imgui_impl_opengl3.cpp 35 KB

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  1. // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 2.x 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
  7. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  15. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  16. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  17. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  18. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  19. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  20. // 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)
  21. // 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.
  22. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  23. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  24. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  25. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  26. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  27. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  28. // 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.
  29. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  30. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  31. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  32. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  33. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  34. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  35. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  36. // 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.
  37. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  38. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  39. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  40. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  41. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  42. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  43. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  44. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  45. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  46. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  47. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  48. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  49. // 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".
  50. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  51. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  52. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  53. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  54. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  55. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  56. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  57. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  58. //----------------------------------------
  59. // OpenGL GLSL GLSL
  60. // version version string
  61. //----------------------------------------
  62. // 2.0 110 "#version 110"
  63. // 2.1 120 "#version 120"
  64. // 3.0 130 "#version 130"
  65. // 3.1 140 "#version 140"
  66. // 3.2 150 "#version 150"
  67. // 3.3 330 "#version 330 core"
  68. // 4.0 400 "#version 400 core"
  69. // 4.1 410 "#version 410 core"
  70. // 4.2 420 "#version 410 core"
  71. // 4.3 430 "#version 430 core"
  72. // ES 2.0 100 "#version 100" = WebGL 1.0
  73. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  74. //----------------------------------------
  75. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  76. #define _CRT_SECURE_NO_WARNINGS
  77. #endif
  78. #include "imgui.h"
  79. #include "imgui_impl_opengl3.h"
  80. #include <stdio.h>
  81. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  82. #include <stddef.h> // intptr_t
  83. #else
  84. #include <stdint.h> // intptr_t
  85. #endif
  86. // GL includes
  87. #if defined(IMGUI_IMPL_OPENGL_ES2)
  88. #include <GLES2/gl2.h>
  89. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  90. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  91. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  92. #else
  93. #include <GLES3/gl3.h> // Use GL ES 3
  94. #endif
  95. #else
  96. // About Desktop OpenGL function loaders:
  97. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  98. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  99. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  100. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  101. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  102. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  103. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  104. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  105. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  106. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  107. #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
  108. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  109. #ifndef GLFW_INCLUDE_NONE
  110. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  111. #endif
  112. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  113. #include <glbinding/gl/gl.h>
  114. using namespace gl;
  115. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  116. #ifndef GLFW_INCLUDE_NONE
  117. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  118. #endif
  119. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  120. #include <glbinding/gl/gl.h>
  121. using namespace gl;
  122. #else
  123. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  124. #endif
  125. #endif
  126. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  127. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  128. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  129. #endif
  130. // Desktop GL 3.3+ has glBindSampler()
  131. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  132. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  133. #endif
  134. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  135. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  136. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  137. #endif
  138. // Desktop GL use extension detection
  139. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  140. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  141. #endif
  142. // OpenGL Data
  143. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  144. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  145. static GLuint g_FontTexture = 0;
  146. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  147. static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  148. static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  149. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  150. static bool g_HasClipOrigin = false;
  151. // Functions
  152. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  153. {
  154. // Query for GL version (e.g. 320 for GL 3.2)
  155. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  156. GLint major = 0;
  157. GLint minor = 0;
  158. glGetIntegerv(GL_MAJOR_VERSION, &major);
  159. glGetIntegerv(GL_MINOR_VERSION, &minor);
  160. if (major == 0 && minor == 0)
  161. {
  162. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  163. const char* gl_version = (const char*)glGetString(GL_VERSION);
  164. sscanf(gl_version, "%d.%d", &major, &minor);
  165. }
  166. g_GlVersion = (GLuint)(major * 100 + minor * 10);
  167. #else
  168. g_GlVersion = 200; // GLES 2
  169. #endif
  170. // Setup backend capabilities flags
  171. ImGuiIO& io = ImGui::GetIO();
  172. io.BackendRendererName = "imgui_impl_opengl3";
  173. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  174. if (g_GlVersion >= 320)
  175. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  176. #endif
  177. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  178. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  179. #if defined(IMGUI_IMPL_OPENGL_ES2)
  180. if (glsl_version == NULL)
  181. glsl_version = "#version 100";
  182. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  183. if (glsl_version == NULL)
  184. glsl_version = "#version 300 es";
  185. #elif defined(__APPLE__)
  186. if (glsl_version == NULL)
  187. glsl_version = "#version 150";
  188. #else
  189. if (glsl_version == NULL)
  190. glsl_version = "#version 130";
  191. #endif
  192. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  193. strcpy(g_GlslVersionString, glsl_version);
  194. strcat(g_GlslVersionString, "\n");
  195. // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  196. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  197. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  198. // you are likely to get a crash below.
