imgui_impl_opengl3.cpp 30 KB

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  1. // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  7. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [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. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  16. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  17. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  18. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  19. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  20. // 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.
  21. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  22. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  23. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  24. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  25. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  26. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  27. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  28. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  29. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  30. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  31. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  32. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  33. // 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".
  34. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  35. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  36. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  37. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  38. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  39. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  40. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  41. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  42. //----------------------------------------
  43. // OpenGL GLSL GLSL
  44. // version version string
  45. //----------------------------------------
  46. // 2.0 110 "#version 110"
  47. // 2.1 120 "#version 120"
  48. // 3.0 130 "#version 130"
  49. // 3.1 140 "#version 140"
  50. // 3.2 150 "#version 150"
  51. // 3.3 330 "#version 330 core"
  52. // 4.0 400 "#version 400 core"
  53. // 4.1 410 "#version 410 core"
  54. // 4.2 420 "#version 410 core"
  55. // 4.3 430 "#version 430 core"
  56. // ES 2.0 100 "#version 100" = WebGL 1.0
  57. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  58. //----------------------------------------
  59. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  60. #define _CRT_SECURE_NO_WARNINGS
  61. #endif
  62. #include "imgui.h"
  63. #include "imgui_impl_opengl3.h"
  64. #include <stdio.h>
  65. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  66. #include <stddef.h> // intptr_t
  67. #else
  68. #include <stdint.h> // intptr_t
  69. #endif
  70. #if defined(__APPLE__)
  71. #include "TargetConditionals.h"
  72. #endif
  73. // Auto-detect GL version
  74. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  75. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
  76. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  77. #elif defined(__EMSCRIPTEN__)
  78. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  79. #endif
  80. #endif
  81. #if defined(IMGUI_IMPL_OPENGL_ES2)
  82. #include <GLES2/gl2.h>
  83. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  84. #include <GLES3/gl3.h> // Use GL ES 3
  85. #else
  86. // About Desktop OpenGL function loaders:
  87. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  88. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  89. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  90. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  91. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  92. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  93. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
  94. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  95. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
  96. #else
  97. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  98. #endif
  99. #endif
  100. // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  101. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
  102. #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
  103. #else
  104. #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
  105. #endif
  106. // OpenGL Data
  107. static char g_GlslVersionString[32] = "";
  108. static GLuint g_FontTexture = 0;
  109. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  110. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  111. static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  112. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  113. // Forward Declarations
  114. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  115. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  116. // Functions
  117. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  118. {
  119. // Setup back-end capabilities flags
  120. ImGuiIO& io = ImGui::GetIO();
  121. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  122. io.BackendRendererName = "imgui_impl_opengl3";
  123. #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
  124. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  125. #endif
  126. // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  127. #if defined(IMGUI_IMPL_OPENGL_ES2)
  128. if (glsl_version == NULL)
  129. glsl_version = "#version 100";
  130. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  131. if (glsl_version == NULL)
  132. glsl_version = "#version 300 es";
  133. #else
  134. if (glsl_version == NULL)
  135. glsl_version = "#version 130";
  136. #endif
  137. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  138. strcpy(g_GlslVersionString, glsl_version);
  139. strcat(g_GlslVersionString, "\n");
  140. // Make a dummy GL call (we don't actually need the result)
  141. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  142. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  143. GLint current_texture;
  144. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  145. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  146. ImGui_ImplOpenGL3_InitPlatformInterface();
  147. return true;
  148. }
  149. void ImGui_ImplOpenGL3_Shutdown()
  150. {
  151. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  152. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  153. }
  154. void ImGui_ImplOpenGL3_NewFrame()
  155. {
  156. if (!g_FontTexture)
  157. ImGui_ImplOpenGL3_CreateDeviceObjects();
  158. }
  159. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  160. {
  161. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  162. glEnable(GL_BLEND);
  163. glBlendEquation(GL_FUNC_ADD);
  164. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  165. glDisable(GL_CULL_FACE);
  166. glDisable(GL_DEPTH_TEST);
  167. glEnable(GL_SCISSOR_TEST);
  168. #ifdef GL_POLYGON_MODE
  169. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  170. #endif
  171. // Setup viewport, orthographic projection matrix
  172. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  173. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  174. float L = draw_data->DisplayPos.x;
  175. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  176. float T = draw_data->DisplayPos.y;
  177. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  178. const float ortho_projection[4][4] =
  179. {
  180. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  181. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  182. { 0.0f, 0.0f, -1.0f, 0.0f },
  183. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  184. };
  185. glUseProgram(g_ShaderHandle);
  186. glUniform1i(g_AttribLocationTex, 0);
  187. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  188. #ifdef GL_SAMPLER_BINDING
  189. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  190. #endif
  191. (void)vertex_array_object;
  192. #ifndef IMGUI_IMPL_OPENGL_ES2
  193. glBindVertexArray(vertex_array_object);
  194. #endif
  195. // Bind vertex/index buffers and setup attributes for ImDrawVert
  196. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  197. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  198. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  199. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  200. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  201. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  202. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  203. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  204. }
  205. // OpenGL3 Render function.
