imgui_impl_opengl3.cpp 34 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!
  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 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. // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  15. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  16. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  17. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  18. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  19. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  20. // 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.
  21. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  22. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  23. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  24. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  25. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  26. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  27. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  28. // 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.
  29. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  30. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  31. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  32. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  33. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  34. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  35. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  36. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  37. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  38. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  39. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  40. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  41. // 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".
  42. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  43. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  44. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  45. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  46. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  47. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  48. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  49. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  50. //----------------------------------------
  51. // OpenGL GLSL GLSL
  52. // version version string
  53. //----------------------------------------
  54. // 2.0 110 "#version 110"
  55. // 2.1 120 "#version 120"
  56. // 3.0 130 "#version 130"
  57. // 3.1 140 "#version 140"
  58. // 3.2 150 "#version 150"
  59. // 3.3 330 "#version 330 core"
  60. // 4.0 400 "#version 400 core"
  61. // 4.1 410 "#version 410 core"
  62. // 4.2 420 "#version 410 core"
  63. // 4.3 430 "#version 430 core"
  64. // ES 2.0 100 "#version 100" = WebGL 1.0
  65. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  66. //----------------------------------------
  67. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  68. #define _CRT_SECURE_NO_WARNINGS
  69. #endif
  70. #include "imgui.h"
  71. #include "imgui_impl_opengl3.h"
  72. #include <stdio.h>
  73. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  74. #include <stddef.h> // intptr_t
  75. #else
  76. #include <stdint.h> // intptr_t
  77. #endif
  78. #if defined(__APPLE__)
  79. #include "TargetConditionals.h"
  80. #endif
  81. // Auto-enable GLES on matching platforms
  82. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  83. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
  84. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  85. #elif defined(__EMSCRIPTEN__)
  86. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  87. #endif
  88. #endif
  89. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
  90. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  91. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  92. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  93. #undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
  94. #undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
  95. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  96. #endif
  97. // GL includes
  98. #if defined(IMGUI_IMPL_OPENGL_ES2)
  99. #include <GLES2/gl2.h>
  100. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  101. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  102. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  103. #else
  104. #include <GLES3/gl3.h> // Use GL ES 3
  105. #endif
  106. #else
  107. // About Desktop OpenGL function loaders:
  108. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  109. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  110. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  111. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  112. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  113. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  114. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  115. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  116. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  117. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  118. #ifndef GLFW_INCLUDE_NONE
  119. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  120. #endif
  121. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  122. #include <glbinding/gl/gl.h>
  123. using namespace gl;
  124. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  125. #ifndef GLFW_INCLUDE_NONE
  126. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  127. #endif
  128. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  129. #include <glbinding/gl/gl.h>
  130. using namespace gl;
  131. #else
  132. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  133. #endif
  134. #endif
  135. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  136. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
  137. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
  138. #else
  139. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
  140. #endif
  141. // OpenGL Data
  142. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  143. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  144. static GLuint g_FontTexture = 0;
  145. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  146. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  147. static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  148. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  149. // Forward Declarations
  150. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  151. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  152. // Functions
  153. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  154. {
  155. // Query for GL version (e.g. 320 for GL 3.2)
  156. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  157. GLint major, minor;
  158. glGetIntegerv(GL_MAJOR_VERSION, &major);
  159. glGetIntegerv(GL_MINOR_VERSION, &minor);
  160. g_GlVersion = major * 100 + minor * 10;
  161. #else
  162. g_GlVersion = 200; // GLES 2
  163. #endif
  164. // Setup back-end capabilities flags
  165. ImGuiIO& io = ImGui::GetIO();
  166. io.BackendRendererName = "imgui_impl_opengl3";
  167. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  168. if (g_GlVersion >= 320)
  169. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  170. #endif
  171. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  172. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  173. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  174. #if defined(IMGUI_IMPL_OPENGL_ES2)
  175. if (glsl_version == NULL)
  176. glsl_version = "#version 100";
  177. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  178. if (glsl_version == NULL)
  179. glsl_version = "#version 300 es";
  180. #elif defined(__APPLE__)
  181. if (glsl_version == NULL)
  182. glsl_version = "#version 150";
  183. #else
  184. if (glsl_version == NULL)
  185. glsl_version = "#version 130";
  186. #endif
  187. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  188. strcpy(g_GlslVersionString, glsl_version);
  189. strcat(g_GlslVersionString, "\n");
  190. // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  191. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  192. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  193. // you are likely to get a crash below.
