imgui_impl_opengl3.cpp 38 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: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. // CHANGELOG
  14. // (minor and older changes stripped away, please see git history for details)
  15. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  16. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
  17. // 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.
  18. // 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).
  19. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  20. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  21. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  22. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  23. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  24. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  25. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  26. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  27. // 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)
  28. // 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.
  29. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  30. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  31. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  32. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  33. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  34. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  35. // 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.
  36. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  37. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  38. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  39. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  40. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  41. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  42. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  43. // 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.
  44. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  45. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  46. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  47. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  48. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  49. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  50. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  51. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  52. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  53. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  54. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  55. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  56. // 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".
  57. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  58. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  59. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  60. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  61. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  62. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  63. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  64. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  65. //----------------------------------------
  66. // OpenGL GLSL GLSL
  67. // version version string
  68. //----------------------------------------
  69. // 2.0 110 "#version 110"
  70. // 2.1 120 "#version 120"
  71. // 3.0 130 "#version 130"
  72. // 3.1 140 "#version 140"
  73. // 3.2 150 "#version 150"
  74. // 3.3 330 "#version 330 core"
  75. // 4.0 400 "#version 400 core"
  76. // 4.1 410 "#version 410 core"
  77. // 4.2 420 "#version 410 core"
  78. // 4.3 430 "#version 430 core"
  79. // ES 2.0 100 "#version 100" = WebGL 1.0
  80. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  81. //----------------------------------------
  82. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  83. #define _CRT_SECURE_NO_WARNINGS
  84. #endif
  85. #include "imgui.h"
  86. #include "imgui_impl_opengl3.h"
  87. #include <stdio.h>
  88. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  89. #include <stddef.h> // intptr_t
  90. #else
  91. #include <stdint.h> // intptr_t
  92. #endif
  93. // GL includes
  94. #if defined(IMGUI_IMPL_OPENGL_ES2)
  95. #include <GLES2/gl2.h>
  96. #if defined(__EMSCRIPTEN__)
  97. #ifndef GL_GLEXT_PROTOTYPES
  98. #define GL_GLEXT_PROTOTYPES
  99. #endif
  100. #include <GLES2/gl2ext.h>
  101. #endif
  102. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  103. #if defined(__APPLE__)
  104. #include <TargetConditionals.h>
  105. #endif
  106. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  107. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  108. #else
  109. #include <GLES3/gl3.h> // Use GL ES 3
  110. #endif
  111. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  112. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  113. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  114. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  115. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  116. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  117. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  118. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  119. #define IMGL3W_IMPL
  120. #include "imgui_impl_opengl3_loader.h"
  121. #endif
  122. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  123. #ifndef IMGUI_IMPL_OPENGL_ES2
  124. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  125. #elif defined(__EMSCRIPTEN__)
  126. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  127. #define glBindVertexArray glBindVertexArrayOES
  128. #define glGenVertexArrays glGenVertexArraysOES
  129. #define glDeleteVertexArrays glDeleteVertexArraysOES
  130. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  131. #endif
  132. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  133. #ifdef GL_POLYGON_MODE
  134. #define IMGUI_IMPL_HAS_POLYGON_MODE
  135. #endif
  136. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  137. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  138. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  139. #endif
  140. // Desktop GL 3.3+ has glBindSampler()
