imgui_impl_opengl3.cpp 36 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. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
  15. // 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).
  16. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  17. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  18. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  19. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  20. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  21. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  22. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  23. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  24. // 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)
  25. // 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.
  26. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  27. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  28. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  29. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  30. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  31. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  32. // 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.
  33. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  34. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  35. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  36. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  37. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  38. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  39. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  40. // 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.
  41. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  42. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  43. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  44. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  45. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  46. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  47. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  48. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  49. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  50. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  51. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  52. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  53. // 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".
  54. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  55. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  56. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  57. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  58. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  59. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  60. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  61. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  62. //----------------------------------------
  63. // OpenGL GLSL GLSL
  64. // version version string
  65. //----------------------------------------
  66. // 2.0 110 "#version 110"
  67. // 2.1 120 "#version 120"
  68. // 3.0 130 "#version 130"
  69. // 3.1 140 "#version 140"
  70. // 3.2 150 "#version 150"
  71. // 3.3 330 "#version 330 core"
  72. // 4.0 400 "#version 400 core"
  73. // 4.1 410 "#version 410 core"
  74. // 4.2 420 "#version 410 core"
  75. // 4.3 430 "#version 430 core"
  76. // ES 2.0 100 "#version 100" = WebGL 1.0
  77. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  78. //----------------------------------------
  79. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  80. #define _CRT_SECURE_NO_WARNINGS
  81. #endif
  82. #include "imgui.h"
  83. #include "imgui_impl_opengl3.h"
  84. #include <stdio.h>
  85. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  86. #include <stddef.h> // intptr_t
  87. #else
  88. #include <stdint.h> // intptr_t
  89. #endif
  90. // GL includes
  91. #if defined(IMGUI_IMPL_OPENGL_ES2)
  92. #include <GLES2/gl2.h>
  93. #if defined(__EMSCRIPTEN__)
  94. #ifndef GL_GLEXT_PROTOTYPES
  95. #define GL_GLEXT_PROTOTYPES
  96. #endif
  97. #include <GLES2/gl2ext.h>
  98. #endif
  99. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  100. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  101. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  102. #else
  103. #include <GLES3/gl3.h> // Use GL ES 3
  104. #endif
  105. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  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 using our own minimal custom loader based on gl3w.
  108. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  109. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  110. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  111. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  112. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  113. #define IMGL3W_IMPL
  114. #include "imgui_impl_opengl3_loader.h"
  115. #endif
  116. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  117. #ifndef IMGUI_IMPL_OPENGL_ES2
  118. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  119. #elif defined(__EMSCRIPTEN__)
  120. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  121. #define glBindVertexArray glBindVertexArrayOES
  122. #define glGenVertexArrays glGenVertexArraysOES
  123. #define glDeleteVertexArrays glDeleteVertexArraysOES
  124. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  125. #endif
  126. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  127. #ifdef GL_POLYGON_MODE
  128. #define IMGUI_IMPL_HAS_POLYGON_MODE
  129. #endif
  130. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  131. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  132. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  133. #endif
  134. // Desktop GL 3.3+ has glBindSampler()
