imgui_impl_opengl3.cpp 47 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: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
  8. // About WebGL/ES:
  9. // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
  10. // - This is done automatically on iOS, Android and Emscripten targets.
  11. // - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
  12. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  13. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  14. // Learn about Dear ImGui:
  15. // - FAQ https://dearimgui.com/faq
  16. // - Getting Started https://dearimgui.com/getting-started
  17. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  18. // - Introduction, links and more at the top of imgui.cpp
  19. // CHANGELOG
  20. // (minor and older changes stripped away, please see git history for details)
  21. // 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
  22. // 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
  23. // 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
  24. // 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
  25. // 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
  26. // 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
  27. // 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
  28. // 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
  29. // 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
  30. // 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
  31. // 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
  32. // 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
  33. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  34. // 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
  35. // 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).
  36. // 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
  37. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
  38. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
  39. // 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.
  40. // 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).
  41. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  42. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  43. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  44. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  45. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  46. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  47. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  48. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  49. // 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)
  50. // 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.
  51. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  52. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  53. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  54. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  55. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  56. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  57. // 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.
  58. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  59. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  60. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  61. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  62. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  63. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  64. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  65. // 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.
  66. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  67. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  68. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  69. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  70. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  71. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  72. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  73. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  74. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  75. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  76. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  77. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
  78. // 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".
  79. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  80. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  81. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  82. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  83. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  84. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  85. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  86. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  87. //----------------------------------------
  88. // OpenGL GLSL GLSL
  89. // version version string
  90. //----------------------------------------
  91. // 2.0 110 "#version 110"
  92. // 2.1 120 "#version 120"
  93. // 3.0 130 "#version 130"
  94. // 3.1 140 "#version 140"
  95. // 3.2 150 "#version 150"
  96. // 3.3 330 "#version 330 core"
  97. // 4.0 400 "#version 400 core"
  98. // 4.1 410 "#version 410 core"
  99. // 4.2 420 "#version 410 core"
  100. // 4.3 430 "#version 430 core"
  101. // ES 2.0 100 "#version 100" = WebGL 1.0
  102. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  103. //----------------------------------------
  104. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  105. #define _CRT_SECURE_NO_WARNINGS
  106. #endif
  107. #include "imgui.h"
  108. #ifndef IMGUI_DISABLE
  109. #include "imgui_impl_opengl3.h"
  110. #include <stdio.h>
  111. #include <stdint.h> // intptr_t
  112. #if defined(__APPLE__)
  113. #include <TargetConditionals.h>
  114. #endif
  115. // Clang/GCC warnings with -Weverything
  116. #if defined(__clang__)
  117. #pragma clang diagnostic push
  118. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  119. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  120. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
  121. #pragma clang diagnostic ignored "-Wnonportable-system-include-path"
  122. #pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  123. #endif
  124. #if defined(__GNUC__)
  125. #pragma GCC diagnostic push
  126. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
