imgui_impl_opengl3.cpp 24 KB

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  1. // dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
  4. // Implemented features:
  5. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. // CHANGELOG
  10. // (minor and older changes stripped away, please see git history for details)
  11. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  12. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  13. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
  14. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  15. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  16. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  17. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  18. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  19. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  20. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  21. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  22. // 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".
  23. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  24. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  25. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  26. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  27. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  28. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  29. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  30. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  31. //----------------------------------------
  32. // OpenGL GLSL GLSL
  33. // version version string
  34. //----------------------------------------
  35. // 2.0 110 "#version 110"
  36. // 2.1 120
  37. // 3.0 130
  38. // 3.1 140
  39. // 3.2 150 "#version 150"
  40. // 3.3 330
  41. // 4.0 400
  42. // 4.1 410 "#version 410 core"
  43. // 4.2 420
  44. // 4.3 430
  45. // ES 2.0 100 "#version 100"
  46. // ES 3.0 300 "#version 300 es"
  47. //----------------------------------------
  48. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  49. #define _CRT_SECURE_NO_WARNINGS
  50. #endif
  51. #include "imgui.h"
  52. #include "imgui_impl_opengl3.h"
  53. #include <stdio.h>
  54. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  55. #include <stddef.h> // intptr_t
  56. #else
  57. #include <stdint.h> // intptr_t
  58. #endif
  59. #if defined(__APPLE__)
  60. #include "TargetConditionals.h"
  61. #endif
  62. // iOS, Android and Emscripten can use GL ES 3
  63. // Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
  64. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
  65. #define USE_GL_ES3
  66. #endif
  67. #ifdef USE_GL_ES3
  68. // OpenGL ES 3
  69. #include <GLES3/gl3.h> // Use GL ES 3
  70. #else
  71. // Regular OpenGL
  72. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  73. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  74. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  75. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  76. #include <GL/gl3w.h>
  77. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  78. #include <GL/glew.h>
  79. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  80. #include <glad/glad.h>
  81. #else
  82. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  83. #endif
  84. #endif
  85. // OpenGL Data
  86. static char g_GlslVersionString[32] = "";
  87. static GLuint g_FontTexture = 0;
  88. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  89. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  90. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  91. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  92. // Functions
  93. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  94. {
  95. ImGuiIO& io = ImGui::GetIO();
  96. io.BackendRendererName = "imgui_impl_opengl3";
  97. // 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.
  98. #ifdef USE_GL_ES3
  99. if (glsl_version == NULL)
  100. glsl_version = "#version 300 es";
  101. #else
  102. if (glsl_version == NULL)
  103. glsl_version = "#version 130";
  104. #endif
  105. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  106. strcpy(g_GlslVersionString, glsl_version);
  107. strcat(g_GlslVersionString, "\n");
  108. return true;
  109. }
  110. void ImGui_ImplOpenGL3_Shutdown()
  111. {
  112. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  113. }
  114. void ImGui_ImplOpenGL3_NewFrame()
  115. {
  116. if (!g_FontTexture)
  117. ImGui_ImplOpenGL3_CreateDeviceObjects();
  118. }
  119. // OpenGL3 Render function.
  120. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  121. // 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.
