imgui_impl_opengl3.cpp 28 KB

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  1. // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  7. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
  8. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  9. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  10. // https://github.com/ocornut/imgui
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  14. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  15. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  16. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  17. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  18. // 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.
  19. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  20. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  21. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  22. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  23. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  24. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  25. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  26. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  27. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  28. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  29. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  30. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  31. // 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".
  32. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  33. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  34. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  35. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  36. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  37. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  38. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  39. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  40. //----------------------------------------
  41. // OpenGL GLSL GLSL
  42. // version version string
  43. //----------------------------------------
  44. // 2.0 110 "#version 110"
  45. // 2.1 120 "#version 120"
  46. // 3.0 130 "#version 130"
  47. // 3.1 140 "#version 140"
  48. // 3.2 150 "#version 150"
  49. // 3.3 330 "#version 330 core"
  50. // 4.0 400 "#version 400 core"
  51. // 4.1 410 "#version 410 core"
  52. // 4.2 420 "#version 410 core"
  53. // 4.3 430 "#version 430 core"
  54. // ES 2.0 100 "#version 100" = WebGL 1.0
  55. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  56. //----------------------------------------
  57. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  58. #define _CRT_SECURE_NO_WARNINGS
  59. #endif
  60. #include "imgui.h"
  61. #include "imgui_impl_opengl3.h"
  62. #include <stdio.h>
  63. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  64. #include <stddef.h> // intptr_t
  65. #else
  66. #include <stdint.h> // intptr_t
  67. #endif
  68. #if defined(__APPLE__)
  69. #include "TargetConditionals.h"
  70. #endif
  71. // Auto-detect GL version
  72. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  73. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
  74. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  75. #elif defined(__EMSCRIPTEN__)
  76. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  77. #endif
  78. #endif
  79. #if defined(IMGUI_IMPL_OPENGL_ES2)
  80. #include <GLES2/gl2.h>
  81. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  82. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  83. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  84. #else
  85. #include <GLES3/gl3.h> // Use GL ES 3
  86. #endif
  87. #else
  88. // About Desktop OpenGL function loaders:
  89. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  90. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  91. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  92. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  93. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  94. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  95. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
  96. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  97. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
  98. #else
  99. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  100. #endif
  101. #endif
  102. // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  103. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
  104. #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
  105. #else
  106. #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
  107. #endif
  108. // OpenGL Data
  109. static char g_GlslVersionString[32] = "";
  110. static GLuint g_FontTexture = 0;
  111. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  112. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  113. static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  114. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  115. // Functions
  116. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  117. {
  118. // Setup back-end capabilities flags
  119. ImGuiIO& io = ImGui::GetIO();
  120. io.BackendRendererName = "imgui_impl_opengl3";
  121. #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
  122. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  123. #endif
  124. // 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.
  125. #if defined(IMGUI_IMPL_OPENGL_ES2)
  126. if (glsl_version == NULL)
  127. glsl_version = "#version 100";
  128. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  129. if (glsl_version == NULL)
  130. glsl_version = "#version 300 es";
  131. #else
  132. if (glsl_version == NULL)
  133. glsl_version = "#version 130";
  134. #endif
  135. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  136. strcpy(g_GlslVersionString, glsl_version);
  137. strcat(g_GlslVersionString, "\n");
  138. // Make a dummy GL call (we don't actually need the result)
  139. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  140. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  141. GLint current_texture;
  142. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  143. return true;
  144. }
  145. void ImGui_ImplOpenGL3_Shutdown()
  146. {
  147. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  148. }
  149. void ImGui_ImplOpenGL3_NewFrame()
  150. {
  151. if (!g_FontTexture)
  152. ImGui_ImplOpenGL3_CreateDeviceObjects();
  153. }
  154. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  155. {
  156. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  157. glEnable(GL_BLEND);
  158. glBlendEquation(GL_FUNC_ADD);
  159. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  160. glDisable(GL_CULL_FACE);
  161. glDisable(GL_DEPTH_TEST);
  162. glEnable(GL_SCISSOR_TEST);
  163. #ifdef GL_POLYGON_MODE
  164. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  165. #endif
  166. // Setup viewport, orthographic projection matrix
  167. // 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.
