imgui_impl_opengl3.cpp 25 KB

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  1. // dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (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. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  14. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  15. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  16. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  17. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  18. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  19. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  20. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  21. // 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".
  22. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  23. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  24. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  25. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  26. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  27. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  28. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  29. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  30. //----------------------------------------
  31. // OpenGL GLSL GLSL
  32. // version version string
  33. //----------------------------------------
  34. // 2.0 110 "#version 110"
  35. // 2.1 120
  36. // 3.0 130
  37. // 3.1 140
  38. // 3.2 150 "#version 150"
  39. // 3.3 330
  40. // 4.0 400
  41. // 4.1 410 "#version 410 core"
  42. // 4.2 420
  43. // 4.3 430
  44. // ES 2.0 100 "#version 100"
  45. // ES 3.0 300 "#version 300 es"
  46. //----------------------------------------
  47. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  48. #define _CRT_SECURE_NO_WARNINGS
  49. #endif
  50. #include "imgui.h"
  51. #include "imgui_impl_opengl3.h"
  52. #include <stdio.h>
  53. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  54. #include <stddef.h> // intptr_t
  55. #else
  56. #include <stdint.h> // intptr_t
  57. #endif
  58. #if defined(__APPLE__)
  59. #include "TargetConditionals.h"
  60. #endif
  61. // iOS, Android and Emscripten can use GL ES 3
  62. // Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
  63. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
  64. #define USE_GL_ES3
  65. #endif
  66. #ifdef USE_GL_ES3
  67. // OpenGL ES 3
  68. #include <GLES3/gl3.h> // Use GL ES 3
  69. #else
  70. // Regular OpenGL
  71. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  72. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  73. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  74. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  75. #include <GL/gl3w.h>
  76. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  77. #include <GL/glew.h>
  78. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  79. #include <glad/glad.h>
  80. #else
  81. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  82. #endif
  83. #endif
  84. // OpenGL Data
  85. static char g_GlslVersionString[32] = "";
  86. static GLuint g_FontTexture = 0;
  87. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  88. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  89. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  90. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  91. // Forward Declarations
  92. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  93. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  94. // Functions
  95. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  96. {
  97. // 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.
  98. #ifdef USE_GL_ES3
  99. if (glsl_version == NULL)
  100. glsl_version = "#version 300 es";
  101. #else
  102. if (glsl_version == NULL)
  103. glsl_version = "#version 130";
  104. #endif
  105. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  106. strcpy(g_GlslVersionString, glsl_version);
  107. strcat(g_GlslVersionString, "\n");
  108. // Setup back-end capabilities flags
  109. ImGuiIO& io = ImGui::GetIO();
  110. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  111. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  112. ImGui_ImplOpenGL3_InitPlatformInterface();
  113. return true;
  114. }
  115. void ImGui_ImplOpenGL3_Shutdown()
  116. {
  117. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  118. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  119. }
  120. void ImGui_ImplOpenGL3_NewFrame()
  121. {
  122. if (!g_FontTexture)
  123. ImGui_ImplOpenGL3_CreateDeviceObjects();
  124. }
  125. // OpenGL3 Render function.
  126. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  127. // 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.
  128. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  129. {
  130. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  131. ImGuiIO& io = ImGui::GetIO();
  132. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  133. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  134. if (fb_width <= 0 || fb_height <= 0)
  135. return;
  136. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  137. // Backup GL state
  138. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  139. glActiveTexture(GL_TEXTURE0);
  140. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  141. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  142. #ifdef GL_SAMPLER_BINDING
  143. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  144. #endif
  145. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  146. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  147. #ifdef GL_POLYGON_MODE
  148. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  149. #endif
  150. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  151. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  152. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  153. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  154. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  155. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  156. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  157. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  158. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  159. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  160. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  161. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  162. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  163. glEnable(GL_BLEND);
  164. glBlendEquation(GL_FUNC_ADD);
  165. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  166. glDisable(GL_CULL_FACE);
  167. glDisable(GL_DEPTH_TEST);
  168. glEnable(GL_SCISSOR_TEST);
  169. #ifdef GL_POLYGON_MODE
  170. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  171. #endif
  172. // Setup viewport, orthographic projection matrix
  173. // 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.
  174. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  175. float L = draw_data->DisplayPos.x;
  176. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  177. float T = draw_data->DisplayPos.y;
  178. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  179. const float ortho_projection[4][4] =
  180. {
  181. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  182. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  183. { 0.0f, 0.0f, -1.0f, 0.0f },
  184. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  185. };
  186. glUseProgram(g_ShaderHandle);
  187. glUniform1i(g_AttribLocationTex, 0);
  188. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  189. #ifdef GL_SAMPLER_BINDING
  190. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  191. #endif
  192. // Recreate the VAO every time
  193. // (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.)