  194. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  195. const char* gl_loader = "Unknown";
  196. IM_UNUSED(gl_loader);
  197. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  198. gl_loader = "GL3W";
  199. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  200. gl_loader = "GLEW";
  201. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  202. gl_loader = "GLAD";
  203. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  204. gl_loader = "glbinding2";
  205. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  206. gl_loader = "glbinding3";
  207. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  208. gl_loader = "custom";
  209. #else
  210. gl_loader = "none";
  211. #endif
  212. // Make a dummy GL call (we don't actually need the result)
  213. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  214. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  215. GLint current_texture;
  216. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  217. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  218. ImGui_ImplOpenGL3_InitPlatformInterface();
  219. return true;
  220. }
  221. void ImGui_ImplOpenGL3_Shutdown()
  222. {
  223. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  224. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  225. }
  226. void ImGui_ImplOpenGL3_NewFrame()
  227. {
  228. if (!g_ShaderHandle)
  229. ImGui_ImplOpenGL3_CreateDeviceObjects();
  230. }
  231. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  232. {
  233. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  234. glEnable(GL_BLEND);
  235. glBlendEquation(GL_FUNC_ADD);
  236. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  237. glDisable(GL_CULL_FACE);
  238. glDisable(GL_DEPTH_TEST);
  239. glEnable(GL_SCISSOR_TEST);
  240. #ifdef GL_POLYGON_MODE
  241. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  242. #endif
  243. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  244. bool clip_origin_lower_left = true;
  245. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  246. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  247. if (current_clip_origin == GL_UPPER_LEFT)
  248. clip_origin_lower_left = false;
  249. #endif
  250. // Setup viewport, orthographic projection matrix
  251. // 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.
  252. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  253. float L = draw_data->DisplayPos.x;
  254. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  255. float T = draw_data->DisplayPos.y;
  256. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  257. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  258. const float ortho_projection[4][4] =
  259. {
  260. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  261. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  262. { 0.0f, 0.0f, -1.0f, 0.0f },
  263. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  264. };
  265. glUseProgram(g_ShaderHandle);
  266. glUniform1i(g_AttribLocationTex, 0);
  267. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  268. #ifdef GL_SAMPLER_BINDING
  269. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  270. #endif
  271. (void)vertex_array_object;
  272. #ifndef IMGUI_IMPL_OPENGL_ES2
  273. glBindVertexArray(vertex_array_object);
  274. #endif
  275. // Bind vertex/index buffers and setup attributes for ImDrawVert
  276. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  277. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  278. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  279. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  280. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  281. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  282. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  283. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  284. }
  285. // OpenGL3 Render function.
  286. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  287. // 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.
  288. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  289. {
  290. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  291. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  292. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  293. if (fb_width <= 0 || fb_height <= 0)
  294. return;
  295. // Backup GL state
  296. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  297. glActiveTexture(GL_TEXTURE0);
  298. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  299. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  300. #ifdef GL_SAMPLER_BINDING
  301. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  302. #endif
  303. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  304. #ifndef IMGUI_IMPL_OPENGL_ES2
  305. GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
  306. #endif
  307. #ifdef GL_POLYGON_MODE
  308. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  309. #endif
  310. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  311. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  312. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  313. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  314. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  315. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  316. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  317. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  318. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  319. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  320. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  321. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  322. // Setup desired GL state
  323. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  324. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  325. GLuint vertex_array_object = 0;
  326. #ifndef IMGUI_IMPL_OPENGL_ES2
  327. glGenVertexArrays(1, &vertex_array_object);
  328. #endif
  329. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  330. // Will project scissor/clipping rectangles into framebuffer space
  331. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  332. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  333. // Render command lists
  334. for (int n = 0; n < draw_data->CmdListsCount; n++)
  335. {
  336. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  337. // Upload vertex/index buffers
  338. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  339. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  340. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  341. {
  342. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  343. if (pcmd->UserCallback != NULL)
  344. {
  345. // User callback, registered via ImDrawList::AddCallback()
  346. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  347. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  348. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  349. else
  350. pcmd->UserCallback(cmd_list, pcmd);
  351. }
  352. else
  353. {
  354. // Project scissor/clipping rectangles into framebuffer space
  355. ImVec4 clip_rect;
  356. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  357. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  358. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  359. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  360. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  361. {
  362. // Apply scissor/clipping rectangle
  363. 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));
  364. // Bind texture, Draw
  365. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  366. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  367. if (g_GlVersion >= 320)
  368. 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);
  369. else
  370. #endif
  371. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  372. }
  373. }
  374. }
  375. }
  376. // Destroy the temporary VAO
  377. #ifndef IMGUI_IMPL_OPENGL_ES2
  378. glDeleteVertexArrays(1, &vertex_array_object);
  379. #endif
  380. // Restore modified GL state
  381. glUseProgram(last_program);
  382. glBindTexture(GL_TEXTURE_2D, last_texture);
  383. #ifdef GL_SAMPLER_BINDING
  384. glBindSampler(0, last_sampler);
  385. #endif
  386. glActiveTexture(last_active_texture);
  387. #ifndef IMGUI_IMPL_OPENGL_ES2
  388. glBindVertexArray(last_vertex_array_object);
  389. #endif
  390. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  391. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  392. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  393. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  394. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  395. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  396. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  397. #ifdef GL_POLYGON_MODE
  398. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  399. #endif
  400. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  401. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  402. }
  403. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  404. {
  405. // Build texture atlas
  406. ImGuiIO& io = ImGui::GetIO();
  407. unsigned char* pixels;
  408. int width, height;
  409. 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.
