imgui_impl_opengl3.cpp 32 KB

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  1. // dear imgui: Renderer 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 Binding (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  7. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
  9. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  10. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  11. // https://github.com/ocornut/imgui
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  15. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  16. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  17. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  18. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  19. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  20. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  21. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  22. // 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.
  23. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  24. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  25. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  26. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  27. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  28. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  29. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  30. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  31. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  32. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  33. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  34. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  35. // 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".
  36. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  37. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  38. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  39. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  40. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  41. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  42. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  43. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  44. //----------------------------------------
  45. // OpenGL GLSL GLSL
  46. // version version string
  47. //----------------------------------------
  48. // 2.0 110 "#version 110"
  49. // 2.1 120 "#version 120"
  50. // 3.0 130 "#version 130"
  51. // 3.1 140 "#version 140"
  52. // 3.2 150 "#version 150"
  53. // 3.3 330 "#version 330 core"
  54. // 4.0 400 "#version 400 core"
  55. // 4.1 410 "#version 410 core"
  56. // 4.2 420 "#version 410 core"
  57. // 4.3 430 "#version 430 core"
  58. // ES 2.0 100 "#version 100" = WebGL 1.0
  59. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  60. //----------------------------------------
  61. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  62. #define _CRT_SECURE_NO_WARNINGS
  63. #endif
  64. #include "imgui.h"
  65. #include "imgui_impl_opengl3.h"
  66. #include <stdio.h>
  67. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  68. #include <stddef.h> // intptr_t
  69. #else
  70. #include <stdint.h> // intptr_t
  71. #endif
  72. #if defined(__APPLE__)
  73. #include "TargetConditionals.h"
  74. #endif
  75. // Auto-detect GL version
  76. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  77. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
  78. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  79. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  80. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  81. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  82. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  83. #elif defined(__EMSCRIPTEN__)
  84. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  85. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  86. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  87. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  88. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  89. #endif
  90. #endif
  91. // GL includes
  92. #if defined(IMGUI_IMPL_OPENGL_ES2)
  93. #include <GLES2/gl2.h>
  94. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  95. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  96. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  97. #else
  98. #include <GLES3/gl3.h> // Use GL ES 3
  99. #endif
  100. #else
  101. // About Desktop OpenGL function loaders:
  102. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  103. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  104. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  105. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  106. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  107. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  108. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
  109. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  110. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
  111. #else
  112. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  113. #endif
  114. #endif
  115. // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  116. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
  117. #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
  118. #else
  119. #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
  120. #endif
  121. // OpenGL Data
  122. static char g_GlslVersionString[32] = "";
  123. static GLuint g_FontTexture = 0;
  124. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  125. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  126. static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  127. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  128. // Forward Declarations
  129. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  130. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  131. // Functions
  132. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  133. {
  134. // Setup back-end capabilities flags
  135. ImGuiIO& io = ImGui::GetIO();
  136. io.BackendRendererName = "imgui_impl_opengl3";
  137. #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
  138. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  139. #endif
  140. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  141. // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  142. #if defined(IMGUI_IMPL_OPENGL_ES2)
  143. if (glsl_version == NULL)
  144. glsl_version = "#version 100";
  145. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  146. if (glsl_version == NULL)
  147. glsl_version = "#version 300 es";
  148. #else
  149. if (glsl_version == NULL)
  150. glsl_version = "#version 130";
  151. #endif
  152. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  153. strcpy(g_GlslVersionString, glsl_version);
  154. strcat(g_GlslVersionString, "\n");
  155. // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  156. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  157. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  158. // you are likely to get a crash below.
  159. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  160. const char* gl_loader = "Unknown";
  161. IM_UNUSED(gl_loader);
  162. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  163. gl_loader = "GL3W";
  164. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  165. gl_loader = "GLEW";
  166. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  167. gl_loader = "GLAD";
  168. #else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  169. gl_loader = "Custom";
  170. #endif
  171. // Make a dummy GL call (we don't actually need the result)
  172. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  173. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  174. GLint current_texture;
  175. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  176. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  177. ImGui_ImplOpenGL3_InitPlatformInterface();
  178. return true;
  179. }
  180. void ImGui_ImplOpenGL3_Shutdown()
  181. {
  182. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  183. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  184. }
  185. void ImGui_ImplOpenGL3_NewFrame()
  186. {
  187. if (!g_ShaderHandle)
  188. ImGui_ImplOpenGL3_CreateDeviceObjects();
  189. }
  190. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  191. {
  192. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  193. glEnable(GL_BLEND);
  194. glBlendEquation(GL_FUNC_ADD);
  195. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  196. glDisable(GL_CULL_FACE);
  197. glDisable(GL_DEPTH_TEST);
  198. glEnable(GL_SCISSOR_TEST);
  199. #ifdef GL_POLYGON_MODE
  200. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  201. #endif
  202. // Setup viewport, orthographic projection matrix
  203. // 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.
