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. // 2023-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. #if defined(__GNUC__)
  109. #pragma GCC diagnostic push
  110. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
  111. #pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
  112. #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types
  113. #endif
  114. // GL includes
  115. #if defined(IMGUI_IMPL_OPENGL_ES2)
  116. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  117. #include <OpenGLES/ES2/gl.h> // Use GL ES 2
  118. #else
  119. #include <GLES2/gl2.h> // Use GL ES 2
  120. #endif
  121. #if defined(__EMSCRIPTEN__)
  122. #ifndef GL_GLEXT_PROTOTYPES
  123. #define GL_GLEXT_PROTOTYPES
  124. #endif
  125. #include <GLES2/gl2ext.h>
  126. #endif
  127. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  128. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  129. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  130. #else
  131. #include <GLES3/gl3.h> // Use GL ES 3
  132. #endif
  133. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  134. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  135. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  136. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  137. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  138. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  139. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  140. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  141. #define IMGL3W_IMPL
  142. #include "imgui_impl_opengl3_loader.h"
  143. #endif
  144. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  145. #ifndef IMGUI_IMPL_OPENGL_ES2
  146. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  147. #elif defined(__EMSCRIPTEN__)
  148. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  149. #define glBindVertexArray glBindVertexArrayOES
  150. #define glGenVertexArrays glGenVertexArraysOES
  151. #define glDeleteVertexArrays glDeleteVertexArraysOES
  152. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  153. #endif
  154. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  155. #ifdef GL_POLYGON_MODE
  156. #define IMGUI_IMPL_HAS_POLYGON_MODE
  157. #endif
  158. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  159. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  160. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  161. #endif
  162. // Desktop GL 3.3+ has glBindSampler()
  163. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  164. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  165. #endif
  166. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  167. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  168. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  169. #endif
  170. // Desktop GL use extension detection
  171. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  172. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  173. #endif
  174. // [Debugging]
  175. //#define IMGUI_IMPL_OPENGL_DEBUG
  176. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  177. #include <stdio.h>
  178. #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
  179. #else
  180. #define GL_CALL(_CALL) _CALL // Call without error check
  181. #endif
  182. // OpenGL Data
  183. struct ImGui_ImplOpenGL3_Data
  184. {
  185. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  186. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  187. GLuint FontTexture;
  188. GLuint ShaderHandle;
  189. GLint AttribLocationTex; // Uniforms location
  190. GLint AttribLocationProjMtx;
  191. GLuint AttribLocationVtxPos; // Vertex attributes location
  192. GLuint AttribLocationVtxUV;
  193. GLuint AttribLocationVtxColor;
  194. unsigned int VboHandle, ElementsHandle;
  195. GLsizeiptr VertexBufferSize;
  196. GLsizeiptr IndexBufferSize;
  197. bool HasClipOrigin;
  198. bool UseBufferSubData;
  199. ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
  200. };
  201. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  202. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  203. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  204. {
  205. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  206. }
  207. // Forward Declarations
  208. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  209. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  210. // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
  211. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  212. struct ImGui_ImplOpenGL3_VtxAttribState
  213. {
  214. GLint Enabled, Size, Type, Normalized, Stride;
  215. GLvoid* Ptr;
  216. void GetState(GLint index)
  217. {
  218. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
  219. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
  220. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
  221. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
  222. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
  223. glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
  224. }
  225. void SetState(GLint index)
  226. {
  227. glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
  228. if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
  229. }
  230. };
  231. #endif
  232. // Functions
  233. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  234. {
  235. ImGuiIO& io = ImGui::GetIO();
  236. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  237. // Initialize our loader
  238. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  239. if (imgl3wInit() != 0)
  240. {
  241. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  242. return false;
  243. }
  244. #endif
  245. // Setup backend capabilities flags
  246. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  247. io.BackendRendererUserData = (void*)bd;
  248. io.BackendRendererName = "imgui_impl_opengl3";
  249. // Query for GL version (e.g. 320 for GL 3.2)
  250. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  251. GLint major = 0;
  252. GLint minor = 0;
  253. glGetIntegerv(GL_MAJOR_VERSION, &major);
  254. glGetIntegerv(GL_MINOR_VERSION, &minor);
