imgui_impl_opengl3.cpp 41 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871
  1. // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 2.x 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
  7. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
  15. // 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
  16. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
  17. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
  18. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
  19. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  20. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  21. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  22. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  23. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  24. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  25. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  26. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  27. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  28. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
  29. // 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
  30. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  31. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  32. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  33. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  34. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  35. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  36. // 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.
  37. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  38. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  39. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  40. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  41. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  42. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  43. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  44. // 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.
  45. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  46. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  47. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  48. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  49. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  50. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  51. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  52. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  53. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  54. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  55. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  56. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  57. // 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".
  58. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  59. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  60. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  61. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  62. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  63. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  64. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  65. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  66. //----------------------------------------
  67. // OpenGL GLSL GLSL
  68. // version version string
  69. //----------------------------------------
  70. // 2.0 110 "#version 110"
  71. // 2.1 120 "#version 120"
  72. // 3.0 130 "#version 130"
  73. // 3.1 140 "#version 140"
  74. // 3.2 150 "#version 150"
  75. // 3.3 330 "#version 330 core"
  76. // 4.0 400 "#version 400 core"
  77. // 4.1 410 "#version 410 core"
  78. // 4.2 420 "#version 410 core"
  79. // 4.3 430 "#version 430 core"
  80. // ES 2.0 100 "#version 100" = WebGL 1.0
  81. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  82. //----------------------------------------
  83. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  84. #define _CRT_SECURE_NO_WARNINGS
  85. #endif
  86. #include "imgui.h"
  87. #include "imgui_impl_opengl3.h"
  88. #include <stdio.h>
  89. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  90. #include <stddef.h> // intptr_t
  91. #else
  92. #include <stdint.h> // intptr_t
  93. #endif
  94. #if defined(__APPLE__)
  95. #include <TargetConditionals.h>
  96. #endif
  97. // Clang warnings with -Weverything
  98. #if defined(__clang__)
  99. #pragma clang diagnostic push
  100. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  101. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  102. #if __has_warning("-Wzero-as-null-pointer-constant")
  103. #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
  104. #endif
  105. #endif
  106. // GL includes
  107. #if defined(IMGUI_IMPL_OPENGL_ES2)
  108. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  109. #include <OpenGLES/ES2/gl.h> // Use GL ES 2
  110. #else
  111. #include <GLES2/gl2.h> // Use GL ES 2
  112. #endif
  113. #if defined(__EMSCRIPTEN__)
  114. #ifndef GL_GLEXT_PROTOTYPES
  115. #define GL_GLEXT_PROTOTYPES
  116. #endif
  117. #include <GLES2/gl2ext.h>
  118. #endif
  119. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  120. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  121. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  122. #else
  123. #include <GLES3/gl3.h> // Use GL ES 3
  124. #endif
  125. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  126. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  127. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  128. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  129. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  130. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  131. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  132. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  133. #define IMGL3W_IMPL
  134. #include "imgui_impl_opengl3_loader.h"
  135. #endif
  136. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  137. #ifndef IMGUI_IMPL_OPENGL_ES2
  138. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  139. #elif defined(__EMSCRIPTEN__)
  140. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  141. #define glBindVertexArray glBindVertexArrayOES
  142. #define glGenVertexArrays glGenVertexArraysOES
  143. #define glDeleteVertexArrays glDeleteVertexArraysOES
  144. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  145. #endif
  146. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  147. #ifdef GL_POLYGON_MODE
  148. #define IMGUI_IMPL_HAS_POLYGON_MODE
  149. #endif
  150. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  151. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  152. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  153. #endif
  154. // Desktop GL 3.3+ has glBindSampler()
  155. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  156. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  157. #endif