  204. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  205. float L = draw_data->DisplayPos.x;
  206. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  207. float T = draw_data->DisplayPos.y;
  208. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  209. const float ortho_projection[4][4] =
  210. {
  211. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  212. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  213. { 0.0f, 0.0f, -1.0f, 0.0f },
  214. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  215. };
  216. glUseProgram(g_ShaderHandle);
  217. glUniform1i(g_AttribLocationTex, 0);
  218. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  219. #ifdef GL_SAMPLER_BINDING
  220. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  221. #endif
  222. (void)vertex_array_object;
  223. #ifndef IMGUI_IMPL_OPENGL_ES2
  224. glBindVertexArray(vertex_array_object);
  225. #endif
  226. // Bind vertex/index buffers and setup attributes for ImDrawVert
  227. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  228. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  229. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  230. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  231. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  232. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  233. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  234. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  235. }
  236. // OpenGL3 Render function.
  237. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  238. // 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.
  239. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  240. {
  241. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  242. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  243. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  244. if (fb_width <= 0 || fb_height <= 0)
  245. return;
  246. // Backup GL state
  247. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  248. glActiveTexture(GL_TEXTURE0);
  249. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  250. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  251. #ifdef GL_SAMPLER_BINDING
  252. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  253. #endif
  254. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  255. #ifndef IMGUI_IMPL_OPENGL_ES2
  256. GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
  257. #endif
  258. #ifdef GL_POLYGON_MODE
  259. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  260. #endif
  261. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  262. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  263. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  264. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  265. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  266. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  267. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  268. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  269. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  270. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  271. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  272. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  273. bool clip_origin_lower_left = true;
  274. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  275. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  276. if (last_clip_origin == GL_UPPER_LEFT)
  277. clip_origin_lower_left = false;
  278. #endif
  279. // Setup desired GL state
  280. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  281. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  282. GLuint vertex_array_object = 0;
  283. #ifndef IMGUI_IMPL_OPENGL_ES2
  284. glGenVertexArrays(1, &vertex_array_object);
  285. #endif
  286. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  287. // Will project scissor/clipping rectangles into framebuffer space
  288. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  289. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  290. // Render command lists
  291. for (int n = 0; n < draw_data->CmdListsCount; n++)
  292. {
  293. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  294. // Upload vertex/index buffers
  295. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  296. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  297. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  298. {
  299. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  300. if (pcmd->UserCallback != NULL)
  301. {
  302. // User callback, registered via ImDrawList::AddCallback()
  303. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  304. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  305. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  306. else
  307. pcmd->UserCallback(cmd_list, pcmd);
  308. }
  309. else
  310. {
  311. // Project scissor/clipping rectangles into framebuffer space
  312. ImVec4 clip_rect;
  313. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  314. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  315. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  316. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  317. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  318. {
  319. // Apply scissor/clipping rectangle
  320. if (clip_origin_lower_left)
  321. 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));
  322. else
  323. glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  324. // Bind texture, Draw
  325. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  326. #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
  327. 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);
  328. #else
  329. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  330. #endif
  331. }
  332. }
  333. }
  334. }
  335. // Destroy the temporary VAO
  336. #ifndef IMGUI_IMPL_OPENGL_ES2
  337. glDeleteVertexArrays(1, &vertex_array_object);
  338. #endif
  339. // Restore modified GL state
  340. glUseProgram(last_program);
  341. glBindTexture(GL_TEXTURE_2D, last_texture);
  342. #ifdef GL_SAMPLER_BINDING
  343. glBindSampler(0, last_sampler);
  344. #endif
  345. glActiveTexture(last_active_texture);
  346. #ifndef IMGUI_IMPL_OPENGL_ES2
  347. glBindVertexArray(last_vertex_array_object);
  348. #endif
  349. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  350. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  351. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  352. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  353. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  354. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  355. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  356. #ifdef GL_POLYGON_MODE
  357. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  358. #endif
  359. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  360. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  361. }
  362. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  363. {
  364. // Build texture atlas
  365. ImGuiIO& io = ImGui::GetIO();
  366. unsigned char* pixels;
  367. int width, height;
  368. 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.