  410. // Upload texture to graphics system
  411. GLint last_texture;
  412. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  413. glGenTextures(1, &g_FontTexture);
  414. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  415. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  416. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  417. #ifdef GL_UNPACK_ROW_LENGTH
  418. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  419. #endif
  420. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  421. // Store our identifier
  422. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  423. // Restore state
  424. glBindTexture(GL_TEXTURE_2D, last_texture);
  425. return true;
  426. }
  427. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  428. {
  429. if (g_FontTexture)
  430. {
  431. ImGuiIO& io = ImGui::GetIO();
  432. glDeleteTextures(1, &g_FontTexture);
  433. io.Fonts->TexID = 0;
  434. g_FontTexture = 0;
  435. }
  436. }
  437. // 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.
  438. static bool CheckShader(GLuint handle, const char* desc)
  439. {
  440. GLint status = 0, log_length = 0;
  441. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  442. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  443. if ((GLboolean)status == GL_FALSE)
  444. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  445. if (log_length > 1)
  446. {
  447. ImVector<char> buf;
  448. buf.resize((int)(log_length + 1));
  449. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  450. fprintf(stderr, "%s\n", buf.begin());
  451. }
  452. return (GLboolean)status == GL_TRUE;
  453. }
  454. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  455. static bool CheckProgram(GLuint handle, const char* desc)
  456. {
  457. GLint status = 0, log_length = 0;
  458. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  459. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  460. if ((GLboolean)status == GL_FALSE)
  461. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  462. if (log_length > 1)
  463. {
  464. ImVector<char> buf;
  465. buf.resize((int)(log_length + 1));
  466. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  467. fprintf(stderr, "%s\n", buf.begin());
  468. }
  469. return (GLboolean)status == GL_TRUE;
  470. }
  471. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  472. {
  473. // Backup GL state
  474. GLint last_texture, last_array_buffer;
  475. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  476. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  477. #ifndef IMGUI_IMPL_OPENGL_ES2
  478. GLint last_vertex_array;
  479. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  480. #endif
  481. // Parse GLSL version string
  482. int glsl_version = 130;
  483. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  484. const GLchar* vertex_shader_glsl_120 =
  485. "uniform mat4 ProjMtx;\n"
  486. "attribute vec2 Position;\n"
  487. "attribute vec2 UV;\n"
  488. "attribute vec4 Color;\n"
  489. "varying vec2 Frag_UV;\n"
  490. "varying vec4 Frag_Color;\n"
  491. "void main()\n"
  492. "{\n"
  493. " Frag_UV = UV;\n"
  494. " Frag_Color = Color;\n"
  495. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  496. "}\n";
  497. const GLchar* vertex_shader_glsl_130 =
  498. "uniform mat4 ProjMtx;\n"
  499. "in vec2 Position;\n"
  500. "in vec2 UV;\n"
  501. "in vec4 Color;\n"
  502. "out vec2 Frag_UV;\n"
  503. "out vec4 Frag_Color;\n"
  504. "void main()\n"
  505. "{\n"
  506. " Frag_UV = UV;\n"
  507. " Frag_Color = Color;\n"
  508. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  509. "}\n";
  510. const GLchar* vertex_shader_glsl_300_es =
  511. "precision mediump float;\n"
  512. "layout (location = 0) in vec2 Position;\n"
  513. "layout (location = 1) in vec2 UV;\n"
  514. "layout (location = 2) in vec4 Color;\n"
  515. "uniform mat4 ProjMtx;\n"
  516. "out vec2 Frag_UV;\n"
  517. "out vec4 Frag_Color;\n"
  518. "void main()\n"
  519. "{\n"
  520. " Frag_UV = UV;\n"
  521. " Frag_Color = Color;\n"
  522. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  523. "}\n";
  524. const GLchar* vertex_shader_glsl_410_core =
  525. "layout (location = 0) in vec2 Position;\n"
  526. "layout (location = 1) in vec2 UV;\n"
  527. "layout (location = 2) in vec4 Color;\n"
  528. "uniform mat4 ProjMtx;\n"
  529. "out vec2 Frag_UV;\n"
  530. "out vec4 Frag_Color;\n"
  531. "void main()\n"
  532. "{\n"
  533. " Frag_UV = UV;\n"
  534. " Frag_Color = Color;\n"
  535. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  536. "}\n";
  537. const GLchar* fragment_shader_glsl_120 =
  538. "#ifdef GL_ES\n"
  539. " precision mediump float;\n"
  540. "#endif\n"
  541. "uniform sampler2D Texture;\n"
  542. "varying vec2 Frag_UV;\n"
  543. "varying vec4 Frag_Color;\n"
  544. "void main()\n"
  545. "{\n"
