imgui_impl_opengl3.cpp 39 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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  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. // 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
  15. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
  16. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
  17. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
  18. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  19. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  20. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  21. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  22. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  23. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  24. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  25. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  26. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  27. // 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)
  28. // 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.
  29. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  30. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  31. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  32. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  33. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  34. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  35. // 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.
  36. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  37. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  38. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  39. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  40. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  41. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  42. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  43. // 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.
  44. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  45. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  46. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  47. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  48. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  49. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  50. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  51. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  52. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  53. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  54. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  55. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  56. // 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".
  57. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  58. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  59. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  60. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  61. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  62. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  63. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  64. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  65. //----------------------------------------
  66. // OpenGL GLSL GLSL
  67. // version version string
  68. //----------------------------------------
  69. // 2.0 110 "#version 110"
  70. // 2.1 120 "#version 120"
  71. // 3.0 130 "#version 130"
  72. // 3.1 140 "#version 140"
  73. // 3.2 150 "#version 150"
  74. // 3.3 330 "#version 330 core"
  75. // 4.0 400 "#version 400 core"
  76. // 4.1 410 "#version 410 core"
  77. // 4.2 420 "#version 410 core"
  78. // 4.3 430 "#version 430 core"
  79. // ES 2.0 100 "#version 100" = WebGL 1.0
  80. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  81. //----------------------------------------
  82. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  83. #define _CRT_SECURE_NO_WARNINGS
  84. #endif
  85. #include "imgui.h"
  86. #include "imgui_impl_opengl3.h"
  87. #include <stdio.h>
  88. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  89. #include <stddef.h> // intptr_t
  90. #else
  91. #include <stdint.h> // intptr_t
  92. #endif
  93. // Clang warnings with -Weverything
  94. #if defined(__clang__)
  95. #pragma clang diagnostic push
  96. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  97. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  98. #if __has_warning("-Wzero-as-null-pointer-constant")
  99. #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
  100. #endif
  101. #endif
  102. // GL includes
  103. #if defined(IMGUI_IMPL_OPENGL_ES2)
  104. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  105. #include <OpenGLES/ES2/gl.h> // Use GL ES 2
  106. #else
  107. #include <GLES2/gl2.h> // Use GL ES 2
  108. #endif
  109. #if defined(__EMSCRIPTEN__)
  110. #ifndef GL_GLEXT_PROTOTYPES
  111. #define GL_GLEXT_PROTOTYPES
  112. #endif
  113. #include <GLES2/gl2ext.h>
  114. #endif
  115. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  116. #if defined(__APPLE__)
  117. #include <TargetConditionals.h>
  118. #endif
  119. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  120. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  121. #else
  122. #include <GLES3/gl3.h> // Use GL ES 3
  123. #endif
  124. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  125. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  126. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  127. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  128. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  129. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  130. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  131. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  132. #define IMGL3W_IMPL
  133. #include "imgui_impl_opengl3_loader.h"
  134. #endif
  135. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  136. #ifndef IMGUI_IMPL_OPENGL_ES2
  137. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  138. #elif defined(__EMSCRIPTEN__)
  139. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  140. #define glBindVertexArray glBindVertexArrayOES
  141. #define glGenVertexArrays glGenVertexArraysOES
  142. #define glDeleteVertexArrays glDeleteVertexArraysOES
  143. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  144. #endif
  145. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  146. #ifdef GL_POLYGON_MODE
  147. #define IMGUI_IMPL_HAS_POLYGON_MODE
  148. #endif
  149. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  150. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  151. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  152. #endif
  153. // Desktop GL 3.3+ has glBindSampler()
  154. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  155. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  156. #endif