  199. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  200. const char* gl_loader = "Unknown";
  201. IM_UNUSED(gl_loader);
  202. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  203. gl_loader = "GL3W";
  204. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  205. gl_loader = "GLEW";
  206. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  207. gl_loader = "GLAD";
  208. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  209. gl_loader = "GLAD2";
  210. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  211. gl_loader = "glbinding2";
  212. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  213. gl_loader = "glbinding3";
  214. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  215. gl_loader = "custom";
  216. #else
  217. gl_loader = "none";
  218. #endif
  219. // Make an arbitrary GL call (we don't actually need the result)
  220. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  221. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  222. GLint current_texture;
  223. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  224. // Detect extensions we support
  225. g_HasClipOrigin = (g_GlVersion >= 450);
  226. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  227. GLint num_extensions = 0;
  228. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  229. for (GLint i = 0; i < num_extensions; i++)
  230. {
  231. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  232. if (strcmp(extension, "GL_ARB_clip_control") == 0)
  233. g_HasClipOrigin = true;
  234. }
  235. #endif
  236. return true;
  237. }
  238. void ImGui_ImplOpenGL3_Shutdown()
  239. {
  240. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  241. }
  242. void ImGui_ImplOpenGL3_NewFrame()
  243. {
  244. if (!g_ShaderHandle)
  245. ImGui_ImplOpenGL3_CreateDeviceObjects();
  246. }
  247. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  248. {
  249. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  250. glEnable(GL_BLEND);
  251. glBlendEquation(GL_FUNC_ADD);
  252. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  253. glDisable(GL_CULL_FACE);
  254. glDisable(GL_DEPTH_TEST);
  255. glDisable(GL_STENCIL_TEST);
  256. glEnable(GL_SCISSOR_TEST);
  257. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  258. if (g_GlVersion >= 310)
  259. glDisable(GL_PRIMITIVE_RESTART);
  260. #endif
  261. #ifdef GL_POLYGON_MODE
  262. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  263. #endif
  264. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  265. #if defined(GL_CLIP_ORIGIN)
  266. bool clip_origin_lower_left = true;
  267. if (g_HasClipOrigin)
  268. {
  269. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  270. if (current_clip_origin == GL_UPPER_LEFT)
  271. clip_origin_lower_left = false;
  272. }
  273. #endif
  274. // Setup viewport, orthographic projection matrix
  275. // 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.
  276. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  277. float L = draw_data->DisplayPos.x;
  278. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  279. float T = draw_data->DisplayPos.y;
  280. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  281. #if defined(GL_CLIP_ORIGIN)
  282. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  283. #endif
  284. const float ortho_projection[4][4] =
  285. {
  286. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  287. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  288. { 0.0f, 0.0f, -1.0f, 0.0f },
  289. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  290. };
  291. glUseProgram(g_ShaderHandle);
  292. glUniform1i(g_AttribLocationTex, 0);
  293. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  294. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  295. if (g_GlVersion >= 330)
  296. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  297. #endif
  298. (void)vertex_array_object;
  299. #ifndef IMGUI_IMPL_OPENGL_ES2
  300. glBindVertexArray(vertex_array_object);
  301. #endif
  302. // Bind vertex/index buffers and setup attributes for ImDrawVert
  303. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  304. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  305. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  306. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  307. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  308. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  309. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  310. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  311. }
  312. // OpenGL3 Render function.
  313. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  314. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  315. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  316. {
  317. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  318. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  319. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  320. if (fb_width <= 0 || fb_height <= 0)
  321. return;
  322. // Backup GL state
  323. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  324. glActiveTexture(GL_TEXTURE0);
  325. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  326. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  327. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  328. GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  329. #endif
  330. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  331. #ifndef IMGUI_IMPL_OPENGL_ES2
  332. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  333. #endif
  334. #ifdef GL_POLYGON_MODE
  335. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  336. #endif
  337. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  338. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  339. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  340. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  341. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  342. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  343. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  344. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  345. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  346. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  347. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  348. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  349. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  350. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  351. GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  352. #endif
