imgui_impl_opengl3.cpp 32 KB

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  1. // dear imgui: Renderer 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 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!
  7. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
  9. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  10. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  11. // https://github.com/ocornut/imgui
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  15. // 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.
  16. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  17. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  18. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  19. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  20. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  21. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  22. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  23. // 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.
  24. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  25. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  26. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  27. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  28. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  29. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  30. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  31. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  32. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  33. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  34. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  35. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  36. // 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".
  37. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  38. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  39. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  40. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  41. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  42. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  43. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  44. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  45. //----------------------------------------
  46. // OpenGL GLSL GLSL
  47. // version version string
  48. //----------------------------------------
  49. // 2.0 110 "#version 110"
  50. // 2.1 120 "#version 120"
  51. // 3.0 130 "#version 130"
  52. // 3.1 140 "#version 140"
  53. // 3.2 150 "#version 150"
  54. // 3.3 330 "#version 330 core"
  55. // 4.0 400 "#version 400 core"
  56. // 4.1 410 "#version 410 core"
  57. // 4.2 420 "#version 410 core"
  58. // 4.3 430 "#version 430 core"
  59. // ES 2.0 100 "#version 100" = WebGL 1.0
  60. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  61. //----------------------------------------
  62. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  63. #define _CRT_SECURE_NO_WARNINGS
  64. #endif
  65. #include "imgui.h"
  66. #include "imgui_impl_opengl3.h"
  67. #include <stdio.h>
  68. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  69. #include <stddef.h> // intptr_t
  70. #else
  71. #include <stdint.h> // intptr_t
  72. #endif
  73. #if defined(__APPLE__)
  74. #include "TargetConditionals.h"
  75. #endif
  76. // Auto-enable GLES on matching platforms
  77. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  78. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
  79. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  80. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  81. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  82. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  83. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  84. #elif defined(__EMSCRIPTEN__)
  85. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  86. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  87. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  88. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  89. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  90. #endif
  91. #endif
  92. // GL includes
  93. #if defined(IMGUI_IMPL_OPENGL_ES2)
  94. #include <GLES2/gl2.h>
  95. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  96. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  97. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  98. #else
  99. #include <GLES3/gl3.h> // Use GL ES 3
  100. #endif
  101. #else
  102. // About Desktop OpenGL function loaders:
  103. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  104. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  105. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  106. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  107. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  108. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  109. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
  110. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  111. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
  112. #else
  113. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  114. #endif
  115. #endif
  116. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  117. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
  118. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
  119. #else
  120. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
  121. #endif
  122. // OpenGL Data
  123. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
  124. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  125. static GLuint g_FontTexture = 0;
  126. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  127. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  128. static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  129. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  130. // Forward Declarations
  131. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  132. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  133. // Functions
  134. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  135. {
  136. // Query for GL version
  137. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  138. GLint major, minor;
  139. glGetIntegerv(GL_MAJOR_VERSION, &major);
  140. glGetIntegerv(GL_MINOR_VERSION, &minor);
  141. g_GlVersion = major * 1000 + minor;
  142. #else
  143. g_GlVersion = 2000; // GLES 2
  144. #endif
  145. // Setup back-end capabilities flags
  146. ImGuiIO& io = ImGui::GetIO();
  147. io.BackendRendererName = "imgui_impl_opengl3";
  148. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  149. if (g_GlVersion >= 3200)
  150. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  151. #endif
  152. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  153. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  154. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  155. #if defined(IMGUI_IMPL_OPENGL_ES2)
  156. if (glsl_version == NULL)
  157. glsl_version = "#version 100";
  158. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  159. if (glsl_version == NULL)
  160. glsl_version = "#version 300 es";
  161. #else
  162. if (glsl_version == NULL)
  163. glsl_version = "#version 130";
  164. #endif
  165. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  166. strcpy(g_GlslVersionString, glsl_version);
  167. strcat(g_GlslVersionString, "\n");
  168. // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  169. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  170. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  171. // you are likely to get a crash below.
