imgui_impl_opengl3.cpp 47 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: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
  8. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  9. // About WebGL/ES:
  10. // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
  11. // - This is done automatically on iOS, Android and Emscripten targets.
  12. // - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
  13. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  14. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  15. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  16. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  17. // CHANGELOG
  18. // (minor and older changes stripped away, please see git history for details)
  19. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  20. // 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
  21. // 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
  22. // 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
  23. // 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
  24. // 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
  25. // 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
  26. // 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
  27. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  28. // 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
  29. // 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
  30. // 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
  31. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
  32. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
  33. // 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.
  34. // 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).
  35. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  36. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  37. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  38. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  39. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  40. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  41. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  42. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  43. // 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)
  44. // 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.
  45. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  46. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  47. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  48. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  49. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  50. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  51. // 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.
  52. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  53. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  54. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  55. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  56. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  57. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  58. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  59. // 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.
  60. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  61. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  62. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  63. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  64. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  65. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  66. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  67. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  68. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  69. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  70. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  71. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
  72. // 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".
  73. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  74. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  75. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  76. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  77. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  78. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  79. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  80. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  81. //----------------------------------------
  82. // OpenGL GLSL GLSL
  83. // version version string
  84. //----------------------------------------
  85. // 2.0 110 "#version 110"
  86. // 2.1 120 "#version 120"
  87. // 3.0 130 "#version 130"
  88. // 3.1 140 "#version 140"
  89. // 3.2 150 "#version 150"
  90. // 3.3 330 "#version 330 core"
  91. // 4.0 400 "#version 400 core"
  92. // 4.1 410 "#version 410 core"
  93. // 4.2 420 "#version 410 core"
  94. // 4.3 430 "#version 430 core"
  95. // ES 2.0 100 "#version 100" = WebGL 1.0
  96. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  97. //----------------------------------------
  98. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  99. #define _CRT_SECURE_NO_WARNINGS
  100. #endif
  101. #include "imgui.h"
  102. #include "imgui_impl_opengl3.h"
  103. #include <stdio.h>
  104. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  105. #include <stddef.h> // intptr_t
  106. #else
  107. #include <stdint.h> // intptr_t
  108. #endif
  109. #if defined(__APPLE__)
  110. #include <TargetConditionals.h>
  111. #endif
  112. // Clang/GCC warnings with -Weverything
  113. #if defined(__clang__)
  114. #pragma clang diagnostic push
  115. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  116. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  117. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
  118. #pragma clang diagnostic ignored "-Wnonportable-system-include-path"
  119. #pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  120. #endif
  121. #if defined(__GNUC__)
  122. #pragma GCC diagnostic push
  123. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
  124. #pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
  125. #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  126. #endif