  127. #pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
  128. #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  129. #endif
  130. // GL includes
  131. #if defined(IMGUI_IMPL_OPENGL_ES2)
  132. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  133. #include <OpenGLES/ES2/gl.h> // Use GL ES 2
  134. #else
  135. #include <GLES2/gl2.h> // Use GL ES 2
  136. #endif
  137. #if defined(__EMSCRIPTEN__)
  138. #ifndef GL_GLEXT_PROTOTYPES
  139. #define GL_GLEXT_PROTOTYPES
  140. #endif
  141. #include <GLES2/gl2ext.h>
  142. #endif
  143. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  144. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  145. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  146. #else
  147. #include <GLES3/gl3.h> // Use GL ES 3
  148. #endif
  149. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  150. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  151. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  152. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  153. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  154. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  155. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  156. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  157. #define IMGL3W_IMPL
  158. #include "imgui_impl_opengl3_loader.h"
  159. #endif
  160. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  161. #ifndef IMGUI_IMPL_OPENGL_ES2
  162. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  163. #elif defined(__EMSCRIPTEN__)
  164. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  165. #define glBindVertexArray glBindVertexArrayOES
  166. #define glGenVertexArrays glGenVertexArraysOES
  167. #define glDeleteVertexArrays glDeleteVertexArraysOES
  168. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  169. #endif
  170. // Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
  171. // A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks
  172. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  173. #define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
  174. #define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
  175. #endif
  176. // Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
  177. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  178. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
  179. #endif
  180. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  181. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  182. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  183. #endif
  184. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  185. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  186. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  187. #endif
  188. // Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
  189. #if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
  190. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  191. #endif
  192. // [Debugging]
  193. //#define IMGUI_IMPL_OPENGL_DEBUG
  194. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  195. #include <stdio.h>
  196. #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
  197. #else
  198. #define GL_CALL(_CALL) _CALL // Call without error check
  199. #endif
  200. // OpenGL Data
  201. struct ImGui_ImplOpenGL3_Data
  202. {
  203. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  204. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  205. bool GlProfileIsES2;
  206. bool GlProfileIsES3;
  207. bool GlProfileIsCompat;
  208. GLint GlProfileMask;
  209. GLuint FontTexture;
  210. GLuint ShaderHandle;
  211. GLint AttribLocationTex; // Uniforms location
  212. GLint AttribLocationProjMtx;
  213. GLuint AttribLocationVtxPos; // Vertex attributes location
  214. GLuint AttribLocationVtxUV;
  215. GLuint AttribLocationVtxColor;
  216. unsigned int VboHandle, ElementsHandle;
  217. GLsizeiptr VertexBufferSize;
  218. GLsizeiptr IndexBufferSize;
  219. bool HasPolygonMode;
  220. bool HasClipOrigin;
  221. bool UseBufferSubData;
  222. ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
  223. };
  224. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  225. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  226. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  227. {
  228. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  229. }
  230. // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
  231. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  232. struct ImGui_ImplOpenGL3_VtxAttribState
  233. {
  234. GLint Enabled, Size, Type, Normalized, Stride;
  235. GLvoid* Ptr;
  236. void GetState(GLint index)
  237. {
  238. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
  239. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
  240. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
  241. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
  242. glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
  243. glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
  244. }
  245. void SetState(GLint index)
  246. {
  247. glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
  248. if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
  249. }
  250. };
  251. #endif
  252. // Functions
  253. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  254. {
  255. ImGuiIO& io = ImGui::GetIO();
  256. IMGUI_CHECKVERSION();
  257. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  258. // Initialize our loader
  259. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  260. if (imgl3wInit() != 0)
  261. {
  262. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  263. return false;
  264. }
  265. #endif
  266. // Setup backend capabilities flags
  267. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  268. io.BackendRendererUserData = (void*)bd;
  269. io.BackendRendererName = "imgui_impl_opengl3";
  270. // Query for GL version (e.g. 320 for GL 3.2)
  271. #if defined(IMGUI_IMPL_OPENGL_ES2)
  272. // GLES 2
  273. bd->GlVersion = 200;
  274. bd->GlProfileIsES2 = true;
  275. #else
  276. // Desktop or GLES 3
  277. const char* gl_version_str = (const char*)glGetString(GL_VERSION);
  278. GLint major = 0;
  279. GLint minor = 0;
  280. glGetIntegerv(GL_MAJOR_VERSION, &major);
  281. glGetIntegerv(GL_MINOR_VERSION, &minor);