  369. // Upload texture to graphics system
  370. GLint last_texture;
  371. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  372. glGenTextures(1, &g_FontTexture);
  373. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  374. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  375. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  376. #ifdef GL_UNPACK_ROW_LENGTH
  377. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  378. #endif
  379. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  380. // Store our identifier
  381. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  382. // Restore state
  383. glBindTexture(GL_TEXTURE_2D, last_texture);
  384. return true;
  385. }
  386. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  387. {
  388. if (g_FontTexture)
  389. {
  390. ImGuiIO& io = ImGui::GetIO();
  391. glDeleteTextures(1, &g_FontTexture);
  392. io.Fonts->TexID = 0;
  393. g_FontTexture = 0;
  394. }
  395. }
  396. // 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.
  397. static bool CheckShader(GLuint handle, const char* desc)
  398. {
  399. GLint status = 0, log_length = 0;
  400. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  401. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  402. if ((GLboolean)status == GL_FALSE)
  403. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  404. if (log_length > 1)
  405. {
  406. ImVector<char> buf;
  407. buf.resize((int)(log_length + 1));
  408. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  409. fprintf(stderr, "%s\n", buf.begin());
  410. }
  411. return (GLboolean)status == GL_TRUE;
  412. }
  413. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  414. static bool CheckProgram(GLuint handle, const char* desc)
  415. {
  416. GLint status = 0, log_length = 0;
  417. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  418. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  419. if ((GLboolean)status == GL_FALSE)
  420. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  421. if (log_length > 1)
  422. {
  423. ImVector<char> buf;
  424. buf.resize((int)(log_length + 1));
  425. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  426. fprintf(stderr, "%s\n", buf.begin());
  427. }
  428. return (GLboolean)status == GL_TRUE;
  429. }
  430. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  431. {
  432. // Backup GL state
  433. GLint last_texture, last_array_buffer;
  434. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  435. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  436. #ifndef IMGUI_IMPL_OPENGL_ES2
  437. GLint last_vertex_array;
  438. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  439. #endif
  440. // Parse GLSL version string
  441. int glsl_version = 130;
  442. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  443. const GLchar* vertex_shader_glsl_120 =
  444. "uniform mat4 ProjMtx;\n"
  445. "attribute vec2 Position;\n"
  446. "attribute vec2 UV;\n"
  447. "attribute vec4 Color;\n"
  448. "varying vec2 Frag_UV;\n"
  449. "varying vec4 Frag_Color;\n"
  450. "void main()\n"
  451. "{\n"
  452. " Frag_UV = UV;\n"
  453. " Frag_Color = Color;\n"
  454. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  455. "}\n";
  456. const GLchar* vertex_shader_glsl_130 =
  457. "uniform mat4 ProjMtx;\n"
  458. "in vec2 Position;\n"
  459. "in vec2 UV;\n"
  460. "in vec4 Color;\n"
  461. "out vec2 Frag_UV;\n"
  462. "out vec4 Frag_Color;\n"
  463. "void main()\n"
  464. "{\n"
  465. " Frag_UV = UV;\n"
  466. " Frag_Color = Color;\n"
  467. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  468. "}\n";
  469. const GLchar* vertex_shader_glsl_300_es =
  470. "precision mediump float;\n"
  471. "layout (location = 0) in vec2 Position;\n"
  472. "layout (location = 1) in vec2 UV;\n"
  473. "layout (location = 2) in vec4 Color;\n"
  474. "uniform mat4 ProjMtx;\n"
  475. "out vec2 Frag_UV;\n"
  476. "out vec4 Frag_Color;\n"
  477. "void main()\n"
  478. "{\n"
  479. " Frag_UV = UV;\n"
  480. " Frag_Color = Color;\n"
  481. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  482. "}\n";
  483. const GLchar* vertex_shader_glsl_410_core =
  484. "layout (location = 0) in vec2 Position;\n"
  485. "layout (location = 1) in vec2 UV;\n"
  486. "layout (location = 2) in vec4 Color;\n"
  487. "uniform mat4 ProjMtx;\n"
  488. "out vec2 Frag_UV;\n"
  489. "out vec4 Frag_Color;\n"
  490. "void main()\n"
  491. "{\n"
  492. " Frag_UV = UV;\n"
  493. " Frag_Color = Color;\n"
  494. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  495. "}\n";
  496. const GLchar* fragment_shader_glsl_120 =
  497. "#ifdef GL_ES\n"
  498. " precision mediump float;\n"
  499. "#endif\n"
  500. "uniform sampler2D Texture;\n"
  501. "varying vec2 Frag_UV;\n"
  502. "varying vec4 Frag_Color;\n"
  503. "void main()\n"
  504. "{\n"