  353. // Setup desired GL state
  354. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  355. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  356. GLuint vertex_array_object = 0;
  357. #ifndef IMGUI_IMPL_OPENGL_ES2
  358. glGenVertexArrays(1, &vertex_array_object);
  359. #endif
  360. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  361. // Will project scissor/clipping rectangles into framebuffer space
  362. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  363. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  364. // Render command lists
  365. for (int n = 0; n < draw_data->CmdListsCount; n++)
  366. {
  367. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  368. // Upload vertex/index buffers
  369. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  370. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  371. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  372. {
  373. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  374. if (pcmd->UserCallback != NULL)
  375. {
  376. // User callback, registered via ImDrawList::AddCallback()
  377. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  378. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  379. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  380. else
  381. pcmd->UserCallback(cmd_list, pcmd);
  382. }
  383. else
  384. {
  385. // Project scissor/clipping rectangles into framebuffer space
  386. ImVec4 clip_rect;
  387. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  388. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  389. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  390. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  391. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  392. {
  393. // Apply scissor/clipping rectangle
  394. 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));
  395. // Bind texture, Draw
  396. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  397. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  398. if (g_GlVersion >= 320)
  399. 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);
  400. else
  401. #endif
  402. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  403. }
  404. }
  405. }
  406. }
  407. // Destroy the temporary VAO
  408. #ifndef IMGUI_IMPL_OPENGL_ES2
  409. glDeleteVertexArrays(1, &vertex_array_object);
  410. #endif
  411. // Restore modified GL state
  412. glUseProgram(last_program);
  413. glBindTexture(GL_TEXTURE_2D, last_texture);
  414. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  415. if (g_GlVersion >= 330)
  416. glBindSampler(0, last_sampler);
  417. #endif
  418. glActiveTexture(last_active_texture);
  419. #ifndef IMGUI_IMPL_OPENGL_ES2
  420. glBindVertexArray(last_vertex_array_object);
  421. #endif
  422. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  423. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  424. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  425. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  426. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  427. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  428. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  429. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  430. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  431. if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  432. #endif
  433. #ifdef GL_POLYGON_MODE
  434. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  435. #endif
  436. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  437. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  438. }
  439. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  440. {
  441. // Build texture atlas
  442. ImGuiIO& io = ImGui::GetIO();
  443. unsigned char* pixels;
  444. int width, height;
  445. 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.
  446. // Upload texture to graphics system
  447. GLint last_texture;
  448. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  449. glGenTextures(1, &g_FontTexture);
  450. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  451. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  452. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  453. #ifdef GL_UNPACK_ROW_LENGTH
  454. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  455. #endif
  456. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  457. // Store our identifier
  458. io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture);
  459. // Restore state
  460. glBindTexture(GL_TEXTURE_2D, last_texture);
  461. return true;
  462. }
  463. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  464. {
  465. if (g_FontTexture)
  466. {
  467. ImGuiIO& io = ImGui::GetIO();
  468. glDeleteTextures(1, &g_FontTexture);
  469. io.Fonts->SetTexID(0);
  470. g_FontTexture = 0;
  471. }
  472. }
  473. // 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.
  474. static bool CheckShader(GLuint handle, const char* desc)
  475. {
  476. GLint status = 0, log_length = 0;
  477. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  478. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  479. if ((GLboolean)status == GL_FALSE)
  480. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  481. if (log_length > 1)
  482. {
  483. ImVector<char> buf;
  484. buf.resize((int)(log_length + 1));
  485. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  486. fprintf(stderr, "%s\n", buf.begin());
  487. }
  488. return (GLboolean)status == GL_TRUE;
  489. }
  490. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  491. static bool CheckProgram(GLuint handle, const char* desc)
  492. {
  493. GLint status = 0, log_length = 0;
  494. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  495. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  496. if ((GLboolean)status == GL_FALSE)
  497. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  498. if (log_length > 1)
  499. {
  500. ImVector<char> buf;
  501. buf.resize((int)(log_length + 1));
  502. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  503. fprintf(stderr, "%s\n", buf.begin());
  504. }
  505. return (GLboolean)status == GL_TRUE;
