imgui_impl_opengl3.cpp 33 KB

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  1. // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 2.x 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
  7. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  9. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  10. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  11. // https://github.com/ocornut/imgui
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  15. // 2020-01-07: OpenGL: Added support for glbindings OpenGL loader.
  16. // 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.
  17. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  18. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  19. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  20. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  21. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  22. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  23. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  24. // 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.
  25. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  26. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  27. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  28. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  29. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  30. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  31. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  32. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  33. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  34. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  35. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  36. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  37. // 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".
  38. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  39. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  40. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  41. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  42. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  43. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  44. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  45. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  46. //----------------------------------------
  47. // OpenGL GLSL GLSL
  48. // version version string
  49. //----------------------------------------
  50. // 2.0 110 "#version 110"
  51. // 2.1 120 "#version 120"
  52. // 3.0 130 "#version 130"
  53. // 3.1 140 "#version 140"
  54. // 3.2 150 "#version 150"
  55. // 3.3 330 "#version 330 core"
  56. // 4.0 400 "#version 400 core"
  57. // 4.1 410 "#version 410 core"
  58. // 4.2 420 "#version 410 core"
  59. // 4.3 430 "#version 430 core"
  60. // ES 2.0 100 "#version 100" = WebGL 1.0
  61. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  62. //----------------------------------------
  63. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  64. #define _CRT_SECURE_NO_WARNINGS
  65. #endif
  66. #include "imgui.h"
  67. #include "imgui_impl_opengl3.h"
  68. #include <stdio.h>
  69. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  70. #include <stddef.h> // intptr_t
  71. #else
  72. #include <stdint.h> // intptr_t
  73. #endif
  74. #if defined(__APPLE__)
  75. #include "TargetConditionals.h"
  76. #endif
  77. // Auto-enable GLES on matching platforms
  78. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  79. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
  80. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  81. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  82. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  83. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  84. #undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING
  85. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  86. #elif defined(__EMSCRIPTEN__)
  87. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  88. #undef IMGUI_IMPL_OPENGL_LOADER_GL3W
  89. #undef IMGUI_IMPL_OPENGL_LOADER_GLEW
  90. #undef IMGUI_IMPL_OPENGL_LOADER_GLAD
  91. #undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING
  92. #undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  93. #endif
  94. #endif
  95. // GL includes
  96. #if defined(IMGUI_IMPL_OPENGL_ES2)
  97. #include <GLES2/gl2.h>
  98. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  99. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  100. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  101. #else
  102. #include <GLES3/gl3.h> // Use GL ES 3
  103. #endif
  104. #else
  105. // About Desktop OpenGL function loaders:
  106. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  107. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  108. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  109. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  110. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  111. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  112. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
  113. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  114. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
  115. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
  116. #include <glbinding/gl/gl.h> // Initialize with glbinding::initialize()
  117. #include <glbinding/glbinding.h>
  118. using namespace gl;
  119. #else
  120. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  121. #endif
  122. #endif
  123. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  124. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
  125. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
  126. #else
  127. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
  128. #endif
  129. // OpenGL Data
  130. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
  131. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  132. static GLuint g_FontTexture = 0;
  133. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  134. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  135. static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  136. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  137. // Forward Declarations
  138. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  139. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  140. // Functions
  141. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  142. {
  143. // Query for GL version
  144. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  145. GLint major, minor;
  146. glGetIntegerv(GL_MAJOR_VERSION, &major);
  147. glGetIntegerv(GL_MINOR_VERSION, &minor);
  148. g_GlVersion = major * 1000 + minor;
  149. #else
  150. g_GlVersion = 2000; // GLES 2
  151. #endif
  152. // Setup back-end capabilities flags
  153. ImGuiIO& io = ImGui::GetIO();
  154. io.BackendRendererName = "imgui_impl_opengl3";
  155. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  156. if (g_GlVersion >= 3200)
  157. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  158. #endif
  159. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  160. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  161. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  162. #if defined(IMGUI_IMPL_OPENGL_ES2)
  163. if (glsl_version == NULL)
  164. glsl_version = "#version 100";
  165. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  166. if (glsl_version == NULL)
  167. glsl_version = "#version 300 es";
  168. #else
  169. if (glsl_version == NULL)
  170. glsl_version = "#version 130";
  171. #endif
  172. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  173. strcpy(g_GlslVersionString, glsl_version);
  174. strcat(g_GlslVersionString, "\n");
  175. // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  176. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  177. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  178. // you are likely to get a crash below.