  255. if (major == 0 && minor == 0)
  256. {
  257. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  258. const char* gl_version = (const char*)glGetString(GL_VERSION);
  259. sscanf(gl_version, "%d.%d", &major, &minor);
  260. }
  261. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  262. bd->UseBufferSubData = false;
  263. /*
  264. // Query vendor to enable glBufferSubData kludge
  265. #ifdef _WIN32
  266. if (const char* vendor = (const char*)glGetString(GL_VENDOR))
  267. if (strncmp(vendor, "Intel", 5) == 0)
  268. bd->UseBufferSubData = true;
  269. #endif
  270. */
  271. #else
  272. bd->GlVersion = 200; // GLES 2
  273. #endif
  274. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  275. 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]
  276. #endif
  277. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  278. if (bd->GlVersion >= 320)
  279. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  280. #endif
  281. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  282. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  283. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
  284. if (glsl_version == nullptr)
  285. {
  286. #if defined(IMGUI_IMPL_OPENGL_ES2)
  287. glsl_version = "#version 100";
  288. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  289. glsl_version = "#version 300 es";
  290. #elif defined(__APPLE__)
  291. glsl_version = "#version 150";
  292. #else
  293. glsl_version = "#version 130";
  294. #endif
  295. }
  296. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  297. strcpy(bd->GlslVersionString, glsl_version);
  298. strcat(bd->GlslVersionString, "\n");
  299. // Make an arbitrary GL call (we don't actually need the result)
  300. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  301. GLint current_texture;
  302. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  303. // Detect extensions we support
  304. bd->HasClipOrigin = (bd->GlVersion >= 450);
  305. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  306. GLint num_extensions = 0;
  307. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  308. for (GLint i = 0; i < num_extensions; i++)
  309. {
  310. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  311. if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
  312. bd->HasClipOrigin = true;
  313. }
  314. #endif
  315. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  316. ImGui_ImplOpenGL3_InitPlatformInterface();
  317. return true;
  318. }
  319. void ImGui_ImplOpenGL3_Shutdown()
  320. {
  321. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  322. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  323. ImGuiIO& io = ImGui::GetIO();
  324. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  325. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  326. io.BackendRendererName = nullptr;
  327. io.BackendRendererUserData = nullptr;
  328. IM_DELETE(bd);
  329. }
  330. void ImGui_ImplOpenGL3_NewFrame()
  331. {
  332. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  333. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
  334. if (!bd->ShaderHandle)
  335. ImGui_ImplOpenGL3_CreateDeviceObjects();
  336. }
  337. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  338. {
  339. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  340. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  341. glEnable(GL_BLEND);
  342. glBlendEquation(GL_FUNC_ADD);
  343. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  344. glDisable(GL_CULL_FACE);
  345. glDisable(GL_DEPTH_TEST);
  346. glDisable(GL_STENCIL_TEST);
  347. glEnable(GL_SCISSOR_TEST);
  348. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  349. if (bd->GlVersion >= 310)
  350. glDisable(GL_PRIMITIVE_RESTART);
  351. #endif
  352. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  353. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  354. #endif
  355. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  356. #if defined(GL_CLIP_ORIGIN)
  357. bool clip_origin_lower_left = true;
  358. if (bd->HasClipOrigin)
  359. {
  360. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  361. if (current_clip_origin == GL_UPPER_LEFT)
  362. clip_origin_lower_left = false;
  363. }
  364. #endif
  365. // Setup viewport, orthographic projection matrix
  366. // 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.
  367. GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
  368. float L = draw_data->DisplayPos.x;
  369. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  370. float T = draw_data->DisplayPos.y;
  371. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  372. #if defined(GL_CLIP_ORIGIN)
  373. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  374. #endif
  375. const float ortho_projection[4][4] =
  376. {
  377. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  378. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  379. { 0.0f, 0.0f, -1.0f, 0.0f },
  380. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  381. };
  382. glUseProgram(bd->ShaderHandle);
  383. glUniform1i(bd->AttribLocationTex, 0);
  384. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  385. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  386. if (bd->GlVersion >= 330)
  387. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  388. #endif
  389. (void)vertex_array_object;
  390. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  391. glBindVertexArray(vertex_array_object);
  392. #endif
  393. // Bind vertex/index buffers and setup attributes for ImDrawVert
  394. GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
  395. GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
  396. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
  397. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
  398. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
  399. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
  400. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
  401. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
  402. }
  403. // OpenGL3 Render function.