  282. if (major == 0 && minor == 0)
  283. sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  284. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  285. #if defined(GL_CONTEXT_PROFILE_MASK)
  286. if (bd->GlVersion >= 320)
  287. glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
  288. bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
  289. #endif
  290. #if defined(IMGUI_IMPL_OPENGL_ES3)
  291. bd->GlProfileIsES3 = true;
  292. #else
  293. if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
  294. bd->GlProfileIsES3 = true;
  295. #endif
  296. bd->UseBufferSubData = false;
  297. /*
  298. // Query vendor to enable glBufferSubData kludge
  299. #ifdef _WIN32
  300. if (const char* vendor = (const char*)glGetString(GL_VENDOR))
  301. if (strncmp(vendor, "Intel", 5) == 0)
  302. bd->UseBufferSubData = true;
  303. #endif
  304. */
  305. #endif
  306. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  307. printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
  308. #endif
  309. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  310. if (bd->GlVersion >= 320)
  311. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  312. #endif
  313. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  314. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
  315. if (glsl_version == nullptr)
  316. {
  317. #if defined(IMGUI_IMPL_OPENGL_ES2)
  318. glsl_version = "#version 100";
  319. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  320. glsl_version = "#version 300 es";
  321. #elif defined(__APPLE__)
  322. glsl_version = "#version 150";
  323. #else
  324. glsl_version = "#version 130";
  325. #endif
  326. }
  327. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  328. strcpy(bd->GlslVersionString, glsl_version);
  329. strcat(bd->GlslVersionString, "\n");
  330. // Make an arbitrary GL call (we don't actually need the result)
  331. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  332. GLint current_texture;
  333. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  334. // Detect extensions we support
  335. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
  336. bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
  337. #endif
  338. bd->HasClipOrigin = (bd->GlVersion >= 450);
  339. #ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
  340. GLint num_extensions = 0;
  341. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  342. for (GLint i = 0; i < num_extensions; i++)
  343. {
  344. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  345. if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
  346. bd->HasClipOrigin = true;
  347. }
  348. #endif
  349. return true;
  350. }
  351. void ImGui_ImplOpenGL3_Shutdown()
  352. {
  353. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  354. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  355. ImGuiIO& io = ImGui::GetIO();
  356. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  357. io.BackendRendererName = nullptr;
  358. io.BackendRendererUserData = nullptr;
  359. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  360. IM_DELETE(bd);
  361. }
  362. void ImGui_ImplOpenGL3_NewFrame()
  363. {
  364. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  365. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
  366. if (!bd->ShaderHandle)
  367. ImGui_ImplOpenGL3_CreateDeviceObjects();
  368. }
  369. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  370. {
  371. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  372. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  373. glEnable(GL_BLEND);
  374. glBlendEquation(GL_FUNC_ADD);
  375. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  376. glDisable(GL_CULL_FACE);
  377. glDisable(GL_DEPTH_TEST);
  378. glDisable(GL_STENCIL_TEST);
  379. glEnable(GL_SCISSOR_TEST);
  380. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  381. if (bd->GlVersion >= 310)
  382. glDisable(GL_PRIMITIVE_RESTART);
  383. #endif
  384. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
  385. if (bd->HasPolygonMode)
  386. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  387. #endif
  388. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  389. #if defined(GL_CLIP_ORIGIN)
  390. bool clip_origin_lower_left = true;
  391. if (bd->HasClipOrigin)
  392. {
  393. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  394. if (current_clip_origin == GL_UPPER_LEFT)
  395. clip_origin_lower_left = false;
  396. }
  397. #endif
  398. // Setup viewport, orthographic projection matrix
  399. // 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.
  400. GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
  401. float L = draw_data->DisplayPos.x;
  402. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  403. float T = draw_data->DisplayPos.y;
  404. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  405. #if defined(GL_CLIP_ORIGIN)
  406. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  407. #endif
  408. const float ortho_projection[4][4] =
  409. {
  410. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  411. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  412. { 0.0f, 0.0f, -1.0f, 0.0f },
  413. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  414. };
  415. glUseProgram(bd->ShaderHandle);
  416. glUniform1i(bd->AttribLocationTex, 0);
  417. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  418. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  419. if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
  420. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
  421. #endif
  422. (void)vertex_array_object;
  423. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  424. glBindVertexArray(vertex_array_object);
  425. #endif
  426. // Bind vertex/index buffers and setup attributes for ImDrawVert
  427. GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
  428. GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
  429. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
  430. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
  431. GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
  432. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
  433. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
  434. GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
  435. }
  436. // OpenGL3 Render function.
