imgui_impl_opengl3.cpp 30 KB

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  1. // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 2.x 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  7. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
  8. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  9. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  10. // https://github.com/ocornut/imgui
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  14. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  15. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  16. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  17. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  18. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  19. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  20. // 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.
  21. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  22. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  23. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  24. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  25. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  26. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  27. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  28. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  29. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  30. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  31. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  32. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  33. // 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".
  34. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  35. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  36. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  37. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  38. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  39. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  40. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  41. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  42. //----------------------------------------
  43. // OpenGL GLSL GLSL
  44. // version version string
  45. //----------------------------------------
  46. // 2.0 110 "#version 110"
  47. // 2.1 120 "#version 120"
  48. // 3.0 130 "#version 130"
  49. // 3.1 140 "#version 140"
  50. // 3.2 150 "#version 150"
  51. // 3.3 330 "#version 330 core"
  52. // 4.0 400 "#version 400 core"
  53. // 4.1 410 "#version 410 core"
  54. // 4.2 420 "#version 410 core"
  55. // 4.3 430 "#version 430 core"
  56. // ES 2.0 100 "#version 100" = WebGL 1.0
  57. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  58. //----------------------------------------
  59. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  60. #define _CRT_SECURE_NO_WARNINGS
  61. #endif
  62. #include "imgui.h"
  63. #include "imgui_impl_opengl3.h"
  64. #include <stdio.h>
  65. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  66. #include <stddef.h> // intptr_t
  67. #else
  68. #include <stdint.h> // intptr_t
  69. #endif
  70. #if defined(__APPLE__)
  71. #include "TargetConditionals.h"
  72. #endif
  73. // Auto-detect GL version
  74. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  75. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
  76. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  77. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  78. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  79. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  80. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  81. #elif defined(__EMSCRIPTEN__)
  82. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  83. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  84. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  85. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  86. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  87. #endif
  88. #endif
  89. // GL includes
  90. #if defined(IMGUI_IMPL_OPENGL_ES2)
  91. #include <GLES2/gl2.h>
  92. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  93. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  94. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  95. #else
  96. #include <GLES3/gl3.h> // Use GL ES 3
  97. #endif
  98. #else
  99. // About Desktop OpenGL function loaders:
  100. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  101. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  102. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  103. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  104. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  105. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  106. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
  107. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  108. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
  109. #else
  110. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  111. #endif
  112. #endif
  113. // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  114. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
  115. #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
  116. #else
  117. #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
  118. #endif
  119. // OpenGL Data
  120. static char g_GlslVersionString[32] = "";
  121. static GLuint g_FontTexture = 0;
  122. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  123. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  124. static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  125. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  126. // Functions
  127. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  128. {
  129. // Setup back-end capabilities flags
  130. ImGuiIO& io = ImGui::GetIO();
  131. io.BackendRendererName = "imgui_impl_opengl3";
  132. #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
  133. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  134. #endif
  135. // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  136. #if defined(IMGUI_IMPL_OPENGL_ES2)
  137. if (glsl_version == NULL)
  138. glsl_version = "#version 100";
  139. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  140. if (glsl_version == NULL)
  141. glsl_version = "#version 300 es";
  142. #else
  143. if (glsl_version == NULL)
  144. glsl_version = "#version 130";
  145. #endif
  146. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  147. strcpy(g_GlslVersionString, glsl_version);
  148. strcat(g_GlslVersionString, "\n");
  149. // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  150. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  151. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  152. // you are likely to get a crash below.
  153. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  154. const char* gl_loader = "Unknown";
  155. IM_UNUSED(gl_loader);
  156. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  157. gl_loader = "GL3W";
  158. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  159. gl_loader = "GLEW";
  160. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  161. gl_loader = "GLAD";
  162. #else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  163. gl_loader = "Custom";
  164. #endif
  165. // Make a dummy GL call (we don't actually need the result)
  166. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  167. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  168. GLint current_texture;
  169. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  170. return true;
  171. }
  172. void ImGui_ImplOpenGL3_Shutdown()
  173. {
  174. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  175. }
  176. void ImGui_ImplOpenGL3_NewFrame()
  177. {
  178. if (!g_ShaderHandle)
  179. ImGui_ImplOpenGL3_CreateDeviceObjects();
  180. }
  181. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  182. {
  183. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  184. glEnable(GL_BLEND);
  185. glBlendEquation(GL_FUNC_ADD);
  186. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  187. glDisable(GL_CULL_FACE);
  188. glDisable(GL_DEPTH_TEST);
  189. glEnable(GL_SCISSOR_TEST);
  190. #ifdef GL_POLYGON_MODE
  191. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  192. #endif
  193. // Setup viewport, orthographic projection matrix
  194. // 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.