  158. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  159. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  160. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  161. #endif
  162. // Desktop GL use extension detection
  163. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  164. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  165. #endif
  166. // OpenGL Data
  167. struct ImGui_ImplOpenGL3_Data
  168. {
  169. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  170. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  171. GLuint FontTexture;
  172. GLuint ShaderHandle;
  173. GLint AttribLocationTex; // Uniforms location
  174. GLint AttribLocationProjMtx;
  175. GLuint AttribLocationVtxPos; // Vertex attributes location
  176. GLuint AttribLocationVtxUV;
  177. GLuint AttribLocationVtxColor;
  178. unsigned int VboHandle, ElementsHandle;
  179. GLsizeiptr VertexBufferSize;
  180. GLsizeiptr IndexBufferSize;
  181. bool HasClipOrigin;
  182. bool UseBufferSubData;
  183. ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
  184. };
  185. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  186. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  187. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  188. {
  189. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  190. }
  191. // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
  192. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  193. struct ImGui_ImplOpenGL3_VtxAttribState
  194. {
  195. GLint Enabled, Size, Type, Normalized, Stride;
  196. GLvoid* Ptr;
  197. void GetState(GLint index)
  198. {
  199. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
  200. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
  201. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
  202. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
  203. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
  204. glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
  205. }
  206. void SetState(GLint index)
  207. {
  208. glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
  209. if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
  210. }
  211. };
  212. #endif
  213. // Functions
  214. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  215. {
  216. ImGuiIO& io = ImGui::GetIO();
  217. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  218. // Initialize our loader
  219. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  220. if (imgl3wInit() != 0)
  221. {
  222. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  223. return false;
  224. }
  225. #endif
  226. // Setup backend capabilities flags
  227. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  228. io.BackendRendererUserData = (void*)bd;
  229. io.BackendRendererName = "imgui_impl_opengl3";
  230. // Query for GL version (e.g. 320 for GL 3.2)
  231. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  232. GLint major = 0;
  233. GLint minor = 0;
  234. glGetIntegerv(GL_MAJOR_VERSION, &major);
  235. glGetIntegerv(GL_MINOR_VERSION, &minor);
  236. if (major == 0 && minor == 0)
  237. {
  238. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  239. const char* gl_version = (const char*)glGetString(GL_VERSION);
  240. sscanf(gl_version, "%d.%d", &major, &minor);
  241. }
  242. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  243. // Query vendor to enable glBufferSubData kludge
  244. #ifdef _WIN32
  245. if (const char* vendor = (const char*)glGetString(GL_VENDOR))
  246. if (strncmp(vendor, "Intel", 5) == 0)
  247. bd->UseBufferSubData = true;
  248. #endif
  249. //printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
  250. #else
  251. bd->GlVersion = 200; // GLES 2
  252. #endif
  253. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  254. if (bd->GlVersion >= 320)
  255. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  256. #endif
  257. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  258. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  259. if (glsl_version == NULL)
  260. {
  261. #if defined(IMGUI_IMPL_OPENGL_ES2)
  262. glsl_version = "#version 100";
  263. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  264. glsl_version = "#version 300 es";
  265. #elif defined(__APPLE__)
  266. glsl_version = "#version 150";
  267. #else
  268. glsl_version = "#version 130";
  269. #endif
  270. }
  271. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  272. strcpy(bd->GlslVersionString, glsl_version);
  273. strcat(bd->GlslVersionString, "\n");
  274. // Make an arbitrary GL call (we don't actually need the result)
  275. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  276. GLint current_texture;
  277. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  278. // Detect extensions we support
  279. bd->HasClipOrigin = (bd->GlVersion >= 450);
  280. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  281. GLint num_extensions = 0;
  282. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  283. for (GLint i = 0; i < num_extensions; i++)
  284. {
  285. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  286. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  287. bd->HasClipOrigin = true;
  288. }
  289. #endif
  290. return true;
  291. }
  292. void ImGui_ImplOpenGL3_Shutdown()
  293. {
  294. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  295. IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
  296. ImGuiIO& io = ImGui::GetIO();
  297. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  298. io.BackendRendererName = NULL;
  299. io.BackendRendererUserData = NULL;
  300. IM_DELETE(bd);
  301. }
  302. void ImGui_ImplOpenGL3_NewFrame()
  303. {
  304. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  305. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
  306. if (!bd->ShaderHandle)
  307. ImGui_ImplOpenGL3_CreateDeviceObjects();
  308. }
  309. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  310. {
  311. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  312. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  313. glEnable(GL_BLEND);
  314. glBlendEquation(GL_FUNC_ADD);
  315. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  316. glDisable(GL_CULL_FACE);
  317. glDisable(GL_DEPTH_TEST);
  318. glDisable(GL_STENCIL_TEST);
  319. glEnable(GL_SCISSOR_TEST);
  320. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  321. if (bd->GlVersion >= 310)
  322. glDisable(GL_PRIMITIVE_RESTART);
  323. #endif
  324. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  325. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  326. #endif
  327. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  328. #if defined(GL_CLIP_ORIGIN)
  329. bool clip_origin_lower_left = true;
  330. if (bd->HasClipOrigin)
  331. {
  332. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  333. if (current_clip_origin == GL_UPPER_LEFT)
  334. clip_origin_lower_left = false;
  335. }
  336. #endif
  337. // Setup viewport, orthographic projection matrix
  338. // 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.
