imgui_impl_opengl3.cpp 33 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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  10. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  14. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  15. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  16. // 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)
  17. // 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.
  18. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  19. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  20. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  21. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  22. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  23. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  24. // 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.
  25. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  26. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  27. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  28. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  29. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  30. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  31. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  32. // 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.
  33. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  34. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  35. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  36. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  37. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  38. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  39. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  40. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  41. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  42. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  43. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  44. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  45. // 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".
  46. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  47. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  48. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  49. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  50. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  51. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  52. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  53. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  54. //----------------------------------------
  55. // OpenGL GLSL GLSL
  56. // version version string
  57. //----------------------------------------
  58. // 2.0 110 "#version 110"
  59. // 2.1 120 "#version 120"
  60. // 3.0 130 "#version 130"
  61. // 3.1 140 "#version 140"
  62. // 3.2 150 "#version 150"
  63. // 3.3 330 "#version 330 core"
  64. // 4.0 400 "#version 400 core"
  65. // 4.1 410 "#version 410 core"
  66. // 4.2 420 "#version 410 core"
  67. // 4.3 430 "#version 430 core"
  68. // ES 2.0 100 "#version 100" = WebGL 1.0
  69. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  70. //----------------------------------------
  71. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  72. #define _CRT_SECURE_NO_WARNINGS
  73. #endif
  74. #include "imgui.h"
  75. #include "imgui_impl_opengl3.h"
  76. #include <stdio.h>
  77. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  78. #include <stddef.h> // intptr_t
  79. #else
  80. #include <stdint.h> // intptr_t
  81. #endif
  82. // GL includes
  83. #if defined(IMGUI_IMPL_OPENGL_ES2)
  84. #include <GLES2/gl2.h>
  85. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  86. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  87. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  88. #else
  89. #include <GLES3/gl3.h> // Use GL ES 3
  90. #endif
  91. #else
  92. // About Desktop OpenGL function loaders:
  93. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  94. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  95. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  96. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  97. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  98. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  99. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  100. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  101. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  102. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  103. #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
  104. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  105. #ifndef GLFW_INCLUDE_NONE
  106. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  107. #endif
  108. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  109. #include <glbinding/gl/gl.h>
  110. using namespace gl;
  111. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  112. #ifndef GLFW_INCLUDE_NONE
  113. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  114. #endif
  115. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  116. #include <glbinding/gl/gl.h>
  117. using namespace gl;
  118. #else
  119. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  120. #endif
  121. #endif
  122. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  123. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  124. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  125. #endif
  126. // Desktop GL 3.3+ has glBindSampler()
  127. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  128. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  129. #endif
  130. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  131. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  132. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  133. #endif
  134. // OpenGL Data
  135. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  136. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  137. static GLuint g_FontTexture = 0;
  138. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  139. static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  140. static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  141. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  142. // Functions
  143. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  144. {
  145. // Query for GL version (e.g. 320 for GL 3.2)
  146. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  147. GLint major = 0;
  148. GLint minor = 0;
  149. glGetIntegerv(GL_MAJOR_VERSION, &major);
  150. glGetIntegerv(GL_MINOR_VERSION, &minor);
  151. if (major == 0 && minor == 0)
  152. {
  153. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  154. const char* gl_version = (const char*)glGetString(GL_VERSION);
  155. sscanf(gl_version, "%d.%d", &major, &minor);
  156. }
  157. g_GlVersion = (GLuint)(major * 100 + minor * 10);
  158. #else
  159. g_GlVersion = 200; // GLES 2
  160. #endif
  161. // Setup backend capabilities flags
  162. ImGuiIO& io = ImGui::GetIO();
  163. io.BackendRendererName = "imgui_impl_opengl3";
  164. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  165. if (g_GlVersion >= 320)
  166. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  167. #endif
  168. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  169. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  170. #if defined(IMGUI_IMPL_OPENGL_ES2)
  171. if (glsl_version == NULL)
  172. glsl_version = "#version 100";
  173. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  174. if (glsl_version == NULL)
  175. glsl_version = "#version 300 es";
  176. #elif defined(__APPLE__)
  177. if (glsl_version == NULL)
  178. glsl_version = "#version 150";
  179. #else
  180. if (glsl_version == NULL)
  181. glsl_version = "#version 130";
  182. #endif
  183. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  184. strcpy(g_GlslVersionString, glsl_version);
  185. strcat(g_GlslVersionString, "\n");
  186. // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  187. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  188. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  189. // you are likely to get a crash below.