  195. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  196. float L = draw_data->DisplayPos.x;
  197. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  198. float T = draw_data->DisplayPos.y;
  199. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  200. const float ortho_projection[4][4] =
  201. {
  202. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  203. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  204. { 0.0f, 0.0f, -1.0f, 0.0f },
  205. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  206. };
  207. glUseProgram(g_ShaderHandle);
  208. glUniform1i(g_AttribLocationTex, 0);
  209. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  210. #ifdef GL_SAMPLER_BINDING
  211. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  212. #endif
  213. (void)vertex_array_object;
  214. #ifndef IMGUI_IMPL_OPENGL_ES2
  215. glBindVertexArray(vertex_array_object);
  216. #endif
  217. // Bind vertex/index buffers and setup attributes for ImDrawVert
  218. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  219. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  220. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  221. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  222. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  223. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  224. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  225. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  226. }
  227. // OpenGL3 Render function.
  228. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  229. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
  230. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  231. {
  232. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  233. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  234. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  235. if (fb_width <= 0 || fb_height <= 0)
  236. return;
  237. // Backup GL state
  238. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  239. glActiveTexture(GL_TEXTURE0);
  240. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  241. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  242. #ifdef GL_SAMPLER_BINDING
  243. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  244. #endif
  245. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  246. #ifndef IMGUI_IMPL_OPENGL_ES2
  247. GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
  248. #endif
  249. #ifdef GL_POLYGON_MODE
  250. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  251. #endif
  252. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  253. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  254. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  255. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  256. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  257. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  258. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  259. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  260. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  261. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  262. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  263. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  264. bool clip_origin_lower_left = true;
  265. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  266. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  267. if (last_clip_origin == GL_UPPER_LEFT)
  268. clip_origin_lower_left = false;
  269. #endif
  270. // Setup desired GL state
  271. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  272. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  273. GLuint vertex_array_object = 0;
  274. #ifndef IMGUI_IMPL_OPENGL_ES2
  275. glGenVertexArrays(1, &vertex_array_object);
  276. #endif
  277. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  278. // Will project scissor/clipping rectangles into framebuffer space
  279. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  280. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  281. // Render command lists
  282. for (int n = 0; n < draw_data->CmdListsCount; n++)
  283. {
  284. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  285. // Upload vertex/index buffers
  286. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  287. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  288. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  289. {
  290. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  291. if (pcmd->UserCallback != NULL)
  292. {
  293. // User callback, registered via ImDrawList::AddCallback()
  294. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  295. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  296. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  297. else
  298. pcmd->UserCallback(cmd_list, pcmd);
  299. }
  300. else
  301. {
  302. // Project scissor/clipping rectangles into framebuffer space
  303. ImVec4 clip_rect;
  304. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  305. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  306. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  307. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  308. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  309. {
  310. // Apply scissor/clipping rectangle
  311. if (clip_origin_lower_left)
  312. glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
  313. else
  314. glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  315. // Bind texture, Draw
  316. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  317. #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
  318. 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);
  319. #else
  320. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  321. #endif
  322. }
  323. }
  324. }
  325. }
  326. // Destroy the temporary VAO
  327. #ifndef IMGUI_IMPL_OPENGL_ES2
  328. glDeleteVertexArrays(1, &vertex_array_object);
  329. #endif
  330. // Restore modified GL state
  331. glUseProgram(last_program);
  332. glBindTexture(GL_TEXTURE_2D, last_texture);
  333. #ifdef GL_SAMPLER_BINDING
  334. glBindSampler(0, last_sampler);
  335. #endif
  336. glActiveTexture(last_active_texture);
  337. #ifndef IMGUI_IMPL_OPENGL_ES2
  338. glBindVertexArray(last_vertex_array_object);
  339. #endif
  340. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  341. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  342. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  343. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  344. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  345. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  346. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  347. #ifdef GL_POLYGON_MODE
  348. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  349. #endif
  350. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  351. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  352. }
  353. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  354. {
  355. // Build texture atlas
  356. ImGuiIO& io = ImGui::GetIO();
  357. unsigned char* pixels;
  358. int width, height;
  359. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
  360. // Upload texture to graphics system
  361. GLint last_texture;
  362. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  363. glGenTextures(1, &g_FontTexture);
  364. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  365. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  366. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  367. #ifdef GL_UNPACK_ROW_LENGTH
  368. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  369. #endif
  370. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  371. // Store our identifier
  372. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  373. // Restore state
  374. glBindTexture(GL_TEXTURE_2D, last_texture);
  375. return true;
  376. }
  377. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  378. {
  379. if (g_FontTexture)
  380. {
  381. ImGuiIO& io = ImGui::GetIO();
  382. glDeleteTextures(1, &g_FontTexture);
  383. io.Fonts->TexID = 0;
  384. g_FontTexture = 0;
  385. }
  386. }
  387. // 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.