  206. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  207. // 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.
  208. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  209. {
  210. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  211. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  212. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  213. if (fb_width <= 0 || fb_height <= 0)
  214. return;
  215. // Backup GL state
  216. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  217. glActiveTexture(GL_TEXTURE0);
  218. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  219. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  220. #ifdef GL_SAMPLER_BINDING
  221. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  222. #endif
  223. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  224. #ifndef IMGUI_IMPL_OPENGL_ES2
  225. GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
  226. #endif
  227. #ifdef GL_POLYGON_MODE
  228. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  229. #endif
  230. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  231. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  232. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  233. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  234. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  235. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  236. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  237. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  238. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  239. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  240. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  241. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  242. bool clip_origin_lower_left = true;
  243. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  244. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  245. if (last_clip_origin == GL_UPPER_LEFT)
  246. clip_origin_lower_left = false;
  247. #endif
  248. // Setup desired GL state
  249. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  250. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  251. GLuint vertex_array_object = 0;
  252. #ifndef IMGUI_IMPL_OPENGL_ES2
  253. glGenVertexArrays(1, &vertex_array_object);
  254. #endif
  255. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  256. // Will project scissor/clipping rectangles into framebuffer space
  257. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  258. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  259. // Render command lists
  260. for (int n = 0; n < draw_data->CmdListsCount; n++)
  261. {
  262. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  263. // Upload vertex/index buffers
  264. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  265. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  266. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  267. {
  268. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  269. if (pcmd->UserCallback != NULL)
  270. {
  271. // User callback, registered via ImDrawList::AddCallback()
  272. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  273. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  274. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  275. else
  276. pcmd->UserCallback(cmd_list, pcmd);
  277. }
  278. else
  279. {
  280. // Project scissor/clipping rectangles into framebuffer space
  281. ImVec4 clip_rect;
  282. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  283. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  284. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  285. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  286. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  287. {
  288. // Apply scissor/clipping rectangle
  289. if (clip_origin_lower_left)
  290. 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));
  291. else
  292. 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)
  293. // Bind texture, Draw
  294. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  295. #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
  296. 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);
  297. #else
  298. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  299. #endif
  300. }
  301. }
  302. }
  303. }
  304. // Destroy the temporary VAO
  305. #ifndef IMGUI_IMPL_OPENGL_ES2
  306. glDeleteVertexArrays(1, &vertex_array_object);
  307. #endif
  308. // Restore modified GL state
  309. glUseProgram(last_program);
  310. glBindTexture(GL_TEXTURE_2D, last_texture);
  311. #ifdef GL_SAMPLER_BINDING
  312. glBindSampler(0, last_sampler);
  313. #endif
  314. glActiveTexture(last_active_texture);
  315. #ifndef IMGUI_IMPL_OPENGL_ES2
  316. glBindVertexArray(last_vertex_array_object);
  317. #endif
  318. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  319. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  320. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  321. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  322. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  323. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  324. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  325. #ifdef GL_POLYGON_MODE
  326. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  327. #endif
  328. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  329. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  330. }
  331. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  332. {
  333. // Build texture atlas
  334. ImGuiIO& io = ImGui::GetIO();
  335. unsigned char* pixels;
  336. int width, height;
  337. 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.