  141. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  142. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  143. #endif
  144. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  145. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  146. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  147. #endif
  148. // Desktop GL use extension detection
  149. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  150. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  151. #endif
  152. // OpenGL Data
  153. struct ImGui_ImplOpenGL3_Data
  154. {
  155. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  156. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  157. GLuint FontTexture;
  158. GLuint ShaderHandle;
  159. GLint AttribLocationTex; // Uniforms location
  160. GLint AttribLocationProjMtx;
  161. GLuint AttribLocationVtxPos; // Vertex attributes location
  162. GLuint AttribLocationVtxUV;
  163. GLuint AttribLocationVtxColor;
  164. unsigned int VboHandle, ElementsHandle;
  165. bool HasClipOrigin;
  166. ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
  167. };
  168. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  169. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  170. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  171. {
  172. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  173. }
  174. // Forward Declarations
  175. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  176. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  177. // Functions
  178. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  179. {
  180. ImGuiIO& io = ImGui::GetIO();
  181. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  182. // Initialize our loader
  183. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  184. if (imgl3wInit() != 0)
  185. {
  186. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  187. return false;
  188. }
  189. #endif
  190. // Setup backend capabilities flags
  191. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  192. io.BackendRendererUserData = (void*)bd;
  193. io.BackendRendererName = "imgui_impl_opengl3";
  194. // Query for GL version (e.g. 320 for GL 3.2)
  195. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  196. GLint major = 0;
  197. GLint minor = 0;
  198. glGetIntegerv(GL_MAJOR_VERSION, &major);
  199. glGetIntegerv(GL_MINOR_VERSION, &minor);
  200. if (major == 0 && minor == 0)
  201. {
  202. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  203. const char* gl_version = (const char*)glGetString(GL_VERSION);
  204. sscanf(gl_version, "%d.%d", &major, &minor);
  205. }
  206. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  207. #else
  208. bd->GlVersion = 200; // GLES 2
  209. #endif
  210. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  211. if (bd->GlVersion >= 320)
  212. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  213. #endif
  214. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  215. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  216. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  217. if (glsl_version == NULL)
  218. {
  219. #if defined(IMGUI_IMPL_OPENGL_ES2)
  220. glsl_version = "#version 100";
  221. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  222. glsl_version = "#version 300 es";
  223. #elif defined(__APPLE__)
  224. glsl_version = "#version 150";
  225. #else
  226. glsl_version = "#version 130";
  227. #endif
  228. }
  229. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  230. strcpy(bd->GlslVersionString, glsl_version);
  231. strcat(bd->GlslVersionString, "\n");
  232. // Make an arbitrary GL call (we don't actually need the result)
  233. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  234. GLint current_texture;
  235. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  236. // Detect extensions we support
  237. bd->HasClipOrigin = (bd->GlVersion >= 450);
  238. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  239. GLint num_extensions = 0;
  240. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  241. for (GLint i = 0; i < num_extensions; i++)
  242. {
  243. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  244. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  245. bd->HasClipOrigin = true;
  246. }
  247. #endif
  248. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  249. ImGui_ImplOpenGL3_InitPlatformInterface();
  250. return true;
  251. }
  252. void ImGui_ImplOpenGL3_Shutdown()
  253. {
  254. ImGuiIO& io = ImGui::GetIO();
  255. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  256. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  257. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  258. io.BackendRendererName = NULL;
  259. io.BackendRendererUserData = NULL;
  260. IM_DELETE(bd);
  261. }
  262. void ImGui_ImplOpenGL3_NewFrame()
  263. {
  264. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  265. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
  266. if (!bd->ShaderHandle)
  267. ImGui_ImplOpenGL3_CreateDeviceObjects();
  268. }
  269. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  270. {
  271. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  272. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  273. glEnable(GL_BLEND);
  274. glBlendEquation(GL_FUNC_ADD);
  275. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  276. glDisable(GL_CULL_FACE);
  277. glDisable(GL_DEPTH_TEST);
  278. glDisable(GL_STENCIL_TEST);
  279. glEnable(GL_SCISSOR_TEST);
  280. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  281. if (bd->GlVersion >= 310)
  282. glDisable(GL_PRIMITIVE_RESTART);
  283. #endif
  284. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  285. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  286. #endif
  287. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  288. #if defined(GL_CLIP_ORIGIN)
  289. bool clip_origin_lower_left = true;
  290. if (bd->HasClipOrigin)
  291. {
  292. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  293. if (current_clip_origin == GL_UPPER_LEFT)
  294. clip_origin_lower_left = false;
  295. }
  296. #endif
  297. // Setup viewport, orthographic projection matrix
  298. // 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.