  388. static bool CheckShader(GLuint handle, const char* desc)
  389. {
  390. GLint status = 0, log_length = 0;
  391. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  392. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  393. if ((GLboolean)status == GL_FALSE)
  394. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  395. if (log_length > 1)
  396. {
  397. ImVector<char> buf;
  398. buf.resize((int)(log_length + 1));
  399. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  400. fprintf(stderr, "%s\n", buf.begin());
  401. }
  402. return (GLboolean)status == GL_TRUE;
  403. }
  404. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  405. static bool CheckProgram(GLuint handle, const char* desc)
  406. {
  407. GLint status = 0, log_length = 0;
  408. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  409. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  410. if ((GLboolean)status == GL_FALSE)
  411. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  412. if (log_length > 1)
  413. {
  414. ImVector<char> buf;
  415. buf.resize((int)(log_length + 1));
  416. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  417. fprintf(stderr, "%s\n", buf.begin());
  418. }
  419. return (GLboolean)status == GL_TRUE;
  420. }
  421. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  422. {
  423. // Backup GL state
  424. GLint last_texture, last_array_buffer;
  425. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  426. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  427. #ifndef IMGUI_IMPL_OPENGL_ES2
  428. GLint last_vertex_array;
  429. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  430. #endif
  431. // Parse GLSL version string
  432. int glsl_version = 130;
  433. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  434. const GLchar* vertex_shader_glsl_120 =
  435. "uniform mat4 ProjMtx;\n"
  436. "attribute vec2 Position;\n"
  437. "attribute vec2 UV;\n"
  438. "attribute vec4 Color;\n"
  439. "varying vec2 Frag_UV;\n"
  440. "varying vec4 Frag_Color;\n"
  441. "void main()\n"
  442. "{\n"
  443. " Frag_UV = UV;\n"
  444. " Frag_Color = Color;\n"
  445. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  446. "}\n";
  447. const GLchar* vertex_shader_glsl_130 =
  448. "uniform mat4 ProjMtx;\n"
  449. "in vec2 Position;\n"
  450. "in vec2 UV;\n"
  451. "in vec4 Color;\n"
  452. "out vec2 Frag_UV;\n"
  453. "out vec4 Frag_Color;\n"
  454. "void main()\n"
  455. "{\n"
  456. " Frag_UV = UV;\n"
  457. " Frag_Color = Color;\n"
  458. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  459. "}\n";
  460. const GLchar* vertex_shader_glsl_300_es =
  461. "precision mediump float;\n"
  462. "layout (location = 0) in vec2 Position;\n"
  463. "layout (location = 1) in vec2 UV;\n"
  464. "layout (location = 2) in vec4 Color;\n"
  465. "uniform mat4 ProjMtx;\n"
  466. "out vec2 Frag_UV;\n"
  467. "out vec4 Frag_Color;\n"
  468. "void main()\n"
  469. "{\n"
  470. " Frag_UV = UV;\n"
  471. " Frag_Color = Color;\n"
  472. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  473. "}\n";
  474. const GLchar* vertex_shader_glsl_410_core =
  475. "layout (location = 0) in vec2 Position;\n"
  476. "layout (location = 1) in vec2 UV;\n"
  477. "layout (location = 2) in vec4 Color;\n"
  478. "uniform mat4 ProjMtx;\n"
  479. "out vec2 Frag_UV;\n"
  480. "out vec4 Frag_Color;\n"
  481. "void main()\n"
  482. "{\n"
  483. " Frag_UV = UV;\n"
  484. " Frag_Color = Color;\n"
  485. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  486. "}\n";
  487. const GLchar* fragment_shader_glsl_120 =
  488. "#ifdef GL_ES\n"
  489. " precision mediump float;\n"
  490. "#endif\n"
  491. "uniform sampler2D Texture;\n"
  492. "varying vec2 Frag_UV;\n"
  493. "varying vec4 Frag_Color;\n"
  494. "void main()\n"
  495. "{\n"
