imgui_impl_opengl3.cpp 27 KB

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  1. // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 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 Binding (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 in imgui.cpp.
  7. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  9. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  10. // https://github.com/ocornut/imgui
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  14. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  15. // 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.
  16. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  17. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  18. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  19. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  20. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  21. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  22. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  23. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  24. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  25. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  26. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  27. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  28. // 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".
  29. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  30. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  31. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  32. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  33. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  34. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  35. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  36. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  37. //----------------------------------------
  38. // OpenGL GLSL GLSL
  39. // version version string
  40. //----------------------------------------
  41. // 2.0 110 "#version 110"
  42. // 2.1 120 "#version 120"
  43. // 3.0 130 "#version 130"
  44. // 3.1 140 "#version 140"
  45. // 3.2 150 "#version 150"
  46. // 3.3 330 "#version 330 core"
  47. // 4.0 400 "#version 400 core"
  48. // 4.1 410 "#version 410 core"
  49. // 4.2 420 "#version 410 core"
  50. // 4.3 430 "#version 430 core"
  51. // ES 2.0 100 "#version 100" = WebGL 1.0
  52. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  53. //----------------------------------------
  54. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  55. #define _CRT_SECURE_NO_WARNINGS
  56. #endif
  57. #include "imgui.h"
  58. #include "imgui_impl_opengl3.h"
  59. #include <stdio.h>
  60. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  61. #include <stddef.h> // intptr_t
  62. #else
  63. #include <stdint.h> // intptr_t
  64. #endif
  65. #if defined(__APPLE__)
  66. #include "TargetConditionals.h"
  67. #endif
  68. // Auto-detect GL version
  69. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  70. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
  71. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  72. #elif defined(__EMSCRIPTEN__)
  73. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  74. #endif
  75. #endif
  76. #if defined(IMGUI_IMPL_OPENGL_ES2)
  77. #include <GLES2/gl2.h>
  78. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  79. #include <GLES3/gl3.h> // Use GL ES 3
  80. #else
  81. // About Desktop OpenGL function loaders:
  82. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  83. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  84. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  85. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  86. #include <GL/gl3w.h>
  87. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  88. #include <GL/glew.h>
  89. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  90. #include <glad/glad.h>
  91. #else
  92. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  93. #endif
  94. #endif
  95. // OpenGL Data
  96. static char g_GlslVersionString[32] = "";
  97. static GLuint g_FontTexture = 0;
  98. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  99. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  100. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  101. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  102. // Forward Declarations
  103. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  104. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  105. // Functions
  106. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  107. {
  108. // Setup back-end capabilities flags
  109. ImGuiIO& io = ImGui::GetIO();
  110. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  111. io.BackendRendererName = "imgui_impl_opengl3";
  112. // 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.
  113. #if defined(IMGUI_IMPL_OPENGL_ES2)
  114. if (glsl_version == NULL)
  115. glsl_version = "#version 100";
  116. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  117. if (glsl_version == NULL)
  118. glsl_version = "#version 300 es";
  119. #else
  120. if (glsl_version == NULL)
  121. glsl_version = "#version 130";
  122. #endif
  123. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  124. strcpy(g_GlslVersionString, glsl_version);
  125. strcat(g_GlslVersionString, "\n");
  126. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  127. ImGui_ImplOpenGL3_InitPlatformInterface();
  128. return true;
  129. }
  130. void ImGui_ImplOpenGL3_Shutdown()
  131. {
  132. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  133. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  134. }
  135. void ImGui_ImplOpenGL3_NewFrame()
  136. {
  137. if (!g_FontTexture)
  138. ImGui_ImplOpenGL3_CreateDeviceObjects();
  139. }
  140. // OpenGL3 Render function.
  141. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  142. // 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.
