imgui_impl_opengl3.cpp 27 KB

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  1. // dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (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. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 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.
  14. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  15. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  16. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  17. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  18. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  19. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  20. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  21. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  22. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  23. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  24. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  25. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  26. // 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".
  27. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  28. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  29. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  30. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  31. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  32. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  33. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  34. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  35. //----------------------------------------
  36. // OpenGL GLSL GLSL
  37. // version version string
  38. //----------------------------------------
  39. // 2.0 110 "#version 110"
  40. // 2.1 120
  41. // 3.0 130
  42. // 3.1 140
  43. // 3.2 150 "#version 150"
  44. // 3.3 330
  45. // 4.0 400
  46. // 4.1 410 "#version 410 core"
  47. // 4.2 420
  48. // 4.3 430
  49. // ES 2.0 100 "#version 100"
  50. // ES 3.0 300 "#version 300 es"
  51. //----------------------------------------
  52. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  53. #define _CRT_SECURE_NO_WARNINGS
  54. #endif
  55. #include "imgui.h"
  56. #include "imgui_impl_opengl3.h"
  57. #include <stdio.h>
  58. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  59. #include <stddef.h> // intptr_t
  60. #else
  61. #include <stdint.h> // intptr_t
  62. #endif
  63. #if defined(__APPLE__)
  64. #include "TargetConditionals.h"
  65. #endif
  66. // iOS, Android and Emscripten can use GL ES 3
  67. // Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
  68. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
  69. #define USE_GL_ES3
  70. #endif
  71. #ifdef USE_GL_ES3
  72. // OpenGL ES 3
  73. #include <GLES3/gl3.h> // Use GL ES 3
  74. #else
  75. // Regular OpenGL
  76. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  77. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  78. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  79. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  80. #include <GL/gl3w.h>
  81. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  82. #include <GL/glew.h>
  83. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  84. #include <glad/glad.h>
  85. #else
  86. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  87. #endif
  88. #endif
  89. // OpenGL Data
  90. static char g_GlslVersionString[32] = "";
  91. static GLuint g_FontTexture = 0;
  92. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  93. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  94. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  95. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  96. // Forward Declarations
  97. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  98. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  99. // Functions
  100. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  101. {
  102. // Setup back-end capabilities flags
  103. ImGuiIO& io = ImGui::GetIO();
  104. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  105. io.BackendRendererName = "imgui_impl_opengl3";
  106. // 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.
  107. #ifdef USE_GL_ES3
  108. if (glsl_version == NULL)
  109. glsl_version = "#version 300 es";
  110. #else
  111. if (glsl_version == NULL)
  112. glsl_version = "#version 130";
  113. #endif
  114. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  115. strcpy(g_GlslVersionString, glsl_version);
  116. strcat(g_GlslVersionString, "\n");
  117. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  118. ImGui_ImplOpenGL3_InitPlatformInterface();
  119. return true;
  120. }
  121. void ImGui_ImplOpenGL3_Shutdown()
  122. {
  123. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  124. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  125. }
  126. void ImGui_ImplOpenGL3_NewFrame()
  127. {
  128. if (!g_FontTexture)
  129. ImGui_ImplOpenGL3_CreateDeviceObjects();
  130. }
  131. // OpenGL3 Render function.
  132. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  133. // 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.