  190. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  191. const char* gl_loader = "Unknown";
  192. IM_UNUSED(gl_loader);
  193. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  194. gl_loader = "GL3W";
  195. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  196. gl_loader = "GLEW";
  197. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  198. gl_loader = "GLAD";
  199. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  200. gl_loader = "GLAD2";
  201. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  202. gl_loader = "glbinding2";
  203. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  204. gl_loader = "glbinding3";
  205. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  206. gl_loader = "custom";
  207. #else
  208. gl_loader = "none";
  209. #endif
  210. // Make an arbitrary GL call (we don't actually need the result)
  211. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  212. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  213. GLint current_texture;
  214. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  215. return true;
  216. }
  217. void ImGui_ImplOpenGL3_Shutdown()
  218. {
  219. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  220. }
  221. void ImGui_ImplOpenGL3_NewFrame()
  222. {
  223. if (!g_ShaderHandle)
  224. ImGui_ImplOpenGL3_CreateDeviceObjects();
  225. }
  226. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  227. {
  228. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  229. glEnable(GL_BLEND);
  230. glBlendEquation(GL_FUNC_ADD);
  231. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  232. glDisable(GL_CULL_FACE);
  233. glDisable(GL_DEPTH_TEST);
  234. glDisable(GL_STENCIL_TEST);
  235. glEnable(GL_SCISSOR_TEST);
  236. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  237. if (g_GlVersion >= 310)
  238. glDisable(GL_PRIMITIVE_RESTART);
  239. #endif
  240. #ifdef GL_POLYGON_MODE
  241. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  242. #endif
  243. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  244. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  245. bool clip_origin_lower_left = true;
  246. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  247. if (current_clip_origin == GL_UPPER_LEFT)
  248. clip_origin_lower_left = false;
  249. #endif
  250. // Setup viewport, orthographic projection matrix
  251. // 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.
  252. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  253. float L = draw_data->DisplayPos.x;
  254. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  255. float T = draw_data->DisplayPos.y;
  256. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  257. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  258. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  259. #endif
  260. const float ortho_projection[4][4] =
  261. {
  262. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  263. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  264. { 0.0f, 0.0f, -1.0f, 0.0f },
  265. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  266. };
  267. glUseProgram(g_ShaderHandle);
  268. glUniform1i(g_AttribLocationTex, 0);
  269. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  270. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  271. if (g_GlVersion >= 330)
  272. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  273. #endif
  274. (void)vertex_array_object;
  275. #ifndef IMGUI_IMPL_OPENGL_ES2
  276. glBindVertexArray(vertex_array_object);
  277. #endif
  278. // Bind vertex/index buffers and setup attributes for ImDrawVert
  279. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  280. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  281. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  282. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  283. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  284. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  285. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  286. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  287. }
  288. // OpenGL3 Render function.
  289. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  290. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  291. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  292. {
  293. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  294. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  295. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  296. if (fb_width <= 0 || fb_height <= 0)
  297. return;
  298. // Backup GL state
  299. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  300. glActiveTexture(GL_TEXTURE0);
  301. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  302. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  303. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  304. GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  305. #endif
  306. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  307. #ifndef IMGUI_IMPL_OPENGL_ES2
  308. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  309. #endif
  310. #ifdef GL_POLYGON_MODE
  311. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  312. #endif
  313. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  314. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  315. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  316. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  317. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  318. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  319. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  320. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  321. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  322. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  323. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  324. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  325. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  326. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  327. GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  328. #endif
  329. // Setup desired GL state
  330. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  331. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  332. GLuint vertex_array_object = 0;
  333. #ifndef IMGUI_IMPL_OPENGL_ES2
  334. glGenVertexArrays(1, &vertex_array_object);
  335. #endif
  336. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  337. // Will project scissor/clipping rectangles into framebuffer space
  338. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  339. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  340. // Render command lists
  341. for (int n = 0; n < draw_data->CmdListsCount; n++)
  342. {
  343. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  344. // Upload vertex/index buffers
  345. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  346. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  347. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  348. {
  349. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  350. if (pcmd->UserCallback != NULL)
  351. {
  352. // User callback, registered via ImDrawList::AddCallback()
  353. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  354. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  355. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  356. else
  357. pcmd->UserCallback(cmd_list, pcmd);
  358. }
  359. else
  360. {
  361. // Project scissor/clipping rectangles into framebuffer space
  362. ImVec4 clip_rect;
  363. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  364. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  365. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  366. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  367. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  368. {
  369. // Apply scissor/clipping rectangle
  370. 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));
  371. // Bind texture, Draw
  372. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  373. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  374. if (g_GlVersion >= 320)
  375. 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);
  376. else
  377. #endif
  378. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  379. }
  380. }
  381. }
  382. }
  383. // Destroy the temporary VAO
  384. #ifndef IMGUI_IMPL_OPENGL_ES2
  385. glDeleteVertexArrays(1, &vertex_array_object);
  386. #endif
  387. // Restore modified GL state
  388. glUseProgram(last_program);
  389. glBindTexture(GL_TEXTURE_2D, last_texture);
  390. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  391. if (g_GlVersion >= 330)
  392. glBindSampler(0, last_sampler);
  393. #endif
  394. glActiveTexture(last_active_texture);
  395. #ifndef IMGUI_IMPL_OPENGL_ES2
  396. glBindVertexArray(last_vertex_array_object);
  397. #endif
  398. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  399. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  400. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  401. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  402. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  403. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  404. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  405. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  406. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  407. if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  408. #endif
  409. #ifdef GL_POLYGON_MODE
  410. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  411. #endif
  412. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  413. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  414. }
  415. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  416. {
  417. // Build texture atlas
  418. ImGuiIO& io = ImGui::GetIO();
  419. unsigned char* pixels;
  420. int width, height;
  421. 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.
