imgui_impl_opengl3.cpp 15 KB

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  1. // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
  4. // CHANGELOG
  5. // (minor and older changes stripped away, please see git history for details)
  6. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  7. // 2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
  8. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  9. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  10. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  11. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  12. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  13. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  14. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  15. #include "imgui.h"
  16. #include "imgui_impl_opengl3.h"
  17. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
  18. // OpenGL Data
  19. static GLuint g_FontTexture = 0;
  20. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  21. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  22. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  23. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  24. // Forward Declarations
  25. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  26. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  27. // Functions
  28. bool ImGui_ImplOpenGL3_Init()
  29. {
  30. ImGui_ImplOpenGL3_InitPlatformInterface();
  31. return true;
  32. }
  33. void ImGui_ImplOpenGL3_Shutdown()
  34. {
  35. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  36. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  37. }
  38. void ImGui_ImplOpenGL3_NewFrame()
  39. {
  40. if (!g_FontTexture)
  41. ImGui_ImplOpenGL3_CreateDeviceObjects();
  42. }
  43. // OpenGL3 Render function.
  44. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  45. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
  46. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  47. {
  48. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  49. ImGuiIO& io = ImGui::GetIO();
  50. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  51. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  52. if (fb_width == 0 || fb_height == 0)
  53. return;
  54. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  55. // Backup GL state
  56. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  57. glActiveTexture(GL_TEXTURE0);
  58. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  59. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  60. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  61. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  62. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  63. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  64. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  65. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  66. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  67. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  68. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  69. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  70. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  71. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  72. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  73. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  74. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  75. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  76. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  77. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  78. glEnable(GL_BLEND);
  79. glBlendEquation(GL_FUNC_ADD);
  80. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  81. glDisable(GL_CULL_FACE);
  82. glDisable(GL_DEPTH_TEST);
  83. glEnable(GL_SCISSOR_TEST);
  84. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  85. // Setup viewport, orthographic projection matrix
  86. // Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
  87. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  88. float L = io.DisplayPos.x;
  89. float R = io.DisplayPos.x + io.DisplaySize.x;
  90. float T = io.DisplayPos.y;
  91. float B = io.DisplayPos.y + io.DisplaySize.y;
  92. const float ortho_projection[4][4] =
  93. {
  94. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  95. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  96. { 0.0f, 0.0f, -1.0f, 0.0f },
  97. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  98. };
  99. glUseProgram(g_ShaderHandle);
  100. glUniform1i(g_AttribLocationTex, 0);
  101. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  102. glBindSampler(0, 0); // Rely on combined texture/sampler state.
  103. // Recreate the VAO every time
  104. // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
  105. GLuint vao_handle = 0;
  106. glGenVertexArrays(1, &vao_handle);
  107. glBindVertexArray(vao_handle);
  108. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  109. glEnableVertexAttribArray(g_AttribLocationPosition);
  110. glEnableVertexAttribArray(g_AttribLocationUV);
  111. glEnableVertexAttribArray(g_AttribLocationColor);
  112. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  113. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  114. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  115. // Draw
  116. for (int n = 0; n < draw_data->CmdListsCount; n++)
  117. {
  118. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  119. const ImDrawIdx* idx_buffer_offset = 0;
  120. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  121. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  122. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  123. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  124. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  125. {
  126. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  127. if (pcmd->UserCallback)
  128. {
  129. // User callback (registered via ImDrawList::AddCallback)
  130. pcmd->UserCallback(cmd_list, pcmd);
  131. }
  132. else
  133. {
  134. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - io.DisplayPos.x, pcmd->ClipRect.y - io.DisplayPos.y, pcmd->ClipRect.z - io.DisplayPos.x, pcmd->ClipRect.w - io.DisplayPos.y);
  135. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  136. {
  137. // Apply scissor/clipping rectangle