  179. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  180. const char* gl_loader = "Unknown";
  181. IM_UNUSED(gl_loader);
  182. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  183. gl_loader = "GL3W";
  184. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  185. gl_loader = "GLEW";
  186. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  187. gl_loader = "GLAD";
  188. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
  189. gl_loader = "glbinding";
  190. #else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  191. gl_loader = "Custom";
  192. #endif
  193. // Make a dummy GL call (we don't actually need the result)
  194. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  195. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  196. GLint current_texture;
  197. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  198. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  199. ImGui_ImplOpenGL3_InitPlatformInterface();
  200. return true;
  201. }
  202. void ImGui_ImplOpenGL3_Shutdown()
  203. {
  204. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  205. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  206. }
  207. void ImGui_ImplOpenGL3_NewFrame()
  208. {
  209. if (!g_ShaderHandle)
  210. ImGui_ImplOpenGL3_CreateDeviceObjects();
  211. }
  212. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  213. {
  214. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  215. glEnable(GL_BLEND);
  216. glBlendEquation(GL_FUNC_ADD);
  217. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  218. glDisable(GL_CULL_FACE);
  219. glDisable(GL_DEPTH_TEST);
  220. glEnable(GL_SCISSOR_TEST);
  221. #ifdef GL_POLYGON_MODE
  222. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  223. #endif
  224. // Setup viewport, orthographic projection matrix
  225. // 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.
  226. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  227. float L = draw_data->DisplayPos.x;
  228. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  229. float T = draw_data->DisplayPos.y;
  230. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  231. const float ortho_projection[4][4] =
  232. {
  233. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  234. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  235. { 0.0f, 0.0f, -1.0f, 0.0f },
  236. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  237. };
  238. glUseProgram(g_ShaderHandle);
  239. glUniform1i(g_AttribLocationTex, 0);
  240. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  241. #ifdef GL_SAMPLER_BINDING
  242. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  243. #endif
  244. (void)vertex_array_object;
  245. #ifndef IMGUI_IMPL_OPENGL_ES2
  246. glBindVertexArray(vertex_array_object);
  247. #endif
  248. // Bind vertex/index buffers and setup attributes for ImDrawVert
  249. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  250. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  251. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  252. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  253. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  254. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  255. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  256. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  257. }
  258. // OpenGL3 Render function.
  259. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  260. // 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.
  261. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  262. {
  263. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  264. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  265. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  266. if (fb_width <= 0 || fb_height <= 0)
  267. return;
  268. // Backup GL state
  269. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  270. glActiveTexture(GL_TEXTURE0);
  271. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  272. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  273. #ifdef GL_SAMPLER_BINDING
  274. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  275. #endif
  276. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  277. #ifndef IMGUI_IMPL_OPENGL_ES2
  278. GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
  279. #endif
  280. #ifdef GL_POLYGON_MODE
  281. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  282. #endif
  283. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  284. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  285. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  286. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  287. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  288. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  289. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  290. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  291. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  292. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  293. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  294. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  295. bool clip_origin_lower_left = true;
  296. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  297. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  298. if (last_clip_origin == GL_UPPER_LEFT)
  299. clip_origin_lower_left = false;
  300. #endif
  301. // Setup desired GL state
  302. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  303. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  304. GLuint vertex_array_object = 0;
  305. #ifndef IMGUI_IMPL_OPENGL_ES2
  306. glGenVertexArrays(1, &vertex_array_object);
  307. #endif
  308. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  309. // Will project scissor/clipping rectangles into framebuffer space
  310. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  311. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  312. // Render command lists
  313. for (int n = 0; n < draw_data->CmdListsCount; n++)
  314. {
  315. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  316. // Upload vertex/index buffers
  317. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  318. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  319. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  320. {
  321. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  322. if (pcmd->UserCallback != NULL)
  323. {
  324. // User callback, registered via ImDrawList::AddCallback()
  325. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  326. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  327. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  328. else
  329. pcmd->UserCallback(cmd_list, pcmd);
  330. }
  331. else
  332. {
  333. // Project scissor/clipping rectangles into framebuffer space
  334. ImVec4 clip_rect;
  335. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  336. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  337. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  338. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  339. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  340. {
  341. // Apply scissor/clipping rectangle
  342. if (clip_origin_lower_left)
  343. 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));
  344. else
  345. 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)
  346. // Bind texture, Draw
  347. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  348. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  349. if (g_GlVersion >= 3200)
  350. 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);
  351. else
  352. #endif
  353. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  354. }
  355. }
  356. }
  357. }
  358. // Destroy the temporary VAO
  359. #ifndef IMGUI_IMPL_OPENGL_ES2
  360. glDeleteVertexArrays(1, &vertex_array_object);
  361. #endif
  362. // Restore modified GL state
  363. glUseProgram(last_program);
  364. glBindTexture(GL_TEXTURE_2D, last_texture);
  365. #ifdef GL_SAMPLER_BINDING
  366. glBindSampler(0, last_sampler);
  367. #endif
  368. glActiveTexture(last_active_texture);
  369. #ifndef IMGUI_IMPL_OPENGL_ES2
  370. glBindVertexArray(last_vertex_array_object);
  371. #endif
  372. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  373. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  374. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  375. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  376. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  377. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  378. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  379. #ifdef GL_POLYGON_MODE
  380. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  381. #endif
  382. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  383. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  384. }
  385. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  386. {
  387. // Build texture atlas
  388. ImGuiIO& io = ImGui::GetIO();
  389. unsigned char* pixels;
  390. int width, height;
  391. 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.
