imgui_impl_opengl3.cpp 16 KB

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