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