  392. // Upload texture to graphics system
  393. GLint last_texture;
  394. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  395. glGenTextures(1, &g_FontTexture);
  396. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  397. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  398. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  399. #ifdef GL_UNPACK_ROW_LENGTH
  400. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  401. #endif
  402. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  403. // Store our identifier
  404. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  405. // Restore state
  406. glBindTexture(GL_TEXTURE_2D, last_texture);
  407. return true;
  408. }
  409. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  410. {
  411. if (g_FontTexture)
  412. {
  413. ImGuiIO& io = ImGui::GetIO();
  414. glDeleteTextures(1, &g_FontTexture);
  415. io.Fonts->TexID = 0;
  416. g_FontTexture = 0;
  417. }
  418. }
  419. // 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.
  420. static bool CheckShader(GLuint handle, const char* desc)
  421. {
  422. GLint status = 0, log_length = 0;
  423. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  424. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  425. if ((GLboolean)status == GL_FALSE)
  426. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  427. if (log_length > 1)
  428. {
  429. ImVector<char> buf;
  430. buf.resize((int)(log_length + 1));
  431. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  432. fprintf(stderr, "%s\n", buf.begin());
  433. }
  434. return (GLboolean)status == GL_TRUE;
  435. }
  436. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  437. static bool CheckProgram(GLuint handle, const char* desc)
  438. {
  439. GLint status = 0, log_length = 0;
  440. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  441. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  442. if ((GLboolean)status == GL_FALSE)
  443. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  444. if (log_length > 1)
  445. {
  446. ImVector<char> buf;
  447. buf.resize((int)(log_length + 1));
  448. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  449. fprintf(stderr, "%s\n", buf.begin());
  450. }
  451. return (GLboolean)status == GL_TRUE;
  452. }
  453. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  454. {
  455. // Backup GL state
  456. GLint last_texture, last_array_buffer;
  457. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  458. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  459. #ifndef IMGUI_IMPL_OPENGL_ES2
  460. GLint last_vertex_array;
  461. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  462. #endif
  463. // Parse GLSL version string
  464. int glsl_version = 130;
  465. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  466. const GLchar* vertex_shader_glsl_120 =
  467. "uniform mat4 ProjMtx;\n"
  468. "attribute vec2 Position;\n"
  469. "attribute vec2 UV;\n"
  470. "attribute vec4 Color;\n"
  471. "varying vec2 Frag_UV;\n"
  472. "varying vec4 Frag_Color;\n"
  473. "void main()\n"
  474. "{\n"
  475. " Frag_UV = UV;\n"
  476. " Frag_Color = Color;\n"
  477. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  478. "}\n";
  479. const GLchar* vertex_shader_glsl_130 =
  480. "uniform mat4 ProjMtx;\n"
  481. "in vec2 Position;\n"
  482. "in vec2 UV;\n"
  483. "in vec4 Color;\n"
  484. "out vec2 Frag_UV;\n"
  485. "out vec4 Frag_Color;\n"
  486. "void main()\n"
  487. "{\n"
  488. " Frag_UV = UV;\n"
  489. " Frag_Color = Color;\n"
  490. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  491. "}\n";
  492. const GLchar* vertex_shader_glsl_300_es =
  493. "precision mediump float;\n"
  494. "layout (location = 0) in vec2 Position;\n"
  495. "layout (location = 1) in vec2 UV;\n"
  496. "layout (location = 2) in vec4 Color;\n"
  497. "uniform mat4 ProjMtx;\n"
  498. "out vec2 Frag_UV;\n"
  499. "out vec4 Frag_Color;\n"
  500. "void main()\n"
  501. "{\n"
  502. " Frag_UV = UV;\n"
  503. " Frag_Color = Color;\n"
  504. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  505. "}\n";
  506. const GLchar* vertex_shader_glsl_410_core =
  507. "layout (location = 0) in vec2 Position;\n"
  508. "layout (location = 1) in vec2 UV;\n"
  509. "layout (location = 2) in vec4 Color;\n"
  510. "uniform mat4 ProjMtx;\n"
  511. "out vec2 Frag_UV;\n"
  512. "out vec4 Frag_Color;\n"
  513. "void main()\n"
  514. "{\n"
  515. " Frag_UV = UV;\n"
  516. " Frag_Color = Color;\n"
  517. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  518. "}\n";
  519. const GLchar* fragment_shader_glsl_120 =
  520. "#ifdef GL_ES\n"
  521. " precision mediump float;\n"
  522. "#endif\n"
  523. "uniform sampler2D Texture;\n"
  524. "varying vec2 Frag_UV;\n"
  525. "varying vec4 Frag_Color;\n"
  526. "void main()\n"
  527. "{\n"