  168. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  169. float L = draw_data->DisplayPos.x;
  170. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  171. float T = draw_data->DisplayPos.y;
  172. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  173. const float ortho_projection[4][4] =
  174. {
  175. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  176. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  177. { 0.0f, 0.0f, -1.0f, 0.0f },
  178. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  179. };
  180. glUseProgram(g_ShaderHandle);
  181. glUniform1i(g_AttribLocationTex, 0);
  182. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  183. #ifdef GL_SAMPLER_BINDING
  184. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  185. #endif
  186. (void)vertex_array_object;
  187. #ifndef IMGUI_IMPL_OPENGL_ES2
  188. glBindVertexArray(vertex_array_object);
  189. #endif
  190. // Bind vertex/index buffers and setup attributes for ImDrawVert
  191. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  192. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  193. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  194. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  195. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  196. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  197. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  198. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  199. }
  200. // OpenGL3 Render function.
  201. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  202. // 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.
  203. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  204. {
  205. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  206. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  207. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  208. if (fb_width <= 0 || fb_height <= 0)
  209. return;
  210. // Backup GL state
  211. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  212. glActiveTexture(GL_TEXTURE0);
  213. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  214. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  215. #ifdef GL_SAMPLER_BINDING
  216. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  217. #endif
  218. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  219. #ifndef IMGUI_IMPL_OPENGL_ES2
  220. GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
  221. #endif
  222. #ifdef GL_POLYGON_MODE
  223. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  224. #endif
  225. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  226. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  227. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  228. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  229. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  230. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  231. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  232. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  233. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  234. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  235. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  236. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  237. bool clip_origin_lower_left = true;
  238. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  239. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  240. if (last_clip_origin == GL_UPPER_LEFT)
  241. clip_origin_lower_left = false;
  242. #endif
  243. // Setup desired GL state
  244. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  245. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  246. GLuint vertex_array_object = 0;
  247. #ifndef IMGUI_IMPL_OPENGL_ES2
  248. glGenVertexArrays(1, &vertex_array_object);
  249. #endif
  250. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  251. // Will project scissor/clipping rectangles into framebuffer space
  252. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  253. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  254. // Render command lists
  255. for (int n = 0; n < draw_data->CmdListsCount; n++)
  256. {
  257. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  258. // Upload vertex/index buffers
  259. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  260. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  261. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  262. {
  263. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  264. if (pcmd->UserCallback != NULL)
  265. {
  266. // User callback, registered via ImDrawList::AddCallback()
  267. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  268. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  269. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  270. else
  271. pcmd->UserCallback(cmd_list, pcmd);
  272. }
  273. else
  274. {
  275. // Project scissor/clipping rectangles into framebuffer space
  276. ImVec4 clip_rect;
  277. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  278. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  279. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  280. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  281. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  282. {
  283. // Apply scissor/clipping rectangle
  284. if (clip_origin_lower_left)
  285. 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));
  286. else
  287. glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  288. // Bind texture, Draw
  289. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  290. #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
  291. 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);
  292. #else
  293. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  294. #endif
  295. }
  296. }
  297. }
  298. }
  299. // Destroy the temporary VAO
  300. #ifndef IMGUI_IMPL_OPENGL_ES2
  301. glDeleteVertexArrays(1, &vertex_array_object);
  302. #endif
  303. // Restore modified GL state
  304. glUseProgram(last_program);
  305. glBindTexture(GL_TEXTURE_2D, last_texture);
  306. #ifdef GL_SAMPLER_BINDING
  307. glBindSampler(0, last_sampler);
  308. #endif
  309. glActiveTexture(last_active_texture);
  310. #ifndef IMGUI_IMPL_OPENGL_ES2
  311. glBindVertexArray(last_vertex_array_object);
  312. #endif
  313. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  314. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  315. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  316. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  317. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  318. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  319. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  320. #ifdef GL_POLYGON_MODE
  321. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  322. #endif
  323. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  324. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  325. }
  326. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  327. {
  328. // Build texture atlas
  329. ImGuiIO& io = ImGui::GetIO();
  330. unsigned char* pixels;
  331. int width, height;
  332. 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.