  134. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  135. {
  136. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  137. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  138. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  139. if (fb_width <= 0 || fb_height <= 0)
  140. return;
  141. // Backup GL state
  142. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  143. glActiveTexture(GL_TEXTURE0);
  144. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  145. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  146. #ifdef GL_SAMPLER_BINDING
  147. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  148. #endif
  149. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  150. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  151. #ifdef GL_POLYGON_MODE
  152. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  153. #endif
  154. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  155. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  156. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  157. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  158. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  159. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  160. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  161. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  162. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  163. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  164. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  165. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  166. bool clip_origin_lower_left = true;
  167. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  168. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  169. if (last_clip_origin == GL_UPPER_LEFT)
  170. clip_origin_lower_left = false;
  171. #endif
  172. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  173. glEnable(GL_BLEND);
  174. glBlendEquation(GL_FUNC_ADD);
  175. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  176. glDisable(GL_CULL_FACE);
  177. glDisable(GL_DEPTH_TEST);
  178. glEnable(GL_SCISSOR_TEST);
  179. #ifdef GL_POLYGON_MODE
  180. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  181. #endif
  182. // Setup viewport, orthographic projection matrix
  183. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  184. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  185. float L = draw_data->DisplayPos.x;
  186. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  187. float T = draw_data->DisplayPos.y;
  188. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  189. const float ortho_projection[4][4] =
  190. {
  191. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  192. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  193. { 0.0f, 0.0f, -1.0f, 0.0f },
  194. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  195. };
  196. glUseProgram(g_ShaderHandle);
  197. glUniform1i(g_AttribLocationTex, 0);
  198. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  199. #ifdef GL_SAMPLER_BINDING
  200. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  201. #endif
  202. // Recreate the VAO every time
  203. // (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.)
  204. GLuint vao_handle = 0;
  205. glGenVertexArrays(1, &vao_handle);
  206. glBindVertexArray(vao_handle);
  207. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  208. glEnableVertexAttribArray(g_AttribLocationPosition);
  209. glEnableVertexAttribArray(g_AttribLocationUV);
  210. glEnableVertexAttribArray(g_AttribLocationColor);
  211. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  212. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  213. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  214. // Will project scissor/clipping rectangles into framebuffer space
  215. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  216. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  217. // Render command lists
  218. for (int n = 0; n < draw_data->CmdListsCount; n++)
  219. {
  220. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  221. size_t idx_buffer_offset = 0;
  222. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  223. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  224. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  225. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  226. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  227. {
  228. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  229. if (pcmd->UserCallback)
  230. {
  231. // User callback (registered via ImDrawList::AddCallback)
  232. pcmd->UserCallback(cmd_list, pcmd);
  233. }
  234. else
  235. {
  236. // Project scissor/clipping rectangles into framebuffer space
  237. ImVec4 clip_rect;
  238. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  239. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  240. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  241. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  242. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  243. {
  244. // Apply scissor/clipping rectangle
  245. if (clip_origin_lower_left)
  246. 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));
  247. else
  248. glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  249. // Bind texture, Draw
  250. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  251. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
  252. }
  253. }
  254. idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
  255. }
  256. }
  257. glDeleteVertexArrays(1, &vao_handle);
  258. // Restore modified GL state
  259. glUseProgram(last_program);
  260. glBindTexture(GL_TEXTURE_2D, last_texture);
  261. #ifdef GL_SAMPLER_BINDING
  262. glBindSampler(0, last_sampler);
  263. #endif
  264. glActiveTexture(last_active_texture);
  265. glBindVertexArray(last_vertex_array);
  266. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  267. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  268. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  269. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  270. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  271. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  272. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  273. #ifdef GL_POLYGON_MODE
  274. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  275. #endif
  276. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  277. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  278. }
  279. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  280. {
  281. // Build texture atlas
  282. ImGuiIO& io = ImGui::GetIO();
  283. unsigned char* pixels;
  284. int width, height;
  285. 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.
  286. // Upload texture to graphics system
  287. GLint last_texture;
  288. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  289. glGenTextures(1, &g_FontTexture);
  290. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  291. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  292. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  293. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  294. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  295. // Store our identifier
  296. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  297. // Restore state
  298. glBindTexture(GL_TEXTURE_2D, last_texture);
  299. return true;
  300. }
  301. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  302. {
  303. if (g_FontTexture)
  304. {
  305. ImGuiIO& io = ImGui::GetIO();
  306. glDeleteTextures(1, &g_FontTexture);
  307. io.Fonts->TexID = 0;
  308. g_FontTexture = 0;
  309. }
  310. }
  311. // 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.
