imgui_impl_opengl3.cpp 43 KB

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  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: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. // CHANGELOG
  14. // (minor and older changes stripped away, please see git history for details)
  15. // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  16. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  17. // 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
  18. // 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).
  19. // 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.
  20. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
  21. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
  22. // 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.
  23. // 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).
  24. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  25. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  26. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  27. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  28. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  29. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  30. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  31. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  32. // 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)
  33. // 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.
  34. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  35. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  36. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  37. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  38. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  39. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  40. // 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.
  41. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  42. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  43. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  44. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  45. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  46. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  47. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  48. // 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.
  49. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  50. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  51. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  52. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  53. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  54. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  55. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  56. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  57. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  58. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  59. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  60. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
  61. // 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".
  62. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  63. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  64. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  65. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  66. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  67. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  68. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  69. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  70. //----------------------------------------
  71. // OpenGL GLSL GLSL
  72. // version version string
  73. //----------------------------------------
  74. // 2.0 110 "#version 110"
  75. // 2.1 120 "#version 120"
  76. // 3.0 130 "#version 130"
  77. // 3.1 140 "#version 140"
  78. // 3.2 150 "#version 150"
  79. // 3.3 330 "#version 330 core"
  80. // 4.0 400 "#version 400 core"
  81. // 4.1 410 "#version 410 core"
  82. // 4.2 420 "#version 410 core"
  83. // 4.3 430 "#version 430 core"
  84. // ES 2.0 100 "#version 100" = WebGL 1.0
  85. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  86. //----------------------------------------
  87. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  88. #define _CRT_SECURE_NO_WARNINGS
  89. #endif
  90. #include "imgui.h"
  91. #include "imgui_impl_opengl3.h"
  92. #include <stdio.h>
  93. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  94. #include <stddef.h> // intptr_t
  95. #else
  96. #include <stdint.h> // intptr_t
  97. #endif
  98. #if defined(__APPLE__)
  99. #include <TargetConditionals.h>
  100. #endif
  101. // Clang warnings with -Weverything
  102. #if defined(__clang__)
  103. #pragma clang diagnostic push
  104. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  105. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  106. #endif
  107. // GL includes
  108. #if defined(IMGUI_IMPL_OPENGL_ES2)
  109. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  110. #include <OpenGLES/ES2/gl.h> // Use GL ES 2
  111. #else
  112. #include <GLES2/gl2.h> // Use GL ES 2
  113. #endif
  114. #if defined(__EMSCRIPTEN__)
  115. #ifndef GL_GLEXT_PROTOTYPES
  116. #define GL_GLEXT_PROTOTYPES
  117. #endif
  118. #include <GLES2/gl2ext.h>
  119. #endif
  120. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  121. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  122. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  123. #else
  124. #include <GLES3/gl3.h> // Use GL ES 3
  125. #endif
  126. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  127. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  128. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  129. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  130. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  131. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  132. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  133. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  134. #define IMGL3W_IMPL
  135. #include "imgui_impl_opengl3_loader.h"
  136. #endif
  137. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  138. #ifndef IMGUI_IMPL_OPENGL_ES2
  139. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  140. #elif defined(__EMSCRIPTEN__)
  141. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  142. #define glBindVertexArray glBindVertexArrayOES
  143. #define glGenVertexArrays glGenVertexArraysOES
  144. #define glDeleteVertexArrays glDeleteVertexArraysOES
  145. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  146. #endif
  147. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  148. #ifdef GL_POLYGON_MODE
  149. #define IMGUI_IMPL_HAS_POLYGON_MODE
  150. #endif
  151. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  152. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  153. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  154. #endif
  155. // Desktop GL 3.3+ has glBindSampler()
  156. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  157. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  158. #endif
  159. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  160. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  161. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  162. #endif
  163. // Desktop GL use extension detection
  164. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  165. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  166. #endif
