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 freely use any other OpenGL loader such as: glew, glad, glLoadGen, etc.
  30. //#include <glew.h>
  31. // OpenGL Data
  32. static char g_GlslVersion[32] = "";
  33. static GLuint g_FontTexture = 0;
  34. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  35. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  36. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  37. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  38. // Functions
  39. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  40. {
  41. // 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.
  42. if (glsl_version == NULL)
  43. glsl_version = "#version 150";
  44. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
  45. strcpy(g_GlslVersion, glsl_version);
  46. strcat(g_GlslVersion, "\n");
  47. return true;
  48. }
  49. void ImGui_ImplOpenGL3_Shutdown()
  50. {
  51. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  52. }
  53. void ImGui_ImplOpenGL3_NewFrame()
  54. {
  55. if (!g_FontTexture)
  56. ImGui_ImplOpenGL3_CreateDeviceObjects();
  57. }
  58. // OpenGL3 Render function.
  59. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  60. // 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.
  61. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  62. {
  63. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  64. ImGuiIO& io = ImGui::GetIO();
  65. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  66. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  67. if (fb_width <= 0 || fb_height <= 0)
  68. return;
  69. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  70. // Backup GL state
  71. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  72. glActiveTexture(GL_TEXTURE0);
  73. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  74. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  75. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  76. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  77. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  78. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  79. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  80. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  81. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  82. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  83. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  84. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  85. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  86. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  87. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  88. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  89. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  90. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  91. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  92. glEnable(GL_BLEND);
  93. glBlendEquation(GL_FUNC_ADD);
  94. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  95. glDisable(GL_CULL_FACE);
  96. glDisable(GL_DEPTH_TEST);
  97. glEnable(GL_SCISSOR_TEST);
  98. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  99. // Setup viewport, orthographic projection matrix
  100. // 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.
  101. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  102. float L = draw_data->DisplayPos.x;
  103. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  104. float T = draw_data->DisplayPos.y;
  105. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  106. const float ortho_projection[4][4] =
  107. {
  108. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  109. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  110. { 0.0f, 0.0f, -1.0f, 0.0f },
  111. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  112. };
  113. glUseProgram(g_ShaderHandle);
  114. glUniform1i(g_AttribLocationTex, 0);
  115. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  116. if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  117. // Recreate the VAO every time
  118. // (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.)
  119. GLuint vao_handle = 0;
  120. glGenVertexArrays(1, &vao_handle);
  121. glBindVertexArray(vao_handle);
  122. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  123. glEnableVertexAttribArray(g_AttribLocationPosition);
  124. glEnableVertexAttribArray(g_AttribLocationUV);
  125. glEnableVertexAttribArray(g_AttribLocationColor);
  126. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  127. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  128. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  129. // Draw
  130. ImVec2 pos = draw_data->DisplayPos;
  131. for (int n = 0; n < draw_data->CmdListsCount; n++)
  132. {
  133. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  134. const ImDrawIdx* idx_buffer_offset = 0;
  135. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  136. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  137. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  138. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  139. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  140. {
  141. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  142. if (pcmd->UserCallback)
  143. {
  144. // User callback (registered via ImDrawList::AddCallback)
  145. pcmd->UserCallback(cmd_list, pcmd);
  146. }
  147. else
  148. {
  149. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  150. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  151. {
  152. // Apply scissor/clipping rectangle
  153. 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));
  154. // Bind texture, Draw
  155. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  156. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  157. }
  158. }
  159. idx_buffer_offset += pcmd->ElemCount;
  160. }
  161. }
  162. glDeleteVertexArrays(1, &vao_handle);
  163. // Restore modified GL state
  164. glUseProgram(last_program);
  165. glBindTexture(GL_TEXTURE_2D, last_texture);
  166. if (glBindSampler) glBindSampler(0, last_sampler);
  167. glActiveTexture(last_active_texture);
  168. glBindVertexArray(last_vertex_array);
  169. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  170. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  171. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  172. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  173. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  174. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  175. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  176. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  177. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  178. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  179. }
  180. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  181. {
  182. // Build texture atlas
  183. ImGuiIO& io = ImGui::GetIO();
  184. unsigned char* pixels;
  185. int width, height;
  186. 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.
  187. // Upload texture to graphics system
  188. GLint last_texture;
  189. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  190. glGenTextures(1, &g_FontTexture);
  191. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  192. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  193. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  194. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  195. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  196. // Store our identifier
  197. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  198. // Restore state
  199. glBindTexture(GL_TEXTURE_2D, last_texture);
  200. return true;
  201. }
  202. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  203. {
  204. if (g_FontTexture)
  205. {
  206. ImGuiIO& io = ImGui::GetIO();
  207. glDeleteTextures(1, &g_FontTexture);
  208. io.Fonts->TexID = 0;
  209. g_FontTexture = 0;
  210. }
  211. }
  212. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  213. {
  214. // Backup GL state
  215. GLint last_texture, last_array_buffer, last_vertex_array;
  216. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  217. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  218. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  219. // Create shaders
  220. const GLchar *vertex_shader =
  221. "uniform mat4 ProjMtx;\n"
  222. "in vec2 Position;\n"
  223. "in vec2 UV;\n"
  224. "in vec4 Color;\n"
  225. "out vec2 Frag_UV;\n"
  226. "out vec4 Frag_Color;\n"
  227. "void main()\n"
  228. "{\n"
  229. " Frag_UV = UV;\n"
  230. " Frag_Color = Color;\n"
  231. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  232. "}\n";
  233. const GLchar* fragment_shader =
  234. "uniform sampler2D Texture;\n"
  235. "in vec2 Frag_UV;\n"
  236. "in vec4 Frag_Color;\n"
  237. "out vec4 Out_Color;\n"
  238. "void main()\n"
  239. "{\n"
  240. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  241. "}\n";
  242. const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
  243. const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
  244. g_ShaderHandle = glCreateProgram();
  245. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  246. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  247. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  248. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  249. glCompileShader(g_VertHandle);
  250. glCompileShader(g_FragHandle);
  251. glAttachShader(g_ShaderHandle, g_VertHandle);
  252. glAttachShader(g_ShaderHandle, g_FragHandle);
  253. glLinkProgram(g_ShaderHandle);
  254. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  255. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  256. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  257. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  258. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  259. glGenBuffers(1, &g_VboHandle);
  260. glGenBuffers(1, &g_ElementsHandle);
  261. ImGui_ImplOpenGL3_CreateFontsTexture();
  262. // Restore modified GL state
  263. glBindTexture(GL_TEXTURE_2D, last_texture);
  264. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  265. glBindVertexArray(last_vertex_array);
  266. return true;
  267. }
  268. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  269. {
  270. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  271. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  272. g_VboHandle = g_ElementsHandle = 0;
  273. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  274. if (g_VertHandle) glDeleteShader(g_VertHandle);
  275. g_VertHandle = 0;
  276. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  277. if (g_FragHandle) glDeleteShader(g_FragHandle);
  278. g_FragHandle = 0;
  279. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  280. g_ShaderHandle = 0;
  281. ImGui_ImplOpenGL3_DestroyFontsTexture();
  282. }