  333. // Upload texture to graphics system
  334. GLint last_texture;
  335. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  336. glGenTextures(1, &g_FontTexture);
  337. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  338. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  339. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  340. #ifdef GL_UNPACK_ROW_LENGTH
  341. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  342. #endif
  343. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  344. // Store our identifier
  345. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  346. // Restore state
  347. glBindTexture(GL_TEXTURE_2D, last_texture);
  348. return true;
  349. }
  350. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  351. {
  352. if (g_FontTexture)
  353. {
  354. ImGuiIO& io = ImGui::GetIO();
  355. glDeleteTextures(1, &g_FontTexture);
  356. io.Fonts->TexID = 0;
  357. g_FontTexture = 0;
  358. }
  359. }
  360. // 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.
  361. static bool CheckShader(GLuint handle, const char* desc)
  362. {
  363. GLint status = 0, log_length = 0;
  364. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  365. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  366. if ((GLboolean)status == GL_FALSE)
  367. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  368. if (log_length > 1)
  369. {
  370. ImVector<char> buf;
  371. buf.resize((int)(log_length + 1));
  372. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  373. fprintf(stderr, "%s\n", buf.begin());
  374. }
  375. return (GLboolean)status == GL_TRUE;
  376. }
  377. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  378. static bool CheckProgram(GLuint handle, const char* desc)
  379. {
  380. GLint status = 0, log_length = 0;
  381. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  382. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  383. if ((GLboolean)status == GL_FALSE)
  384. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  385. if (log_length > 1)
  386. {
  387. ImVector<char> buf;
  388. buf.resize((int)(log_length + 1));
  389. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  390. fprintf(stderr, "%s\n", buf.begin());
  391. }
  392. return (GLboolean)status == GL_TRUE;
  393. }
  394. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  395. {
  396. // Backup GL state
  397. GLint last_texture, last_array_buffer;
  398. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  399. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  400. #ifndef IMGUI_IMPL_OPENGL_ES2
  401. GLint last_vertex_array;
  402. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  403. #endif
  404. // Parse GLSL version string
  405. int glsl_version = 130;
  406. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  407. const GLchar* vertex_shader_glsl_120 =
  408. "uniform mat4 ProjMtx;\n"
  409. "attribute vec2 Position;\n"
  410. "attribute vec2 UV;\n"
  411. "attribute vec4 Color;\n"
  412. "varying vec2 Frag_UV;\n"
  413. "varying vec4 Frag_Color;\n"
  414. "void main()\n"
  415. "{\n"
  416. " Frag_UV = UV;\n"
  417. " Frag_Color = Color;\n"
  418. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  419. "}\n";
  420. const GLchar* vertex_shader_glsl_130 =
  421. "uniform mat4 ProjMtx;\n"
  422. "in vec2 Position;\n"
  423. "in vec2 UV;\n"
  424. "in vec4 Color;\n"
  425. "out vec2 Frag_UV;\n"
  426. "out vec4 Frag_Color;\n"
  427. "void main()\n"
  428. "{\n"
  429. " Frag_UV = UV;\n"
  430. " Frag_Color = Color;\n"
  431. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  432. "}\n";
  433. const GLchar* vertex_shader_glsl_300_es =
  434. "precision mediump float;\n"
  435. "layout (location = 0) in vec2 Position;\n"
  436. "layout (location = 1) in vec2 UV;\n"
  437. "layout (location = 2) in vec4 Color;\n"
  438. "uniform mat4 ProjMtx;\n"
  439. "out vec2 Frag_UV;\n"
  440. "out vec4 Frag_Color;\n"
  441. "void main()\n"
  442. "{\n"
  443. " Frag_UV = UV;\n"
  444. " Frag_Color = Color;\n"
  445. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  446. "}\n";
  447. const GLchar* vertex_shader_glsl_410_core =
  448. "layout (location = 0) in vec2 Position;\n"
  449. "layout (location = 1) in vec2 UV;\n"
  450. "layout (location = 2) in vec4 Color;\n"
  451. "uniform mat4 ProjMtx;\n"
  452. "out vec2 Frag_UV;\n"