  167. // [Debugging]
  168. //#define IMGUI_IMPL_OPENGL_DEBUG
  169. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  170. #include <stdio.h>
  171. #define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
  172. #else
  173. #define GL_CALL(_CALL) _CALL // Call without error check
  174. #endif
  175. // OpenGL Data
  176. struct ImGui_ImplOpenGL3_Data
  177. {
  178. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  179. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  180. GLuint FontTexture;
  181. GLuint ShaderHandle;
  182. GLint AttribLocationTex; // Uniforms location
  183. GLint AttribLocationProjMtx;
  184. GLuint AttribLocationVtxPos; // Vertex attributes location
  185. GLuint AttribLocationVtxUV;
  186. GLuint AttribLocationVtxColor;
  187. unsigned int VboHandle, ElementsHandle;
  188. GLsizeiptr VertexBufferSize;
  189. GLsizeiptr IndexBufferSize;
  190. bool HasClipOrigin;
  191. bool UseBufferSubData;
  192. ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
  193. };
  194. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  195. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  196. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  197. {
  198. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  199. }
  200. // Forward Declarations
  201. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  202. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  203. // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
  204. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  205. struct ImGui_ImplOpenGL3_VtxAttribState
  206. {
  207. GLint Enabled, Size, Type, Normalized, Stride;
  208. GLvoid* Ptr;
  209. void GetState(GLint index)
  210. {
  211. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
  212. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
  213. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
  214. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
  215. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
  216. glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
  217. }
  218. void SetState(GLint index)
  219. {
  220. glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
  221. if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
  222. }
  223. };
  224. #endif
  225. // Functions
  226. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  227. {
  228. ImGuiIO& io = ImGui::GetIO();
  229. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  230. // Initialize our loader
  231. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  232. if (imgl3wInit() != 0)
  233. {
  234. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  235. return false;
  236. }
  237. #endif
  238. // Setup backend capabilities flags
  239. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  240. io.BackendRendererUserData = (void*)bd;
  241. io.BackendRendererName = "imgui_impl_opengl3";
  242. // Query for GL version (e.g. 320 for GL 3.2)
  243. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  244. GLint major = 0;
  245. GLint minor = 0;
  246. glGetIntegerv(GL_MAJOR_VERSION, &major);
  247. glGetIntegerv(GL_MINOR_VERSION, &minor);
  248. if (major == 0 && minor == 0)
  249. {
  250. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  251. const char* gl_version = (const char*)glGetString(GL_VERSION);
  252. sscanf(gl_version, "%d.%d", &major, &minor);
  253. }
  254. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  255. // Query vendor to enable glBufferSubData kludge
  256. #ifdef _WIN32
  257. if (const char* vendor = (const char*)glGetString(GL_VENDOR))
  258. if (strncmp(vendor, "Intel", 5) == 0)
  259. bd->UseBufferSubData = true;
  260. #endif
  261. #else
  262. bd->GlVersion = 200; // GLES 2
  263. #endif
  264. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  265. 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]
  266. #endif
  267. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  268. if (bd->GlVersion >= 320)
  269. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  270. #endif
  271. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  272. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  273. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
  274. if (glsl_version == nullptr)
  275. {
  276. #if defined(IMGUI_IMPL_OPENGL_ES2)
  277. glsl_version = "#version 100";
  278. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  279. glsl_version = "#version 300 es";
  280. #elif defined(__APPLE__)
  281. glsl_version = "#version 150";
  282. #else
  283. glsl_version = "#version 130";
  284. #endif
  285. }
  286. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  287. strcpy(bd->GlslVersionString, glsl_version);
  288. strcat(bd->GlslVersionString, "\n");
  289. // Make an arbitrary GL call (we don't actually need the result)
  290. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  291. GLint current_texture;
  292. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  293. // Detect extensions we support
  294. bd->HasClipOrigin = (bd->GlVersion >= 450);
  295. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  296. GLint num_extensions = 0;
  297. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  298. for (GLint i = 0; i < num_extensions; i++)
  299. {
  300. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  301. if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
  302. bd->HasClipOrigin = true;
  303. }
  304. #endif
  305. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  306. ImGui_ImplOpenGL3_InitPlatformInterface();
  307. return true;
  308. }
  309. void ImGui_ImplOpenGL3_Shutdown()
  310. {
  311. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  312. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  313. ImGuiIO& io = ImGui::GetIO();
  314. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  315. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  316. io.BackendRendererName = nullptr;
  317. io.BackendRendererUserData = nullptr;
  318. IM_DELETE(bd);
  319. }
  320. void ImGui_ImplOpenGL3_NewFrame()
  321. {
  322. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  323. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
  324. if (!bd->ShaderHandle)
  325. ImGui_ImplOpenGL3_CreateDeviceObjects();
  326. }
  327. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  328. {
  329. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  330. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  331. glEnable(GL_BLEND);
  332. glBlendEquation(GL_FUNC_ADD);
  333. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  334. glDisable(GL_CULL_FACE);
  335. glDisable(GL_DEPTH_TEST);
  336. glDisable(GL_STENCIL_TEST);
  337. glEnable(GL_SCISSOR_TEST);
  338. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  339. if (bd->GlVersion >= 310)
  340. glDisable(GL_PRIMITIVE_RESTART);
  341. #endif
  342. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  343. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  344. #endif
  345. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  346. #if defined(GL_CLIP_ORIGIN)
  347. bool clip_origin_lower_left = true;
  348. if (bd->HasClipOrigin)
  349. {
  350. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  351. if (current_clip_origin == GL_UPPER_LEFT)
  352. clip_origin_lower_left = false;
  353. }
  354. #endif
  355. // Setup viewport, orthographic projection matrix
  356. // 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.