  172. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  173. const char* gl_loader = "Unknown";
  174. IM_UNUSED(gl_loader);
  175. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  176. gl_loader = "GL3W";
  177. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  178. gl_loader = "GLEW";
  179. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  180. gl_loader = "GLAD";
  181. #else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  182. gl_loader = "Custom";
  183. #endif
  184. // Make a dummy GL call (we don't actually need the result)
  185. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  186. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  187. GLint current_texture;
  188. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  189. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  190. ImGui_ImplOpenGL3_InitPlatformInterface();
  191. return true;
  192. }
  193. void ImGui_ImplOpenGL3_Shutdown()
  194. {
  195. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  196. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  197. }
  198. void ImGui_ImplOpenGL3_NewFrame()
  199. {
  200. if (!g_ShaderHandle)
  201. ImGui_ImplOpenGL3_CreateDeviceObjects();
  202. }
  203. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  204. {
  205. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  206. glEnable(GL_BLEND);
  207. glBlendEquation(GL_FUNC_ADD);
  208. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  209. glDisable(GL_CULL_FACE);
  210. glDisable(GL_DEPTH_TEST);
  211. glEnable(GL_SCISSOR_TEST);
  212. #ifdef GL_POLYGON_MODE
  213. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  214. #endif
  215. // Setup viewport, orthographic projection matrix
  216. // 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.
  217. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  218. float L = draw_data->DisplayPos.x;
  219. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  220. float T = draw_data->DisplayPos.y;
  221. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  222. const float ortho_projection[4][4] =
  223. {
  224. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  225. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  226. { 0.0f, 0.0f, -1.0f, 0.0f },
  227. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  228. };
  229. glUseProgram(g_ShaderHandle);
  230. glUniform1i(g_AttribLocationTex, 0);
  231. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  232. #ifdef GL_SAMPLER_BINDING
  233. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  234. #endif
  235. (void)vertex_array_object;
  236. #ifndef IMGUI_IMPL_OPENGL_ES2
  237. glBindVertexArray(vertex_array_object);
  238. #endif
  239. // Bind vertex/index buffers and setup attributes for ImDrawVert
  240. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  241. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  242. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  243. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  244. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  245. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  246. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  247. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  248. }
  249. // OpenGL3 Render function.
  250. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  251. // 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.
  252. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  253. {
  254. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  255. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  256. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  257. if (fb_width <= 0 || fb_height <= 0)
  258. return;
  259. // Backup GL state
  260. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  261. glActiveTexture(GL_TEXTURE0);
  262. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  263. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  264. #ifdef GL_SAMPLER_BINDING
  265. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  266. #endif
  267. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  268. #ifndef IMGUI_IMPL_OPENGL_ES2
  269. GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
  270. #endif
  271. #ifdef GL_POLYGON_MODE
  272. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  273. #endif
  274. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  275. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  276. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  277. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  278. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  279. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  280. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  281. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  282. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  283. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  284. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  285. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  286. bool clip_origin_lower_left = true;
  287. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  288. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  289. if (last_clip_origin == GL_UPPER_LEFT)
  290. clip_origin_lower_left = false;
  291. #endif
  292. // Setup desired GL state
  293. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  294. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  295. GLuint vertex_array_object = 0;
  296. #ifndef IMGUI_IMPL_OPENGL_ES2
  297. glGenVertexArrays(1, &vertex_array_object);
  298. #endif
  299. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  300. // Will project scissor/clipping rectangles into framebuffer space
  301. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  302. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  303. // Render command lists
  304. for (int n = 0; n < draw_data->CmdListsCount; n++)
  305. {
  306. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  307. // Upload vertex/index buffers
  308. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  309. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  310. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  311. {
  312. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  313. if (pcmd->UserCallback != NULL)
  314. {
  315. // User callback, registered via ImDrawList::AddCallback()
  316. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  317. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  318. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  319. else
  320. pcmd->UserCallback(cmd_list, pcmd);
  321. }
  322. else
  323. {
  324. // Project scissor/clipping rectangles into framebuffer space
  325. ImVec4 clip_rect;
  326. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  327. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  328. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  329. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  330. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  331. {
  332. // Apply scissor/clipping rectangle
  333. if (clip_origin_lower_left)
  334. 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));
  335. else
  336. glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  337. // Bind texture, Draw
  338. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  339. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  340. if (g_GlVersion >= 3200)
  341. 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);
  342. else
  343. #endif
  344. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  345. }
  346. }
  347. }
  348. }
  349. // Destroy the temporary VAO
  350. #ifndef IMGUI_IMPL_OPENGL_ES2
  351. glDeleteVertexArrays(1, &vertex_array_object);
  352. #endif
  353. // Restore modified GL state
  354. glUseProgram(last_program);
  355. glBindTexture(GL_TEXTURE_2D, last_texture);
  356. #ifdef GL_SAMPLER_BINDING
  357. glBindSampler(0, last_sampler);
  358. #endif
  359. glActiveTexture(last_active_texture);
  360. #ifndef IMGUI_IMPL_OPENGL_ES2
  361. glBindVertexArray(last_vertex_array_object);
  362. #endif
  363. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  364. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  365. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  366. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  367. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  368. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  369. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  370. #ifdef GL_POLYGON_MODE
  371. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  372. #endif
  373. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  374. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  375. }
  376. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  377. {
  378. // Build texture atlas
  379. ImGuiIO& io = ImGui::GetIO();
  380. unsigned char* pixels;
  381. int width, height;
  382. 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.