  157. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  158. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  159. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  160. #endif
  161. // Desktop GL use extension detection
  162. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  163. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  164. #endif
  165. // OpenGL Data
  166. struct ImGui_ImplOpenGL3_Data
  167. {
  168. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  169. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  170. GLuint FontTexture;
  171. GLuint ShaderHandle;
  172. GLint AttribLocationTex; // Uniforms location
  173. GLint AttribLocationProjMtx;
  174. GLuint AttribLocationVtxPos; // Vertex attributes location
  175. GLuint AttribLocationVtxUV;
  176. GLuint AttribLocationVtxColor;
  177. unsigned int VboHandle, ElementsHandle;
  178. GLsizeiptr VertexBufferSize;
  179. GLsizeiptr IndexBufferSize;
  180. bool HasClipOrigin;
  181. ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
  182. };
  183. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  184. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  185. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  186. {
  187. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  188. }
  189. // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
  190. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  191. struct ImGui_ImplOpenGL3_VtxAttribState
  192. {
  193. GLint Enabled, Size, Type, Normalized, Stride;
  194. GLvoid* Ptr;
  195. void GetState(GLint index)
  196. {
  197. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
  198. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
  199. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
  200. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
  201. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
  202. glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
  203. }
  204. void SetState(GLint index)
  205. {
  206. glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
  207. if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
  208. }
  209. };
  210. #endif
  211. // Functions
  212. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  213. {
  214. ImGuiIO& io = ImGui::GetIO();
  215. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  216. // Initialize our loader
  217. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  218. if (imgl3wInit() != 0)
  219. {
  220. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  221. return false;
  222. }
  223. #endif
  224. // Setup backend capabilities flags
  225. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  226. io.BackendRendererUserData = (void*)bd;
  227. io.BackendRendererName = "imgui_impl_opengl3";
  228. // Query for GL version (e.g. 320 for GL 3.2)
  229. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  230. GLint major = 0;
  231. GLint minor = 0;
  232. glGetIntegerv(GL_MAJOR_VERSION, &major);
  233. glGetIntegerv(GL_MINOR_VERSION, &minor);
  234. if (major == 0 && minor == 0)
  235. {
  236. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  237. const char* gl_version = (const char*)glGetString(GL_VERSION);
  238. sscanf(gl_version, "%d.%d", &major, &minor);
  239. }
  240. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  241. #else
  242. bd->GlVersion = 200; // GLES 2
  243. #endif
  244. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  245. if (bd->GlVersion >= 320)
  246. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  247. #endif
  248. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  249. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  250. if (glsl_version == NULL)
  251. {
  252. #if defined(IMGUI_IMPL_OPENGL_ES2)
  253. glsl_version = "#version 100";
  254. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  255. glsl_version = "#version 300 es";
  256. #elif defined(__APPLE__)
  257. glsl_version = "#version 150";
  258. #else
  259. glsl_version = "#version 130";
  260. #endif
  261. }
  262. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  263. strcpy(bd->GlslVersionString, glsl_version);
  264. strcat(bd->GlslVersionString, "\n");
  265. // Make an arbitrary GL call (we don't actually need the result)
  266. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  267. GLint current_texture;
  268. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  269. // Detect extensions we support
  270. bd->HasClipOrigin = (bd->GlVersion >= 450);
  271. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  272. GLint num_extensions = 0;
  273. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  274. for (GLint i = 0; i < num_extensions; i++)
  275. {
  276. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  277. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  278. bd->HasClipOrigin = true;
  279. }
  280. #endif
  281. return true;
  282. }
  283. void ImGui_ImplOpenGL3_Shutdown()
  284. {
  285. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  286. IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
  287. ImGuiIO& io = ImGui::GetIO();
  288. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  289. io.BackendRendererName = NULL;
  290. io.BackendRendererUserData = NULL;
  291. IM_DELETE(bd);
  292. }
  293. void ImGui_ImplOpenGL3_NewFrame()
  294. {
  295. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  296. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
  297. if (!bd->ShaderHandle)
  298. ImGui_ImplOpenGL3_CreateDeviceObjects();
  299. }
  300. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  301. {
  302. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  303. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  304. glEnable(GL_BLEND);
  305. glBlendEquation(GL_FUNC_ADD);
  306. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  307. glDisable(GL_CULL_FACE);
  308. glDisable(GL_DEPTH_TEST);
  309. glDisable(GL_STENCIL_TEST);
  310. glEnable(GL_SCISSOR_TEST);
  311. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  312. if (bd->GlVersion >= 310)
  313. glDisable(GL_PRIMITIVE_RESTART);
  314. #endif
  315. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  316. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  317. #endif
  318. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  319. #if defined(GL_CLIP_ORIGIN)
  320. bool clip_origin_lower_left = true;
  321. if (bd->HasClipOrigin)
  322. {
  323. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  324. if (current_clip_origin == GL_UPPER_LEFT)
  325. clip_origin_lower_left = false;
  326. }
  327. #endif
  328. // Setup viewport, orthographic projection matrix
  329. // 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.
