imgui_impl_opengl3.cpp 23 KB

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  1. // ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (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. // Implemented features:
  5. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. // CHANGELOG
  10. // (minor and older changes stripped away, please see git history for details)
  11. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  12. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  13. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  14. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  15. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  16. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  17. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  18. // 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".
  19. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  20. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  21. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  22. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  23. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  24. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  25. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  26. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  27. //----------------------------------------
  28. // OpenGL GLSL GLSL
  29. // version version string
  30. //----------------------------------------
  31. // 2.0 110 "#version 110"
  32. // 2.1 120
  33. // 3.0 130
  34. // 3.1 140
  35. // 3.2 150 "#version 150"
  36. // 3.3 330
  37. // 4.0 400
  38. // 4.1 410 "#version 410 core"
  39. // 4.2 420
  40. // 4.3 430
  41. // ES 2.0 100 "#version 100"
  42. // ES 3.0 300 "#version 300 es"
  43. //----------------------------------------
  44. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  45. #define _CRT_SECURE_NO_WARNINGS
  46. #endif
  47. #include "imgui.h"
  48. #include "imgui_impl_opengl3.h"
  49. #include <stdio.h>
  50. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  51. #include <stddef.h> // intptr_t
  52. #else
  53. #include <stdint.h> // intptr_t
  54. #endif
  55. #if defined(__APPLE__)
  56. #include "TargetConditionals.h"
  57. #endif
  58. // iOS, Android and Emscripten can use GL ES 3
  59. // Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
  60. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
  61. #define USE_GL_ES3
  62. #endif
  63. #ifdef USE_GL_ES3
  64. // OpenGL ES 3
  65. #include <GLES3/gl3.h> // Use GL ES 3
  66. #else
  67. // OpenGL Regular
  68. // (About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual functions to be loaded manually.
  69. // Helper libraries are often used for this purpose! Here we are using gl3w.h, which requires a call to gl3wInit().
  70. // You may use another any other loader/header of your choice, such as glew, glext, glad, glLoadGen, etc.)
  71. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  72. #include <GL/gl3w.h>
  73. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  74. #include <GL/glew.h>
  75. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  76. #include <glad/glad.h>
  77. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEXT)
  78. #include <glext.h>
  79. #else
  80. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  81. #endif
  82. #endif
  83. // OpenGL Data
  84. static char g_GlslVersionString[32] = "";
  85. static GLuint g_FontTexture = 0;
  86. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  87. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  88. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  89. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  90. // Functions
  91. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  92. {
  93. // 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.
  94. #ifdef USE_GL_ES3
  95. if (glsl_version == NULL)
  96. glsl_version = "#version 300 es";
  97. #else
  98. if (glsl_version == NULL)
  99. glsl_version = "#version 130";
  100. #endif
  101. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  102. strcpy(g_GlslVersionString, glsl_version);
  103. strcat(g_GlslVersionString, "\n");
  104. return true;
  105. }
  106. void ImGui_ImplOpenGL3_Shutdown()
  107. {
  108. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  109. }
  110. void ImGui_ImplOpenGL3_NewFrame()
  111. {
  112. if (!g_FontTexture)
  113. ImGui_ImplOpenGL3_CreateDeviceObjects();
  114. }
  115. // OpenGL3 Render function.
  116. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  117. // 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.
  118. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  119. {
  120. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  121. ImGuiIO& io = ImGui::GetIO();
  122. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  123. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  124. if (fb_width <= 0 || fb_height <= 0)
  125. return;
  126. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  127. // Backup GL state
  128. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  129. glActiveTexture(GL_TEXTURE0);
  130. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  131. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  132. #ifdef GL_SAMPLER_BINDING
  133. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  134. #endif
  135. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  136. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  137. #ifdef GL_POLYGON_MODE
  138. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  139. #endif
  140. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  141. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  142. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  143. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  144. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  145. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  146. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  147. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  148. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  149. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  150. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  151. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  152. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  153. glEnable(GL_BLEND);
  154. glBlendEquation(GL_FUNC_ADD);
  155. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  156. glDisable(GL_CULL_FACE);
  157. glDisable(GL_DEPTH_TEST);
  158. glEnable(GL_SCISSOR_TEST);
  159. #ifdef GL_POLYGON_MODE
  160. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  161. #endif
  162. // Setup viewport, orthographic projection matrix
  163. // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
  164. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  165. float L = draw_data->DisplayPos.x;
  166. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  167. float T = draw_data->DisplayPos.y;
  168. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  169. const float ortho_projection[4][4] =
  170. {
  171. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  172. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  173. { 0.0f, 0.0f, -1.0f, 0.0f },
  174. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  175. };
  176. glUseProgram(g_ShaderHandle);
  177. glUniform1i(g_AttribLocationTex, 0);
  178. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  179. #ifdef GL_SAMPLER_BINDING
  180. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  181. #endif
  182. // Recreate the VAO every time
  183. // (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.)