  357. GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
  358. float L = draw_data->DisplayPos.x;
  359. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  360. float T = draw_data->DisplayPos.y;
  361. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  362. #if defined(GL_CLIP_ORIGIN)
  363. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  364. #endif
  365. const float ortho_projection[4][4] =
  366. {
  367. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  368. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  369. { 0.0f, 0.0f, -1.0f, 0.0f },
  370. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  371. };
  372. glUseProgram(bd->ShaderHandle);
  373. glUniform1i(bd->AttribLocationTex, 0);
  374. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  375. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  376. if (bd->GlVersion >= 330)
  377. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  378. #endif
  379. (void)vertex_array_object;
  380. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  381. glBindVertexArray(vertex_array_object);
  382. #endif
  383. // Bind vertex/index buffers and setup attributes for ImDrawVert
  384. GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
  385. GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
  386. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
  387. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
  388. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
  389. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
  390. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
  391. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
  392. }
  393. // OpenGL3 Render function.
  394. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  395. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  396. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  397. {
  398. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  399. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  400. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  401. if (fb_width <= 0 || fb_height <= 0)
  402. return;
  403. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  404. // Backup GL state
  405. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  406. glActiveTexture(GL_TEXTURE0);
  407. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  408. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  409. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  410. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  411. #endif
  412. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  413. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  414. // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
  415. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  416. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
  417. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
  418. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
  419. #endif
  420. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  421. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  422. #endif
  423. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  424. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  425. #endif
  426. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  427. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  428. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  429. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  430. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  431. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  432. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  433. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  434. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  435. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  436. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  437. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  438. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  439. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  440. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  441. #endif
  442. // Setup desired GL state
  443. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  444. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  445. GLuint vertex_array_object = 0;
  446. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  447. GL_CALL(glGenVertexArrays(1, &vertex_array_object));
  448. #endif
  449. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  450. // Will project scissor/clipping rectangles into framebuffer space
  451. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  452. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  453. // Render command lists
  454. for (int n = 0; n < draw_data->CmdListsCount; n++)
  455. {
  456. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  457. // Upload vertex/index buffers
  458. // - 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)
  459. // - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
  460. // - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
  461. const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
  462. const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
  463. if (bd->UseBufferSubData)
  464. {
  465. if (bd->VertexBufferSize < vtx_buffer_size)
  466. {
  467. bd->VertexBufferSize = vtx_buffer_size;
  468. GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
  469. }
  470. if (bd->IndexBufferSize < idx_buffer_size)
  471. {
  472. bd->IndexBufferSize = idx_buffer_size;
  473. GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
  474. }
  475. GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
  476. GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
  477. }
  478. else
  479. {
  480. GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
  481. GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
  482. }
  483. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  484. {
  485. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  486. if (pcmd->UserCallback != nullptr)
  487. {
  488. // User callback, registered via ImDrawList::AddCallback()
  489. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  490. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  491. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  492. else
  493. pcmd->UserCallback(cmd_list, pcmd);
  494. }
  495. else
  496. {
  497. // Project scissor/clipping rectangles into framebuffer space
  498. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  499. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  500. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  501. continue;
  502. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  503. GL_CALL(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)));
  504. // Bind texture, Draw
  505. GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
  506. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  507. if (bd->GlVersion >= 320)
  508. GL_CALL(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));
  509. else
  510. #endif
  511. GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
  512. }
  513. }
  514. }
  515. // Destroy the temporary VAO
  516. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  517. GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
  518. #endif
  519. // Restore modified GL state
  520. glUseProgram(last_program);
  521. glBindTexture(GL_TEXTURE_2D, last_texture);
  522. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  523. if (bd->GlVersion >= 330)
  524. glBindSampler(0, last_sampler);
  525. #endif
  526. glActiveTexture(last_active_texture);
  527. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  528. glBindVertexArray(last_vertex_array_object);
  529. #endif
  530. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  531. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  532. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  533. last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
  534. last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
  535. last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
  536. #endif
  537. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  538. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  539. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  540. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  541. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  542. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  543. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  544. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  545. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  546. #endif
  547. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  548. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  549. #endif
  550. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  551. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  552. (void)bd; // Not all compilation paths use this
  553. }
  554. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  555. {
  556. ImGuiIO& io = ImGui::GetIO();
  557. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  558. // Build texture atlas
  559. unsigned char* pixels;
  560. int width, height;
  561. 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.