  404. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  405. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  406. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  407. {
  408. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  409. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  410. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  411. if (fb_width <= 0 || fb_height <= 0)
  412. return;
  413. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  414. // Backup GL state
  415. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  416. glActiveTexture(GL_TEXTURE0);
  417. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  418. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  419. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  420. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  421. #endif
  422. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  423. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  424. // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
  425. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  426. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
  427. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
  428. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
  429. #endif
  430. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  431. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  432. #endif
  433. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  434. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  435. #endif
  436. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  437. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  438. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  439. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  440. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  441. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  442. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  443. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  444. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  445. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  446. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  447. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  448. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  449. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  450. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  451. #endif
  452. // Setup desired GL state
  453. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  454. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  455. GLuint vertex_array_object = 0;
  456. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  457. GL_CALL(glGenVertexArrays(1, &vertex_array_object));
  458. #endif
  459. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  460. // Will project scissor/clipping rectangles into framebuffer space
  461. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  462. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  463. // Render command lists
  464. for (int n = 0; n < draw_data->CmdListsCount; n++)
  465. {
  466. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  467. // Upload vertex/index buffers
  468. // - OpenGL drivers are in a very sorry state nowadays....
  469. // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
  470. // of leaks on Intel GPU when using multi-viewports on Windows.
  471. // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
  472. // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
  473. // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
  474. // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
  475. const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
  476. const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
  477. if (bd->UseBufferSubData)
  478. {
  479. if (bd->VertexBufferSize < vtx_buffer_size)
  480. {
  481. bd->VertexBufferSize = vtx_buffer_size;
  482. GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
  483. }
  484. if (bd->IndexBufferSize < idx_buffer_size)
  485. {
  486. bd->IndexBufferSize = idx_buffer_size;
  487. GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
  488. }
  489. GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
  490. GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
  491. }
  492. else
  493. {
  494. GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
  495. GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
  496. }
  497. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  498. {
  499. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  500. if (pcmd->UserCallback != nullptr)
  501. {
  502. // User callback, registered via ImDrawList::AddCallback()
  503. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  504. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  505. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  506. else
  507. pcmd->UserCallback(cmd_list, pcmd);
  508. }
  509. else
  510. {
  511. // Project scissor/clipping rectangles into framebuffer space
  512. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  513. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  514. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  515. continue;
  516. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  517. 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)));
  518. // Bind texture, Draw
  519. GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
  520. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  521. if (bd->GlVersion >= 320)
  522. 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));
  523. else
  524. #endif
  525. GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
  526. }
  527. }
  528. }
  529. // Destroy the temporary VAO
  530. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  531. GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
  532. #endif
  533. // Restore modified GL state
  534. glUseProgram(last_program);
  535. glBindTexture(GL_TEXTURE_2D, last_texture);
  536. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  537. if (bd->GlVersion >= 330)
  538. glBindSampler(0, last_sampler);
  539. #endif
  540. glActiveTexture(last_active_texture);
  541. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  542. glBindVertexArray(last_vertex_array_object);
  543. #endif
  544. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  545. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  546. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  547. last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
  548. last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
  549. last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
  550. #endif
  551. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  552. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  553. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  554. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  555. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  556. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  557. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  558. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  559. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  560. #endif
  561. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  562. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  563. #endif
  564. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  565. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  566. (void)bd; // Not all compilation paths use this
  567. }
  568. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  569. {
  570. ImGuiIO& io = ImGui::GetIO();
  571. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  572. // Build texture atlas
  573. unsigned char* pixels;
  574. int width, height;
  575. 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.
  576. // Upload texture to graphics system
  577. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  578. GLint last_texture;
  579. GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
  580. GL_CALL(glGenTextures(1, &bd->FontTexture));
  581. GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
  582. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
  583. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
  584. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  585. GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
  586. #endif
  587. GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
  588. // Store our identifier
  589. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  590. // Restore state
  591. GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
  592. return true;
  593. }
  594. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  595. {
  596. ImGuiIO& io = ImGui::GetIO();
  597. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  598. if (bd->FontTexture)
  599. {
  600. glDeleteTextures(1, &bd->FontTexture);
  601. io.Fonts->SetTexID(0);
  602. bd->FontTexture = 0;
  603. }
  604. }
  605. // 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.