  422. // Upload texture to graphics system
  423. GLint last_texture;
  424. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  425. glGenTextures(1, &g_FontTexture);
  426. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  427. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  428. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  429. #ifdef GL_UNPACK_ROW_LENGTH
  430. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  431. #endif
  432. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  433. // Store our identifier
  434. io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture);
  435. // Restore state
  436. glBindTexture(GL_TEXTURE_2D, last_texture);
  437. return true;
  438. }
  439. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  440. {
  441. if (g_FontTexture)
  442. {
  443. ImGuiIO& io = ImGui::GetIO();
  444. glDeleteTextures(1, &g_FontTexture);
  445. io.Fonts->SetTexID(0);
  446. g_FontTexture = 0;
  447. }
  448. }
  449. // 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.
  450. static bool CheckShader(GLuint handle, const char* desc)
  451. {
  452. GLint status = 0, log_length = 0;
  453. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  454. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  455. if ((GLboolean)status == GL_FALSE)
  456. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  457. if (log_length > 1)
  458. {
  459. ImVector<char> buf;
  460. buf.resize((int)(log_length + 1));
  461. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  462. fprintf(stderr, "%s\n", buf.begin());
  463. }
  464. return (GLboolean)status == GL_TRUE;
  465. }
  466. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  467. static bool CheckProgram(GLuint handle, const char* desc)
  468. {
  469. GLint status = 0, log_length = 0;
  470. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  471. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  472. if ((GLboolean)status == GL_FALSE)
  473. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  474. if (log_length > 1)
  475. {
  476. ImVector<char> buf;
  477. buf.resize((int)(log_length + 1));
  478. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  479. fprintf(stderr, "%s\n", buf.begin());
  480. }
  481. return (GLboolean)status == GL_TRUE;
  482. }
  483. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  484. {
  485. // Backup GL state
  486. GLint last_texture, last_array_buffer;
  487. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  488. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  489. #ifndef IMGUI_IMPL_OPENGL_ES2
  490. GLint last_vertex_array;
  491. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  492. #endif
  493. // Parse GLSL version string
  494. int glsl_version = 130;
  495. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  496. const GLchar* vertex_shader_glsl_120 =
  497. "uniform mat4 ProjMtx;\n"
  498. "attribute vec2 Position;\n"
  499. "attribute vec2 UV;\n"
  500. "attribute vec4 Color;\n"
  501. "varying vec2 Frag_UV;\n"
  502. "varying vec4 Frag_Color;\n"
  503. "void main()\n"
  504. "{\n"
  505. " Frag_UV = UV;\n"
  506. " Frag_Color = Color;\n"
  507. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  508. "}\n";
  509. const GLchar* vertex_shader_glsl_130 =
  510. "uniform mat4 ProjMtx;\n"
  511. "in vec2 Position;\n"
  512. "in vec2 UV;\n"
  513. "in vec4 Color;\n"
  514. "out vec2 Frag_UV;\n"
  515. "out vec4 Frag_Color;\n"
  516. "void main()\n"
  517. "{\n"
  518. " Frag_UV = UV;\n"
  519. " Frag_Color = Color;\n"
  520. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  521. "}\n";
  522. const GLchar* vertex_shader_glsl_300_es =
  523. "precision mediump float;\n"
  524. "layout (location = 0) in vec2 Position;\n"
  525. "layout (location = 1) in vec2 UV;\n"
  526. "layout (location = 2) in vec4 Color;\n"
  527. "uniform mat4 ProjMtx;\n"
  528. "out vec2 Frag_UV;\n"
  529. "out vec4 Frag_Color;\n"
  530. "void main()\n"
  531. "{\n"
  532. " Frag_UV = UV;\n"
  533. " Frag_Color = Color;\n"
  534. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  535. "}\n";
  536. const GLchar* vertex_shader_glsl_410_core =
  537. "layout (location = 0) in vec2 Position;\n"
  538. "layout (location = 1) in vec2 UV;\n"
  539. "layout (location = 2) in vec4 Color;\n"