  562. // Upload texture to graphics system
  563. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  564. GLint last_texture;
  565. GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
  566. GL_CALL(glGenTextures(1, &bd->FontTexture));
  567. GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
  568. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
  569. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
  570. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  571. GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
  572. #endif
  573. GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
  574. // Store our identifier
  575. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  576. // Restore state
  577. GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
  578. return true;
  579. }
  580. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  581. {
  582. ImGuiIO& io = ImGui::GetIO();
  583. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  584. if (bd->FontTexture)
  585. {
  586. glDeleteTextures(1, &bd->FontTexture);
  587. io.Fonts->SetTexID(0);
  588. bd->FontTexture = 0;
  589. }
  590. }
  591. // 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.
  592. static bool CheckShader(GLuint handle, const char* desc)
  593. {
  594. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  595. GLint status = 0, log_length = 0;
  596. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  597. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  598. if ((GLboolean)status == GL_FALSE)
  599. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %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. glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
  605. fprintf(stderr, "%s\n", buf.begin());
  606. }
  607. return (GLboolean)status == GL_TRUE;
  608. }
  609. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  610. static bool CheckProgram(GLuint handle, const char* desc)
  611. {
  612. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  613. GLint status = 0, log_length = 0;
  614. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  615. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  616. if ((GLboolean)status == GL_FALSE)
  617. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  618. if (log_length > 1)
  619. {
  620. ImVector<char> buf;
  621. buf.resize((int)(log_length + 1));
  622. glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
  623. fprintf(stderr, "%s\n", buf.begin());
  624. }
  625. return (GLboolean)status == GL_TRUE;
  626. }
  627. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  628. {
  629. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  630. // Backup GL state
  631. GLint last_texture, last_array_buffer;
  632. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  633. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  634. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  635. GLint last_vertex_array;
  636. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  637. #endif
  638. // Parse GLSL version string
  639. int glsl_version = 130;
  640. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  641. const GLchar* vertex_shader_glsl_120 =
  642. "uniform mat4 ProjMtx;\n"
  643. "attribute vec2 Position;\n"
  644. "attribute vec2 UV;\n"
  645. "attribute vec4 Color;\n"
  646. "varying vec2 Frag_UV;\n"
  647. "varying vec4 Frag_Color;\n"
  648. "void main()\n"
  649. "{\n"
  650. " Frag_UV = UV;\n"
  651. " Frag_Color = Color;\n"
  652. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  653. "}\n";
  654. const GLchar* vertex_shader_glsl_130 =
  655. "uniform mat4 ProjMtx;\n"
  656. "in vec2 Position;\n"
  657. "in vec2 UV;\n"
  658. "in vec4 Color;\n"
  659. "out vec2 Frag_UV;\n"
  660. "out vec4 Frag_Color;\n"
  661. "void main()\n"
  662. "{\n"
  663. " Frag_UV = UV;\n"
  664. " Frag_Color = Color;\n"
  665. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  666. "}\n";
  667. const GLchar* vertex_shader_glsl_300_es =
  668. "precision highp float;\n"
  669. "layout (location = 0) in vec2 Position;\n"
  670. "layout (location = 1) in vec2 UV;\n"
  671. "layout (location = 2) in vec4 Color;\n"
  672. "uniform mat4 ProjMtx;\n"
  673. "out vec2 Frag_UV;\n"
  674. "out vec4 Frag_Color;\n"
  675. "void main()\n"
  676. "{\n"
  677. " Frag_UV = UV;\n"
  678. " Frag_Color = Color;\n"
  679. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  680. "}\n";
  681. const GLchar* vertex_shader_glsl_410_core =
  682. "layout (location = 0) in vec2 Position;\n"
  683. "layout (location = 1) in vec2 UV;\n"
  684. "layout (location = 2) in vec4 Color;\n"
  685. "uniform mat4 ProjMtx;\n"
  686. "out vec2 Frag_UV;\n"
  687. "out vec4 Frag_Color;\n"
  688. "void main()\n"
  689. "{\n"
  690. " Frag_UV = UV;\n"
  691. " Frag_Color = Color;\n"
  692. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  693. "}\n";
  694. const GLchar* fragment_shader_glsl_120 =
  695. "#ifdef GL_ES\n"
  696. " precision mediump float;\n"
  697. "#endif\n"
  698. "uniform sampler2D Texture;\n"
  699. "varying vec2 Frag_UV;\n"