  437. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  438. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  439. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  440. {
  441. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  442. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  443. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  444. if (fb_width <= 0 || fb_height <= 0)
  445. return;
  446. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  447. // Backup GL state
  448. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  449. glActiveTexture(GL_TEXTURE0);
  450. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  451. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  452. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  453. GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  454. #endif
  455. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  456. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  457. // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
  458. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
  459. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
  460. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
  461. ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
  462. #endif
  463. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  464. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  465. #endif
  466. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
  467. GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
  468. #endif
  469. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  470. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  471. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  472. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  473. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  474. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  475. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  476. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  477. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  478. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  479. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  480. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  481. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  482. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  483. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  484. #endif
  485. // Setup desired GL state
  486. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  487. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  488. GLuint vertex_array_object = 0;
  489. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  490. GL_CALL(glGenVertexArrays(1, &vertex_array_object));
  491. #endif
  492. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  493. // Will project scissor/clipping rectangles into framebuffer space
  494. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  495. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  496. // Render command lists
  497. for (int n = 0; n < draw_data->CmdListsCount; n++)
  498. {
  499. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  500. // Upload vertex/index buffers
  501. // - OpenGL drivers are in a very sorry state nowadays....
  502. // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
  503. // of leaks on Intel GPU when using multi-viewports on Windows.
  504. // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
  505. // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
  506. // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
  507. // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
  508. const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
  509. const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
  510. if (bd->UseBufferSubData)
  511. {
  512. if (bd->VertexBufferSize < vtx_buffer_size)
  513. {
  514. bd->VertexBufferSize = vtx_buffer_size;
  515. GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
  516. }
  517. if (bd->IndexBufferSize < idx_buffer_size)
  518. {
  519. bd->IndexBufferSize = idx_buffer_size;
  520. GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
  521. }
  522. GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
  523. GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
  524. }
  525. else
  526. {
  527. GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
  528. GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
  529. }
  530. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  531. {
  532. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  533. if (pcmd->UserCallback != nullptr)
  534. {
  535. // User callback, registered via ImDrawList::AddCallback()
  536. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  537. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  538. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  539. else
  540. pcmd->UserCallback(cmd_list, pcmd);
  541. }
  542. else
  543. {
  544. // Project scissor/clipping rectangles into framebuffer space
  545. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  546. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  547. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  548. continue;
  549. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  550. 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)));
  551. // Bind texture, Draw
  552. GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
  553. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  554. if (bd->GlVersion >= 320)
  555. 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));
  556. else
  557. #endif
  558. GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
  559. }
  560. }
  561. }
  562. // Destroy the temporary VAO
  563. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  564. GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
  565. #endif
  566. // Restore modified GL state
  567. // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
  568. if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
  569. glBindTexture(GL_TEXTURE_2D, last_texture);
  570. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  571. if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
  572. glBindSampler(0, last_sampler);
  573. #endif
  574. glActiveTexture(last_active_texture);
  575. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  576. glBindVertexArray(last_vertex_array_object);
  577. #endif
  578. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  579. #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  580. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
  581. last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
  582. last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
  583. last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
  584. #endif
  585. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  586. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  587. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  588. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  589. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  590. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  591. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  592. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  593. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  594. #endif
  595. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
  596. // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
  597. if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } }
  598. #endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
  599. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  600. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  601. (void)bd; // Not all compilation paths use this
  602. }
  603. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  604. {
  605. ImGuiIO& io = ImGui::GetIO();
  606. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  607. // Build texture atlas
  608. unsigned char* pixels;
  609. int width, height;
  610. 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.
  611. // Upload texture to graphics system
  612. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  613. GLint last_texture;
  614. GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
  615. GL_CALL(glGenTextures(1, &bd->FontTexture));
  616. GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
  617. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
  618. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
  619. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  620. GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
  621. #endif
  622. GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
  623. // Store our identifier
  624. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  625. // Restore state
  626. GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
  627. return true;
  628. }
  629. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  630. {
  631. ImGuiIO& io = ImGui::GetIO();
  632. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  633. if (bd->FontTexture)
  634. {
  635. glDeleteTextures(1, &bd->FontTexture);
  636. io.Fonts->SetTexID(0);
  637. bd->FontTexture = 0;
  638. }
  639. }
  640. // 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.