  299. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  300. float L = draw_data->DisplayPos.x;
  301. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  302. float T = draw_data->DisplayPos.y;
  303. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  304. #if defined(GL_CLIP_ORIGIN)
  305. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  306. #endif
  307. const float ortho_projection[4][4] =
  308. {
  309. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  310. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  311. { 0.0f, 0.0f, -1.0f, 0.0f },
  312. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  313. };
  314. glUseProgram(bd->ShaderHandle);
  315. glUniform1i(bd->AttribLocationTex, 0);
  316. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  317. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  318. if (bd->GlVersion >= 330)
  319. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  320. #endif
  321. (void)vertex_array_object;
  322. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  323. glBindVertexArray(vertex_array_object);
  324. #endif
  325. // Bind vertex/index buffers and setup attributes for ImDrawVert
  326. glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
  327. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
  328. glEnableVertexAttribArray(bd->AttribLocationVtxPos);
  329. glEnableVertexAttribArray(bd->AttribLocationVtxUV);
  330. glEnableVertexAttribArray(bd->AttribLocationVtxColor);
  331. glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  332. glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  333. glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  334. }
  335. // OpenGL3 Render function.
  336. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  337. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  338. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  339. {
  340. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  341. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  342. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  343. if (fb_width <= 0 || fb_height <= 0)
  344. return;
  345. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  346. // Backup GL state
  347. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  348. glActiveTexture(GL_TEXTURE0);
  349. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  350. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  351. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  352. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  353. #endif
  354. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  355. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  356. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  357. #endif
  358. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  359. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  360. #endif
  361. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  362. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  363. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  364. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  365. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  366. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  367. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  368. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  369. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  370. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  371. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  372. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  373. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  374. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  375. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  376. #endif
  377. // Setup desired GL state
  378. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  379. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  380. GLuint vertex_array_object = 0;
  381. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  382. glGenVertexArrays(1, &vertex_array_object);
  383. #endif
  384. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  385. // Will project scissor/clipping rectangles into framebuffer space
  386. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  387. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  388. // Render command lists
  389. for (int n = 0; n < draw_data->CmdListsCount; n++)
  390. {
  391. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  392. // Upload vertex/index buffers
  393. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  394. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  395. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  396. {
  397. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  398. if (pcmd->UserCallback != NULL)
  399. {
  400. // User callback, registered via ImDrawList::AddCallback()
  401. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  402. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  403. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  404. else
  405. pcmd->UserCallback(cmd_list, pcmd);
  406. }
  407. else
  408. {
  409. // Project scissor/clipping rectangles into framebuffer space
  410. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  411. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  412. if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
  413. continue;
  414. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  415. glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
  416. // Bind texture, Draw
  417. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  418. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  419. if (bd->GlVersion >= 320)
  420. 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);
  421. else
  422. #endif
  423. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  424. }
  425. }
  426. }
  427. // Destroy the temporary VAO
  428. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  429. glDeleteVertexArrays(1, &vertex_array_object);
  430. #endif
  431. // Restore modified GL state
  432. glUseProgram(last_program);
  433. glBindTexture(GL_TEXTURE_2D, last_texture);
  434. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  435. if (bd->GlVersion >= 330)
  436. glBindSampler(0, last_sampler);
  437. #endif
  438. glActiveTexture(last_active_texture);
  439. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  440. glBindVertexArray(last_vertex_array_object);
  441. #endif
  442. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  443. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  444. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  445. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  446. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  447. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  448. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  449. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  450. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  451. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  452. #endif
  453. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  454. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  455. #endif
  456. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  457. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  458. (void)bd; // Not all compilation paths use this
  459. }
  460. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  461. {
  462. ImGuiIO& io = ImGui::GetIO();
  463. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  464. // Build texture atlas
  465. unsigned char* pixels;
  466. int width, height;
  467. 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.
  468. // Upload texture to graphics system
  469. GLint last_texture;
  470. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  471. glGenTextures(1, &bd->FontTexture);
  472. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  473. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  474. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  475. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  476. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  477. #endif
  478. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  479. // Store our identifier
  480. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  481. // Restore state
  482. glBindTexture(GL_TEXTURE_2D, last_texture);
  483. return true;
  484. }
  485. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  486. {
  487. ImGuiIO& io = ImGui::GetIO();
  488. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  489. if (bd->FontTexture)
  490. {
  491. glDeleteTextures(1, &bd->FontTexture);
  492. io.Fonts->SetTexID(0);
  493. bd->FontTexture = 0;
  494. }
  495. }
  496. // 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.