  606. static bool CheckShader(GLuint handle, const char* desc)
  607. {
  608. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  609. GLint status = 0, log_length = 0;
  610. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  611. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  612. if ((GLboolean)status == GL_FALSE)
  613. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  614. if (log_length > 1)
  615. {
  616. ImVector<char> buf;
  617. buf.resize((int)(log_length + 1));
  618. glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
  619. fprintf(stderr, "%s\n", buf.begin());
  620. }
  621. return (GLboolean)status == GL_TRUE;
  622. }
  623. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  624. static bool CheckProgram(GLuint handle, const char* desc)
  625. {
  626. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  627. GLint status = 0, log_length = 0;
  628. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  629. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  630. if ((GLboolean)status == GL_FALSE)
  631. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  632. if (log_length > 1)
  633. {
  634. ImVector<char> buf;
  635. buf.resize((int)(log_length + 1));
  636. glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
  637. fprintf(stderr, "%s\n", buf.begin());
  638. }
  639. return (GLboolean)status == GL_TRUE;
  640. }
  641. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  642. {
  643. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  644. // Backup GL state
  645. GLint last_texture, last_array_buffer;
  646. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  647. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  648. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  649. GLint last_vertex_array;
  650. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  651. #endif
  652. // Parse GLSL version string
  653. int glsl_version = 130;
  654. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  655. const GLchar* vertex_shader_glsl_120 =
  656. "uniform mat4 ProjMtx;\n"
  657. "attribute vec2 Position;\n"
  658. "attribute vec2 UV;\n"
  659. "attribute vec4 Color;\n"
  660. "varying vec2 Frag_UV;\n"
  661. "varying vec4 Frag_Color;\n"
  662. "void main()\n"
  663. "{\n"
  664. " Frag_UV = UV;\n"
  665. " Frag_Color = Color;\n"
  666. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  667. "}\n";
  668. const GLchar* vertex_shader_glsl_130 =
  669. "uniform mat4 ProjMtx;\n"
  670. "in vec2 Position;\n"
  671. "in vec2 UV;\n"
  672. "in vec4 Color;\n"
  673. "out vec2 Frag_UV;\n"
  674. "out vec4 Frag_Color;\n"
  675. "void main()\n"
  676. "{\n"
  677. " Frag_UV = UV;\n"
  678. " Frag_Color = Color;\n"
  679. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  680. "}\n";
  681. const GLchar* vertex_shader_glsl_300_es =
  682. "precision highp float;\n"
  683. "layout (location = 0) in vec2 Position;\n"
  684. "layout (location = 1) in vec2 UV;\n"
  685. "layout (location = 2) in vec4 Color;\n"
  686. "uniform mat4 ProjMtx;\n"
  687. "out vec2 Frag_UV;\n"
  688. "out vec4 Frag_Color;\n"
  689. "void main()\n"
  690. "{\n"
  691. " Frag_UV = UV;\n"
  692. " Frag_Color = Color;\n"
  693. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  694. "}\n";
  695. const GLchar* vertex_shader_glsl_410_core =
  696. "layout (location = 0) in vec2 Position;\n"
  697. "layout (location = 1) in vec2 UV;\n"
  698. "layout (location = 2) in vec4 Color;\n"
  699. "uniform mat4 ProjMtx;\n"
  700. "out vec2 Frag_UV;\n"
  701. "out vec4 Frag_Color;\n"
  702. "void main()\n"
  703. "{\n"
  704. " Frag_UV = UV;\n"
  705. " Frag_Color = Color;\n"
  706. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  707. "}\n";
  708. const GLchar* fragment_shader_glsl_120 =
  709. "#ifdef GL_ES\n"
  710. " precision mediump float;\n"
  711. "#endif\n"
  712. "uniform sampler2D Texture;\n"
  713. "varying vec2 Frag_UV;\n"
  714. "varying vec4 Frag_Color;\n"
  715. "void main()\n"
  716. "{\n"
  717. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  718. "}\n";
  719. const GLchar* fragment_shader_glsl_130 =
  720. "uniform sampler2D Texture;\n"
  721. "in vec2 Frag_UV;\n"
  722. "in vec4 Frag_Color;\n"
  723. "out vec4 Out_Color;\n"
  724. "void main()\n"
  725. "{\n"
  726. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  727. "}\n";
  728. const GLchar* fragment_shader_glsl_300_es =
  729. "precision mediump float;\n"
  730. "uniform sampler2D Texture;\n"
  731. "in vec2 Frag_UV;\n"
  732. "in vec4 Frag_Color;\n"