  641. static bool CheckShader(GLuint handle, const char* desc)
  642. {
  643. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  644. GLint status = 0, log_length = 0;
  645. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  646. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  647. if ((GLboolean)status == GL_FALSE)
  648. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  649. if (log_length > 1)
  650. {
  651. ImVector<char> buf;
  652. buf.resize((int)(log_length + 1));
  653. glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
  654. fprintf(stderr, "%s\n", buf.begin());
  655. }
  656. return (GLboolean)status == GL_TRUE;
  657. }
  658. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  659. static bool CheckProgram(GLuint handle, const char* desc)
  660. {
  661. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  662. GLint status = 0, log_length = 0;
  663. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  664. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  665. if ((GLboolean)status == GL_FALSE)
  666. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  667. if (log_length > 1)
  668. {
  669. ImVector<char> buf;
  670. buf.resize((int)(log_length + 1));
  671. glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
  672. fprintf(stderr, "%s\n", buf.begin());
  673. }
  674. return (GLboolean)status == GL_TRUE;
  675. }
  676. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  677. {
  678. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  679. // Backup GL state
  680. GLint last_texture, last_array_buffer;
  681. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  682. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  683. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
  684. GLint last_pixel_unpack_buffer = 0;
  685. if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
  686. #endif
  687. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  688. GLint last_vertex_array;
  689. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  690. #endif
  691. // Parse GLSL version string
  692. int glsl_version = 130;
  693. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  694. const GLchar* vertex_shader_glsl_120 =
  695. "uniform mat4 ProjMtx;\n"
  696. "attribute vec2 Position;\n"
  697. "attribute vec2 UV;\n"
  698. "attribute vec4 Color;\n"
  699. "varying vec2 Frag_UV;\n"
  700. "varying vec4 Frag_Color;\n"
  701. "void main()\n"
  702. "{\n"
  703. " Frag_UV = UV;\n"
  704. " Frag_Color = Color;\n"
  705. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  706. "}\n";
  707. const GLchar* vertex_shader_glsl_130 =
  708. "uniform mat4 ProjMtx;\n"
  709. "in vec2 Position;\n"
  710. "in vec2 UV;\n"
  711. "in vec4 Color;\n"
  712. "out vec2 Frag_UV;\n"
  713. "out vec4 Frag_Color;\n"
  714. "void main()\n"
  715. "{\n"
  716. " Frag_UV = UV;\n"
  717. " Frag_Color = Color;\n"
  718. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  719. "}\n";
  720. const GLchar* vertex_shader_glsl_300_es =
  721. "precision highp float;\n"
  722. "layout (location = 0) in vec2 Position;\n"
  723. "layout (location = 1) in vec2 UV;\n"
  724. "layout (location = 2) in vec4 Color;\n"
  725. "uniform mat4 ProjMtx;\n"
  726. "out vec2 Frag_UV;\n"
  727. "out vec4 Frag_Color;\n"
  728. "void main()\n"
  729. "{\n"
  730. " Frag_UV = UV;\n"
  731. " Frag_Color = Color;\n"
  732. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  733. "}\n";
  734. const GLchar* vertex_shader_glsl_410_core =
  735. "layout (location = 0) in vec2 Position;\n"
  736. "layout (location = 1) in vec2 UV;\n"
  737. "layout (location = 2) in vec4 Color;\n"
  738. "uniform mat4 ProjMtx;\n"
  739. "out vec2 Frag_UV;\n"
  740. "out vec4 Frag_Color;\n"
  741. "void main()\n"
  742. "{\n"
  743. " Frag_UV = UV;\n"
  744. " Frag_Color = Color;\n"
  745. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  746. "}\n";
  747. const GLchar* fragment_shader_glsl_120 =
  748. "#ifdef GL_ES\n"
  749. " precision mediump float;\n"
  750. "#endif\n"
  751. "uniform sampler2D Texture;\n"
  752. "varying vec2 Frag_UV;\n"
  753. "varying vec4 Frag_Color;\n"
  754. "void main()\n"
  755. "{\n"
  756. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  757. "}\n";
