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