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. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  15. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  16. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  17. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  18. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  19. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  20. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  21. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  22. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  23. // 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)
  24. // 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.
  25. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  26. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  27. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  28. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  29. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  30. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  31. // 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.
  32. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  33. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  34. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  35. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  36. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  37. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  38. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  39. // 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.
  40. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  41. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  42. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  43. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  44. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  45. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  46. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  47. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  48. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  49. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  50. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  51. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  52. // 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".
  53. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  54. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  55. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  56. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  57. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  58. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  59. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  60. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  61. //----------------------------------------
  62. // OpenGL GLSL GLSL
  63. // version version string
  64. //----------------------------------------
  65. // 2.0 110 "#version 110"
  66. // 2.1 120 "#version 120"
  67. // 3.0 130 "#version 130"
  68. // 3.1 140 "#version 140"
  69. // 3.2 150 "#version 150"
  70. // 3.3 330 "#version 330 core"
  71. // 4.0 400 "#version 400 core"
  72. // 4.1 410 "#version 410 core"
  73. // 4.2 420 "#version 410 core"
  74. // 4.3 430 "#version 430 core"
  75. // ES 2.0 100 "#version 100" = WebGL 1.0
  76. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  77. //----------------------------------------
  78. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  79. #define _CRT_SECURE_NO_WARNINGS
  80. #endif
  81. #include "imgui.h"
  82. #include "imgui_impl_opengl3.h"
  83. #include <stdio.h>
  84. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  85. #include <stddef.h> // intptr_t
  86. #else
  87. #include <stdint.h> // intptr_t
  88. #endif
  89. // GL includes
  90. #if defined(IMGUI_IMPL_OPENGL_ES2)
  91. #include <GLES2/gl2.h>
  92. #if defined(__EMSCRIPTEN__)
  93. #ifndef GL_GLEXT_PROTOTYPES
  94. #define GL_GLEXT_PROTOTYPES
  95. #endif
  96. #include <GLES2/gl2ext.h>
  97. #endif
  98. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  99. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  100. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  101. #else
  102. #include <GLES3/gl3.h> // Use GL ES 3
  103. #endif
  104. #else
  105. // About Desktop OpenGL function loaders:
  106. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  107. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  108. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  109. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  110. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  111. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  112. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  113. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  114. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  115. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  116. #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
  117. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  118. #ifndef GLFW_INCLUDE_NONE
  119. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  120. #endif
  121. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  122. #include <glbinding/gl/gl.h>
  123. using namespace gl;
  124. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  125. #ifndef GLFW_INCLUDE_NONE
  126. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  127. #endif
  128. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  129. #include <glbinding/gl/gl.h>
  130. using namespace gl;
  131. #else
  132. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  133. #endif
  134. #endif
  135. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  136. #ifndef IMGUI_IMPL_OPENGL_ES2
  137. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  138. #elif defined(__EMSCRIPTEN__)
  139. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  140. #define glBindVertexArray glBindVertexArrayOES
  141. #define glGenVertexArrays glGenVertexArraysOES
  142. #define glDeleteVertexArrays glDeleteVertexArraysOES
  143. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  144. #endif
  145. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  146. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  147. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  148. #endif
  149. // Desktop GL 3.3+ has glBindSampler()
  150. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  151. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  152. #endif