  143. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  144. {
  145. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  146. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  147. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  148. if (fb_width <= 0 || fb_height <= 0)
  149. return;
  150. // Backup GL state
  151. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  152. glActiveTexture(GL_TEXTURE0);
  153. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  154. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  155. #ifdef GL_SAMPLER_BINDING
  156. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  157. #endif
  158. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  159. #ifndef IMGUI_IMPL_OPENGL_ES2
  160. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  161. #endif
  162. #ifdef GL_POLYGON_MODE
  163. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  164. #endif
  165. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  166. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  167. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  168. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  169. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  170. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  171. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  172. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  173. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  174. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  175. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  176. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  177. bool clip_origin_lower_left = true;
  178. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  179. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  180. if (last_clip_origin == GL_UPPER_LEFT)
  181. clip_origin_lower_left = false;
  182. #endif
  183. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  184. glEnable(GL_BLEND);
  185. glBlendEquation(GL_FUNC_ADD);
  186. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  187. glDisable(GL_CULL_FACE);
  188. glDisable(GL_DEPTH_TEST);
  189. glEnable(GL_SCISSOR_TEST);
  190. #ifdef GL_POLYGON_MODE
  191. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  192. #endif
  193. // Setup viewport, orthographic projection matrix
  194. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  195. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  196. float L = draw_data->DisplayPos.x;
  197. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  198. float T = draw_data->DisplayPos.y;
  199. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  200. const float ortho_projection[4][4] =
  201. {
  202. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  203. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  204. { 0.0f, 0.0f, -1.0f, 0.0f },
  205. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  206. };
  207. glUseProgram(g_ShaderHandle);
  208. glUniform1i(g_AttribLocationTex, 0);
  209. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  210. #ifdef GL_SAMPLER_BINDING
  211. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  212. #endif
  213. #ifndef IMGUI_IMPL_OPENGL_ES2
  214. // Recreate the VAO every time
  215. // (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.)
  216. GLuint vao_handle = 0;
  217. glGenVertexArrays(1, &vao_handle);
  218. glBindVertexArray(vao_handle);
  219. #endif
  220. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  221. glEnableVertexAttribArray(g_AttribLocationPosition);
  222. glEnableVertexAttribArray(g_AttribLocationUV);
  223. glEnableVertexAttribArray(g_AttribLocationColor);
  224. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  225. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  226. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  227. // Will project scissor/clipping rectangles into framebuffer space
  228. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  229. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  230. // Render command lists
  231. for (int n = 0; n < draw_data->CmdListsCount; n++)
  232. {
  233. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  234. size_t idx_buffer_offset = 0;
  235. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  236. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  237. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  238. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  239. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  240. {
  241. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  242. if (pcmd->UserCallback)
  243. {
  244. // User callback (registered via ImDrawList::AddCallback)
  245. pcmd->UserCallback(cmd_list, pcmd);
  246. }
  247. else
  248. {
  249. // Project scissor/clipping rectangles into framebuffer space
  250. ImVec4 clip_rect;
  251. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  252. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  253. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  254. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  255. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  256. {
  257. // Apply scissor/clipping rectangle
  258. if (clip_origin_lower_left)
  259. 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));
  260. else
  261. 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)
  262. // Bind texture, Draw
  263. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  264. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
  265. }
  266. }
  267. idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
  268. }
  269. }
  270. #ifndef IMGUI_IMPL_OPENGL_ES2
  271. glDeleteVertexArrays(1, &vao_handle);
  272. #endif
  273. // Restore modified GL state
  274. glUseProgram(last_program);
  275. glBindTexture(GL_TEXTURE_2D, last_texture);
  276. #ifdef GL_SAMPLER_BINDING
  277. glBindSampler(0, last_sampler);
  278. #endif
  279. glActiveTexture(last_active_texture);
  280. #ifndef IMGUI_IMPL_OPENGL_ES2
  281. glBindVertexArray(last_vertex_array);
  282. #endif
  283. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  284. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  285. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  286. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  287. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  288. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  289. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  290. #ifdef GL_POLYGON_MODE
  291. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  292. #endif
  293. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  294. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  295. }
  296. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  297. {
  298. // Build texture atlas
  299. ImGuiIO& io = ImGui::GetIO();
  300. unsigned char* pixels;
  301. int width, height;
  302. 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.
  303. // Upload texture to graphics system
  304. GLint last_texture;
  305. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  306. glGenTextures(1, &g_FontTexture);
  307. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  308. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  309. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  310. #ifdef GL_UNPACK_ROW_LENGTH
  311. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  312. #endif
  313. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  314. // Store our identifier
  315. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  316. // Restore state
  317. glBindTexture(GL_TEXTURE_2D, last_texture);
  318. return true;
  319. }
  320. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  321. {
  322. if (g_FontTexture)
  323. {
  324. ImGuiIO& io = ImGui::GetIO();
  325. glDeleteTextures(1, &g_FontTexture);
  326. io.Fonts->TexID = 0;
  327. g_FontTexture = 0;
  328. }
  329. }
  330. // 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.