  135. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  136. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  137. #endif
  138. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  139. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  140. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  141. #endif
  142. // Desktop GL use extension detection
  143. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  144. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  145. #endif
  146. // OpenGL Data
  147. struct ImGui_ImplOpenGL3_Data
  148. {
  149. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  150. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  151. GLuint FontTexture;
  152. GLuint ShaderHandle;
  153. GLint AttribLocationTex; // Uniforms location
  154. GLint AttribLocationProjMtx;
  155. GLuint AttribLocationVtxPos; // Vertex attributes location
  156. GLuint AttribLocationVtxUV;
  157. GLuint AttribLocationVtxColor;
  158. unsigned int VboHandle, ElementsHandle;
  159. bool HasClipOrigin;
  160. ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
  161. };
  162. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  163. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  164. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  165. {
  166. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  167. }
  168. // Functions
  169. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  170. {
  171. ImGuiIO& io = ImGui::GetIO();
  172. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  173. // Initialize our loader
  174. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  175. if (imgl3wInit() != 0)
  176. {
  177. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  178. return false;
  179. }
  180. #endif
  181. // Setup backend capabilities flags
  182. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  183. io.BackendRendererUserData = (void*)bd;
  184. io.BackendRendererName = "imgui_impl_opengl3";
  185. // Query for GL version (e.g. 320 for GL 3.2)
  186. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  187. GLint major = 0;
  188. GLint minor = 0;
  189. glGetIntegerv(GL_MAJOR_VERSION, &major);
  190. glGetIntegerv(GL_MINOR_VERSION, &minor);
  191. if (major == 0 && minor == 0)
  192. {
  193. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  194. const char* gl_version = (const char*)glGetString(GL_VERSION);
  195. sscanf(gl_version, "%d.%d", &major, &minor);
  196. }
  197. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  198. #else
  199. bd->GlVersion = 200; // GLES 2
  200. #endif
  201. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  202. if (bd->GlVersion >= 320)
  203. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  204. #endif
  205. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  206. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  207. if (glsl_version == NULL)
  208. {
  209. #if defined(IMGUI_IMPL_OPENGL_ES2)
  210. glsl_version = "#version 100";
  211. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  212. glsl_version = "#version 300 es";
  213. #elif defined(__APPLE__)
  214. glsl_version = "#version 150";
  215. #else
  216. glsl_version = "#version 130";
  217. #endif
  218. }
  219. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  220. strcpy(bd->GlslVersionString, glsl_version);
  221. strcat(bd->GlslVersionString, "\n");
  222. // Make an arbitrary GL call (we don't actually need the result)
  223. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  224. GLint current_texture;
  225. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  226. // Detect extensions we support
  227. bd->HasClipOrigin = (bd->GlVersion >= 450);
  228. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  229. GLint num_extensions = 0;
  230. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  231. for (GLint i = 0; i < num_extensions; i++)
  232. {
  233. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  234. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  235. bd->HasClipOrigin = true;
  236. }
  237. #endif
  238. return true;
  239. }
  240. void ImGui_ImplOpenGL3_Shutdown()
  241. {
  242. ImGuiIO& io = ImGui::GetIO();
  243. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  244. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  245. io.BackendRendererName = NULL;
  246. io.BackendRendererUserData = NULL;
  247. IM_DELETE(bd);
  248. }
  249. void ImGui_ImplOpenGL3_NewFrame()
  250. {
  251. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  252. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
  253. if (!bd->ShaderHandle)
  254. ImGui_ImplOpenGL3_CreateDeviceObjects();
  255. }
  256. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  257. {
  258. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  259. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  260. glEnable(GL_BLEND);
  261. glBlendEquation(GL_FUNC_ADD);
  262. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  263. glDisable(GL_CULL_FACE);
  264. glDisable(GL_DEPTH_TEST);
  265. glDisable(GL_STENCIL_TEST);
  266. glEnable(GL_SCISSOR_TEST);
  267. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  268. if (bd->GlVersion >= 310)
  269. glDisable(GL_PRIMITIVE_RESTART);
  270. #endif
  271. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  272. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  273. #endif
  274. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  275. #if defined(GL_CLIP_ORIGIN)
  276. bool clip_origin_lower_left = true;
  277. if (bd->HasClipOrigin)
  278. {
  279. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  280. if (current_clip_origin == GL_UPPER_LEFT)
  281. clip_origin_lower_left = false;
  282. }
  283. #endif
  284. // Setup viewport, orthographic projection matrix
  285. // 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.