  700. "varying vec4 Frag_Color;\n"
  701. "void main()\n"
  702. "{\n"
  703. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  704. "}\n";
  705. const GLchar* fragment_shader_glsl_130 =
  706. "uniform sampler2D Texture;\n"
  707. "in vec2 Frag_UV;\n"
  708. "in vec4 Frag_Color;\n"
  709. "out vec4 Out_Color;\n"
  710. "void main()\n"
  711. "{\n"
  712. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  713. "}\n";
  714. const GLchar* fragment_shader_glsl_300_es =
  715. "precision mediump float;\n"
  716. "uniform sampler2D Texture;\n"
  717. "in vec2 Frag_UV;\n"
  718. "in vec4 Frag_Color;\n"
  719. "layout (location = 0) out vec4 Out_Color;\n"
  720. "void main()\n"
  721. "{\n"
  722. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  723. "}\n";
  724. const GLchar* fragment_shader_glsl_410_core =
  725. "in vec2 Frag_UV;\n"
  726. "in vec4 Frag_Color;\n"
  727. "uniform sampler2D Texture;\n"
  728. "layout (location = 0) out vec4 Out_Color;\n"
  729. "void main()\n"
  730. "{\n"
  731. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  732. "}\n";
  733. // Select shaders matching our GLSL versions
  734. const GLchar* vertex_shader = nullptr;
  735. const GLchar* fragment_shader = nullptr;
  736. if (glsl_version < 130)
  737. {
  738. vertex_shader = vertex_shader_glsl_120;
  739. fragment_shader = fragment_shader_glsl_120;
  740. }
  741. else if (glsl_version >= 410)
  742. {
  743. vertex_shader = vertex_shader_glsl_410_core;
  744. fragment_shader = fragment_shader_glsl_410_core;
  745. }
  746. else if (glsl_version == 300)
  747. {
  748. vertex_shader = vertex_shader_glsl_300_es;
  749. fragment_shader = fragment_shader_glsl_300_es;
  750. }
  751. else
  752. {
  753. vertex_shader = vertex_shader_glsl_130;
  754. fragment_shader = fragment_shader_glsl_130;
  755. }
  756. // Create shaders
  757. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  758. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  759. glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
  760. glCompileShader(vert_handle);
  761. CheckShader(vert_handle, "vertex shader");
  762. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  763. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  764. glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
  765. glCompileShader(frag_handle);
  766. CheckShader(frag_handle, "fragment shader");
  767. // Link
  768. bd->ShaderHandle = glCreateProgram();
  769. glAttachShader(bd->ShaderHandle, vert_handle);
  770. glAttachShader(bd->ShaderHandle, frag_handle);
  771. glLinkProgram(bd->ShaderHandle);
  772. CheckProgram(bd->ShaderHandle, "shader program");
  773. glDetachShader(bd->ShaderHandle, vert_handle);
  774. glDetachShader(bd->ShaderHandle, frag_handle);
  775. glDeleteShader(vert_handle);
  776. glDeleteShader(frag_handle);
  777. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  778. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  779. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  780. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  781. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  782. // Create buffers
  783. glGenBuffers(1, &bd->VboHandle);
  784. glGenBuffers(1, &bd->ElementsHandle);
  785. ImGui_ImplOpenGL3_CreateFontsTexture();
  786. // Restore modified GL state
  787. glBindTexture(GL_TEXTURE_2D, last_texture);
  788. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  789. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  790. glBindVertexArray(last_vertex_array);
  791. #endif
  792. return true;
  793. }
  794. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  795. {
  796. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  797. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  798. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  799. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  800. ImGui_ImplOpenGL3_DestroyFontsTexture();
  801. }
  802. //--------------------------------------------------------------------------------------------------------
  803. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  804. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  805. // 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..
  806. //--------------------------------------------------------------------------------------------------------
  807. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  808. {
  809. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  810. {
  811. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  812. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  813. glClear(GL_COLOR_BUFFER_BIT);
  814. }
  815. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  816. }
  817. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  818. {
  819. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  820. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  821. }
  822. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  823. {
  824. ImGui::DestroyPlatformWindows();
  825. }
  826. #if defined(__clang__)
  827. #pragma clang diagnostic pop
  828. #endif