  339. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  340. float L = draw_data->DisplayPos.x;
  341. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  342. float T = draw_data->DisplayPos.y;
  343. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  344. #if defined(GL_CLIP_ORIGIN)
  345. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  346. #endif
  347. const float ortho_projection[4][4] =
  348. {
  349. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  350. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  351. { 0.0f, 0.0f, -1.0f, 0.0f },
  352. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  353. };
  354. glUseProgram(bd->ShaderHandle);
  355. glUniform1i(bd->AttribLocationTex, 0);
  356. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  357. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  358. if (bd->GlVersion >= 330)
  359. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  360. #endif
  361. (void)vertex_array_object;
  362. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  363. glBindVertexArray(vertex_array_object);
  364. #endif
  365. // Bind vertex/index buffers and setup attributes for ImDrawVert
  366. glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
  367. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
  368. glEnableVertexAttribArray(bd->AttribLocationVtxPos);
  369. glEnableVertexAttribArray(bd->AttribLocationVtxUV);
  370. glEnableVertexAttribArray(bd->AttribLocationVtxColor);
  371. glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  372. glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  373. glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  374. }
  375. // OpenGL3 Render function.
  376. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  377. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  378. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  379. {
  380. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  381. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  382. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  383. if (fb_width <= 0 || fb_height <= 0)
  384. return;
  385. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  386. // Backup GL state
  387. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  388. glActiveTexture(GL_TEXTURE0);
  389. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  390. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  391. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  392. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  393. #endif
  394. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  395. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  396. // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
  397. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  398. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
  399. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
  400. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
  401. #endif
  402. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  403. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  404. #endif
  405. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  406. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  407. #endif
  408. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  409. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  410. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  411. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  412. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  413. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  414. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  415. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  416. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  417. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  418. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  419. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  420. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  421. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  422. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  423. #endif
  424. // Setup desired GL state
  425. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  426. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  427. GLuint vertex_array_object = 0;
  428. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  429. glGenVertexArrays(1, &vertex_array_object);
  430. #endif
  431. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  432. // Will project scissor/clipping rectangles into framebuffer space
  433. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  434. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  435. // Render command lists
  436. for (int n = 0; n < draw_data->CmdListsCount; n++)
  437. {
  438. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  439. // Upload vertex/index buffers
  440. // - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)
  441. // - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
  442. // - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
  443. const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
  444. const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
  445. if (bd->UseBufferSubData)
  446. {
  447. if (bd->VertexBufferSize < vtx_buffer_size)
  448. {
  449. bd->VertexBufferSize = vtx_buffer_size;
  450. glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
  451. }
  452. if (bd->IndexBufferSize < idx_buffer_size)
  453. {
  454. bd->IndexBufferSize = idx_buffer_size;
  455. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
  456. }
  457. glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
  458. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
  459. }
  460. else
  461. {
  462. glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  463. glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  464. }
  465. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  466. {
  467. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  468. if (pcmd->UserCallback != NULL)
  469. {
  470. // User callback, registered via ImDrawList::AddCallback()
  471. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  472. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  473. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  474. else
  475. pcmd->UserCallback(cmd_list, pcmd);
  476. }
  477. else
  478. {
  479. // Project scissor/clipping rectangles into framebuffer space
  480. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  481. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  482. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  483. continue;
  484. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  485. glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
  486. // Bind texture, Draw
  487. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  488. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  489. if (bd->GlVersion >= 320)
  490. 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);
  491. else
  492. #endif
  493. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  494. }
  495. }
  496. }
  497. // Destroy the temporary VAO
  498. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  499. glDeleteVertexArrays(1, &vertex_array_object);
  500. #endif
  501. // Restore modified GL state
  502. glUseProgram(last_program);
  503. glBindTexture(GL_TEXTURE_2D, last_texture);
  504. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  505. if (bd->GlVersion >= 330)
  506. glBindSampler(0, last_sampler);
  507. #endif
  508. glActiveTexture(last_active_texture);
  509. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  510. glBindVertexArray(last_vertex_array_object);
  511. #endif
  512. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  513. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  514. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  515. last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
  516. last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
  517. last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
  518. #endif
  519. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  520. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  521. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  522. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  523. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  524. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  525. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  526. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  527. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  528. #endif
  529. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  530. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  531. #endif
  532. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  533. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  534. (void)bd; // Not all compilation paths use this
  535. }
  536. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  537. {
  538. ImGuiIO& io = ImGui::GetIO();
  539. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  540. // Build texture atlas
  541. unsigned char* pixels;
  542. int width, height;
  543. 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.