  383. // Upload texture to graphics system
  384. GLint last_texture;
  385. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  386. glGenTextures(1, &g_FontTexture);
  387. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  388. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  389. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  390. #ifdef GL_UNPACK_ROW_LENGTH
  391. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  392. #endif
  393. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  394. // Store our identifier
  395. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  396. // Restore state
  397. glBindTexture(GL_TEXTURE_2D, last_texture);
  398. return true;
  399. }
  400. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  401. {
  402. if (g_FontTexture)
  403. {
  404. ImGuiIO& io = ImGui::GetIO();
  405. glDeleteTextures(1, &g_FontTexture);
  406. io.Fonts->TexID = 0;
  407. g_FontTexture = 0;
  408. }
  409. }
  410. // 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.
  411. static bool CheckShader(GLuint handle, const char* desc)
  412. {
  413. GLint status = 0, log_length = 0;
  414. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  415. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  416. if ((GLboolean)status == GL_FALSE)
  417. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  418. if (log_length > 1)
  419. {
  420. ImVector<char> buf;
  421. buf.resize((int)(log_length + 1));
  422. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  423. fprintf(stderr, "%s\n", buf.begin());
  424. }
  425. return (GLboolean)status == GL_TRUE;
  426. }
  427. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  428. static bool CheckProgram(GLuint handle, const char* desc)
  429. {
  430. GLint status = 0, log_length = 0;
  431. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  432. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  433. if ((GLboolean)status == GL_FALSE)
  434. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  435. if (log_length > 1)
  436. {
  437. ImVector<char> buf;
  438. buf.resize((int)(log_length + 1));
  439. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  440. fprintf(stderr, "%s\n", buf.begin());
  441. }
  442. return (GLboolean)status == GL_TRUE;
  443. }
  444. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  445. {
  446. // Backup GL state
  447. GLint last_texture, last_array_buffer;
  448. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  449. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  450. #ifndef IMGUI_IMPL_OPENGL_ES2
  451. GLint last_vertex_array;
  452. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  453. #endif
  454. // Parse GLSL version string
  455. int glsl_version = 130;
  456. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  457. const GLchar* vertex_shader_glsl_120 =
  458. "uniform mat4 ProjMtx;\n"
  459. "attribute vec2 Position;\n"
  460. "attribute vec2 UV;\n"
  461. "attribute vec4 Color;\n"
  462. "varying vec2 Frag_UV;\n"
  463. "varying vec4 Frag_Color;\n"
  464. "void main()\n"
  465. "{\n"
  466. " Frag_UV = UV;\n"
  467. " Frag_Color = Color;\n"
  468. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  469. "}\n";
  470. const GLchar* vertex_shader_glsl_130 =
  471. "uniform mat4 ProjMtx;\n"
  472. "in vec2 Position;\n"
  473. "in vec2 UV;\n"
  474. "in vec4 Color;\n"
  475. "out vec2 Frag_UV;\n"
  476. "out vec4 Frag_Color;\n"
  477. "void main()\n"
  478. "{\n"
  479. " Frag_UV = UV;\n"
  480. " Frag_Color = Color;\n"
  481. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  482. "}\n";
  483. const GLchar* vertex_shader_glsl_300_es =
  484. "precision mediump float;\n"
  485. "layout (location = 0) in vec2 Position;\n"
  486. "layout (location = 1) in vec2 UV;\n"
  487. "layout (location = 2) in vec4 Color;\n"
  488. "uniform mat4 ProjMtx;\n"
  489. "out vec2 Frag_UV;\n"
  490. "out vec4 Frag_Color;\n"
  491. "void main()\n"
  492. "{\n"
  493. " Frag_UV = UV;\n"
  494. " Frag_Color = Color;\n"
  495. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  496. "}\n";
  497. const GLchar* vertex_shader_glsl_410_core =
  498. "layout (location = 0) in vec2 Position;\n"
  499. "layout (location = 1) in vec2 UV;\n"
  500. "layout (location = 2) in vec4 Color;\n"
  501. "uniform mat4 ProjMtx;\n"
  502. "out vec2 Frag_UV;\n"
  503. "out vec4 Frag_Color;\n"
  504. "void main()\n"
  505. "{\n"
  506. " Frag_UV = UV;\n"
  507. " Frag_Color = Color;\n"
  508. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  509. "}\n";
  510. const GLchar* fragment_shader_glsl_120 =
  511. "#ifdef GL_ES\n"
  512. " precision mediump float;\n"
  513. "#endif\n"
  514. "uniform sampler2D Texture;\n"
  515. "varying vec2 Frag_UV;\n"
  516. "varying vec4 Frag_Color;\n"
  517. "void main()\n"
  518. "{\n"