  733. "layout (location = 0) out vec4 Out_Color;\n"
  734. "void main()\n"
  735. "{\n"
  736. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  737. "}\n";
  738. const GLchar* fragment_shader_glsl_410_core =
  739. "in vec2 Frag_UV;\n"
  740. "in vec4 Frag_Color;\n"
  741. "uniform sampler2D Texture;\n"
  742. "layout (location = 0) out vec4 Out_Color;\n"
  743. "void main()\n"
  744. "{\n"
  745. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  746. "}\n";
  747. // Select shaders matching our GLSL versions
  748. const GLchar* vertex_shader = nullptr;
  749. const GLchar* fragment_shader = nullptr;
  750. if (glsl_version < 130)
  751. {
  752. vertex_shader = vertex_shader_glsl_120;
  753. fragment_shader = fragment_shader_glsl_120;
  754. }
  755. else if (glsl_version >= 410)
  756. {
  757. vertex_shader = vertex_shader_glsl_410_core;
  758. fragment_shader = fragment_shader_glsl_410_core;
  759. }
  760. else if (glsl_version == 300)
  761. {
  762. vertex_shader = vertex_shader_glsl_300_es;
  763. fragment_shader = fragment_shader_glsl_300_es;
  764. }
  765. else
  766. {
  767. vertex_shader = vertex_shader_glsl_130;
  768. fragment_shader = fragment_shader_glsl_130;
  769. }
  770. // Create shaders
  771. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  772. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  773. glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
  774. glCompileShader(vert_handle);
  775. CheckShader(vert_handle, "vertex shader");
  776. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  777. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  778. glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
  779. glCompileShader(frag_handle);
  780. CheckShader(frag_handle, "fragment shader");
  781. // Link
  782. bd->ShaderHandle = glCreateProgram();
  783. glAttachShader(bd->ShaderHandle, vert_handle);
  784. glAttachShader(bd->ShaderHandle, frag_handle);
  785. glLinkProgram(bd->ShaderHandle);
  786. CheckProgram(bd->ShaderHandle, "shader program");
  787. glDetachShader(bd->ShaderHandle, vert_handle);
  788. glDetachShader(bd->ShaderHandle, frag_handle);
  789. glDeleteShader(vert_handle);
  790. glDeleteShader(frag_handle);
  791. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  792. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  793. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  794. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  795. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  796. // Create buffers
  797. glGenBuffers(1, &bd->VboHandle);
  798. glGenBuffers(1, &bd->ElementsHandle);
  799. ImGui_ImplOpenGL3_CreateFontsTexture();
  800. // Restore modified GL state
  801. glBindTexture(GL_TEXTURE_2D, last_texture);
  802. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  803. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  804. glBindVertexArray(last_vertex_array);
  805. #endif
  806. return true;
  807. }
  808. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  809. {
  810. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  811. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  812. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  813. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  814. ImGui_ImplOpenGL3_DestroyFontsTexture();
  815. }
  816. //--------------------------------------------------------------------------------------------------------
  817. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  818. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  819. // 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..
  820. //--------------------------------------------------------------------------------------------------------
  821. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  822. {
  823. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  824. {
  825. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  826. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  827. glClear(GL_COLOR_BUFFER_BIT);
  828. }
  829. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  830. }
  831. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  832. {
  833. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  834. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  835. }
  836. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  837. {
  838. ImGui::DestroyPlatformWindows();
  839. }
  840. #if defined(__GNUC__)
  841. #pragma GCC diagnostic pop
  842. #endif
  843. #if defined(__clang__)
  844. #pragma clang diagnostic pop
  845. #endif