  338. // Upload texture to graphics system
  339. GLint last_texture;
  340. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  341. glGenTextures(1, &g_FontTexture);
  342. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  343. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  344. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  345. #ifdef GL_UNPACK_ROW_LENGTH
  346. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  347. #endif
  348. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  349. // Store our identifier
  350. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  351. // Restore state
  352. glBindTexture(GL_TEXTURE_2D, last_texture);
  353. return true;
  354. }
  355. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  356. {
  357. if (g_FontTexture)
  358. {
  359. ImGuiIO& io = ImGui::GetIO();
  360. glDeleteTextures(1, &g_FontTexture);
  361. io.Fonts->TexID = 0;
  362. g_FontTexture = 0;
  363. }
  364. }
  365. // 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.
  366. static bool CheckShader(GLuint handle, const char* desc)
  367. {
  368. GLint status = 0, log_length = 0;
  369. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  370. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  371. if ((GLboolean)status == GL_FALSE)
  372. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  373. if (log_length > 1)
  374. {
  375. ImVector<char> buf;
  376. buf.resize((int)(log_length + 1));
  377. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  378. fprintf(stderr, "%s\n", buf.begin());
  379. }
  380. return (GLboolean)status == GL_TRUE;
  381. }
  382. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  383. static bool CheckProgram(GLuint handle, const char* desc)
  384. {
  385. GLint status = 0, log_length = 0;
  386. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  387. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  388. if ((GLboolean)status == GL_FALSE)
  389. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  390. if (log_length > 1)
  391. {
  392. ImVector<char> buf;
  393. buf.resize((int)(log_length + 1));
  394. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  395. fprintf(stderr, "%s\n", buf.begin());
  396. }
  397. return (GLboolean)status == GL_TRUE;
  398. }
  399. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  400. {
  401. // Backup GL state
  402. GLint last_texture, last_array_buffer;
  403. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  404. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  405. #ifndef IMGUI_IMPL_OPENGL_ES2
  406. GLint last_vertex_array;
  407. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  408. #endif
  409. // Parse GLSL version string
  410. int glsl_version = 130;
  411. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  412. const GLchar* vertex_shader_glsl_120 =
  413. "uniform mat4 ProjMtx;\n"
  414. "attribute vec2 Position;\n"
  415. "attribute vec2 UV;\n"
  416. "attribute vec4 Color;\n"
  417. "varying vec2 Frag_UV;\n"
  418. "varying vec4 Frag_Color;\n"
  419. "void main()\n"
  420. "{\n"
  421. " Frag_UV = UV;\n"
  422. " Frag_Color = Color;\n"
  423. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  424. "}\n";
  425. const GLchar* vertex_shader_glsl_130 =
  426. "uniform mat4 ProjMtx;\n"
  427. "in vec2 Position;\n"
  428. "in vec2 UV;\n"
  429. "in vec4 Color;\n"
  430. "out vec2 Frag_UV;\n"
  431. "out vec4 Frag_Color;\n"
  432. "void main()\n"
  433. "{\n"
  434. " Frag_UV = UV;\n"
  435. " Frag_Color = Color;\n"
  436. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  437. "}\n";
  438. const GLchar* vertex_shader_glsl_300_es =
  439. "precision mediump float;\n"
  440. "layout (location = 0) in vec2 Position;\n"
  441. "layout (location = 1) in vec2 UV;\n"
  442. "layout (location = 2) in vec4 Color;\n"
  443. "uniform mat4 ProjMtx;\n"
  444. "out vec2 Frag_UV;\n"
  445. "out vec4 Frag_Color;\n"
  446. "void main()\n"
  447. "{\n"
  448. " Frag_UV = UV;\n"
  449. " Frag_Color = Color;\n"
  450. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  451. "}\n";
  452. const GLchar* vertex_shader_glsl_410_core =
  453. "layout (location = 0) in vec2 Position;\n"
  454. "layout (location = 1) in vec2 UV;\n"
  455. "layout (location = 2) in vec4 Color;\n"
  456. "uniform mat4 ProjMtx;\n"
  457. "out vec2 Frag_UV;\n"
  458. "out vec4 Frag_Color;\n"
  459. "void main()\n"
  460. "{\n"
  461. " Frag_UV = UV;\n"
  462. " Frag_Color = Color;\n"
  463. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  464. "}\n";
  465. const GLchar* fragment_shader_glsl_120 =
  466. "#ifdef GL_ES\n"
  467. " precision mediump float;\n"
  468. "#endif\n"
  469. "uniform sampler2D Texture;\n"
  470. "varying vec2 Frag_UV;\n"
  471. "varying vec4 Frag_Color;\n"
  472. "void main()\n"
  473. "{\n"
  474. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  475. "}\n";