  127. // GL includes
  128. #if defined(IMGUI_IMPL_OPENGL_ES2)
  129. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  130. #include <OpenGLES/ES2/gl.h> // Use GL ES 2
  131. #else
  132. #include <GLES2/gl2.h> // Use GL ES 2
  133. #endif
  134. #if defined(__EMSCRIPTEN__)
  135. #ifndef GL_GLEXT_PROTOTYPES
  136. #define GL_GLEXT_PROTOTYPES
  137. #endif
  138. #include <GLES2/gl2ext.h>
  139. #endif
  140. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  141. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  142. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  143. #else
  144. #include <GLES3/gl3.h> // Use GL ES 3
  145. #endif
  146. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  147. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  148. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  149. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  150. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  151. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  152. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  153. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  154. #define IMGL3W_IMPL
  155. #include "imgui_impl_opengl3_loader.h"
  156. #endif
  157. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  158. #ifndef IMGUI_IMPL_OPENGL_ES2
  159. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  160. #elif defined(__EMSCRIPTEN__)
  161. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  162. #define glBindVertexArray glBindVertexArrayOES
  163. #define glGenVertexArrays glGenVertexArraysOES
  164. #define glDeleteVertexArrays glDeleteVertexArraysOES
  165. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  166. #endif
  167. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  168. #ifdef GL_POLYGON_MODE
  169. #define IMGUI_IMPL_HAS_POLYGON_MODE
  170. #endif
  171. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  172. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  173. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  174. #endif
  175. // Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
  176. #if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
  177. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  178. #endif
  179. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  180. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  181. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  182. #endif
  183. // Desktop GL use extension detection
  184. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  185. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  186. #endif
  187. // [Debugging]
  188. //#define IMGUI_IMPL_OPENGL_DEBUG
  189. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  190. #include <stdio.h>
  191. #define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
  192. #else
  193. #define GL_CALL(_CALL) _CALL // Call without error check
  194. #endif
  195. // OpenGL Data
  196. struct ImGui_ImplOpenGL3_Data
  197. {
  198. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  199. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  200. bool GlProfileIsES2;
  201. bool GlProfileIsES3;
  202. bool GlProfileIsCompat;
  203. GLint GlProfileMask;
  204. GLuint FontTexture;
  205. GLuint ShaderHandle;
  206. GLint AttribLocationTex; // Uniforms location
  207. GLint AttribLocationProjMtx;
  208. GLuint AttribLocationVtxPos; // Vertex attributes location
  209. GLuint AttribLocationVtxUV;
  210. GLuint AttribLocationVtxColor;
  211. unsigned int VboHandle, ElementsHandle;
  212. GLsizeiptr VertexBufferSize;
  213. GLsizeiptr IndexBufferSize;
  214. bool HasClipOrigin;
  215. bool UseBufferSubData;
  216. ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
  217. };
  218. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  219. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  220. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  221. {
  222. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  223. }
  224. // Forward Declarations
  225. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  226. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  227. // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
  228. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  229. struct ImGui_ImplOpenGL3_VtxAttribState
  230. {
  231. GLint Enabled, Size, Type, Normalized, Stride;
  232. GLvoid* Ptr;
  233. void GetState(GLint index)
  234. {
  235. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
  236. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
  237. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
  238. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
  239. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
  240. glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
  241. }
  242. void SetState(GLint index)
  243. {
  244. glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
  245. if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
  246. }
  247. };
  248. #endif
  249. // Functions
  250. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  251. {
  252. ImGuiIO& io = ImGui::GetIO();
  253. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  254. // Initialize our loader
  255. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  256. if (imgl3wInit() != 0)
  257. {
  258. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  259. return false;
  260. }
  261. #endif
  262. // Setup backend capabilities flags
  263. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  264. io.BackendRendererUserData = (void*)bd;
  265. io.BackendRendererName = "imgui_impl_opengl3";
  266. // Query for GL version (e.g. 320 for GL 3.2)
  267. #if defined(IMGUI_IMPL_OPENGL_ES2)
  268. // GLES 2
  269. bd->GlVersion = 200;
  270. bd->GlProfileIsES2 = true;
  271. #else
  272. // Desktop or GLES 3
  273. GLint major = 0;
  274. GLint minor = 0;
  275. glGetIntegerv(GL_MAJOR_VERSION, &major);
  276. glGetIntegerv(GL_MINOR_VERSION, &minor);
  277. if (major == 0 && minor == 0)
  278. {
  279. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  280. const char* gl_version = (const char*)glGetString(GL_VERSION);
  281. sscanf(gl_version, "%d.%d", &major, &minor);