  519. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  520. "}\n";
  521. const GLchar* fragment_shader_glsl_130 =
  522. "uniform sampler2D Texture;\n"
  523. "in vec2 Frag_UV;\n"
  524. "in vec4 Frag_Color;\n"
  525. "out vec4 Out_Color;\n"
  526. "void main()\n"
  527. "{\n"
  528. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  529. "}\n";
  530. const GLchar* fragment_shader_glsl_300_es =
  531. "precision mediump float;\n"
  532. "uniform sampler2D Texture;\n"
  533. "in vec2 Frag_UV;\n"
  534. "in vec4 Frag_Color;\n"
  535. "layout (location = 0) out vec4 Out_Color;\n"
  536. "void main()\n"
  537. "{\n"
  538. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  539. "}\n";
  540. const GLchar* fragment_shader_glsl_410_core =
  541. "in vec2 Frag_UV;\n"
  542. "in vec4 Frag_Color;\n"
  543. "uniform sampler2D Texture;\n"
  544. "layout (location = 0) out vec4 Out_Color;\n"
  545. "void main()\n"
  546. "{\n"
  547. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  548. "}\n";
  549. // Select shaders matching our GLSL versions
  550. const GLchar* vertex_shader = NULL;
  551. const GLchar* fragment_shader = NULL;
  552. if (glsl_version < 130)
  553. {
  554. vertex_shader = vertex_shader_glsl_120;
  555. fragment_shader = fragment_shader_glsl_120;
  556. }
  557. else if (glsl_version >= 410)
  558. {
  559. vertex_shader = vertex_shader_glsl_410_core;
  560. fragment_shader = fragment_shader_glsl_410_core;
  561. }
  562. else if (glsl_version == 300)
  563. {
  564. vertex_shader = vertex_shader_glsl_300_es;
  565. fragment_shader = fragment_shader_glsl_300_es;
  566. }
  567. else
  568. {
  569. vertex_shader = vertex_shader_glsl_130;
  570. fragment_shader = fragment_shader_glsl_130;
  571. }
  572. // Create shaders
  573. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  574. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  575. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  576. glCompileShader(g_VertHandle);
  577. CheckShader(g_VertHandle, "vertex shader");
  578. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  579. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  580. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  581. glCompileShader(g_FragHandle);
  582. CheckShader(g_FragHandle, "fragment shader");
  583. g_ShaderHandle = glCreateProgram();
  584. glAttachShader(g_ShaderHandle, g_VertHandle);
  585. glAttachShader(g_ShaderHandle, g_FragHandle);
  586. glLinkProgram(g_ShaderHandle);
  587. CheckProgram(g_ShaderHandle, "shader program");
  588. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  589. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  590. g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
  591. g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
  592. g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
  593. // Create buffers
  594. glGenBuffers(1, &g_VboHandle);
  595. glGenBuffers(1, &g_ElementsHandle);
  596. ImGui_ImplOpenGL3_CreateFontsTexture();
  597. // Restore modified GL state
  598. glBindTexture(GL_TEXTURE_2D, last_texture);
  599. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  600. #ifndef IMGUI_IMPL_OPENGL_ES2
  601. glBindVertexArray(last_vertex_array);
  602. #endif
  603. return true;
  604. }
  605. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  606. {
  607. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  608. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  609. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  610. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  611. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  612. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  613. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  614. ImGui_ImplOpenGL3_DestroyFontsTexture();
  615. }
  616. //--------------------------------------------------------------------------------------------------------
  617. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  618. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  619. // 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..
  620. //--------------------------------------------------------------------------------------------------------
  621. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  622. {
  623. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  624. {
  625. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  626. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  627. glClear(GL_COLOR_BUFFER_BIT);
  628. }
  629. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  630. }
  631. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  632. {
  633. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  634. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  635. }
  636. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  637. {
  638. ImGui::DestroyPlatformWindows();
  639. }