imgui_impl_opengl3.cpp 12 KB

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  1. #include "imgui.h"
  2. #include "imgui_impl_opengl3.h"
  3. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
  4. // Data
  5. static GLuint g_FontTexture = 0;
  6. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  7. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  8. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  9. static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
  10. // Functions
  11. bool ImGui_ImplOpenGL3_Init()
  12. {
  13. return true;
  14. }
  15. void ImGui_ImplOpenGL3_Shutdown()
  16. {
  17. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  18. }
  19. void ImGui_ImplOpenGL3_NewFrame()
  20. {
  21. if (!g_FontTexture)
  22. ImGui_ImplOpenGL3_CreateDeviceObjects();
  23. }
  24. // OpenGL3 Render function.
  25. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  26. // 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.
  27. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  28. {
  29. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  30. ImGuiIO& io = ImGui::GetIO();
  31. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  32. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  33. if (fb_width == 0 || fb_height == 0)
  34. return;
  35. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  36. // Backup GL state
  37. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  38. glActiveTexture(GL_TEXTURE0);
  39. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  40. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  41. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  42. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  43. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  44. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  45. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  46. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  47. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  48. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  49. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  50. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  51. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  52. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  53. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  54. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  55. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  56. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  57. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  58. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  59. glEnable(GL_BLEND);
  60. glBlendEquation(GL_FUNC_ADD);
  61. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  62. glDisable(GL_CULL_FACE);
  63. glDisable(GL_DEPTH_TEST);
  64. glEnable(GL_SCISSOR_TEST);
  65. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  66. // Setup viewport, orthographic projection matrix
  67. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  68. const float ortho_projection[4][4] =
  69. {
  70. { 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
  71. { 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
  72. { 0.0f, 0.0f, -1.0f, 0.0f },
  73. { -1.0f, 1.0f, 0.0f, 1.0f },
  74. };
  75. glUseProgram(g_ShaderHandle);
  76. glUniform1i(g_AttribLocationTex, 0);
  77. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  78. glBindVertexArray(g_VaoHandle);
  79. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  80. for (int n = 0; n < draw_data->CmdListsCount; n++)
  81. {
  82. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  83. const ImDrawIdx* idx_buffer_offset = 0;
  84. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  85. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  86. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  87. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  88. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  89. {
  90. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  91. if (pcmd->UserCallback)
  92. {
  93. pcmd->UserCallback(cmd_list, pcmd);
  94. }
  95. else
  96. {
  97. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  98. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
  99. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  100. }
  101. idx_buffer_offset += pcmd->ElemCount;
  102. }
  103. }
  104. // Restore modified GL state
  105. glUseProgram(last_program);
  106. glBindTexture(GL_TEXTURE_2D, last_texture);
  107. glBindSampler(0, last_sampler);
  108. glActiveTexture(last_active_texture);
  109. glBindVertexArray(last_vertex_array);
  110. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  111. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  112. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  113. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  114. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  115. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  116. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  117. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  118. glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
  119. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  120. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  121. }
  122. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  123. {
  124. // Build texture atlas
  125. ImGuiIO& io = ImGui::GetIO();
  126. unsigned char* pixels;
  127. int width, height;
  128. 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.
  129. // Upload texture to graphics system
  130. GLint last_texture;
  131. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  132. glGenTextures(1, &g_FontTexture);
  133. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  134. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  135. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  136. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  137. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  138. // Store our identifier
  139. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  140. // Restore state
  141. glBindTexture(GL_TEXTURE_2D, last_texture);
  142. return true;
  143. }
  144. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  145. {
  146. if (g_FontTexture)
  147. {
  148. ImGuiIO& io = ImGui::GetIO();
  149. glDeleteTextures(1, &g_FontTexture);
  150. io.Fonts->TexID = 0;
  151. g_FontTexture = 0;
  152. }
  153. }
  154. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  155. {
  156. // Backup GL state
  157. GLint last_texture, last_array_buffer, last_vertex_array;
  158. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  159. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  160. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  161. // Create shaders
  162. const GLchar *vertex_shader =
  163. "#version 150\n"
  164. "uniform mat4 ProjMtx;\n"
  165. "in vec2 Position;\n"
  166. "in vec2 UV;\n"
  167. "in vec4 Color;\n"
  168. "out vec2 Frag_UV;\n"
  169. "out vec4 Frag_Color;\n"
  170. "void main()\n"
  171. "{\n"
  172. " Frag_UV = UV;\n"
  173. " Frag_Color = Color;\n"
  174. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  175. "}\n";
  176. const GLchar* fragment_shader =
  177. "#version 150\n"
  178. "uniform sampler2D Texture;\n"
  179. "in vec2 Frag_UV;\n"
  180. "in vec4 Frag_Color;\n"
  181. "out vec4 Out_Color;\n"
  182. "void main()\n"
  183. "{\n"
  184. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  185. "}\n";
  186. g_ShaderHandle = glCreateProgram();
  187. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  188. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  189. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  190. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  191. glCompileShader(g_VertHandle);
  192. glCompileShader(g_FragHandle);
  193. glAttachShader(g_ShaderHandle, g_VertHandle);
  194. glAttachShader(g_ShaderHandle, g_FragHandle);
  195. glLinkProgram(g_ShaderHandle);
  196. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  197. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  198. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  199. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  200. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  201. glGenBuffers(1, &g_VboHandle);
  202. glGenBuffers(1, &g_ElementsHandle);
  203. glGenVertexArrays(1, &g_VaoHandle);
  204. glBindVertexArray(g_VaoHandle);
  205. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  206. glEnableVertexAttribArray(g_AttribLocationPosition);
  207. glEnableVertexAttribArray(g_AttribLocationUV);
  208. glEnableVertexAttribArray(g_AttribLocationColor);
  209. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  210. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  211. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  212. ImGui_ImplOpenGL3_CreateFontsTexture();
  213. // Restore modified GL state
  214. glBindTexture(GL_TEXTURE_2D, last_texture);
  215. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  216. glBindVertexArray(last_vertex_array);
  217. return true;
  218. }
  219. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  220. {
  221. if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
  222. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  223. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  224. g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
  225. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  226. if (g_VertHandle) glDeleteShader(g_VertHandle);
  227. g_VertHandle = 0;
  228. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  229. if (g_FragHandle) glDeleteShader(g_FragHandle);
  230. g_FragHandle = 0;
  231. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  232. g_ShaderHandle = 0;
  233. ImGui_ImplOpenGL3_DestroyFontsTexture();
  234. }