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