  544. // Upload texture to graphics system
  545. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  546. GLint last_texture;
  547. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  548. glGenTextures(1, &bd->FontTexture);
  549. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  550. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  551. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  552. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  553. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  554. #endif
  555. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  556. // Store our identifier
  557. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  558. // Restore state
  559. glBindTexture(GL_TEXTURE_2D, last_texture);
  560. return true;
  561. }
  562. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  563. {
  564. ImGuiIO& io = ImGui::GetIO();
  565. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  566. if (bd->FontTexture)
  567. {
  568. glDeleteTextures(1, &bd->FontTexture);
  569. io.Fonts->SetTexID(0);
  570. bd->FontTexture = 0;
  571. }
  572. }
  573. // 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.
  574. static bool CheckShader(GLuint handle, const char* desc)
  575. {
  576. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  577. GLint status = 0, log_length = 0;
  578. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  579. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  580. if ((GLboolean)status == GL_FALSE)
  581. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  582. if (log_length > 1)
  583. {
  584. ImVector<char> buf;
  585. buf.resize((int)(log_length + 1));
  586. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  587. fprintf(stderr, "%s\n", buf.begin());
  588. }
  589. return (GLboolean)status == GL_TRUE;
  590. }
  591. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  592. static bool CheckProgram(GLuint handle, const char* desc)
  593. {
  594. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  595. GLint status = 0, log_length = 0;
  596. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  597. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  598. if ((GLboolean)status == GL_FALSE)
  599. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  600. if (log_length > 1)
  601. {
  602. ImVector<char> buf;
  603. buf.resize((int)(log_length + 1));
  604. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  605. fprintf(stderr, "%s\n", buf.begin());
  606. }
  607. return (GLboolean)status == GL_TRUE;
  608. }
  609. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  610. {
  611. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  612. // Backup GL state
  613. GLint last_texture, last_array_buffer;
  614. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  615. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  616. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  617. GLint last_vertex_array;
  618. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  619. #endif
  620. // Parse GLSL version string
  621. int glsl_version = 130;
  622. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  623. const GLchar* vertex_shader_glsl_120 =
  624. "uniform mat4 ProjMtx;\n"
  625. "attribute vec2 Position;\n"
  626. "attribute vec2 UV;\n"
  627. "attribute vec4 Color;\n"
  628. "varying vec2 Frag_UV;\n"
  629. "varying vec4 Frag_Color;\n"
  630. "void main()\n"
  631. "{\n"
  632. " Frag_UV = UV;\n"
  633. " Frag_Color = Color;\n"
  634. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  635. "}\n";
  636. const GLchar* vertex_shader_glsl_130 =
  637. "uniform mat4 ProjMtx;\n"
  638. "in vec2 Position;\n"
  639. "in vec2 UV;\n"
  640. "in vec4 Color;\n"
  641. "out vec2 Frag_UV;\n"
  642. "out vec4 Frag_Color;\n"
  643. "void main()\n"
  644. "{\n"
  645. " Frag_UV = UV;\n"
  646. " Frag_Color = Color;\n"
  647. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  648. "}\n";
  649. const GLchar* vertex_shader_glsl_300_es =
  650. "precision highp float;\n"
  651. "layout (location = 0) in vec2 Position;\n"
  652. "layout (location = 1) in vec2 UV;\n"
  653. "layout (location = 2) in vec4 Color;\n"
  654. "uniform mat4 ProjMtx;\n"
  655. "out vec2 Frag_UV;\n"
  656. "out vec4 Frag_Color;\n"
  657. "void main()\n"
  658. "{\n"
  659. " Frag_UV = UV;\n"
  660. " Frag_Color = Color;\n"
  661. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  662. "}\n";
  663. const GLchar* vertex_shader_glsl_410_core =
  664. "layout (location = 0) in vec2 Position;\n"