  286. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  287. float L = draw_data->DisplayPos.x;
  288. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  289. float T = draw_data->DisplayPos.y;
  290. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  291. #if defined(GL_CLIP_ORIGIN)
  292. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  293. #endif
  294. const float ortho_projection[4][4] =
  295. {
  296. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  297. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  298. { 0.0f, 0.0f, -1.0f, 0.0f },
  299. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  300. };
  301. glUseProgram(bd->ShaderHandle);
  302. glUniform1i(bd->AttribLocationTex, 0);
  303. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  304. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  305. if (bd->GlVersion >= 330)
  306. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  307. #endif
  308. (void)vertex_array_object;
  309. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  310. glBindVertexArray(vertex_array_object);
  311. #endif
  312. // Bind vertex/index buffers and setup attributes for ImDrawVert
  313. glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
  314. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
  315. glEnableVertexAttribArray(bd->AttribLocationVtxPos);
  316. glEnableVertexAttribArray(bd->AttribLocationVtxUV);
  317. glEnableVertexAttribArray(bd->AttribLocationVtxColor);
  318. glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  319. glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  320. glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  321. }
  322. // OpenGL3 Render function.
  323. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  324. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  325. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  326. {
  327. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  328. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  329. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  330. if (fb_width <= 0 || fb_height <= 0)
  331. return;
  332. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  333. // Backup GL state
  334. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  335. glActiveTexture(GL_TEXTURE0);
  336. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  337. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  338. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  339. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  340. #endif
  341. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  342. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  343. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  344. #endif
  345. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  346. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  347. #endif
  348. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  349. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  350. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  351. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  352. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  353. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  354. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  355. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  356. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  357. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  358. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  359. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  360. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  361. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  362. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  363. #endif
  364. // Setup desired GL state
  365. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  366. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  367. GLuint vertex_array_object = 0;
  368. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  369. glGenVertexArrays(1, &vertex_array_object);
  370. #endif
  371. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  372. // Will project scissor/clipping rectangles into framebuffer space
  373. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  374. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  375. // Render command lists
  376. for (int n = 0; n < draw_data->CmdListsCount; n++)
  377. {
  378. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  379. // Upload vertex/index buffers
  380. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  381. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  382. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  383. {
  384. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  385. if (pcmd->UserCallback != NULL)
  386. {
  387. // User callback, registered via ImDrawList::AddCallback()
  388. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  389. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  390. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  391. else
  392. pcmd->UserCallback(cmd_list, pcmd);
  393. }
  394. else
  395. {
  396. // Project scissor/clipping rectangles into framebuffer space
  397. ImVec4 clip_rect;
  398. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  399. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  400. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  401. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  402. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  403. {
  404. // Apply scissor/clipping rectangle
  405. 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));
  406. // Bind texture, Draw
  407. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  408. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  409. if (bd->GlVersion >= 320)
  410. 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);
  411. else
  412. #endif
  413. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  414. }
  415. }
  416. }
  417. }
  418. // Destroy the temporary VAO
  419. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  420. glDeleteVertexArrays(1, &vertex_array_object);
  421. #endif
  422. // Restore modified GL state
  423. glUseProgram(last_program);
  424. glBindTexture(GL_TEXTURE_2D, last_texture);
  425. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  426. if (bd->GlVersion >= 330)
  427. glBindSampler(0, last_sampler);
  428. #endif
  429. glActiveTexture(last_active_texture);
  430. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  431. glBindVertexArray(last_vertex_array_object);
  432. #endif
  433. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  434. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  435. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  436. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  437. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  438. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  439. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  440. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  441. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  442. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  443. #endif
  444. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  445. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  446. #endif
  447. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  448. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  449. (void)bd; // Not all compilation paths use this
  450. }
  451. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  452. {
  453. ImGuiIO& io = ImGui::GetIO();
  454. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  455. // Build texture atlas
  456. unsigned char* pixels;
  457. int width, height;
  458. 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.