  194. GLuint vao_handle = 0;
  195. glGenVertexArrays(1, &vao_handle);
  196. glBindVertexArray(vao_handle);
  197. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  198. glEnableVertexAttribArray(g_AttribLocationPosition);
  199. glEnableVertexAttribArray(g_AttribLocationUV);
  200. glEnableVertexAttribArray(g_AttribLocationColor);
  201. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  202. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  203. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  204. // Draw
  205. ImVec2 pos = draw_data->DisplayPos;
  206. for (int n = 0; n < draw_data->CmdListsCount; n++)
  207. {
  208. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  209. const ImDrawIdx* idx_buffer_offset = 0;
  210. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  211. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  212. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  213. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  214. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  215. {
  216. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  217. if (pcmd->UserCallback)
  218. {
  219. // User callback (registered via ImDrawList::AddCallback)
  220. pcmd->UserCallback(cmd_list, pcmd);
  221. }
  222. else
  223. {
  224. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  225. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  226. {
  227. // Apply scissor/clipping rectangle
  228. 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));
  229. // Bind texture, Draw
  230. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  231. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  232. }
  233. }
  234. idx_buffer_offset += pcmd->ElemCount;
  235. }
  236. }
  237. glDeleteVertexArrays(1, &vao_handle);
  238. // Restore modified GL state
  239. glUseProgram(last_program);
  240. glBindTexture(GL_TEXTURE_2D, last_texture);
  241. #ifdef GL_SAMPLER_BINDING
  242. glBindSampler(0, last_sampler);
  243. #endif
  244. glActiveTexture(last_active_texture);
  245. glBindVertexArray(last_vertex_array);
  246. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  247. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  248. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  249. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  250. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  251. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  252. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  253. #ifdef GL_POLYGON_MODE
  254. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  255. #endif
  256. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  257. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  258. }
  259. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  260. {
  261. // Build texture atlas
  262. ImGuiIO& io = ImGui::GetIO();
  263. unsigned char* pixels;
  264. int width, height;
  265. 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.
  266. // Upload texture to graphics system
  267. GLint last_texture;
  268. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  269. glGenTextures(1, &g_FontTexture);
  270. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  271. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  272. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  273. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  274. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  275. // Store our identifier
  276. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  277. // Restore state
  278. glBindTexture(GL_TEXTURE_2D, last_texture);
  279. return true;
  280. }
  281. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  282. {
  283. if (g_FontTexture)
  284. {
  285. ImGuiIO& io = ImGui::GetIO();
  286. glDeleteTextures(1, &g_FontTexture);
  287. io.Fonts->TexID = 0;
  288. g_FontTexture = 0;
  289. }
  290. }
  291. // 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.
  292. static bool CheckShader(GLuint handle, const char* desc)
  293. {
  294. GLint status = 0, log_length = 0;
  295. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  296. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  297. if ((GLboolean)status == GL_FALSE)
  298. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  299. if (log_length > 0)
  300. {
  301. ImVector<char> buf;
  302. buf.resize((int)(log_length + 1));
  303. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  304. fprintf(stderr, "%s\n", buf.begin());
  305. }
  306. return (GLboolean)status == GL_TRUE;
  307. }
  308. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  309. static bool CheckProgram(GLuint handle, const char* desc)
  310. {
  311. GLint status = 0, log_length = 0;
  312. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  313. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  314. if ((GLboolean)status == GL_FALSE)
  315. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  316. if (log_length > 0)
  317. {
  318. ImVector<char> buf;
  319. buf.resize((int)(log_length + 1));
  320. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  321. fprintf(stderr, "%s\n", buf.begin());
  322. }
  323. return (GLboolean)status == GL_TRUE;
  324. }
  325. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  326. {
  327. // Backup GL state
  328. GLint last_texture, last_array_buffer, last_vertex_array;
  329. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  330. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  331. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  332. // Parse GLSL version string
  333. int glsl_version = 130;
  334. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  335. const GLchar* vertex_shader_glsl_120 =
  336. "uniform mat4 ProjMtx;\n"
  337. "attribute vec2 Position;\n"
  338. "attribute vec2 UV;\n"
  339. "attribute vec4 Color;\n"
  340. "varying vec2 Frag_UV;\n"
  341. "varying vec4 Frag_Color;\n"
  342. "void main()\n"
  343. "{\n"
  344. " Frag_UV = UV;\n"
  345. " Frag_Color = Color;\n"
  346. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  347. "}\n";
  348. const GLchar* vertex_shader_glsl_130 =
  349. "uniform mat4 ProjMtx;\n"
  350. "in vec2 Position;\n"
  351. "in vec2 UV;\n"
  352. "in vec4 Color;\n"
  353. "out vec2 Frag_UV;\n"
  354. "out vec4 Frag_Color;\n"