  184. GLuint vao_handle = 0;
  185. glGenVertexArrays(1, &vao_handle);
  186. glBindVertexArray(vao_handle);
  187. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  188. glEnableVertexAttribArray(g_AttribLocationPosition);
  189. glEnableVertexAttribArray(g_AttribLocationUV);
  190. glEnableVertexAttribArray(g_AttribLocationColor);
  191. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  192. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  193. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  194. // Draw
  195. ImVec2 pos = draw_data->DisplayPos;
  196. for (int n = 0; n < draw_data->CmdListsCount; n++)
  197. {
  198. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  199. const ImDrawIdx* idx_buffer_offset = 0;
  200. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  201. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  202. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  203. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  204. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  205. {
  206. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  207. if (pcmd->UserCallback)
  208. {
  209. // User callback (registered via ImDrawList::AddCallback)
  210. pcmd->UserCallback(cmd_list, pcmd);
  211. }
  212. else
  213. {
  214. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  215. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  216. {
  217. // Apply scissor/clipping rectangle
  218. 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));
  219. // Bind texture, Draw
  220. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  221. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  222. }
  223. }
  224. idx_buffer_offset += pcmd->ElemCount;
  225. }
  226. }
  227. glDeleteVertexArrays(1, &vao_handle);
  228. // Restore modified GL state
  229. glUseProgram(last_program);
  230. glBindTexture(GL_TEXTURE_2D, last_texture);
  231. #ifdef GL_SAMPLER_BINDING
  232. glBindSampler(0, last_sampler);
  233. #endif
  234. glActiveTexture(last_active_texture);
  235. glBindVertexArray(last_vertex_array);
  236. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  237. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  238. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  239. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  240. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  241. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  242. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  243. #ifdef GL_POLYGON_MODE
  244. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  245. #endif
  246. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  247. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  248. }
  249. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  250. {
  251. // Build texture atlas
  252. ImGuiIO& io = ImGui::GetIO();
  253. unsigned char* pixels;
  254. int width, height;
  255. 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.
  256. // Upload texture to graphics system
  257. GLint last_texture;
  258. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  259. glGenTextures(1, &g_FontTexture);
  260. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  261. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  262. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  263. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  264. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  265. // Store our identifier
  266. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  267. // Restore state
  268. glBindTexture(GL_TEXTURE_2D, last_texture);
  269. return true;
  270. }
  271. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  272. {
  273. if (g_FontTexture)
  274. {
  275. ImGuiIO& io = ImGui::GetIO();
  276. glDeleteTextures(1, &g_FontTexture);
  277. io.Fonts->TexID = 0;
  278. g_FontTexture = 0;
  279. }
  280. }
  281. // If you get an error please report on github. You may try different GL context version or GLSL version.
  282. static bool CheckShader(GLuint handle, const char* desc)
  283. {
  284. GLint status = 0, log_length = 0;
  285. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  286. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  287. if (status == GL_FALSE)
  288. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  289. if (log_length > 0)
  290. {
  291. ImVector<char> buf;
  292. buf.resize((int)(log_length + 1));
  293. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  294. fprintf(stderr, "%s\n", buf.begin());
  295. }
  296. return status == GL_TRUE;
  297. }
  298. // If you get an error please report on github. You may try different GL context version or GLSL version.
  299. static bool CheckProgram(GLuint handle, const char* desc)
  300. {
  301. GLint status = 0, log_length = 0;
  302. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  303. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  304. if (status == GL_FALSE)
  305. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
  306. if (log_length > 0)
  307. {
  308. ImVector<char> buf;
  309. buf.resize((int)(log_length + 1));
  310. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  311. fprintf(stderr, "%s\n", buf.begin());
  312. }
  313. return status == GL_TRUE;
  314. }
  315. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  316. {
  317. // Backup GL state
  318. GLint last_texture, last_array_buffer, last_vertex_array;
  319. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  320. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  321. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  322. // Parse GLSL version string
  323. int glsl_version = 130;
  324. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  325. const GLchar* vertex_shader_glsl_120 =
  326. "uniform mat4 ProjMtx;\n"