  282. }
  283. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  284. #if defined(GL_CONTEXT_PROFILE_MASK)
  285. if (bd->GlVersion >= 320)
  286. glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
  287. bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
  288. #endif
  289. #if defined(IMGUI_IMPL_OPENGL_ES3)
  290. bd->GlProfileIsES3 = true;
  291. #endif
  292. bd->UseBufferSubData = false;
  293. /*
  294. // Query vendor to enable glBufferSubData kludge
  295. #ifdef _WIN32
  296. if (const char* vendor = (const char*)glGetString(GL_VENDOR))
  297. if (strncmp(vendor, "Intel", 5) == 0)
  298. bd->UseBufferSubData = true;
  299. #endif
  300. */
  301. #endif
  302. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  303. printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
  304. #endif
  305. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  306. if (bd->GlVersion >= 320)
  307. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  308. #endif
  309. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  310. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  311. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
  312. if (glsl_version == nullptr)
  313. {
  314. #if defined(IMGUI_IMPL_OPENGL_ES2)
  315. glsl_version = "#version 100";
  316. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  317. glsl_version = "#version 300 es";
  318. #elif defined(__APPLE__)
  319. glsl_version = "#version 150";
  320. #else
  321. glsl_version = "#version 130";
  322. #endif
  323. }
  324. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  325. strcpy(bd->GlslVersionString, glsl_version);
  326. strcat(bd->GlslVersionString, "\n");
  327. // Make an arbitrary GL call (we don't actually need the result)
  328. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  329. GLint current_texture;
  330. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  331. // Detect extensions we support
  332. bd->HasClipOrigin = (bd->GlVersion >= 450);
  333. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  334. GLint num_extensions = 0;
  335. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  336. for (GLint i = 0; i < num_extensions; i++)
  337. {
  338. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  339. if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
  340. bd->HasClipOrigin = true;
  341. }
  342. #endif
  343. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  344. ImGui_ImplOpenGL3_InitPlatformInterface();
  345. return true;
  346. }
  347. void ImGui_ImplOpenGL3_Shutdown()
  348. {
  349. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  350. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  351. ImGuiIO& io = ImGui::GetIO();
  352. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  353. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  354. io.BackendRendererName = nullptr;
  355. io.BackendRendererUserData = nullptr;
  356. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
  357. IM_DELETE(bd);
  358. }
  359. void ImGui_ImplOpenGL3_NewFrame()
  360. {
  361. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  362. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
  363. if (!bd->ShaderHandle)
  364. ImGui_ImplOpenGL3_CreateDeviceObjects();
  365. }
  366. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  367. {
  368. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  369. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  370. glEnable(GL_BLEND);
  371. glBlendEquation(GL_FUNC_ADD);
  372. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  373. glDisable(GL_CULL_FACE);
  374. glDisable(GL_DEPTH_TEST);
  375. glDisable(GL_STENCIL_TEST);
  376. glEnable(GL_SCISSOR_TEST);
  377. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  378. if (bd->GlVersion >= 310)
  379. glDisable(GL_PRIMITIVE_RESTART);
  380. #endif
  381. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  382. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  383. #endif
  384. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  385. #if defined(GL_CLIP_ORIGIN)
  386. bool clip_origin_lower_left = true;
  387. if (bd->HasClipOrigin)
  388. {
  389. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  390. if (current_clip_origin == GL_UPPER_LEFT)
  391. clip_origin_lower_left = false;
  392. }
  393. #endif
  394. // Setup viewport, orthographic projection matrix
  395. // 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.
  396. GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
  397. float L = draw_data->DisplayPos.x;
  398. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  399. float T = draw_data->DisplayPos.y;
  400. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  401. #if defined(GL_CLIP_ORIGIN)
  402. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  403. #endif
  404. const float ortho_projection[4][4] =
  405. {
  406. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  407. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  408. { 0.0f, 0.0f, -1.0f, 0.0f },
  409. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  410. };
  411. glUseProgram(bd->ShaderHandle);
  412. glUniform1i(bd->AttribLocationTex, 0);
  413. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  414. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  415. if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
  416. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
  417. #endif
  418. (void)vertex_array_object;
  419. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  420. glBindVertexArray(vertex_array_object);
  421. #endif
  422. // Bind vertex/index buffers and setup attributes for ImDrawVert
  423. GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
  424. GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
  425. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
  426. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
  427. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
  428. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
  429. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
  430. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
  431. }
  432. // OpenGL3 Render function.