  506. }
  507. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  508. {
  509. // Backup GL state
  510. GLint last_texture, last_array_buffer;
  511. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  512. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  513. #ifndef IMGUI_IMPL_OPENGL_ES2
  514. GLint last_vertex_array;
  515. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  516. #endif
  517. // Parse GLSL version string
  518. int glsl_version = 130;
  519. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  520. const GLchar* vertex_shader_glsl_120 =
  521. "uniform mat4 ProjMtx;\n"
  522. "attribute vec2 Position;\n"
  523. "attribute vec2 UV;\n"
  524. "attribute vec4 Color;\n"
  525. "varying vec2 Frag_UV;\n"
  526. "varying vec4 Frag_Color;\n"
  527. "void main()\n"
  528. "{\n"
  529. " Frag_UV = UV;\n"
  530. " Frag_Color = Color;\n"
  531. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  532. "}\n";
  533. const GLchar* vertex_shader_glsl_130 =
  534. "uniform mat4 ProjMtx;\n"
  535. "in vec2 Position;\n"
  536. "in vec2 UV;\n"
  537. "in vec4 Color;\n"
  538. "out vec2 Frag_UV;\n"
  539. "out vec4 Frag_Color;\n"
  540. "void main()\n"
  541. "{\n"
  542. " Frag_UV = UV;\n"
  543. " Frag_Color = Color;\n"
  544. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  545. "}\n";
  546. const GLchar* vertex_shader_glsl_300_es =
  547. "precision mediump float;\n"
  548. "layout (location = 0) in vec2 Position;\n"
  549. "layout (location = 1) in vec2 UV;\n"
  550. "layout (location = 2) in vec4 Color;\n"
  551. "uniform mat4 ProjMtx;\n"
  552. "out vec2 Frag_UV;\n"
  553. "out vec4 Frag_Color;\n"
  554. "void main()\n"
  555. "{\n"
  556. " Frag_UV = UV;\n"
  557. " Frag_Color = Color;\n"
  558. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  559. "}\n";
  560. const GLchar* vertex_shader_glsl_410_core =
  561. "layout (location = 0) in vec2 Position;\n"
  562. "layout (location = 1) in vec2 UV;\n"
  563. "layout (location = 2) in vec4 Color;\n"
  564. "uniform mat4 ProjMtx;\n"
  565. "out vec2 Frag_UV;\n"
  566. "out vec4 Frag_Color;\n"
  567. "void main()\n"
  568. "{\n"
  569. " Frag_UV = UV;\n"
  570. " Frag_Color = Color;\n"
  571. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  572. "}\n";
  573. const GLchar* fragment_shader_glsl_120 =
  574. "#ifdef GL_ES\n"
  575. " precision mediump float;\n"
  576. "#endif\n"
  577. "uniform sampler2D Texture;\n"
  578. "varying vec2 Frag_UV;\n"
  579. "varying vec4 Frag_Color;\n"
  580. "void main()\n"
  581. "{\n"
  582. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  583. "}\n";
  584. const GLchar* fragment_shader_glsl_130 =
  585. "uniform sampler2D Texture;\n"
  586. "in vec2 Frag_UV;\n"
  587. "in vec4 Frag_Color;\n"
  588. "out vec4 Out_Color;\n"
  589. "void main()\n"
  590. "{\n"
  591. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  592. "}\n";
  593. const GLchar* fragment_shader_glsl_300_es =
  594. "precision mediump float;\n"
  595. "uniform sampler2D Texture;\n"
  596. "in vec2 Frag_UV;\n"
  597. "in vec4 Frag_Color;\n"
  598. "layout (location = 0) out vec4 Out_Color;\n"
  599. "void main()\n"
  600. "{\n"
  601. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  602. "}\n";
  603. const GLchar* fragment_shader_glsl_410_core =
  604. "in vec2 Frag_UV;\n"
  605. "in vec4 Frag_Color;\n"
  606. "uniform sampler2D Texture;\n"
  607. "layout (location = 0) out vec4 Out_Color;\n"
  608. "void main()\n"
  609. "{\n"
  610. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  611. "}\n";
  612. // Select shaders matching our GLSL versions
  613. const GLchar* vertex_shader = NULL;
  614. const GLchar* fragment_shader = NULL;
  615. if (glsl_version < 130)
  616. {
  617. vertex_shader = vertex_shader_glsl_120;
  618. fragment_shader = fragment_shader_glsl_120;
  619. }
  620. else if (glsl_version >= 410)
  621. {
  622. vertex_shader = vertex_shader_glsl_410_core;
  623. fragment_shader = fragment_shader_glsl_410_core;
  624. }
  625. else if (glsl_version == 300)
  626. {
  627. vertex_shader = vertex_shader_glsl_300_es;
  628. fragment_shader = fragment_shader_glsl_300_es;
  629. }
  630. else
  631. {
  632. vertex_shader = vertex_shader_glsl_130;
  633. fragment_shader = fragment_shader_glsl_130;
  634. }
  635. // Create shaders
  636. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  637. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  638. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  639. glCompileShader(g_VertHandle);
  640. CheckShader(g_VertHandle, "vertex shader");
  641. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  642. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  643. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  644. glCompileShader(g_FragHandle);
  645. CheckShader(g_FragHandle, "fragment shader");
  646. g_ShaderHandle = glCreateProgram();
  647. glAttachShader(g_ShaderHandle, g_VertHandle);
  648. glAttachShader(g_ShaderHandle, g_FragHandle);
  649. glLinkProgram(g_ShaderHandle);
  650. CheckProgram(g_ShaderHandle, "shader program");
  651. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  652. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  653. g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
  654. g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
  655. g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
  656. // Create buffers
  657. glGenBuffers(1, &g_VboHandle);
  658. glGenBuffers(1, &g_ElementsHandle);
  659. ImGui_ImplOpenGL3_CreateFontsTexture();
  660. // Restore modified GL state
  661. glBindTexture(GL_TEXTURE_2D, last_texture);
  662. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  663. #ifndef IMGUI_IMPL_OPENGL_ES2
  664. glBindVertexArray(last_vertex_array);
  665. #endif
  666. return true;
  667. }
  668. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  669. {
  670. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  671. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  672. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  673. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  674. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  675. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  676. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  677. ImGui_ImplOpenGL3_DestroyFontsTexture();
  678. }