  665. "layout (location = 1) in vec2 UV;\n"
  666. "layout (location = 2) in vec4 Color;\n"
  667. "uniform mat4 ProjMtx;\n"
  668. "out vec2 Frag_UV;\n"
  669. "out vec4 Frag_Color;\n"
  670. "void main()\n"
  671. "{\n"
  672. " Frag_UV = UV;\n"
  673. " Frag_Color = Color;\n"
  674. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  675. "}\n";
  676. const GLchar* fragment_shader_glsl_120 =
  677. "#ifdef GL_ES\n"
  678. " precision mediump float;\n"
  679. "#endif\n"
  680. "uniform sampler2D Texture;\n"
  681. "varying vec2 Frag_UV;\n"
  682. "varying vec4 Frag_Color;\n"
  683. "void main()\n"
  684. "{\n"
  685. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  686. "}\n";
  687. const GLchar* fragment_shader_glsl_130 =
  688. "uniform sampler2D Texture;\n"
  689. "in vec2 Frag_UV;\n"
  690. "in vec4 Frag_Color;\n"
  691. "out vec4 Out_Color;\n"
  692. "void main()\n"
  693. "{\n"
  694. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  695. "}\n";
  696. const GLchar* fragment_shader_glsl_300_es =
  697. "precision mediump float;\n"
  698. "uniform sampler2D Texture;\n"
  699. "in vec2 Frag_UV;\n"
  700. "in vec4 Frag_Color;\n"
  701. "layout (location = 0) out vec4 Out_Color;\n"
  702. "void main()\n"
  703. "{\n"
  704. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  705. "}\n";
  706. const GLchar* fragment_shader_glsl_410_core =
  707. "in vec2 Frag_UV;\n"
  708. "in vec4 Frag_Color;\n"
  709. "uniform sampler2D Texture;\n"
  710. "layout (location = 0) out vec4 Out_Color;\n"
  711. "void main()\n"
  712. "{\n"
  713. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  714. "}\n";
  715. // Select shaders matching our GLSL versions
  716. const GLchar* vertex_shader = NULL;
  717. const GLchar* fragment_shader = NULL;
  718. if (glsl_version < 130)
  719. {
  720. vertex_shader = vertex_shader_glsl_120;
  721. fragment_shader = fragment_shader_glsl_120;
  722. }
  723. else if (glsl_version >= 410)
  724. {
  725. vertex_shader = vertex_shader_glsl_410_core;
  726. fragment_shader = fragment_shader_glsl_410_core;
  727. }
  728. else if (glsl_version == 300)
  729. {
  730. vertex_shader = vertex_shader_glsl_300_es;
  731. fragment_shader = fragment_shader_glsl_300_es;
  732. }
  733. else
  734. {
  735. vertex_shader = vertex_shader_glsl_130;
  736. fragment_shader = fragment_shader_glsl_130;
  737. }
  738. // Create shaders
  739. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  740. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  741. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  742. glCompileShader(vert_handle);
  743. CheckShader(vert_handle, "vertex shader");
  744. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  745. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  746. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  747. glCompileShader(frag_handle);
  748. CheckShader(frag_handle, "fragment shader");
  749. // Link
  750. bd->ShaderHandle = glCreateProgram();
  751. glAttachShader(bd->ShaderHandle, vert_handle);
  752. glAttachShader(bd->ShaderHandle, frag_handle);
  753. glLinkProgram(bd->ShaderHandle);
  754. CheckProgram(bd->ShaderHandle, "shader program");
  755. glDetachShader(bd->ShaderHandle, vert_handle);
  756. glDetachShader(bd->ShaderHandle, frag_handle);
  757. glDeleteShader(vert_handle);
  758. glDeleteShader(frag_handle);
  759. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  760. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  761. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  762. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  763. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  764. // Create buffers
  765. glGenBuffers(1, &bd->VboHandle);
  766. glGenBuffers(1, &bd->ElementsHandle);
  767. ImGui_ImplOpenGL3_CreateFontsTexture();
  768. // Restore modified GL state
  769. glBindTexture(GL_TEXTURE_2D, last_texture);
  770. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  771. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  772. glBindVertexArray(last_vertex_array);
  773. #endif
  774. return true;
  775. }
  776. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  777. {
  778. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  779. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  780. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  781. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  782. ImGui_ImplOpenGL3_DestroyFontsTexture();
  783. }
  784. #if defined(__clang__)
  785. #pragma clang diagnostic pop
  786. #endif