  331. static bool CheckShader(GLuint handle, const char* desc)
  332. {
  333. GLint status = 0, log_length = 0;
  334. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  335. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  336. if ((GLboolean)status == GL_FALSE)
  337. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  338. if (log_length > 0)
  339. {
  340. ImVector<char> buf;
  341. buf.resize((int)(log_length + 1));
  342. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  343. fprintf(stderr, "%s\n", buf.begin());
  344. }
  345. return (GLboolean)status == GL_TRUE;
  346. }
  347. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  348. static bool CheckProgram(GLuint handle, const char* desc)
  349. {
  350. GLint status = 0, log_length = 0;
  351. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  352. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  353. if ((GLboolean)status == GL_FALSE)
  354. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  355. if (log_length > 0)
  356. {
  357. ImVector<char> buf;
  358. buf.resize((int)(log_length + 1));
  359. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  360. fprintf(stderr, "%s\n", buf.begin());
  361. }
  362. return (GLboolean)status == GL_TRUE;
  363. }
  364. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  365. {
  366. // Backup GL state
  367. GLint last_texture, last_array_buffer;
  368. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  369. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  370. #ifndef IMGUI_IMPL_OPENGL_ES2
  371. GLint last_vertex_array;
  372. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  373. #endif
  374. // Parse GLSL version string
  375. int glsl_version = 130;
  376. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  377. const GLchar* vertex_shader_glsl_120 =
  378. "uniform mat4 ProjMtx;\n"
  379. "attribute vec2 Position;\n"
  380. "attribute vec2 UV;\n"
  381. "attribute vec4 Color;\n"
  382. "varying vec2 Frag_UV;\n"
  383. "varying vec4 Frag_Color;\n"
  384. "void main()\n"
  385. "{\n"
  386. " Frag_UV = UV;\n"
  387. " Frag_Color = Color;\n"
  388. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  389. "}\n";
  390. const GLchar* vertex_shader_glsl_130 =
  391. "uniform mat4 ProjMtx;\n"
  392. "in vec2 Position;\n"
  393. "in vec2 UV;\n"
  394. "in vec4 Color;\n"
  395. "out vec2 Frag_UV;\n"
  396. "out vec4 Frag_Color;\n"
  397. "void main()\n"
  398. "{\n"
  399. " Frag_UV = UV;\n"
  400. " Frag_Color = Color;\n"
  401. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  402. "}\n";
  403. const GLchar* vertex_shader_glsl_300_es =
  404. "precision mediump float;\n"
  405. "layout (location = 0) in vec2 Position;\n"
  406. "layout (location = 1) in vec2 UV;\n"
  407. "layout (location = 2) in vec4 Color;\n"
  408. "uniform mat4 ProjMtx;\n"
  409. "out vec2 Frag_UV;\n"
  410. "out vec4 Frag_Color;\n"
  411. "void main()\n"
  412. "{\n"
  413. " Frag_UV = UV;\n"
  414. " Frag_Color = Color;\n"
  415. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  416. "}\n";
  417. const GLchar* vertex_shader_glsl_410_core =
  418. "layout (location = 0) in vec2 Position;\n"
  419. "layout (location = 1) in vec2 UV;\n"
  420. "layout (location = 2) in vec4 Color;\n"
  421. "uniform mat4 ProjMtx;\n"
  422. "out vec2 Frag_UV;\n"
  423. "out vec4 Frag_Color;\n"
  424. "void main()\n"
  425. "{\n"
  426. " Frag_UV = UV;\n"
  427. " Frag_Color = Color;\n"
  428. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  429. "}\n";
  430. const GLchar* fragment_shader_glsl_120 =
  431. "#ifdef GL_ES\n"
  432. " precision mediump float;\n"
  433. "#endif\n"
  434. "uniform sampler2D Texture;\n"
  435. "varying vec2 Frag_UV;\n"
  436. "varying vec4 Frag_Color;\n"
  437. "void main()\n"
  438. "{\n"
  439. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  440. "}\n";
  441. const GLchar* fragment_shader_glsl_130 =
  442. "uniform sampler2D Texture;\n"
  443. "in vec2 Frag_UV;\n"
  444. "in vec4 Frag_Color;\n"
  445. "out vec4 Out_Color;\n"
  446. "void main()\n"
  447. "{\n"
  448. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  449. "}\n";
  450. const GLchar* fragment_shader_glsl_300_es =
  451. "precision mediump float;\n"
  452. "uniform sampler2D Texture;\n"
  453. "in vec2 Frag_UV;\n"
  454. "in vec4 Frag_Color;\n"
  455. "layout (location = 0) out vec4 Out_Color;\n"