  355. "void main()\n"
  356. "{\n"
  357. " Frag_UV = UV;\n"
  358. " Frag_Color = Color;\n"
  359. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  360. "}\n";
  361. const GLchar* vertex_shader_glsl_300_es =
  362. "precision mediump float;\n"
  363. "layout (location = 0) in vec2 Position;\n"
  364. "layout (location = 1) in vec2 UV;\n"
  365. "layout (location = 2) in vec4 Color;\n"
  366. "uniform mat4 ProjMtx;\n"
  367. "out vec2 Frag_UV;\n"
  368. "out vec4 Frag_Color;\n"
  369. "void main()\n"
  370. "{\n"
  371. " Frag_UV = UV;\n"
  372. " Frag_Color = Color;\n"
  373. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  374. "}\n";
  375. const GLchar* vertex_shader_glsl_410_core =
  376. "layout (location = 0) in vec2 Position;\n"
  377. "layout (location = 1) in vec2 UV;\n"
  378. "layout (location = 2) in vec4 Color;\n"
  379. "uniform mat4 ProjMtx;\n"
  380. "out vec2 Frag_UV;\n"
  381. "out vec4 Frag_Color;\n"
  382. "void main()\n"
  383. "{\n"
  384. " Frag_UV = UV;\n"
  385. " Frag_Color = Color;\n"
  386. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  387. "}\n";
  388. const GLchar* fragment_shader_glsl_120 =
  389. "#ifdef GL_ES\n"
  390. " precision mediump float;\n"
  391. "#endif\n"
  392. "uniform sampler2D Texture;\n"
  393. "varying vec2 Frag_UV;\n"
  394. "varying vec4 Frag_Color;\n"
  395. "void main()\n"
  396. "{\n"
  397. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  398. "}\n";
  399. const GLchar* fragment_shader_glsl_130 =
  400. "uniform sampler2D Texture;\n"
  401. "in vec2 Frag_UV;\n"
  402. "in vec4 Frag_Color;\n"
  403. "out vec4 Out_Color;\n"
  404. "void main()\n"
  405. "{\n"
  406. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  407. "}\n";
  408. const GLchar* fragment_shader_glsl_300_es =
  409. "precision mediump float;\n"
  410. "uniform sampler2D Texture;\n"
  411. "in vec2 Frag_UV;\n"
  412. "in vec4 Frag_Color;\n"
  413. "layout (location = 0) out vec4 Out_Color;\n"
  414. "void main()\n"
  415. "{\n"
  416. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  417. "}\n";
  418. const GLchar* fragment_shader_glsl_410_core =
  419. "in vec2 Frag_UV;\n"
  420. "in vec4 Frag_Color;\n"
  421. "uniform sampler2D Texture;\n"
  422. "layout (location = 0) out vec4 Out_Color;\n"
  423. "void main()\n"
  424. "{\n"
  425. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  426. "}\n";
  427. // Select shaders matching our GLSL versions
  428. const GLchar* vertex_shader = NULL;
  429. const GLchar* fragment_shader = NULL;
  430. if (glsl_version < 130)
  431. {
  432. vertex_shader = vertex_shader_glsl_120;
  433. fragment_shader = fragment_shader_glsl_120;
  434. }
  435. else if (glsl_version == 410)
  436. {
  437. vertex_shader = vertex_shader_glsl_410_core;
  438. fragment_shader = fragment_shader_glsl_410_core;
  439. }
  440. else if (glsl_version == 300)
  441. {
  442. vertex_shader = vertex_shader_glsl_300_es;
  443. fragment_shader = fragment_shader_glsl_300_es;
  444. }
  445. else
  446. {
  447. vertex_shader = vertex_shader_glsl_130;
  448. fragment_shader = fragment_shader_glsl_130;
  449. }
  450. // Create shaders
  451. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  452. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  453. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  454. glCompileShader(g_VertHandle);
  455. CheckShader(g_VertHandle, "vertex shader");
  456. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  457. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  458. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  459. glCompileShader(g_FragHandle);
  460. CheckShader(g_FragHandle, "fragment shader");
  461. g_ShaderHandle = glCreateProgram();
  462. glAttachShader(g_ShaderHandle, g_VertHandle);
  463. glAttachShader(g_ShaderHandle, g_FragHandle);
  464. glLinkProgram(g_ShaderHandle);
  465. CheckProgram(g_ShaderHandle, "shader program");
  466. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  467. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  468. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  469. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  470. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  471. // Create buffers
  472. glGenBuffers(1, &g_VboHandle);
  473. glGenBuffers(1, &g_ElementsHandle);
  474. ImGui_ImplOpenGL3_CreateFontsTexture();
  475. // Restore modified GL state
  476. glBindTexture(GL_TEXTURE_2D, last_texture);
  477. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  478. glBindVertexArray(last_vertex_array);
  479. return true;
  480. }
  481. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  482. {
  483. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  484. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  485. g_VboHandle = g_ElementsHandle = 0;
  486. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  487. if (g_VertHandle) glDeleteShader(g_VertHandle);
  488. g_VertHandle = 0;
  489. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  490. if (g_FragHandle) glDeleteShader(g_FragHandle);
  491. g_FragHandle = 0;
  492. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  493. g_ShaderHandle = 0;
  494. ImGui_ImplOpenGL3_DestroyFontsTexture();
  495. }
  496. //--------------------------------------------------------------------------------------------------------
  497. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  498. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  499. // 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..
  500. //--------------------------------------------------------------------------------------------------------
  501. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  502. {
  503. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  504. {
  505. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  506. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  507. glClear(GL_COLOR_BUFFER_BIT);
  508. }
  509. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  510. }
  511. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  512. {
  513. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  514. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  515. }
  516. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  517. {
  518. ImGui::DestroyPlatformWindows();
  519. }