  312. static bool CheckShader(GLuint handle, const char* desc)
  313. {
  314. GLint status = 0, log_length = 0;
  315. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  316. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  317. if ((GLboolean)status == GL_FALSE)
  318. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  319. if (log_length > 0)
  320. {
  321. ImVector<char> buf;
  322. buf.resize((int)(log_length + 1));
  323. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  324. fprintf(stderr, "%s\n", buf.begin());
  325. }
  326. return (GLboolean)status == GL_TRUE;
  327. }
  328. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  329. static bool CheckProgram(GLuint handle, const char* desc)
  330. {
  331. GLint status = 0, log_length = 0;
  332. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  333. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  334. if ((GLboolean)status == GL_FALSE)
  335. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  336. if (log_length > 0)
  337. {
  338. ImVector<char> buf;
  339. buf.resize((int)(log_length + 1));
  340. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  341. fprintf(stderr, "%s\n", buf.begin());
  342. }
  343. return (GLboolean)status == GL_TRUE;
  344. }
  345. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  346. {
  347. // Backup GL state
  348. GLint last_texture, last_array_buffer, last_vertex_array;
  349. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  350. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  351. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  352. // Parse GLSL version string
  353. int glsl_version = 130;
  354. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  355. const GLchar* vertex_shader_glsl_120 =
  356. "uniform mat4 ProjMtx;\n"
  357. "attribute vec2 Position;\n"
  358. "attribute vec2 UV;\n"
  359. "attribute vec4 Color;\n"
  360. "varying vec2 Frag_UV;\n"
  361. "varying vec4 Frag_Color;\n"
  362. "void main()\n"
  363. "{\n"
  364. " Frag_UV = UV;\n"
  365. " Frag_Color = Color;\n"
  366. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  367. "}\n";
  368. const GLchar* vertex_shader_glsl_130 =
  369. "uniform mat4 ProjMtx;\n"
  370. "in vec2 Position;\n"
  371. "in vec2 UV;\n"
  372. "in vec4 Color;\n"
  373. "out vec2 Frag_UV;\n"
  374. "out vec4 Frag_Color;\n"
  375. "void main()\n"
  376. "{\n"
  377. " Frag_UV = UV;\n"
  378. " Frag_Color = Color;\n"
  379. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  380. "}\n";
  381. const GLchar* vertex_shader_glsl_300_es =
  382. "precision mediump float;\n"
  383. "layout (location = 0) in vec2 Position;\n"
  384. "layout (location = 1) in vec2 UV;\n"
  385. "layout (location = 2) in vec4 Color;\n"
  386. "uniform mat4 ProjMtx;\n"
  387. "out vec2 Frag_UV;\n"
  388. "out vec4 Frag_Color;\n"
  389. "void main()\n"
  390. "{\n"
  391. " Frag_UV = UV;\n"
  392. " Frag_Color = Color;\n"
  393. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  394. "}\n";
  395. const GLchar* vertex_shader_glsl_410_core =
  396. "layout (location = 0) in vec2 Position;\n"
  397. "layout (location = 1) in vec2 UV;\n"
  398. "layout (location = 2) in vec4 Color;\n"
  399. "uniform mat4 ProjMtx;\n"
  400. "out vec2 Frag_UV;\n"
  401. "out vec4 Frag_Color;\n"
  402. "void main()\n"
  403. "{\n"
  404. " Frag_UV = UV;\n"
  405. " Frag_Color = Color;\n"
  406. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  407. "}\n";
  408. const GLchar* fragment_shader_glsl_120 =
  409. "#ifdef GL_ES\n"
  410. " precision mediump float;\n"
  411. "#endif\n"
  412. "uniform sampler2D Texture;\n"
  413. "varying vec2 Frag_UV;\n"
  414. "varying vec4 Frag_Color;\n"
  415. "void main()\n"
  416. "{\n"
  417. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  418. "}\n";
  419. const GLchar* fragment_shader_glsl_130 =
  420. "uniform sampler2D Texture;\n"
  421. "in vec2 Frag_UV;\n"
  422. "in vec4 Frag_Color;\n"
  423. "out vec4 Out_Color;\n"
  424. "void main()\n"
  425. "{\n"
  426. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  427. "}\n";
  428. const GLchar* fragment_shader_glsl_300_es =
  429. "precision mediump float;\n"
  430. "uniform sampler2D Texture;\n"
  431. "in vec2 Frag_UV;\n"
  432. "in vec4 Frag_Color;\n"
  433. "layout (location = 0) out vec4 Out_Color;\n"
  434. "void main()\n"