  456. "void main()\n"
  457. "{\n"
  458. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  459. "}\n";
  460. const GLchar* fragment_shader_glsl_410_core =
  461. "in vec2 Frag_UV;\n"
  462. "in vec4 Frag_Color;\n"
  463. "uniform sampler2D Texture;\n"
  464. "layout (location = 0) out vec4 Out_Color;\n"
  465. "void main()\n"
  466. "{\n"
  467. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  468. "}\n";
  469. // Select shaders matching our GLSL versions
  470. const GLchar* vertex_shader = NULL;
  471. const GLchar* fragment_shader = NULL;
  472. if (glsl_version < 130)
  473. {
  474. vertex_shader = vertex_shader_glsl_120;
  475. fragment_shader = fragment_shader_glsl_120;
  476. }
  477. else if (glsl_version >= 410)
  478. {
  479. vertex_shader = vertex_shader_glsl_410_core;
  480. fragment_shader = fragment_shader_glsl_410_core;
  481. }
  482. else if (glsl_version == 300)
  483. {
  484. vertex_shader = vertex_shader_glsl_300_es;
  485. fragment_shader = fragment_shader_glsl_300_es;
  486. }
  487. else
  488. {
  489. vertex_shader = vertex_shader_glsl_130;
  490. fragment_shader = fragment_shader_glsl_130;
  491. }
  492. // Create shaders
  493. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  494. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  495. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  496. glCompileShader(g_VertHandle);
  497. CheckShader(g_VertHandle, "vertex shader");
  498. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  499. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  500. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  501. glCompileShader(g_FragHandle);
  502. CheckShader(g_FragHandle, "fragment shader");
  503. g_ShaderHandle = glCreateProgram();
  504. glAttachShader(g_ShaderHandle, g_VertHandle);
  505. glAttachShader(g_ShaderHandle, g_FragHandle);
  506. glLinkProgram(g_ShaderHandle);
  507. CheckProgram(g_ShaderHandle, "shader program");
  508. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  509. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  510. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  511. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  512. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  513. // Create buffers
  514. glGenBuffers(1, &g_VboHandle);
  515. glGenBuffers(1, &g_ElementsHandle);
  516. ImGui_ImplOpenGL3_CreateFontsTexture();
  517. // Restore modified GL state
  518. glBindTexture(GL_TEXTURE_2D, last_texture);
  519. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  520. #ifndef IMGUI_IMPL_OPENGL_ES2
  521. glBindVertexArray(last_vertex_array);
  522. #endif
  523. return true;
  524. }
  525. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  526. {
  527. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  528. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  529. g_VboHandle = g_ElementsHandle = 0;
  530. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  531. if (g_VertHandle) glDeleteShader(g_VertHandle);
  532. g_VertHandle = 0;
  533. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  534. if (g_FragHandle) glDeleteShader(g_FragHandle);
  535. g_FragHandle = 0;
  536. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  537. g_ShaderHandle = 0;
  538. ImGui_ImplOpenGL3_DestroyFontsTexture();
  539. }
  540. //--------------------------------------------------------------------------------------------------------
  541. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  542. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  543. // 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..
  544. //--------------------------------------------------------------------------------------------------------
  545. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  546. {
  547. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  548. {
  549. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  550. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  551. glClear(GL_COLOR_BUFFER_BIT);
  552. }
  553. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  554. }
  555. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  556. {
  557. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  558. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  559. }
  560. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  561. {
  562. ImGui::DestroyPlatformWindows();
  563. }