  138. 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));
  139. // Bind texture, Draw
  140. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  141. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  142. }
  143. }
  144. idx_buffer_offset += pcmd->ElemCount;
  145. }
  146. }
  147. glDeleteVertexArrays(1, &vao_handle);
  148. // Restore modified GL state
  149. glUseProgram(last_program);
  150. glBindTexture(GL_TEXTURE_2D, last_texture);
  151. glBindSampler(0, last_sampler);
  152. glActiveTexture(last_active_texture);
  153. glBindVertexArray(last_vertex_array);
  154. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  155. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  156. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  157. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  158. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  159. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  160. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  161. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  162. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  163. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  164. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  165. }
  166. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  167. {
  168. // Build texture atlas
  169. ImGuiIO& io = ImGui::GetIO();
  170. unsigned char* pixels;
  171. int width, height;
  172. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
  173. // Upload texture to graphics system
  174. GLint last_texture;
  175. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  176. glGenTextures(1, &g_FontTexture);
  177. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  178. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  179. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  180. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  181. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  182. // Store our identifier
  183. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  184. // Restore state
  185. glBindTexture(GL_TEXTURE_2D, last_texture);
  186. return true;
  187. }
  188. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  189. {
  190. if (g_FontTexture)
  191. {
  192. ImGuiIO& io = ImGui::GetIO();
  193. glDeleteTextures(1, &g_FontTexture);
  194. io.Fonts->TexID = 0;
  195. g_FontTexture = 0;
  196. }
  197. }
  198. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  199. {
  200. // Backup GL state
  201. GLint last_texture, last_array_buffer, last_vertex_array;
  202. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  203. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  204. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  205. // Create shaders
  206. const GLchar *vertex_shader =
  207. "#version 150\n"
  208. "uniform mat4 ProjMtx;\n"
  209. "in vec2 Position;\n"
  210. "in vec2 UV;\n"
  211. "in vec4 Color;\n"
  212. "out vec2 Frag_UV;\n"
  213. "out vec4 Frag_Color;\n"
  214. "void main()\n"
  215. "{\n"
  216. " Frag_UV = UV;\n"
  217. " Frag_Color = Color;\n"
  218. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  219. "}\n";
  220. const GLchar* fragment_shader =
  221. "#version 150\n"
  222. "uniform sampler2D Texture;\n"
  223. "in vec2 Frag_UV;\n"
  224. "in vec4 Frag_Color;\n"
  225. "out vec4 Out_Color;\n"
  226. "void main()\n"
  227. "{\n"
  228. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  229. "}\n";
  230. g_ShaderHandle = glCreateProgram();
  231. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  232. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  233. glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
  234. glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
  235. glCompileShader(g_VertHandle);
  236. glCompileShader(g_FragHandle);
  237. glAttachShader(g_ShaderHandle, g_VertHandle);
  238. glAttachShader(g_ShaderHandle, g_FragHandle);
  239. glLinkProgram(g_ShaderHandle);
  240. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  241. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  242. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  243. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  244. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  245. glGenBuffers(1, &g_VboHandle);
  246. glGenBuffers(1, &g_ElementsHandle);
  247. ImGui_ImplOpenGL3_CreateFontsTexture();
  248. // Restore modified GL state
  249. glBindTexture(GL_TEXTURE_2D, last_texture);
  250. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  251. glBindVertexArray(last_vertex_array);
  252. return true;
  253. }
  254. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  255. {
  256. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  257. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  258. g_VboHandle = g_ElementsHandle = 0;
  259. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  260. if (g_VertHandle) glDeleteShader(g_VertHandle);
  261. g_VertHandle = 0;
  262. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  263. if (g_FragHandle) glDeleteShader(g_FragHandle);
  264. g_FragHandle = 0;
  265. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  266. g_ShaderHandle = 0;
  267. ImGui_ImplOpenGL3_DestroyFontsTexture();
  268. }
  269. // --------------------------------------------------------------------------------------------------------
  270. // Platform Windows
  271. // --------------------------------------------------------------------------------------------------------
  272. #include "imgui_internal.h" // ImGuiViewport
  273. static void ImGui_ImplOpenGL3_RenderViewport(ImGuiViewport* viewport)
  274. {
  275. ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg];
  276. glClearColor(clear_color.x, clear_color.y, clear_color.z, 1.0f); // FIXME-PLATFORM
  277. glClear(GL_COLOR_BUFFER_BIT);
  278. ImGui_ImplOpenGL3_RenderDrawData(&viewport->DrawData);
  279. }
  280. void ImGui_ImplOpenGL3_InitPlatformInterface()
  281. {
  282. ImGuiIO& io = ImGui::GetIO();
  283. io.RendererInterface.RenderViewport = ImGui_ImplOpenGL3_RenderViewport;
  284. }
  285. void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  286. {
  287. ImGui::DestroyViewportsRendererData(ImGui::GetCurrentContext());
  288. ImGuiIO& io = ImGui::GetIO();
  289. memset(&io.RendererInterface, 0, sizeof(io.RendererInterface));
  290. }