  497. static bool CheckShader(GLuint handle, const char* desc)
  498. {
  499. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  500. GLint status = 0, log_length = 0;
  501. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  502. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  503. if ((GLboolean)status == GL_FALSE)
  504. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  505. if (log_length > 1)
  506. {
  507. ImVector<char> buf;
  508. buf.resize((int)(log_length + 1));
  509. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  510. fprintf(stderr, "%s\n", buf.begin());
  511. }
  512. return (GLboolean)status == GL_TRUE;
  513. }
  514. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  515. static bool CheckProgram(GLuint handle, const char* desc)
  516. {
  517. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  518. GLint status = 0, log_length = 0;
  519. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  520. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  521. if ((GLboolean)status == GL_FALSE)
  522. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  523. if (log_length > 1)
  524. {
  525. ImVector<char> buf;
  526. buf.resize((int)(log_length + 1));
  527. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  528. fprintf(stderr, "%s\n", buf.begin());
  529. }
  530. return (GLboolean)status == GL_TRUE;
  531. }
  532. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  533. {
  534. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  535. // Backup GL state
  536. GLint last_texture, last_array_buffer;
  537. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  538. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  539. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  540. GLint last_vertex_array;
  541. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  542. #endif
  543. // Parse GLSL version string
  544. int glsl_version = 130;
  545. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  546. const GLchar* vertex_shader_glsl_120 =
  547. "uniform mat4 ProjMtx;\n"
  548. "attribute vec2 Position;\n"
  549. "attribute vec2 UV;\n"
  550. "attribute vec4 Color;\n"
  551. "varying vec2 Frag_UV;\n"
  552. "varying vec4 Frag_Color;\n"
  553. "void main()\n"
  554. "{\n"
  555. " Frag_UV = UV;\n"
  556. " Frag_Color = Color;\n"
  557. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  558. "}\n";
  559. const GLchar* vertex_shader_glsl_130 =
  560. "uniform mat4 ProjMtx;\n"
  561. "in vec2 Position;\n"
  562. "in vec2 UV;\n"
  563. "in vec4 Color;\n"
  564. "out vec2 Frag_UV;\n"
  565. "out vec4 Frag_Color;\n"
  566. "void main()\n"
  567. "{\n"
  568. " Frag_UV = UV;\n"
  569. " Frag_Color = Color;\n"
  570. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  571. "}\n";
  572. const GLchar* vertex_shader_glsl_300_es =
  573. "precision highp float;\n"
  574. "layout (location = 0) in vec2 Position;\n"
  575. "layout (location = 1) in vec2 UV;\n"
  576. "layout (location = 2) in vec4 Color;\n"
  577. "uniform mat4 ProjMtx;\n"
  578. "out vec2 Frag_UV;\n"
  579. "out vec4 Frag_Color;\n"
  580. "void main()\n"
  581. "{\n"
  582. " Frag_UV = UV;\n"
  583. " Frag_Color = Color;\n"
  584. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  585. "}\n";
  586. const GLchar* vertex_shader_glsl_410_core =
  587. "layout (location = 0) in vec2 Position;\n"
  588. "layout (location = 1) in vec2 UV;\n"
  589. "layout (location = 2) in vec4 Color;\n"
  590. "uniform mat4 ProjMtx;\n"
  591. "out vec2 Frag_UV;\n"
  592. "out vec4 Frag_Color;\n"
  593. "void main()\n"
  594. "{\n"
  595. " Frag_UV = UV;\n"
  596. " Frag_Color = Color;\n"
  597. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  598. "}\n";
  599. const GLchar* fragment_shader_glsl_120 =
  600. "#ifdef GL_ES\n"
  601. " precision mediump float;\n"
  602. "#endif\n"
  603. "uniform sampler2D Texture;\n"
  604. "varying vec2 Frag_UV;\n"
  605. "varying vec4 Frag_Color;\n"
  606. "void main()\n"
  607. "{\n"
  608. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  609. "}\n";
  610. const GLchar* fragment_shader_glsl_130 =
  611. "uniform sampler2D Texture;\n"
  612. "in vec2 Frag_UV;\n"
  613. "in vec4 Frag_Color;\n"
  614. "out vec4 Out_Color;\n"
  615. "void main()\n"
  616. "{\n"
  617. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  618. "}\n";
  619. const GLchar* fragment_shader_glsl_300_es =