  330. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  331. float L = draw_data->DisplayPos.x;
  332. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  333. float T = draw_data->DisplayPos.y;
  334. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  335. #if defined(GL_CLIP_ORIGIN)
  336. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  337. #endif
  338. const float ortho_projection[4][4] =
  339. {
  340. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  341. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  342. { 0.0f, 0.0f, -1.0f, 0.0f },
  343. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  344. };
  345. glUseProgram(bd->ShaderHandle);
  346. glUniform1i(bd->AttribLocationTex, 0);
  347. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  348. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  349. if (bd->GlVersion >= 330)
  350. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  351. #endif
  352. (void)vertex_array_object;
  353. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  354. glBindVertexArray(vertex_array_object);
  355. #endif
  356. // Bind vertex/index buffers and setup attributes for ImDrawVert
  357. glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
  358. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
  359. glEnableVertexAttribArray(bd->AttribLocationVtxPos);
  360. glEnableVertexAttribArray(bd->AttribLocationVtxUV);
  361. glEnableVertexAttribArray(bd->AttribLocationVtxColor);
  362. glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  363. glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  364. glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  365. }
  366. // OpenGL3 Render function.
  367. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  368. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  369. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  370. {
  371. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  372. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  373. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  374. if (fb_width <= 0 || fb_height <= 0)
  375. return;
  376. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  377. // Backup GL state
  378. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  379. glActiveTexture(GL_TEXTURE0);
  380. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  381. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  382. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  383. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  384. #endif
  385. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  386. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  387. // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
  388. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  389. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
  390. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
  391. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
  392. #endif
  393. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  394. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  395. #endif
  396. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  397. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  398. #endif
  399. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  400. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  401. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  402. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  403. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  404. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  405. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  406. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  407. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  408. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  409. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  410. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  411. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  412. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  413. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  414. #endif
  415. // Setup desired GL state
  416. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  417. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  418. GLuint vertex_array_object = 0;
  419. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  420. glGenVertexArrays(1, &vertex_array_object);
  421. #endif
  422. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  423. // Will project scissor/clipping rectangles into framebuffer space
  424. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  425. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  426. // Render command lists
  427. for (int n = 0; n < draw_data->CmdListsCount; n++)
  428. {
  429. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  430. // Upload vertex/index buffers
  431. GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
  432. GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
  433. if (bd->VertexBufferSize < vtx_buffer_size)
  434. {
  435. bd->VertexBufferSize = vtx_buffer_size;
  436. glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
  437. }
  438. if (bd->IndexBufferSize < idx_buffer_size)
  439. {
  440. bd->IndexBufferSize = idx_buffer_size;
  441. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
  442. }
  443. glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
  444. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
  445. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  446. {
  447. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  448. if (pcmd->UserCallback != NULL)
  449. {
  450. // User callback, registered via ImDrawList::AddCallback()
  451. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  452. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  453. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  454. else
  455. pcmd->UserCallback(cmd_list, pcmd);
  456. }
  457. else
  458. {
  459. // Project scissor/clipping rectangles into framebuffer space
  460. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  461. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  462. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  463. continue;
  464. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  465. glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
  466. // Bind texture, Draw
  467. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  468. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  469. if (bd->GlVersion >= 320)
  470. 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);
  471. else
  472. #endif
  473. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  474. }
  475. }
  476. }
  477. // Destroy the temporary VAO
  478. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  479. glDeleteVertexArrays(1, &vertex_array_object);
  480. #endif
  481. // Restore modified GL state
  482. glUseProgram(last_program);
  483. glBindTexture(GL_TEXTURE_2D, last_texture);
  484. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  485. if (bd->GlVersion >= 330)
  486. glBindSampler(0, last_sampler);
  487. #endif
  488. glActiveTexture(last_active_texture);
  489. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  490. glBindVertexArray(last_vertex_array_object);
  491. #endif
  492. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  493. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  494. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  495. last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
  496. last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
  497. last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
  498. #endif
  499. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  500. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  501. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  502. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  503. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  504. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  505. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  506. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  507. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  508. #endif
  509. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  510. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  511. #endif
  512. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  513. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  514. (void)bd; // Not all compilation paths use this
  515. }
  516. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  517. {
  518. ImGuiIO& io = ImGui::GetIO();
  519. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  520. // Build texture atlas
  521. unsigned char* pixels;
  522. int width, height;
  523. 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.