  546. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  547. "}\n";
  548. const GLchar* fragment_shader_glsl_130 =
  549. "uniform sampler2D Texture;\n"
  550. "in vec2 Frag_UV;\n"
  551. "in vec4 Frag_Color;\n"
  552. "out vec4 Out_Color;\n"
  553. "void main()\n"
  554. "{\n"
  555. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  556. "}\n";
  557. const GLchar* fragment_shader_glsl_300_es =
  558. "precision mediump float;\n"
  559. "uniform sampler2D Texture;\n"
  560. "in vec2 Frag_UV;\n"
  561. "in vec4 Frag_Color;\n"
  562. "layout (location = 0) out vec4 Out_Color;\n"
  563. "void main()\n"
  564. "{\n"
  565. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  566. "}\n";
  567. const GLchar* fragment_shader_glsl_410_core =
  568. "in vec2 Frag_UV;\n"
  569. "in vec4 Frag_Color;\n"
  570. "uniform sampler2D Texture;\n"
  571. "layout (location = 0) out vec4 Out_Color;\n"
  572. "void main()\n"
  573. "{\n"
  574. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  575. "}\n";
  576. // Select shaders matching our GLSL versions
  577. const GLchar* vertex_shader = NULL;
  578. const GLchar* fragment_shader = NULL;
  579. if (glsl_version < 130)
  580. {
  581. vertex_shader = vertex_shader_glsl_120;
  582. fragment_shader = fragment_shader_glsl_120;
  583. }
  584. else if (glsl_version >= 410)
  585. {
  586. vertex_shader = vertex_shader_glsl_410_core;
  587. fragment_shader = fragment_shader_glsl_410_core;
  588. }
  589. else if (glsl_version == 300)
  590. {
  591. vertex_shader = vertex_shader_glsl_300_es;
  592. fragment_shader = fragment_shader_glsl_300_es;
  593. }
  594. else
  595. {
  596. vertex_shader = vertex_shader_glsl_130;
  597. fragment_shader = fragment_shader_glsl_130;
  598. }
  599. // Create shaders
  600. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  601. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  602. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  603. glCompileShader(g_VertHandle);
  604. CheckShader(g_VertHandle, "vertex shader");
  605. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  606. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  607. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  608. glCompileShader(g_FragHandle);
  609. CheckShader(g_FragHandle, "fragment shader");
  610. g_ShaderHandle = glCreateProgram();
  611. glAttachShader(g_ShaderHandle, g_VertHandle);
  612. glAttachShader(g_ShaderHandle, g_FragHandle);
  613. glLinkProgram(g_ShaderHandle);
  614. CheckProgram(g_ShaderHandle, "shader program");
  615. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  616. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  617. g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
  618. g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
  619. g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
  620. // Create buffers
  621. glGenBuffers(1, &g_VboHandle);
  622. glGenBuffers(1, &g_ElementsHandle);
  623. ImGui_ImplOpenGL3_CreateFontsTexture();
  624. // Restore modified GL state
  625. glBindTexture(GL_TEXTURE_2D, last_texture);
  626. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  627. #ifndef IMGUI_IMPL_OPENGL_ES2
  628. glBindVertexArray(last_vertex_array);
  629. #endif
  630. return true;
  631. }
  632. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  633. {
  634. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  635. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  636. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  637. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  638. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  639. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  640. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  641. ImGui_ImplOpenGL3_DestroyFontsTexture();
  642. }
  643. //--------------------------------------------------------------------------------------------------------
  644. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  645. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  646. // 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..
  647. //--------------------------------------------------------------------------------------------------------
  648. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  649. {
  650. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  651. {
  652. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  653. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  654. glClear(GL_COLOR_BUFFER_BIT);
  655. }
  656. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  657. }
  658. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  659. {
  660. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  661. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  662. }
  663. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  664. {
  665. ImGui::DestroyPlatformWindows();
  666. }