  435. "{\n"
  436. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  437. "}\n";
  438. const GLchar* fragment_shader_glsl_410_core =
  439. "in vec2 Frag_UV;\n"
  440. "in vec4 Frag_Color;\n"
  441. "uniform sampler2D Texture;\n"
  442. "layout (location = 0) out vec4 Out_Color;\n"
  443. "void main()\n"
  444. "{\n"
  445. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  446. "}\n";
  447. // Select shaders matching our GLSL versions
  448. const GLchar* vertex_shader = NULL;
  449. const GLchar* fragment_shader = NULL;
  450. if (glsl_version < 130)
  451. {
  452. vertex_shader = vertex_shader_glsl_120;
  453. fragment_shader = fragment_shader_glsl_120;
  454. }
  455. else if (glsl_version >= 410)
  456. {
  457. vertex_shader = vertex_shader_glsl_410_core;
  458. fragment_shader = fragment_shader_glsl_410_core;
  459. }
  460. else if (glsl_version == 300)
  461. {
  462. vertex_shader = vertex_shader_glsl_300_es;
  463. fragment_shader = fragment_shader_glsl_300_es;
  464. }
  465. else
  466. {
  467. vertex_shader = vertex_shader_glsl_130;
  468. fragment_shader = fragment_shader_glsl_130;
  469. }
  470. // Create shaders
  471. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  472. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  473. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  474. glCompileShader(g_VertHandle);
  475. CheckShader(g_VertHandle, "vertex shader");
  476. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  477. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  478. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  479. glCompileShader(g_FragHandle);
  480. CheckShader(g_FragHandle, "fragment shader");
  481. g_ShaderHandle = glCreateProgram();
  482. glAttachShader(g_ShaderHandle, g_VertHandle);
  483. glAttachShader(g_ShaderHandle, g_FragHandle);
  484. glLinkProgram(g_ShaderHandle);
  485. CheckProgram(g_ShaderHandle, "shader program");
  486. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  487. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  488. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  489. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  490. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  491. // Create buffers
  492. glGenBuffers(1, &g_VboHandle);
  493. glGenBuffers(1, &g_ElementsHandle);
  494. ImGui_ImplOpenGL3_CreateFontsTexture();
  495. // Restore modified GL state
  496. glBindTexture(GL_TEXTURE_2D, last_texture);
  497. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  498. glBindVertexArray(last_vertex_array);
  499. return true;
  500. }
  501. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  502. {
  503. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  504. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  505. g_VboHandle = g_ElementsHandle = 0;
  506. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  507. if (g_VertHandle) glDeleteShader(g_VertHandle);
  508. g_VertHandle = 0;
  509. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  510. if (g_FragHandle) glDeleteShader(g_FragHandle);
  511. g_FragHandle = 0;
  512. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  513. g_ShaderHandle = 0;
  514. ImGui_ImplOpenGL3_DestroyFontsTexture();
  515. }
  516. //--------------------------------------------------------------------------------------------------------
  517. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  518. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  519. // 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..
  520. //--------------------------------------------------------------------------------------------------------
  521. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  522. {
  523. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  524. {
  525. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  526. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  527. glClear(GL_COLOR_BUFFER_BIT);
  528. }
  529. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  530. }
  531. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  532. {
  533. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  534. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  535. }
  536. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  537. {
  538. ImGui::DestroyPlatformWindows();
  539. }