  153. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  154. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  155. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  156. #endif
  157. // Desktop GL use extension detection
  158. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  159. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  160. #endif
  161. // OpenGL Data
  162. struct ImGui_ImplOpenGL3_Data
  163. {
  164. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  165. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  166. GLuint FontTexture;
  167. GLuint ShaderHandle;
  168. GLint AttribLocationTex; // Uniforms location
  169. GLint AttribLocationProjMtx;
  170. GLuint AttribLocationVtxPos; // Vertex attributes location
  171. GLuint AttribLocationVtxUV;
  172. GLuint AttribLocationVtxColor;
  173. unsigned int VboHandle, ElementsHandle;
  174. bool HasClipOrigin;
  175. ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
  176. };
  177. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  178. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  179. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  180. {
  181. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  182. }
  183. // Functions
  184. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  185. {
  186. ImGuiIO& io = ImGui::GetIO();
  187. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  188. // Setup backend capabilities flags
  189. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();;
  190. io.BackendRendererUserData = (void*)bd;
  191. io.BackendRendererName = "imgui_impl_opengl3";
  192. // Query for GL version (e.g. 320 for GL 3.2)
  193. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  194. GLint major = 0;
  195. GLint minor = 0;
  196. glGetIntegerv(GL_MAJOR_VERSION, &major);
  197. glGetIntegerv(GL_MINOR_VERSION, &minor);
  198. if (major == 0 && minor == 0)
  199. {
  200. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  201. const char* gl_version = (const char*)glGetString(GL_VERSION);
  202. sscanf(gl_version, "%d.%d", &major, &minor);
  203. }
  204. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  205. #else
  206. bd->GlVersion = 200; // GLES 2
  207. #endif
  208. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  209. if (bd->GlVersion >= 320)
  210. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  211. #endif
  212. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  213. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  214. if (glsl_version == NULL)
  215. {
  216. #if defined(IMGUI_IMPL_OPENGL_ES2)
  217. glsl_version = "#version 100";
  218. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  219. glsl_version = "#version 300 es";
  220. #elif defined(__APPLE__)
  221. glsl_version = "#version 150";
  222. #else
  223. glsl_version = "#version 130";
  224. #endif
  225. }
  226. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  227. strcpy(bd->GlslVersionString, glsl_version);
  228. strcat(bd->GlslVersionString, "\n");
  229. // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  230. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  231. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  232. // you are likely to get a crash below.
  233. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  234. const char* gl_loader = "Unknown";
  235. IM_UNUSED(gl_loader);
  236. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  237. gl_loader = "GL3W";
  238. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  239. gl_loader = "GLEW";
  240. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  241. gl_loader = "GLAD";
  242. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  243. gl_loader = "GLAD2";
  244. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  245. gl_loader = "glbinding2";
  246. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  247. gl_loader = "glbinding3";
  248. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  249. gl_loader = "custom";
  250. #else
  251. gl_loader = "none";
  252. #endif
  253. // Make an arbitrary GL call (we don't actually need the result)
  254. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  255. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  256. GLint current_texture;
  257. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  258. // Detect extensions we support
  259. bd->HasClipOrigin = (bd->GlVersion >= 450);
  260. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  261. GLint num_extensions = 0;
  262. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  263. for (GLint i = 0; i < num_extensions; i++)
  264. {
  265. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  266. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  267. bd->HasClipOrigin = true;
  268. }
  269. #endif
  270. return true;
  271. }
  272. void ImGui_ImplOpenGL3_Shutdown()
  273. {
  274. ImGuiIO& io = ImGui::GetIO();
  275. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  276. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  277. io.BackendRendererName = NULL;
  278. io.BackendRendererUserData = NULL;
  279. IM_DELETE(bd);
  280. }
  281. void ImGui_ImplOpenGL3_NewFrame()
  282. {
  283. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  284. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
  285. if (!bd->ShaderHandle)
  286. ImGui_ImplOpenGL3_CreateDeviceObjects();
  287. }
  288. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  289. {
  290. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  291. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  292. glEnable(GL_BLEND);
  293. glBlendEquation(GL_FUNC_ADD);
  294. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  295. glDisable(GL_CULL_FACE);
  296. glDisable(GL_DEPTH_TEST);
  297. glDisable(GL_STENCIL_TEST);
  298. glEnable(GL_SCISSOR_TEST);
  299. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  300. if (bd->GlVersion >= 310)
  301. glDisable(GL_PRIMITIVE_RESTART);
  302. #endif
  303. #ifdef GL_POLYGON_MODE
  304. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  305. #endif
  306. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  307. #if defined(GL_CLIP_ORIGIN)
  308. bool clip_origin_lower_left = true;
  309. if (bd->HasClipOrigin)
  310. {
  311. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  312. if (current_clip_origin == GL_UPPER_LEFT)
  313. clip_origin_lower_left = false;
  314. }
  315. #endif
  316. // Setup viewport, orthographic projection matrix
  317. // 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.