  476. const GLchar* fragment_shader_glsl_130 =
  477. "uniform sampler2D Texture;\n"
  478. "in vec2 Frag_UV;\n"
  479. "in vec4 Frag_Color;\n"
  480. "out vec4 Out_Color;\n"
  481. "void main()\n"
  482. "{\n"
  483. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  484. "}\n";
  485. const GLchar* fragment_shader_glsl_300_es =
  486. "precision mediump float;\n"
  487. "uniform sampler2D Texture;\n"
  488. "in vec2 Frag_UV;\n"
  489. "in vec4 Frag_Color;\n"
  490. "layout (location = 0) out vec4 Out_Color;\n"
  491. "void main()\n"
  492. "{\n"
  493. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  494. "}\n";
  495. const GLchar* fragment_shader_glsl_410_core =
  496. "in vec2 Frag_UV;\n"
  497. "in vec4 Frag_Color;\n"
  498. "uniform sampler2D Texture;\n"
  499. "layout (location = 0) out vec4 Out_Color;\n"
  500. "void main()\n"
  501. "{\n"
  502. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  503. "}\n";
  504. // Select shaders matching our GLSL versions
  505. const GLchar* vertex_shader = NULL;
  506. const GLchar* fragment_shader = NULL;
  507. if (glsl_version < 130)
  508. {
  509. vertex_shader = vertex_shader_glsl_120;
  510. fragment_shader = fragment_shader_glsl_120;
  511. }
  512. else if (glsl_version >= 410)
  513. {
  514. vertex_shader = vertex_shader_glsl_410_core;
  515. fragment_shader = fragment_shader_glsl_410_core;
  516. }
  517. else if (glsl_version == 300)
  518. {
  519. vertex_shader = vertex_shader_glsl_300_es;
  520. fragment_shader = fragment_shader_glsl_300_es;
  521. }
  522. else
  523. {
  524. vertex_shader = vertex_shader_glsl_130;
  525. fragment_shader = fragment_shader_glsl_130;
  526. }
  527. // Create shaders
  528. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  529. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  530. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  531. glCompileShader(g_VertHandle);
  532. CheckShader(g_VertHandle, "vertex shader");
  533. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  534. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  535. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  536. glCompileShader(g_FragHandle);
  537. CheckShader(g_FragHandle, "fragment shader");
  538. g_ShaderHandle = glCreateProgram();
  539. glAttachShader(g_ShaderHandle, g_VertHandle);
  540. glAttachShader(g_ShaderHandle, g_FragHandle);
  541. glLinkProgram(g_ShaderHandle);
  542. CheckProgram(g_ShaderHandle, "shader program");
  543. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  544. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  545. g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
  546. g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
  547. g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
  548. // Create buffers
  549. glGenBuffers(1, &g_VboHandle);
  550. glGenBuffers(1, &g_ElementsHandle);
  551. ImGui_ImplOpenGL3_CreateFontsTexture();
  552. // Restore modified GL state
  553. glBindTexture(GL_TEXTURE_2D, last_texture);
  554. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  555. #ifndef IMGUI_IMPL_OPENGL_ES2
  556. glBindVertexArray(last_vertex_array);
  557. #endif
  558. return true;
  559. }
  560. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  561. {
  562. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  563. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  564. g_VboHandle = g_ElementsHandle = 0;
  565. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  566. if (g_VertHandle) glDeleteShader(g_VertHandle);
  567. g_VertHandle = 0;
  568. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  569. if (g_FragHandle) glDeleteShader(g_FragHandle);
  570. g_FragHandle = 0;
  571. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  572. g_ShaderHandle = 0;
  573. ImGui_ImplOpenGL3_DestroyFontsTexture();
  574. }
  575. //--------------------------------------------------------------------------------------------------------
  576. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  577. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  578. // 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..
  579. //--------------------------------------------------------------------------------------------------------
  580. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  581. {
  582. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  583. {
  584. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  585. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  586. glClear(GL_COLOR_BUFFER_BIT);
  587. }
  588. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  589. }
  590. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  591. {
  592. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  593. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  594. }
  595. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  596. {
  597. ImGui::DestroyPlatformWindows();
  598. }