  620. "precision mediump float;\n"
  621. "uniform sampler2D Texture;\n"
  622. "in vec2 Frag_UV;\n"
  623. "in vec4 Frag_Color;\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. const GLchar* fragment_shader_glsl_410_core =
  630. "in vec2 Frag_UV;\n"
  631. "in vec4 Frag_Color;\n"
  632. "uniform sampler2D Texture;\n"
  633. "layout (location = 0) out vec4 Out_Color;\n"
  634. "void main()\n"
  635. "{\n"
  636. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  637. "}\n";
  638. // Select shaders matching our GLSL versions
  639. const GLchar* vertex_shader = NULL;
  640. const GLchar* fragment_shader = NULL;
  641. if (glsl_version < 130)
  642. {
  643. vertex_shader = vertex_shader_glsl_120;
  644. fragment_shader = fragment_shader_glsl_120;
  645. }
  646. else if (glsl_version >= 410)
  647. {
  648. vertex_shader = vertex_shader_glsl_410_core;
  649. fragment_shader = fragment_shader_glsl_410_core;
  650. }
  651. else if (glsl_version == 300)
  652. {
  653. vertex_shader = vertex_shader_glsl_300_es;
  654. fragment_shader = fragment_shader_glsl_300_es;
  655. }
  656. else
  657. {
  658. vertex_shader = vertex_shader_glsl_130;
  659. fragment_shader = fragment_shader_glsl_130;
  660. }
  661. // Create shaders
  662. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  663. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  664. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  665. glCompileShader(vert_handle);
  666. CheckShader(vert_handle, "vertex shader");
  667. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  668. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  669. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  670. glCompileShader(frag_handle);
  671. CheckShader(frag_handle, "fragment shader");
  672. // Link
  673. bd->ShaderHandle = glCreateProgram();
  674. glAttachShader(bd->ShaderHandle, vert_handle);
  675. glAttachShader(bd->ShaderHandle, frag_handle);
  676. glLinkProgram(bd->ShaderHandle);
  677. CheckProgram(bd->ShaderHandle, "shader program");
  678. glDetachShader(bd->ShaderHandle, vert_handle);
  679. glDetachShader(bd->ShaderHandle, frag_handle);
  680. glDeleteShader(vert_handle);
  681. glDeleteShader(frag_handle);
  682. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  683. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  684. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  685. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  686. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  687. // Create buffers
  688. glGenBuffers(1, &bd->VboHandle);
  689. glGenBuffers(1, &bd->ElementsHandle);
  690. ImGui_ImplOpenGL3_CreateFontsTexture();
  691. // Restore modified GL state
  692. glBindTexture(GL_TEXTURE_2D, last_texture);
  693. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  694. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  695. glBindVertexArray(last_vertex_array);
  696. #endif
  697. return true;
  698. }
  699. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  700. {
  701. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  702. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  703. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  704. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  705. ImGui_ImplOpenGL3_DestroyFontsTexture();
  706. }
  707. //--------------------------------------------------------------------------------------------------------
  708. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  709. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  710. // 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..
  711. //--------------------------------------------------------------------------------------------------------
  712. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  713. {
  714. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  715. {
  716. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  717. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  718. glClear(GL_COLOR_BUFFER_BIT);
  719. }
  720. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  721. }
  722. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  723. {
  724. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  725. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  726. }
  727. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  728. {
  729. ImGui::DestroyPlatformWindows();
  730. }