  528. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  529. "}\n";
  530. const GLchar* fragment_shader_glsl_130 =
  531. "uniform sampler2D Texture;\n"
  532. "in vec2 Frag_UV;\n"
  533. "in vec4 Frag_Color;\n"
  534. "out vec4 Out_Color;\n"
  535. "void main()\n"
  536. "{\n"
  537. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  538. "}\n";
  539. const GLchar* fragment_shader_glsl_300_es =
  540. "precision mediump float;\n"
  541. "uniform sampler2D Texture;\n"
  542. "in vec2 Frag_UV;\n"
  543. "in vec4 Frag_Color;\n"
  544. "layout (location = 0) out vec4 Out_Color;\n"
  545. "void main()\n"
  546. "{\n"
  547. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  548. "}\n";
  549. const GLchar* fragment_shader_glsl_410_core =
  550. "in vec2 Frag_UV;\n"
  551. "in vec4 Frag_Color;\n"
  552. "uniform sampler2D Texture;\n"
  553. "layout (location = 0) out vec4 Out_Color;\n"
  554. "void main()\n"
  555. "{\n"
  556. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  557. "}\n";
  558. // Select shaders matching our GLSL versions
  559. const GLchar* vertex_shader = NULL;
  560. const GLchar* fragment_shader = NULL;
  561. if (glsl_version < 130)
  562. {
  563. vertex_shader = vertex_shader_glsl_120;
  564. fragment_shader = fragment_shader_glsl_120;
  565. }
  566. else if (glsl_version >= 410)
  567. {
  568. vertex_shader = vertex_shader_glsl_410_core;
  569. fragment_shader = fragment_shader_glsl_410_core;
  570. }
  571. else if (glsl_version == 300)
  572. {
  573. vertex_shader = vertex_shader_glsl_300_es;
  574. fragment_shader = fragment_shader_glsl_300_es;
  575. }
  576. else
  577. {
  578. vertex_shader = vertex_shader_glsl_130;
  579. fragment_shader = fragment_shader_glsl_130;
  580. }
  581. // Create shaders
  582. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  583. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  584. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  585. glCompileShader(g_VertHandle);
  586. CheckShader(g_VertHandle, "vertex shader");
  587. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  588. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  589. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  590. glCompileShader(g_FragHandle);
  591. CheckShader(g_FragHandle, "fragment shader");
  592. g_ShaderHandle = glCreateProgram();
  593. glAttachShader(g_ShaderHandle, g_VertHandle);
  594. glAttachShader(g_ShaderHandle, g_FragHandle);
  595. glLinkProgram(g_ShaderHandle);
  596. CheckProgram(g_ShaderHandle, "shader program");
  597. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  598. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  599. g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
  600. g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
  601. g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
  602. // Create buffers
  603. glGenBuffers(1, &g_VboHandle);
  604. glGenBuffers(1, &g_ElementsHandle);
  605. ImGui_ImplOpenGL3_CreateFontsTexture();
  606. // Restore modified GL state
  607. glBindTexture(GL_TEXTURE_2D, last_texture);
  608. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  609. #ifndef IMGUI_IMPL_OPENGL_ES2
  610. glBindVertexArray(last_vertex_array);
  611. #endif
  612. return true;
  613. }
  614. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  615. {
  616. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  617. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  618. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  619. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  620. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  621. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  622. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  623. ImGui_ImplOpenGL3_DestroyFontsTexture();
  624. }
  625. //--------------------------------------------------------------------------------------------------------
  626. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  627. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  628. // 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..
  629. //--------------------------------------------------------------------------------------------------------
  630. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  631. {
  632. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  633. {
  634. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  635. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  636. glClear(GL_COLOR_BUFFER_BIT);
  637. }
  638. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  639. }
  640. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  641. {
  642. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  643. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  644. }
  645. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  646. {
  647. ImGui::PlatformWindowsDestroy();
  648. }