  524. // Upload texture to graphics system
  525. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  526. GLint last_texture;
  527. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  528. glGenTextures(1, &bd->FontTexture);
  529. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  530. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  531. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  532. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  533. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  534. #endif
  535. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  536. // Store our identifier
  537. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  538. // Restore state
  539. glBindTexture(GL_TEXTURE_2D, last_texture);
  540. return true;
  541. }
  542. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  543. {
  544. ImGuiIO& io = ImGui::GetIO();
  545. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  546. if (bd->FontTexture)
  547. {
  548. glDeleteTextures(1, &bd->FontTexture);
  549. io.Fonts->SetTexID(0);
  550. bd->FontTexture = 0;
  551. }
  552. }
  553. // 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.
  554. static bool CheckShader(GLuint handle, const char* desc)
  555. {
  556. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  557. GLint status = 0, log_length = 0;
  558. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  559. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  560. if ((GLboolean)status == GL_FALSE)
  561. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  562. if (log_length > 1)
  563. {
  564. ImVector<char> buf;
  565. buf.resize((int)(log_length + 1));
  566. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  567. fprintf(stderr, "%s\n", buf.begin());
  568. }
  569. return (GLboolean)status == GL_TRUE;
  570. }
  571. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  572. static bool CheckProgram(GLuint handle, const char* desc)
  573. {
  574. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  575. GLint status = 0, log_length = 0;
  576. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  577. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  578. if ((GLboolean)status == GL_FALSE)
  579. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  580. if (log_length > 1)
  581. {
  582. ImVector<char> buf;
  583. buf.resize((int)(log_length + 1));
  584. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  585. fprintf(stderr, "%s\n", buf.begin());
  586. }
  587. return (GLboolean)status == GL_TRUE;
  588. }
  589. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  590. {
  591. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  592. // Backup GL state
  593. GLint last_texture, last_array_buffer;
  594. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  595. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  596. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  597. GLint last_vertex_array;
  598. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  599. #endif
  600. // Parse GLSL version string
  601. int glsl_version = 130;
  602. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  603. const GLchar* vertex_shader_glsl_120 =
  604. "uniform mat4 ProjMtx;\n"
  605. "attribute vec2 Position;\n"
  606. "attribute vec2 UV;\n"
  607. "attribute vec4 Color;\n"
  608. "varying vec2 Frag_UV;\n"
  609. "varying vec4 Frag_Color;\n"
  610. "void main()\n"
  611. "{\n"
  612. " Frag_UV = UV;\n"
  613. " Frag_Color = Color;\n"
  614. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  615. "}\n";
  616. const GLchar* vertex_shader_glsl_130 =
  617. "uniform mat4 ProjMtx;\n"
  618. "in vec2 Position;\n"
  619. "in vec2 UV;\n"
  620. "in vec4 Color;\n"
  621. "out vec2 Frag_UV;\n"
  622. "out vec4 Frag_Color;\n"
  623. "void main()\n"
  624. "{\n"
  625. " Frag_UV = UV;\n"
  626. " Frag_Color = Color;\n"
  627. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  628. "}\n";
  629. const GLchar* vertex_shader_glsl_300_es =
  630. "precision highp float;\n"
  631. "layout (location = 0) in vec2 Position;\n"
  632. "layout (location = 1) in vec2 UV;\n"
  633. "layout (location = 2) in vec4 Color;\n"
  634. "uniform mat4 ProjMtx;\n"
  635. "out vec2 Frag_UV;\n"
  636. "out vec4 Frag_Color;\n"
  637. "void main()\n"
  638. "{\n"
  639. " Frag_UV = UV;\n"
  640. " Frag_Color = Color;\n"
  641. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  642. "}\n";
  643. const GLchar* vertex_shader_glsl_410_core =
  644. "layout (location = 0) in vec2 Position;\n"