  433. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  434. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  435. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  436. {
  437. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  438. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  439. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  440. if (fb_width <= 0 || fb_height <= 0)
  441. return;
  442. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  443. // Backup GL state
  444. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  445. glActiveTexture(GL_TEXTURE0);
  446. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  447. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  448. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  449. GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  450. #endif
  451. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  452. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  453. // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
  454. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  455. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
  456. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
  457. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
  458. #endif
  459. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  460. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  461. #endif
  462. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  463. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  464. #endif
  465. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  466. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  467. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  468. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  469. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  470. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  471. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  472. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  473. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  474. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  475. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  476. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  477. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  478. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  479. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  480. #endif
  481. // Setup desired GL state
  482. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  483. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  484. GLuint vertex_array_object = 0;
  485. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  486. GL_CALL(glGenVertexArrays(1, &vertex_array_object));
  487. #endif
  488. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  489. // Will project scissor/clipping rectangles into framebuffer space
  490. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  491. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  492. // Render command lists
  493. for (int n = 0; n < draw_data->CmdListsCount; n++)
  494. {
  495. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  496. // Upload vertex/index buffers
  497. // - OpenGL drivers are in a very sorry state nowadays....
  498. // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
  499. // of leaks on Intel GPU when using multi-viewports on Windows.
  500. // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
  501. // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
  502. // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
  503. // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
  504. const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
  505. const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
  506. if (bd->UseBufferSubData)
  507. {
  508. if (bd->VertexBufferSize < vtx_buffer_size)
  509. {
  510. bd->VertexBufferSize = vtx_buffer_size;
  511. GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
  512. }
  513. if (bd->IndexBufferSize < idx_buffer_size)
  514. {
  515. bd->IndexBufferSize = idx_buffer_size;
  516. GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
  517. }
  518. GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
  519. GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
  520. }
  521. else
  522. {
  523. GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
  524. GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
  525. }
  526. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  527. {
  528. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  529. if (pcmd->UserCallback != nullptr)
  530. {
  531. // User callback, registered via ImDrawList::AddCallback()
  532. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  533. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  534. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  535. else
  536. pcmd->UserCallback(cmd_list, pcmd);
  537. }
  538. else
  539. {
  540. // Project scissor/clipping rectangles into framebuffer space
  541. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  542. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  543. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  544. continue;
  545. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  546. GL_CALL(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)));
  547. // Bind texture, Draw
  548. GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
  549. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  550. if (bd->GlVersion >= 320)
  551. GL_CALL(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));
  552. else
  553. #endif
  554. GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
  555. }
  556. }
  557. }
  558. // Destroy the temporary VAO
  559. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  560. GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
  561. #endif
  562. // Restore modified GL state
  563. // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
  564. if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
  565. glBindTexture(GL_TEXTURE_2D, last_texture);
  566. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  567. if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
  568. glBindSampler(0, last_sampler);
  569. #endif
  570. glActiveTexture(last_active_texture);
  571. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  572. glBindVertexArray(last_vertex_array_object);
  573. #endif
  574. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  575. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  576. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  577. last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
  578. last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
  579. last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
  580. #endif
  581. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  582. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  583. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  584. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  585. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  586. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  587. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  588. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  589. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  590. #endif
  591. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  592. // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
  593. if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
  594. {
  595. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
  596. glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  597. }
  598. else
  599. {
  600. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  601. }
  602. #endif // IMGUI_IMPL_HAS_POLYGON_MODE
  603. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  604. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  605. (void)bd; // Not all compilation paths use this
  606. }
  607. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  608. {
  609. ImGuiIO& io = ImGui::GetIO();
  610. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  611. // Build texture atlas
  612. unsigned char* pixels;
  613. int width, height;
  614. 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.
  615. // Upload texture to graphics system
  616. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  617. GLint last_texture;
  618. GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
  619. GL_CALL(glGenTextures(1, &bd->FontTexture));
  620. GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
  621. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
  622. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
  623. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  624. GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
  625. #endif
  626. GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
  627. // Store our identifier
  628. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  629. // Restore state
  630. GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
  631. return true;
  632. }
  633. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  634. {
  635. ImGuiIO& io = ImGui::GetIO();
  636. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  637. if (bd->FontTexture)
  638. {
  639. glDeleteTextures(1, &bd->FontTexture);
  640. io.Fonts->SetTexID(0);
  641. bd->FontTexture = 0;
  642. }
  643. }
  644. // 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.