  318. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  319. float L = draw_data->DisplayPos.x;
  320. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  321. float T = draw_data->DisplayPos.y;
  322. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  323. #if defined(GL_CLIP_ORIGIN)
  324. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  325. #endif
  326. const float ortho_projection[4][4] =
  327. {
  328. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  329. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  330. { 0.0f, 0.0f, -1.0f, 0.0f },
  331. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  332. };
  333. glUseProgram(bd->ShaderHandle);
  334. glUniform1i(bd->AttribLocationTex, 0);
  335. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  336. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  337. if (bd->GlVersion >= 330)
  338. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  339. #endif
  340. (void)vertex_array_object;
  341. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  342. glBindVertexArray(vertex_array_object);
  343. #endif
  344. // Bind vertex/index buffers and setup attributes for ImDrawVert
  345. glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
  346. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
  347. glEnableVertexAttribArray(bd->AttribLocationVtxPos);
  348. glEnableVertexAttribArray(bd->AttribLocationVtxUV);
  349. glEnableVertexAttribArray(bd->AttribLocationVtxColor);
  350. glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  351. glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  352. glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  353. }
  354. // OpenGL3 Render function.
  355. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  356. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  357. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  358. {
  359. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  360. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  361. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  362. if (fb_width <= 0 || fb_height <= 0)
  363. return;
  364. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  365. // Backup GL state
  366. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  367. glActiveTexture(GL_TEXTURE0);
  368. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  369. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  370. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  371. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  372. #endif
  373. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  374. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  375. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  376. #endif
  377. #ifdef GL_POLYGON_MODE
  378. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  379. #endif
  380. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  381. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  382. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  383. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  384. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  385. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  386. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  387. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  388. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  389. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  390. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  391. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  392. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  393. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  394. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  395. #endif
  396. // Setup desired GL state
  397. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  398. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  399. GLuint vertex_array_object = 0;
  400. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  401. glGenVertexArrays(1, &vertex_array_object);
  402. #endif
  403. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  404. // Will project scissor/clipping rectangles into framebuffer space
  405. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  406. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  407. // Render command lists
  408. for (int n = 0; n < draw_data->CmdListsCount; n++)
  409. {
  410. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  411. // Upload vertex/index buffers
  412. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  413. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  414. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  415. {
  416. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  417. if (pcmd->UserCallback != NULL)
  418. {
  419. // User callback, registered via ImDrawList::AddCallback()
  420. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  421. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  422. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  423. else
  424. pcmd->UserCallback(cmd_list, pcmd);
  425. }
  426. else
  427. {
  428. // Project scissor/clipping rectangles into framebuffer space
  429. ImVec4 clip_rect;
  430. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  431. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  432. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  433. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  434. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  435. {
  436. // Apply scissor/clipping rectangle
  437. 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));
  438. // Bind texture, Draw
  439. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  440. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  441. if (bd->GlVersion >= 320)
  442. 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);
  443. else
  444. #endif
  445. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  446. }
  447. }
  448. }
  449. }
  450. // Destroy the temporary VAO
  451. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  452. glDeleteVertexArrays(1, &vertex_array_object);
  453. #endif
  454. // Restore modified GL state
  455. glUseProgram(last_program);
  456. glBindTexture(GL_TEXTURE_2D, last_texture);
  457. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  458. if (bd->GlVersion >= 330)
  459. glBindSampler(0, last_sampler);
  460. #endif
  461. glActiveTexture(last_active_texture);
  462. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  463. glBindVertexArray(last_vertex_array_object);
  464. #endif
  465. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  466. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  467. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  468. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  469. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  470. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  471. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  472. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  473. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  474. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  475. #endif
  476. #ifdef GL_POLYGON_MODE
  477. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  478. #endif
  479. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  480. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  481. }
  482. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  483. {
  484. ImGuiIO& io = ImGui::GetIO();
  485. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  486. // Build texture atlas
  487. unsigned char* pixels;
  488. int width, height;
  489. 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.
