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