  327. "attribute vec2 Position;\n"
  328. "attribute vec2 UV;\n"
  329. "attribute vec4 Color;\n"
  330. "varying vec2 Frag_UV;\n"
  331. "varying vec4 Frag_Color;\n"
  332. "void main()\n"
  333. "{\n"
  334. " Frag_UV = UV;\n"
  335. " Frag_Color = Color;\n"
  336. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  337. "}\n";
  338. const GLchar* vertex_shader_glsl_130 =
  339. "uniform mat4 ProjMtx;\n"
  340. "in vec2 Position;\n"
  341. "in vec2 UV;\n"
  342. "in vec4 Color;\n"
  343. "out vec2 Frag_UV;\n"
  344. "out vec4 Frag_Color;\n"
  345. "void main()\n"
  346. "{\n"
  347. " Frag_UV = UV;\n"
  348. " Frag_Color = Color;\n"
  349. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  350. "}\n";
  351. const GLchar* vertex_shader_glsl_300_es =
  352. "precision mediump float;\n"
  353. "layout (location = 0) in vec2 Position;\n"
  354. "layout (location = 1) in vec2 UV;\n"
  355. "layout (location = 2) in vec4 Color;\n"
  356. "uniform mat4 ProjMtx;\n"
  357. "out vec2 Frag_UV;\n"
  358. "out vec4 Frag_Color;\n"
  359. "void main()\n"
  360. "{\n"
  361. " Frag_UV = UV;\n"
  362. " Frag_Color = Color;\n"
  363. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  364. "}\n";
  365. const GLchar* vertex_shader_glsl_410_core =
  366. "layout (location = 0) in vec2 Position;\n"
  367. "layout (location = 1) in vec2 UV;\n"
  368. "layout (location = 2) in vec4 Color;\n"
  369. "uniform mat4 ProjMtx;\n"
  370. "out vec2 Frag_UV;\n"
  371. "out vec4 Frag_Color;\n"
  372. "void main()\n"
  373. "{\n"
  374. " Frag_UV = UV;\n"
  375. " Frag_Color = Color;\n"
  376. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  377. "}\n";
  378. const GLchar* fragment_shader_glsl_120 =
  379. "#ifdef GL_ES\n"
  380. " precision mediump float;\n"
  381. "#endif\n"
  382. "uniform sampler2D Texture;\n"
  383. "varying vec2 Frag_UV;\n"
  384. "varying vec4 Frag_Color;\n"
  385. "void main()\n"
  386. "{\n"
  387. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  388. "}\n";
  389. const GLchar* fragment_shader_glsl_130 =
  390. "uniform sampler2D Texture;\n"
  391. "in vec2 Frag_UV;\n"
  392. "in vec4 Frag_Color;\n"
  393. "out vec4 Out_Color;\n"
  394. "void main()\n"
  395. "{\n"
  396. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  397. "}\n";
  398. const GLchar* fragment_shader_glsl_300_es =
  399. "precision mediump float;\n"
  400. "uniform sampler2D Texture;\n"
  401. "in vec2 Frag_UV;\n"
  402. "in vec4 Frag_Color;\n"
  403. "layout (location = 0) out vec4 Out_Color;\n"
  404. "void main()\n"
  405. "{\n"
  406. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  407. "}\n";
  408. const GLchar* fragment_shader_glsl_410_core =
  409. "in vec2 Frag_UV;\n"
  410. "in vec4 Frag_Color;\n"
  411. "uniform sampler2D Texture;\n"
  412. "layout (location = 0) out vec4 Out_Color;\n"
  413. "void main()\n"
  414. "{\n"
  415. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  416. "}\n";
  417. // Select shaders matching our GLSL versions
  418. const GLchar* vertex_shader = NULL;
  419. const GLchar* fragment_shader = NULL;
  420. if (glsl_version < 130)
  421. {
  422. vertex_shader = vertex_shader_glsl_120;
  423. fragment_shader = fragment_shader_glsl_120;
  424. }
  425. else if (glsl_version == 410)
  426. {
  427. vertex_shader = vertex_shader_glsl_410_core;
  428. fragment_shader = fragment_shader_glsl_410_core;
  429. }
  430. else if (glsl_version == 300)
  431. {
  432. vertex_shader = vertex_shader_glsl_300_es;
  433. fragment_shader = fragment_shader_glsl_300_es;
  434. }
  435. else
  436. {
  437. vertex_shader = vertex_shader_glsl_130;
  438. fragment_shader = fragment_shader_glsl_130;
  439. }
  440. // Create shaders
  441. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  442. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  443. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  444. glCompileShader(g_VertHandle);
  445. CheckShader(g_VertHandle, "vertex shader");
  446. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  447. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  448. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  449. glCompileShader(g_FragHandle);
  450. CheckShader(g_FragHandle, "fragment shader");
  451. g_ShaderHandle = glCreateProgram();
  452. glAttachShader(g_ShaderHandle, g_VertHandle);
  453. glAttachShader(g_ShaderHandle, g_FragHandle);
  454. glLinkProgram(g_ShaderHandle);
  455. CheckProgram(g_ShaderHandle, "shader program");
  456. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  457. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  458. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  459. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  460. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  461. // Create buffers
  462. glGenBuffers(1, &g_VboHandle);
  463. glGenBuffers(1, &g_ElementsHandle);
  464. ImGui_ImplOpenGL3_CreateFontsTexture();
  465. // Restore modified GL state
  466. glBindTexture(GL_TEXTURE_2D, last_texture);
  467. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  468. glBindVertexArray(last_vertex_array);
  469. return true;
  470. }
  471. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  472. {
  473. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  474. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  475. g_VboHandle = g_ElementsHandle = 0;
  476. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  477. if (g_VertHandle) glDeleteShader(g_VertHandle);
  478. g_VertHandle = 0;
  479. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  480. if (g_FragHandle) glDeleteShader(g_FragHandle);
  481. g_FragHandle = 0;
  482. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  483. g_ShaderHandle = 0;
  484. ImGui_ImplOpenGL3_DestroyFontsTexture();
  485. }