imgui_impl_opengl3.cpp 28 KB

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