  540. "uniform mat4 ProjMtx;\n"
  541. "out vec2 Frag_UV;\n"
  542. "out vec4 Frag_Color;\n"
  543. "void main()\n"
  544. "{\n"
  545. " Frag_UV = UV;\n"
  546. " Frag_Color = Color;\n"
  547. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  548. "}\n";
  549. const GLchar* fragment_shader_glsl_120 =
  550. "#ifdef GL_ES\n"
  551. " precision mediump float;\n"
  552. "#endif\n"
  553. "uniform sampler2D Texture;\n"
  554. "varying vec2 Frag_UV;\n"
  555. "varying vec4 Frag_Color;\n"
  556. "void main()\n"
  557. "{\n"
  558. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  559. "}\n";
  560. const GLchar* fragment_shader_glsl_130 =
  561. "uniform sampler2D Texture;\n"
  562. "in vec2 Frag_UV;\n"
  563. "in vec4 Frag_Color;\n"
  564. "out vec4 Out_Color;\n"
  565. "void main()\n"
  566. "{\n"
  567. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  568. "}\n";
  569. const GLchar* fragment_shader_glsl_300_es =
  570. "precision mediump float;\n"
  571. "uniform sampler2D Texture;\n"
  572. "in vec2 Frag_UV;\n"
  573. "in vec4 Frag_Color;\n"
  574. "layout (location = 0) out vec4 Out_Color;\n"
  575. "void main()\n"
  576. "{\n"
  577. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  578. "}\n";
  579. const GLchar* fragment_shader_glsl_410_core =
  580. "in vec2 Frag_UV;\n"
  581. "in vec4 Frag_Color;\n"
  582. "uniform sampler2D Texture;\n"
  583. "layout (location = 0) out vec4 Out_Color;\n"
  584. "void main()\n"
  585. "{\n"
  586. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  587. "}\n";
  588. // Select shaders matching our GLSL versions
  589. const GLchar* vertex_shader = NULL;
  590. const GLchar* fragment_shader = NULL;
  591. if (glsl_version < 130)
  592. {
  593. vertex_shader = vertex_shader_glsl_120;
  594. fragment_shader = fragment_shader_glsl_120;
  595. }
  596. else if (glsl_version >= 410)
  597. {
  598. vertex_shader = vertex_shader_glsl_410_core;
  599. fragment_shader = fragment_shader_glsl_410_core;
  600. }
  601. else if (glsl_version == 300)
  602. {
  603. vertex_shader = vertex_shader_glsl_300_es;
  604. fragment_shader = fragment_shader_glsl_300_es;
  605. }
  606. else
  607. {
  608. vertex_shader = vertex_shader_glsl_130;
  609. fragment_shader = fragment_shader_glsl_130;
  610. }
  611. // Create shaders
  612. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  613. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  614. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  615. glCompileShader(g_VertHandle);
  616. CheckShader(g_VertHandle, "vertex shader");
  617. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  618. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  619. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  620. glCompileShader(g_FragHandle);
  621. CheckShader(g_FragHandle, "fragment shader");
  622. g_ShaderHandle = glCreateProgram();
  623. glAttachShader(g_ShaderHandle, g_VertHandle);
  624. glAttachShader(g_ShaderHandle, g_FragHandle);
  625. glLinkProgram(g_ShaderHandle);
  626. CheckProgram(g_ShaderHandle, "shader program");
  627. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  628. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  629. g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
  630. g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
  631. g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
  632. // Create buffers
  633. glGenBuffers(1, &g_VboHandle);
  634. glGenBuffers(1, &g_ElementsHandle);
  635. ImGui_ImplOpenGL3_CreateFontsTexture();
  636. // Restore modified GL state
  637. glBindTexture(GL_TEXTURE_2D, last_texture);
  638. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  639. #ifndef IMGUI_IMPL_OPENGL_ES2
  640. glBindVertexArray(last_vertex_array);
  641. #endif
  642. return true;
  643. }
  644. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  645. {
  646. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  647. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  648. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  649. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  650. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  651. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  652. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  653. ImGui_ImplOpenGL3_DestroyFontsTexture();
  654. }