  496. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  497. "}\n";
  498. const GLchar* fragment_shader_glsl_130 =
  499. "uniform sampler2D Texture;\n"
  500. "in vec2 Frag_UV;\n"
  501. "in vec4 Frag_Color;\n"
  502. "out vec4 Out_Color;\n"
  503. "void main()\n"
  504. "{\n"
  505. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  506. "}\n";
  507. const GLchar* fragment_shader_glsl_300_es =
  508. "precision mediump float;\n"
  509. "uniform sampler2D Texture;\n"
  510. "in vec2 Frag_UV;\n"
  511. "in vec4 Frag_Color;\n"
  512. "layout (location = 0) out vec4 Out_Color;\n"
  513. "void main()\n"
  514. "{\n"
  515. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  516. "}\n";
  517. const GLchar* fragment_shader_glsl_410_core =
  518. "in vec2 Frag_UV;\n"
  519. "in vec4 Frag_Color;\n"
  520. "uniform sampler2D Texture;\n"
  521. "layout (location = 0) out vec4 Out_Color;\n"
  522. "void main()\n"
  523. "{\n"
  524. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  525. "}\n";
  526. // Select shaders matching our GLSL versions
  527. const GLchar* vertex_shader = NULL;
  528. const GLchar* fragment_shader = NULL;
  529. if (glsl_version < 130)
  530. {
  531. vertex_shader = vertex_shader_glsl_120;
  532. fragment_shader = fragment_shader_glsl_120;
  533. }
  534. else if (glsl_version >= 410)
  535. {
  536. vertex_shader = vertex_shader_glsl_410_core;
  537. fragment_shader = fragment_shader_glsl_410_core;
  538. }
  539. else if (glsl_version == 300)
  540. {
  541. vertex_shader = vertex_shader_glsl_300_es;
  542. fragment_shader = fragment_shader_glsl_300_es;
  543. }
  544. else
  545. {
  546. vertex_shader = vertex_shader_glsl_130;
  547. fragment_shader = fragment_shader_glsl_130;
  548. }
  549. // Create shaders
  550. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  551. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  552. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  553. glCompileShader(g_VertHandle);
  554. CheckShader(g_VertHandle, "vertex shader");
  555. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  556. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  557. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  558. glCompileShader(g_FragHandle);
  559. CheckShader(g_FragHandle, "fragment shader");
  560. g_ShaderHandle = glCreateProgram();
  561. glAttachShader(g_ShaderHandle, g_VertHandle);
  562. glAttachShader(g_ShaderHandle, g_FragHandle);
  563. glLinkProgram(g_ShaderHandle);
  564. CheckProgram(g_ShaderHandle, "shader program");
  565. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  566. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  567. g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
  568. g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
  569. g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
  570. // Create buffers
  571. glGenBuffers(1, &g_VboHandle);
  572. glGenBuffers(1, &g_ElementsHandle);
  573. ImGui_ImplOpenGL3_CreateFontsTexture();
  574. // Restore modified GL state
  575. glBindTexture(GL_TEXTURE_2D, last_texture);
  576. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  577. #ifndef IMGUI_IMPL_OPENGL_ES2
  578. glBindVertexArray(last_vertex_array);
  579. #endif
  580. return true;
  581. }
  582. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  583. {
  584. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  585. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  586. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  587. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  588. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  589. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  590. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  591. ImGui_ImplOpenGL3_DestroyFontsTexture();
  592. }