  645. static bool CheckShader(GLuint handle, const char* desc)
  646. {
  647. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  648. GLint status = 0, log_length = 0;
  649. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  650. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  651. if ((GLboolean)status == GL_FALSE)
  652. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  653. if (log_length > 1)
  654. {
  655. ImVector<char> buf;
  656. buf.resize((int)(log_length + 1));
  657. glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
  658. fprintf(stderr, "%s\n", buf.begin());
  659. }
  660. return (GLboolean)status == GL_TRUE;
  661. }
  662. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  663. static bool CheckProgram(GLuint handle, const char* desc)
  664. {
  665. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  666. GLint status = 0, log_length = 0;
  667. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  668. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  669. if ((GLboolean)status == GL_FALSE)
  670. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  671. if (log_length > 1)
  672. {
  673. ImVector<char> buf;
  674. buf.resize((int)(log_length + 1));
  675. glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
  676. fprintf(stderr, "%s\n", buf.begin());
  677. }
  678. return (GLboolean)status == GL_TRUE;
  679. }
  680. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  681. {
  682. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  683. // Backup GL state
  684. GLint last_texture, last_array_buffer;
  685. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  686. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  687. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  688. GLint last_vertex_array;
  689. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  690. #endif
  691. // Parse GLSL version string
  692. int glsl_version = 130;
  693. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  694. const GLchar* vertex_shader_glsl_120 =
  695. "uniform mat4 ProjMtx;\n"
  696. "attribute vec2 Position;\n"
  697. "attribute vec2 UV;\n"
  698. "attribute vec4 Color;\n"
  699. "varying vec2 Frag_UV;\n"
  700. "varying vec4 Frag_Color;\n"
  701. "void main()\n"
  702. "{\n"
  703. " Frag_UV = UV;\n"
  704. " Frag_Color = Color;\n"
  705. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  706. "}\n";
  707. const GLchar* vertex_shader_glsl_130 =
  708. "uniform mat4 ProjMtx;\n"
  709. "in vec2 Position;\n"
  710. "in vec2 UV;\n"
  711. "in vec4 Color;\n"
  712. "out vec2 Frag_UV;\n"
  713. "out vec4 Frag_Color;\n"
  714. "void main()\n"
  715. "{\n"
  716. " Frag_UV = UV;\n"
  717. " Frag_Color = Color;\n"
  718. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  719. "}\n";
  720. const GLchar* vertex_shader_glsl_300_es =
  721. "precision highp float;\n"
  722. "layout (location = 0) in vec2 Position;\n"
  723. "layout (location = 1) in vec2 UV;\n"
  724. "layout (location = 2) in vec4 Color;\n"
  725. "uniform mat4 ProjMtx;\n"
  726. "out vec2 Frag_UV;\n"
  727. "out vec4 Frag_Color;\n"
  728. "void main()\n"
  729. "{\n"
  730. " Frag_UV = UV;\n"
  731. " Frag_Color = Color;\n"
  732. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  733. "}\n";
  734. const GLchar* vertex_shader_glsl_410_core =
  735. "layout (location = 0) in vec2 Position;\n"
  736. "layout (location = 1) in vec2 UV;\n"
  737. "layout (location = 2) in vec4 Color;\n"
  738. "uniform mat4 ProjMtx;\n"
  739. "out vec2 Frag_UV;\n"
  740. "out vec4 Frag_Color;\n"
  741. "void main()\n"
  742. "{\n"
  743. " Frag_UV = UV;\n"
  744. " Frag_Color = Color;\n"
  745. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  746. "}\n";
  747. const GLchar* fragment_shader_glsl_120 =
  748. "#ifdef GL_ES\n"
  749. " precision mediump float;\n"
  750. "#endif\n"
  751. "uniform sampler2D Texture;\n"
  752. "varying vec2 Frag_UV;\n"
  753. "varying vec4 Frag_Color;\n"
  754. "void main()\n"
  755. "{\n"
  756. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  757. "}\n";
  758. const GLchar* fragment_shader_glsl_130 =
  759. "uniform sampler2D Texture;\n"
  760. "in vec2 Frag_UV;\n"
  761. "in vec4 Frag_Color;\n"
  762. "out vec4 Out_Color;\n"
  763. "void main()\n"
  764. "{\n"
  765. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  766. "}\n";
  767. const GLchar* fragment_shader_glsl_300_es =
  768. "precision mediump float;\n"
  769. "uniform sampler2D Texture;\n"
  770. "in vec2 Frag_UV;\n"
  771. "in vec4 Frag_Color;\n"