  459. // Upload texture to graphics system
  460. GLint last_texture;
  461. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  462. glGenTextures(1, &bd->FontTexture);
  463. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  464. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  465. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  466. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  467. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  468. #endif
  469. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  470. // Store our identifier
  471. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  472. // Restore state
  473. glBindTexture(GL_TEXTURE_2D, last_texture);
  474. return true;
  475. }
  476. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  477. {
  478. ImGuiIO& io = ImGui::GetIO();
  479. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  480. if (bd->FontTexture)
  481. {
  482. glDeleteTextures(1, &bd->FontTexture);
  483. io.Fonts->SetTexID(0);
  484. bd->FontTexture = 0;
  485. }
  486. }
  487. // 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.
  488. static bool CheckShader(GLuint handle, const char* desc)
  489. {
  490. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  491. GLint status = 0, log_length = 0;
  492. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  493. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  494. if ((GLboolean)status == GL_FALSE)
  495. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  496. if (log_length > 1)
  497. {
  498. ImVector<char> buf;
  499. buf.resize((int)(log_length + 1));
  500. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  501. fprintf(stderr, "%s\n", buf.begin());
  502. }
  503. return (GLboolean)status == GL_TRUE;
  504. }
  505. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  506. static bool CheckProgram(GLuint handle, const char* desc)
  507. {
  508. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  509. GLint status = 0, log_length = 0;
  510. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  511. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  512. if ((GLboolean)status == GL_FALSE)
  513. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  514. if (log_length > 1)
  515. {
  516. ImVector<char> buf;
  517. buf.resize((int)(log_length + 1));
  518. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  519. fprintf(stderr, "%s\n", buf.begin());
  520. }
  521. return (GLboolean)status == GL_TRUE;
  522. }
  523. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  524. {
  525. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  526. // Backup GL state
  527. GLint last_texture, last_array_buffer;
  528. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  529. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  530. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  531. GLint last_vertex_array;
  532. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  533. #endif
  534. // Parse GLSL version string
  535. int glsl_version = 130;
  536. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  537. const GLchar* vertex_shader_glsl_120 =
  538. "uniform mat4 ProjMtx;\n"
  539. "attribute vec2 Position;\n"
  540. "attribute vec2 UV;\n"
  541. "attribute vec4 Color;\n"
  542. "varying vec2 Frag_UV;\n"
  543. "varying vec4 Frag_Color;\n"
  544. "void main()\n"
  545. "{\n"
  546. " Frag_UV = UV;\n"
  547. " Frag_Color = Color;\n"
  548. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  549. "}\n";
  550. const GLchar* vertex_shader_glsl_130 =
  551. "uniform mat4 ProjMtx;\n"
  552. "in vec2 Position;\n"
  553. "in vec2 UV;\n"
  554. "in vec4 Color;\n"
  555. "out vec2 Frag_UV;\n"
  556. "out vec4 Frag_Color;\n"
  557. "void main()\n"
  558. "{\n"
  559. " Frag_UV = UV;\n"
  560. " Frag_Color = Color;\n"
  561. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  562. "}\n";
  563. const GLchar* vertex_shader_glsl_300_es =
  564. "precision mediump float;\n"
  565. "layout (location = 0) in vec2 Position;\n"
  566. "layout (location = 1) in vec2 UV;\n"
  567. "layout (location = 2) in vec4 Color;\n"
  568. "uniform mat4 ProjMtx;\n"
  569. "out vec2 Frag_UV;\n"
  570. "out vec4 Frag_Color;\n"
  571. "void main()\n"
  572. "{\n"
  573. " Frag_UV = UV;\n"
  574. " Frag_Color = Color;\n"
  575. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  576. "}\n";
  577. const GLchar* vertex_shader_glsl_410_core =
  578. "layout (location = 0) in vec2 Position;\n"