  645. "layout (location = 1) in vec2 UV;\n"
  646. "layout (location = 2) in vec4 Color;\n"
  647. "uniform mat4 ProjMtx;\n"
  648. "out vec2 Frag_UV;\n"
  649. "out vec4 Frag_Color;\n"
  650. "void main()\n"
  651. "{\n"
  652. " Frag_UV = UV;\n"
  653. " Frag_Color = Color;\n"
  654. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  655. "}\n";
  656. const GLchar* fragment_shader_glsl_120 =
  657. "#ifdef GL_ES\n"
  658. " precision mediump float;\n"
  659. "#endif\n"
  660. "uniform sampler2D Texture;\n"
  661. "varying vec2 Frag_UV;\n"
  662. "varying vec4 Frag_Color;\n"
  663. "void main()\n"
  664. "{\n"
  665. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  666. "}\n";
  667. const GLchar* fragment_shader_glsl_130 =
  668. "uniform sampler2D Texture;\n"
  669. "in vec2 Frag_UV;\n"
  670. "in vec4 Frag_Color;\n"
  671. "out vec4 Out_Color;\n"
  672. "void main()\n"
  673. "{\n"
  674. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  675. "}\n";
  676. const GLchar* fragment_shader_glsl_300_es =
  677. "precision mediump float;\n"
  678. "uniform sampler2D Texture;\n"
  679. "in vec2 Frag_UV;\n"
  680. "in vec4 Frag_Color;\n"
  681. "layout (location = 0) out vec4 Out_Color;\n"
  682. "void main()\n"
  683. "{\n"
  684. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  685. "}\n";
  686. const GLchar* fragment_shader_glsl_410_core =
  687. "in vec2 Frag_UV;\n"
  688. "in vec4 Frag_Color;\n"
  689. "uniform sampler2D Texture;\n"
  690. "layout (location = 0) out vec4 Out_Color;\n"
  691. "void main()\n"
  692. "{\n"
  693. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  694. "}\n";
  695. // Select shaders matching our GLSL versions
  696. const GLchar* vertex_shader = NULL;
  697. const GLchar* fragment_shader = NULL;
  698. if (glsl_version < 130)
  699. {
  700. vertex_shader = vertex_shader_glsl_120;
  701. fragment_shader = fragment_shader_glsl_120;
  702. }
  703. else if (glsl_version >= 410)
  704. {
  705. vertex_shader = vertex_shader_glsl_410_core;
  706. fragment_shader = fragment_shader_glsl_410_core;
  707. }
  708. else if (glsl_version == 300)
  709. {
  710. vertex_shader = vertex_shader_glsl_300_es;
  711. fragment_shader = fragment_shader_glsl_300_es;
  712. }
  713. else
  714. {
  715. vertex_shader = vertex_shader_glsl_130;
  716. fragment_shader = fragment_shader_glsl_130;
  717. }
  718. // Create shaders
  719. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  720. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  721. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  722. glCompileShader(vert_handle);
  723. CheckShader(vert_handle, "vertex shader");
  724. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  725. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  726. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  727. glCompileShader(frag_handle);
  728. CheckShader(frag_handle, "fragment shader");
  729. // Link
  730. bd->ShaderHandle = glCreateProgram();
  731. glAttachShader(bd->ShaderHandle, vert_handle);
  732. glAttachShader(bd->ShaderHandle, frag_handle);
  733. glLinkProgram(bd->ShaderHandle);
  734. CheckProgram(bd->ShaderHandle, "shader program");
  735. glDetachShader(bd->ShaderHandle, vert_handle);
  736. glDetachShader(bd->ShaderHandle, frag_handle);
  737. glDeleteShader(vert_handle);
  738. glDeleteShader(frag_handle);
  739. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  740. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  741. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  742. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  743. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  744. // Create buffers
  745. glGenBuffers(1, &bd->VboHandle);
  746. glGenBuffers(1, &bd->ElementsHandle);
  747. ImGui_ImplOpenGL3_CreateFontsTexture();
  748. // Restore modified GL state
  749. glBindTexture(GL_TEXTURE_2D, last_texture);
  750. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  751. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  752. glBindVertexArray(last_vertex_array);
  753. #endif
  754. return true;
  755. }
  756. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  757. {
  758. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  759. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  760. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  761. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  762. ImGui_ImplOpenGL3_DestroyFontsTexture();
  763. }
  764. #if defined(__clang__)
  765. #pragma clang diagnostic pop
  766. #endif