  505. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  506. "}\n";
  507. const GLchar* fragment_shader_glsl_130 =
  508. "uniform sampler2D Texture;\n"
  509. "in vec2 Frag_UV;\n"
  510. "in vec4 Frag_Color;\n"
  511. "out vec4 Out_Color;\n"
  512. "void main()\n"
  513. "{\n"
  514. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  515. "}\n";
  516. const GLchar* fragment_shader_glsl_300_es =
  517. "precision mediump float;\n"
  518. "uniform sampler2D Texture;\n"
  519. "in vec2 Frag_UV;\n"
  520. "in vec4 Frag_Color;\n"
  521. "layout (location = 0) out vec4 Out_Color;\n"
  522. "void main()\n"
  523. "{\n"
  524. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  525. "}\n";
  526. const GLchar* fragment_shader_glsl_410_core =
  527. "in vec2 Frag_UV;\n"
  528. "in vec4 Frag_Color;\n"
  529. "uniform sampler2D Texture;\n"
  530. "layout (location = 0) out vec4 Out_Color;\n"
  531. "void main()\n"
  532. "{\n"
  533. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  534. "}\n";
  535. // Select shaders matching our GLSL versions
  536. const GLchar* vertex_shader = NULL;
  537. const GLchar* fragment_shader = NULL;
  538. if (glsl_version < 130)
  539. {
  540. vertex_shader = vertex_shader_glsl_120;
  541. fragment_shader = fragment_shader_glsl_120;
  542. }
  543. else if (glsl_version >= 410)
  544. {
  545. vertex_shader = vertex_shader_glsl_410_core;
  546. fragment_shader = fragment_shader_glsl_410_core;
  547. }
  548. else if (glsl_version == 300)
  549. {
  550. vertex_shader = vertex_shader_glsl_300_es;
  551. fragment_shader = fragment_shader_glsl_300_es;
  552. }
  553. else
  554. {
  555. vertex_shader = vertex_shader_glsl_130;
  556. fragment_shader = fragment_shader_glsl_130;
  557. }
  558. // Create shaders
  559. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  560. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  561. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  562. glCompileShader(g_VertHandle);
  563. CheckShader(g_VertHandle, "vertex shader");
  564. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  565. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  566. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  567. glCompileShader(g_FragHandle);
  568. CheckShader(g_FragHandle, "fragment shader");
  569. g_ShaderHandle = glCreateProgram();
  570. glAttachShader(g_ShaderHandle, g_VertHandle);
  571. glAttachShader(g_ShaderHandle, g_FragHandle);
  572. glLinkProgram(g_ShaderHandle);
  573. CheckProgram(g_ShaderHandle, "shader program");
  574. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  575. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  576. g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
  577. g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
  578. g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
  579. // Create buffers
  580. glGenBuffers(1, &g_VboHandle);
  581. glGenBuffers(1, &g_ElementsHandle);
  582. ImGui_ImplOpenGL3_CreateFontsTexture();
  583. // Restore modified GL state
  584. glBindTexture(GL_TEXTURE_2D, last_texture);
  585. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  586. #ifndef IMGUI_IMPL_OPENGL_ES2
  587. glBindVertexArray(last_vertex_array);
  588. #endif
  589. return true;
  590. }
  591. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  592. {
  593. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  594. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  595. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  596. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  597. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  598. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  599. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  600. ImGui_ImplOpenGL3_DestroyFontsTexture();
  601. }
  602. //--------------------------------------------------------------------------------------------------------
  603. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  604. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  605. // 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..
  606. //--------------------------------------------------------------------------------------------------------
  607. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  608. {
  609. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  610. {
  611. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  612. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  613. glClear(GL_COLOR_BUFFER_BIT);
  614. }
  615. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  616. }
  617. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  618. {
  619. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  620. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  621. }
  622. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  623. {
  624. ImGui::DestroyPlatformWindows();
  625. }