  772. "layout (location = 0) out vec4 Out_Color;\n"
  773. "void main()\n"
  774. "{\n"
  775. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  776. "}\n";
  777. const GLchar* fragment_shader_glsl_410_core =
  778. "in vec2 Frag_UV;\n"
  779. "in vec4 Frag_Color;\n"
  780. "uniform sampler2D Texture;\n"
  781. "layout (location = 0) out vec4 Out_Color;\n"
  782. "void main()\n"
  783. "{\n"
  784. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  785. "}\n";
  786. // Select shaders matching our GLSL versions
  787. const GLchar* vertex_shader = nullptr;
  788. const GLchar* fragment_shader = nullptr;
  789. if (glsl_version < 130)
  790. {
  791. vertex_shader = vertex_shader_glsl_120;
  792. fragment_shader = fragment_shader_glsl_120;
  793. }
  794. else if (glsl_version >= 410)
  795. {
  796. vertex_shader = vertex_shader_glsl_410_core;
  797. fragment_shader = fragment_shader_glsl_410_core;
  798. }
  799. else if (glsl_version == 300)
  800. {
  801. vertex_shader = vertex_shader_glsl_300_es;
  802. fragment_shader = fragment_shader_glsl_300_es;
  803. }
  804. else
  805. {
  806. vertex_shader = vertex_shader_glsl_130;
  807. fragment_shader = fragment_shader_glsl_130;
  808. }
  809. // Create shaders
  810. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  811. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  812. glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
  813. glCompileShader(vert_handle);
  814. CheckShader(vert_handle, "vertex shader");
  815. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  816. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  817. glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
  818. glCompileShader(frag_handle);
  819. CheckShader(frag_handle, "fragment shader");
  820. // Link
  821. bd->ShaderHandle = glCreateProgram();
  822. glAttachShader(bd->ShaderHandle, vert_handle);
  823. glAttachShader(bd->ShaderHandle, frag_handle);
  824. glLinkProgram(bd->ShaderHandle);
  825. CheckProgram(bd->ShaderHandle, "shader program");
  826. glDetachShader(bd->ShaderHandle, vert_handle);
  827. glDetachShader(bd->ShaderHandle, frag_handle);
  828. glDeleteShader(vert_handle);
  829. glDeleteShader(frag_handle);
  830. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  831. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  832. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  833. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  834. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  835. // Create buffers
  836. glGenBuffers(1, &bd->VboHandle);
  837. glGenBuffers(1, &bd->ElementsHandle);
  838. ImGui_ImplOpenGL3_CreateFontsTexture();
  839. // Restore modified GL state
  840. glBindTexture(GL_TEXTURE_2D, last_texture);
  841. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  842. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  843. glBindVertexArray(last_vertex_array);
  844. #endif
  845. return true;
  846. }
  847. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  848. {
  849. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  850. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  851. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  852. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  853. ImGui_ImplOpenGL3_DestroyFontsTexture();
  854. }
  855. //--------------------------------------------------------------------------------------------------------
  856. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  857. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  858. // 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..
  859. //--------------------------------------------------------------------------------------------------------
  860. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  861. {
  862. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  863. {
  864. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  865. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  866. glClear(GL_COLOR_BUFFER_BIT);
  867. }
  868. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  869. }
  870. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  871. {
  872. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  873. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  874. }
  875. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  876. {
  877. ImGui::DestroyPlatformWindows();
  878. }
  879. #if defined(__GNUC__)
  880. #pragma GCC diagnostic pop
  881. #endif
  882. #if defined(__clang__)
  883. #pragma clang diagnostic pop
  884. #endif