  490. // Upload texture to graphics system
  491. GLint last_texture;
  492. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  493. glGenTextures(1, &bd->FontTexture);
  494. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  495. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  496. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  497. #ifdef GL_UNPACK_ROW_LENGTH
  498. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  499. #endif
  500. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  501. // Store our identifier
  502. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  503. // Restore state
  504. glBindTexture(GL_TEXTURE_2D, last_texture);
  505. return true;
  506. }
  507. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  508. {
  509. ImGuiIO& io = ImGui::GetIO();
  510. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  511. if (bd->FontTexture)
  512. {
  513. glDeleteTextures(1, &bd->FontTexture);
  514. io.Fonts->SetTexID(0);
  515. bd->FontTexture = 0;
  516. }
  517. }
  518. // 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.
  519. static bool CheckShader(GLuint handle, const char* desc)
  520. {
  521. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  522. GLint status = 0, log_length = 0;
  523. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  524. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  525. if ((GLboolean)status == GL_FALSE)
  526. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  527. if (log_length > 1)
  528. {
  529. ImVector<char> buf;
  530. buf.resize((int)(log_length + 1));
  531. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  532. fprintf(stderr, "%s\n", buf.begin());
  533. }
  534. return (GLboolean)status == GL_TRUE;
  535. }
  536. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  537. static bool CheckProgram(GLuint handle, const char* desc)
  538. {
  539. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  540. GLint status = 0, log_length = 0;
  541. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  542. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  543. if ((GLboolean)status == GL_FALSE)
  544. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  545. if (log_length > 1)
  546. {
  547. ImVector<char> buf;
  548. buf.resize((int)(log_length + 1));
  549. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  550. fprintf(stderr, "%s\n", buf.begin());
  551. }
  552. return (GLboolean)status == GL_TRUE;
  553. }
  554. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  555. {
  556. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  557. // Backup GL state
  558. GLint last_texture, last_array_buffer;
  559. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  560. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  561. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  562. GLint last_vertex_array;
  563. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  564. #endif
  565. // Parse GLSL version string
  566. int glsl_version = 130;
  567. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  568. const GLchar* vertex_shader_glsl_120 =
  569. "uniform mat4 ProjMtx;\n"
  570. "attribute vec2 Position;\n"
  571. "attribute vec2 UV;\n"
  572. "attribute vec4 Color;\n"
  573. "varying vec2 Frag_UV;\n"
  574. "varying vec4 Frag_Color;\n"
  575. "void main()\n"
  576. "{\n"
  577. " Frag_UV = UV;\n"
  578. " Frag_Color = Color;\n"
  579. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  580. "}\n";
  581. const GLchar* vertex_shader_glsl_130 =
  582. "uniform mat4 ProjMtx;\n"
  583. "in vec2 Position;\n"
  584. "in vec2 UV;\n"
  585. "in vec4 Color;\n"
  586. "out vec2 Frag_UV;\n"
  587. "out vec4 Frag_Color;\n"
  588. "void main()\n"
  589. "{\n"
  590. " Frag_UV = UV;\n"
  591. " Frag_Color = Color;\n"
  592. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  593. "}\n";
  594. const GLchar* vertex_shader_glsl_300_es =
  595. "precision mediump float;\n"
  596. "layout (location = 0) in vec2 Position;\n"
  597. "layout (location = 1) in vec2 UV;\n"
  598. "layout (location = 2) in vec4 Color;\n"
  599. "uniform mat4 ProjMtx;\n"
  600. "out vec2 Frag_UV;\n"
  601. "out vec4 Frag_Color;\n"
  602. "void main()\n"
  603. "{\n"
  604. " Frag_UV = UV;\n"
  605. " Frag_Color = Color;\n"
  606. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  607. "}\n";
  608. const GLchar* vertex_shader_glsl_410_core =
  609. "layout (location = 0) in vec2 Position;\n"