  758. const GLchar* fragment_shader_glsl_130 =
  759. "uniform sampler2D Texture;\n"
  760. "in vec2 Frag_UV;\n"
  761. "in vec4 Frag_Color;\n"
  762. "out vec4 Out_Color;\n"
  763. "void main()\n"
  764. "{\n"
  765. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  766. "}\n";
  767. const GLchar* fragment_shader_glsl_300_es =
  768. "precision mediump float;\n"
  769. "uniform sampler2D Texture;\n"
  770. "in vec2 Frag_UV;\n"
  771. "in vec4 Frag_Color;\n"
  772. "layout (location = 0) out vec4 Out_Color;\n"
  773. "void main()\n"
  774. "{\n"
  775. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  776. "}\n";
  777. const GLchar* fragment_shader_glsl_410_core =
  778. "in vec2 Frag_UV;\n"
  779. "in vec4 Frag_Color;\n"
  780. "uniform sampler2D Texture;\n"
  781. "layout (location = 0) out vec4 Out_Color;\n"
  782. "void main()\n"
  783. "{\n"
  784. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  785. "}\n";
  786. // Select shaders matching our GLSL versions
  787. const GLchar* vertex_shader = nullptr;
  788. const GLchar* fragment_shader = nullptr;
  789. if (glsl_version < 130)
  790. {
  791. vertex_shader = vertex_shader_glsl_120;
  792. fragment_shader = fragment_shader_glsl_120;
  793. }
  794. else if (glsl_version >= 410)
  795. {
  796. vertex_shader = vertex_shader_glsl_410_core;
  797. fragment_shader = fragment_shader_glsl_410_core;
  798. }
  799. else if (glsl_version == 300)
  800. {
  801. vertex_shader = vertex_shader_glsl_300_es;
  802. fragment_shader = fragment_shader_glsl_300_es;
  803. }
  804. else
  805. {
  806. vertex_shader = vertex_shader_glsl_130;
  807. fragment_shader = fragment_shader_glsl_130;
  808. }
  809. // Create shaders
  810. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  811. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  812. glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
  813. glCompileShader(vert_handle);
  814. CheckShader(vert_handle, "vertex shader");
  815. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  816. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  817. glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
  818. glCompileShader(frag_handle);
  819. CheckShader(frag_handle, "fragment shader");
  820. // Link
  821. bd->ShaderHandle = glCreateProgram();
  822. glAttachShader(bd->ShaderHandle, vert_handle);
  823. glAttachShader(bd->ShaderHandle, frag_handle);
  824. glLinkProgram(bd->ShaderHandle);
  825. CheckProgram(bd->ShaderHandle, "shader program");
  826. glDetachShader(bd->ShaderHandle, vert_handle);
  827. glDetachShader(bd->ShaderHandle, frag_handle);
  828. glDeleteShader(vert_handle);
  829. glDeleteShader(frag_handle);
  830. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  831. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  832. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  833. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  834. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  835. // Create buffers
  836. glGenBuffers(1, &bd->VboHandle);
  837. glGenBuffers(1, &bd->ElementsHandle);
  838. ImGui_ImplOpenGL3_CreateFontsTexture();
  839. // Restore modified GL state
  840. glBindTexture(GL_TEXTURE_2D, last_texture);
  841. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  842. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
  843. if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
  844. #endif
  845. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  846. glBindVertexArray(last_vertex_array);
  847. #endif
  848. return true;
  849. }
  850. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  851. {
  852. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  853. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  854. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  855. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  856. ImGui_ImplOpenGL3_DestroyFontsTexture();
  857. }
  858. //-----------------------------------------------------------------------------
  859. #if defined(__GNUC__)
  860. #pragma GCC diagnostic pop
  861. #endif
  862. #if defined(__clang__)
  863. #pragma clang diagnostic pop
  864. #endif
  865. #endif // #ifndef IMGUI_DISABLE