  453. "out vec4 Frag_Color;\n"
  454. "void main()\n"
  455. "{\n"
  456. " Frag_UV = UV;\n"
  457. " Frag_Color = Color;\n"
  458. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  459. "}\n";
  460. const GLchar* fragment_shader_glsl_120 =
  461. "#ifdef GL_ES\n"
  462. " precision mediump float;\n"
  463. "#endif\n"
  464. "uniform sampler2D Texture;\n"
  465. "varying vec2 Frag_UV;\n"
  466. "varying vec4 Frag_Color;\n"
  467. "void main()\n"
  468. "{\n"
  469. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  470. "}\n";
  471. const GLchar* fragment_shader_glsl_130 =
  472. "uniform sampler2D Texture;\n"
  473. "in vec2 Frag_UV;\n"
  474. "in vec4 Frag_Color;\n"
  475. "out vec4 Out_Color;\n"
  476. "void main()\n"
  477. "{\n"
  478. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  479. "}\n";
  480. const GLchar* fragment_shader_glsl_300_es =
  481. "precision mediump float;\n"
  482. "uniform sampler2D Texture;\n"
  483. "in vec2 Frag_UV;\n"
  484. "in vec4 Frag_Color;\n"
  485. "layout (location = 0) out vec4 Out_Color;\n"
  486. "void main()\n"
  487. "{\n"
  488. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  489. "}\n";
  490. const GLchar* fragment_shader_glsl_410_core =
  491. "in vec2 Frag_UV;\n"
  492. "in vec4 Frag_Color;\n"
  493. "uniform sampler2D Texture;\n"
  494. "layout (location = 0) out vec4 Out_Color;\n"
  495. "void main()\n"
  496. "{\n"
  497. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  498. "}\n";
  499. // Select shaders matching our GLSL versions
  500. const GLchar* vertex_shader = NULL;
  501. const GLchar* fragment_shader = NULL;
  502. if (glsl_version < 130)
  503. {
  504. vertex_shader = vertex_shader_glsl_120;
  505. fragment_shader = fragment_shader_glsl_120;
  506. }
  507. else if (glsl_version >= 410)
  508. {
  509. vertex_shader = vertex_shader_glsl_410_core;
  510. fragment_shader = fragment_shader_glsl_410_core;
  511. }
  512. else if (glsl_version == 300)
  513. {
  514. vertex_shader = vertex_shader_glsl_300_es;
  515. fragment_shader = fragment_shader_glsl_300_es;
  516. }
  517. else
  518. {
  519. vertex_shader = vertex_shader_glsl_130;
  520. fragment_shader = fragment_shader_glsl_130;
  521. }
  522. // Create shaders
  523. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  524. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  525. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  526. glCompileShader(g_VertHandle);
  527. CheckShader(g_VertHandle, "vertex shader");
  528. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  529. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  530. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  531. glCompileShader(g_FragHandle);
  532. CheckShader(g_FragHandle, "fragment shader");
  533. g_ShaderHandle = glCreateProgram();
  534. glAttachShader(g_ShaderHandle, g_VertHandle);
  535. glAttachShader(g_ShaderHandle, g_FragHandle);
  536. glLinkProgram(g_ShaderHandle);
  537. CheckProgram(g_ShaderHandle, "shader program");
  538. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  539. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  540. g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
  541. g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
  542. g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
  543. // Create buffers
  544. glGenBuffers(1, &g_VboHandle);
  545. glGenBuffers(1, &g_ElementsHandle);
  546. ImGui_ImplOpenGL3_CreateFontsTexture();
  547. // Restore modified GL state
  548. glBindTexture(GL_TEXTURE_2D, last_texture);
  549. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  550. #ifndef IMGUI_IMPL_OPENGL_ES2
  551. glBindVertexArray(last_vertex_array);
  552. #endif
  553. return true;
  554. }
  555. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  556. {
  557. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  558. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  559. g_VboHandle = g_ElementsHandle = 0;
  560. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  561. if (g_VertHandle) glDeleteShader(g_VertHandle);
  562. g_VertHandle = 0;
  563. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  564. if (g_FragHandle) glDeleteShader(g_FragHandle);
  565. g_FragHandle = 0;
  566. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  567. g_ShaderHandle = 0;
  568. ImGui_ImplOpenGL3_DestroyFontsTexture();
  569. }