  610. "layout (location = 1) in vec2 UV;\n"
  611. "layout (location = 2) in vec4 Color;\n"
  612. "uniform mat4 ProjMtx;\n"
  613. "out vec2 Frag_UV;\n"
  614. "out vec4 Frag_Color;\n"
  615. "void main()\n"
  616. "{\n"
  617. " Frag_UV = UV;\n"
  618. " Frag_Color = Color;\n"
  619. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  620. "}\n";
  621. const GLchar* fragment_shader_glsl_120 =
  622. "#ifdef GL_ES\n"
  623. " precision mediump float;\n"
  624. "#endif\n"
  625. "uniform sampler2D Texture;\n"
  626. "varying vec2 Frag_UV;\n"
  627. "varying vec4 Frag_Color;\n"
  628. "void main()\n"
  629. "{\n"
  630. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  631. "}\n";
  632. const GLchar* fragment_shader_glsl_130 =
  633. "uniform sampler2D Texture;\n"
  634. "in vec2 Frag_UV;\n"
  635. "in vec4 Frag_Color;\n"
  636. "out vec4 Out_Color;\n"
  637. "void main()\n"
  638. "{\n"
  639. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  640. "}\n";
  641. const GLchar* fragment_shader_glsl_300_es =
  642. "precision mediump float;\n"
  643. "uniform sampler2D Texture;\n"
  644. "in vec2 Frag_UV;\n"
  645. "in vec4 Frag_Color;\n"
  646. "layout (location = 0) out vec4 Out_Color;\n"
  647. "void main()\n"
  648. "{\n"
  649. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  650. "}\n";
  651. const GLchar* fragment_shader_glsl_410_core =
  652. "in vec2 Frag_UV;\n"
  653. "in vec4 Frag_Color;\n"
  654. "uniform sampler2D Texture;\n"
  655. "layout (location = 0) out vec4 Out_Color;\n"
  656. "void main()\n"
  657. "{\n"
  658. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  659. "}\n";
  660. // Select shaders matching our GLSL versions
  661. const GLchar* vertex_shader = NULL;
  662. const GLchar* fragment_shader = NULL;
  663. if (glsl_version < 130)
  664. {
  665. vertex_shader = vertex_shader_glsl_120;
  666. fragment_shader = fragment_shader_glsl_120;
  667. }
  668. else if (glsl_version >= 410)
  669. {
  670. vertex_shader = vertex_shader_glsl_410_core;
  671. fragment_shader = fragment_shader_glsl_410_core;
  672. }
  673. else if (glsl_version == 300)
  674. {
  675. vertex_shader = vertex_shader_glsl_300_es;
  676. fragment_shader = fragment_shader_glsl_300_es;
  677. }
  678. else
  679. {
  680. vertex_shader = vertex_shader_glsl_130;
  681. fragment_shader = fragment_shader_glsl_130;
  682. }
  683. // Create shaders
  684. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  685. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  686. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  687. glCompileShader(vert_handle);
  688. CheckShader(vert_handle, "vertex shader");
  689. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  690. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  691. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  692. glCompileShader(frag_handle);
  693. CheckShader(frag_handle, "fragment shader");
  694. // Link
  695. bd->ShaderHandle = glCreateProgram();
  696. glAttachShader(bd->ShaderHandle, vert_handle);
  697. glAttachShader(bd->ShaderHandle, frag_handle);
  698. glLinkProgram(bd->ShaderHandle);
  699. CheckProgram(bd->ShaderHandle, "shader program");
  700. glDetachShader(bd->ShaderHandle, vert_handle);
  701. glDetachShader(bd->ShaderHandle, frag_handle);
  702. glDeleteShader(vert_handle);
  703. glDeleteShader(frag_handle);
  704. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  705. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  706. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  707. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  708. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  709. // Create buffers
  710. glGenBuffers(1, &bd->VboHandle);
  711. glGenBuffers(1, &bd->ElementsHandle);
  712. ImGui_ImplOpenGL3_CreateFontsTexture();
  713. // Restore modified GL state
  714. glBindTexture(GL_TEXTURE_2D, last_texture);
  715. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  716. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  717. glBindVertexArray(last_vertex_array);
  718. #endif
  719. return true;
  720. }
  721. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  722. {
  723. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  724. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  725. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  726. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  727. ImGui_ImplOpenGL3_DestroyFontsTexture();
  728. }