  579. "layout (location = 1) in vec2 UV;\n"
  580. "layout (location = 2) in vec4 Color;\n"
  581. "uniform mat4 ProjMtx;\n"
  582. "out vec2 Frag_UV;\n"
  583. "out vec4 Frag_Color;\n"
  584. "void main()\n"
  585. "{\n"
  586. " Frag_UV = UV;\n"
  587. " Frag_Color = Color;\n"
  588. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  589. "}\n";
  590. const GLchar* fragment_shader_glsl_120 =
  591. "#ifdef GL_ES\n"
  592. " precision mediump float;\n"
  593. "#endif\n"
  594. "uniform sampler2D Texture;\n"
  595. "varying vec2 Frag_UV;\n"
  596. "varying vec4 Frag_Color;\n"
  597. "void main()\n"
  598. "{\n"
  599. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  600. "}\n";
  601. const GLchar* fragment_shader_glsl_130 =
  602. "uniform sampler2D Texture;\n"
  603. "in vec2 Frag_UV;\n"
  604. "in vec4 Frag_Color;\n"
  605. "out vec4 Out_Color;\n"
  606. "void main()\n"
  607. "{\n"
  608. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  609. "}\n";
  610. const GLchar* fragment_shader_glsl_300_es =
  611. "precision mediump float;\n"
  612. "uniform sampler2D Texture;\n"
  613. "in vec2 Frag_UV;\n"
  614. "in vec4 Frag_Color;\n"
  615. "layout (location = 0) out vec4 Out_Color;\n"
  616. "void main()\n"
  617. "{\n"
  618. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  619. "}\n";
  620. const GLchar* fragment_shader_glsl_410_core =
  621. "in vec2 Frag_UV;\n"
  622. "in vec4 Frag_Color;\n"
  623. "uniform sampler2D Texture;\n"
  624. "layout (location = 0) out vec4 Out_Color;\n"
  625. "void main()\n"
  626. "{\n"
  627. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  628. "}\n";
  629. // Select shaders matching our GLSL versions
  630. const GLchar* vertex_shader = NULL;
  631. const GLchar* fragment_shader = NULL;
  632. if (glsl_version < 130)
  633. {
  634. vertex_shader = vertex_shader_glsl_120;
  635. fragment_shader = fragment_shader_glsl_120;
  636. }
  637. else if (glsl_version >= 410)
  638. {
  639. vertex_shader = vertex_shader_glsl_410_core;
  640. fragment_shader = fragment_shader_glsl_410_core;
  641. }
  642. else if (glsl_version == 300)
  643. {
  644. vertex_shader = vertex_shader_glsl_300_es;
  645. fragment_shader = fragment_shader_glsl_300_es;
  646. }
  647. else
  648. {
  649. vertex_shader = vertex_shader_glsl_130;
  650. fragment_shader = fragment_shader_glsl_130;
  651. }
  652. // Create shaders
  653. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  654. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  655. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  656. glCompileShader(vert_handle);
  657. CheckShader(vert_handle, "vertex shader");
  658. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  659. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  660. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  661. glCompileShader(frag_handle);
  662. CheckShader(frag_handle, "fragment shader");
  663. // Link
  664. bd->ShaderHandle = glCreateProgram();
  665. glAttachShader(bd->ShaderHandle, vert_handle);
  666. glAttachShader(bd->ShaderHandle, frag_handle);
  667. glLinkProgram(bd->ShaderHandle);
  668. CheckProgram(bd->ShaderHandle, "shader program");
  669. glDetachShader(bd->ShaderHandle, vert_handle);
  670. glDetachShader(bd->ShaderHandle, frag_handle);
  671. glDeleteShader(vert_handle);
  672. glDeleteShader(frag_handle);
  673. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  674. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  675. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  676. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  677. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  678. // Create buffers
  679. glGenBuffers(1, &bd->VboHandle);
  680. glGenBuffers(1, &bd->ElementsHandle);
  681. ImGui_ImplOpenGL3_CreateFontsTexture();
  682. // Restore modified GL state
  683. glBindTexture(GL_TEXTURE_2D, last_texture);
  684. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  685. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  686. glBindVertexArray(last_vertex_array);
  687. #endif
  688. return true;
  689. }
  690. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  691. {
  692. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  693. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  694. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  695. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  696. ImGui_ImplOpenGL3_DestroyFontsTexture();
  697. }