = 0;
  287. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  288. g_ShaderHandle = 0;
  289. ImGui_ImplOpenGL3_DestroyFontsTexture();
  290. }
  291. //--------------------------------------------------------------------------------------------------------
  292. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  293. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  294. // 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..
  295. //--------------------------------------------------------------------------------------------------------
  296. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  297. {
  298. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  299. {
  300. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  301. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  302. glClear(GL_COLOR_BUFFER_BIT);
  303. }
  304. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  305. }
  306. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  307. {
  308. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  309. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  310. }
  311. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  312. {
  313. ImGui::DestroyPlatformWindows();
  314. }