  122. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  123. {
  124. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  125. ImGuiIO& io = ImGui::GetIO();
  126. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  127. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  128. if (fb_width <= 0 || fb_height <= 0)
  129. return;
  130. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  131. // Backup GL state
  132. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  133. glActiveTexture(GL_TEXTURE0);
  134. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  135. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  136. #ifdef GL_SAMPLER_BINDING
  137. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  138. #endif
  139. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  140. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  141. #ifdef GL_POLYGON_MODE
  142. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  143. #endif
  144. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  145. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  146. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  147. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  148. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  149. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  150. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  151. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  152. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  153. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  154. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  155. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  156. bool clip_origin_lower_left = true;
  157. #ifdef GL_CLIP_ORIGIN
  158. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  159. if (last_clip_origin == GL_UPPER_LEFT)
  160. clip_origin_lower_left = false;
  161. #endif
  162. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  163. glEnable(GL_BLEND);
  164. glBlendEquation(GL_FUNC_ADD);
  165. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  166. glDisable(GL_CULL_FACE);
  167. glDisable(GL_DEPTH_TEST);
  168. glEnable(GL_SCISSOR_TEST);
  169. #ifdef GL_POLYGON_MODE
  170. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  171. #endif
  172. // Setup viewport, orthographic projection matrix
  173. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
  174. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  175. float L = draw_data->DisplayPos.x;
  176. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  177. float T = draw_data->DisplayPos.y;
  178. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  179. const float ortho_projection[4][4] =
  180. {
  181. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  182. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  183. { 0.0f, 0.0f, -1.0f, 0.0f },
  184. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  185. };
  186. glUseProgram(g_ShaderHandle);
  187. glUniform1i(g_AttribLocationTex, 0);
  188. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  189. #ifdef GL_SAMPLER_BINDING
  190. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  191. #endif
  192. // Recreate the VAO every time
  193. // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
  194. GLuint vao_handle = 0;
  195. glGenVertexArrays(1, &vao_handle);
  196. glBindVertexArray(vao_handle);
  197. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  198. glEnableVertexAttribArray(g_AttribLocationPosition);
  199. glEnableVertexAttribArray(g_AttribLocationUV);
  200. glEnableVertexAttribArray(g_AttribLocationColor);
  201. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  202. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  203. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  204. // Draw
  205. ImVec2 pos = draw_data->DisplayPos;
  206. for (int n = 0; n < draw_data->CmdListsCount; n++)
  207. {
  208. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  209. size_t idx_buffer_offset = 0;
  210. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  211. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  212. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  213. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  214. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  215. {
  216. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  217. if (pcmd->UserCallback)
  218. {
  219. // User callback (registered via ImDrawList::AddCallback)
  220. pcmd->UserCallback(cmd_list, pcmd);
  221. }
  222. else
  223. {
  224. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  225. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  226. {
  227. // Apply scissor/clipping rectangle
  228. if (clip_origin_lower_left)
  229. 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));
  230. else
  231. glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  232. // Bind texture, Draw
  233. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  234. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
  235. }
  236. }
  237. idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
  238. }
  239. }
  240. glDeleteVertexArrays(1, &vao_handle);
  241. // Restore modified GL state
  242. glUseProgram(last_program);
  243. glBindTexture(GL_TEXTURE_2D, last_texture);
  244. #ifdef GL_SAMPLER_BINDING
  245. glBindSampler(0, last_sampler);
  246. #endif
  247. glActiveTexture(last_active_texture);
  248. glBindVertexArray(last_vertex_array);
  249. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  250. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  251. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  252. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  253. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  254. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  255. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  256. #ifdef GL_POLYGON_MODE
  257. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  258. #endif
  259. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  260. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  261. }
  262. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  263. {
  264. // Build texture atlas
  265. ImGuiIO& io = ImGui::GetIO();
  266. unsigned char* pixels;
  267. int width, height;
  268. 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.
  269. // Upload texture to graphics system
  270. GLint last_texture;
  271. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  272. glGenTextures(1, &g_FontTexture);
  273. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  274. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  275. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  276. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  277. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  278. // Store our identifier
  279. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  280. // Restore state
  281. glBindTexture(GL_TEXTURE_2D, last_texture);
  282. return true;
  283. }
  284. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  285. {
  286. if (g_FontTexture)
  287. {
  288. ImGuiIO& io = ImGui::GetIO();
  289. glDeleteTextures(1, &g_FontTexture);
  290. io.Fonts->TexID = 0;
  291. g_FontTexture = 0;
  292. }
  293. }
  294. // 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.
  295. static bool CheckShader(GLuint handle, const char* desc)
  296. {
  297. GLint status = 0, log_length = 0;
  298. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  299. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  300. if ((GLboolean)status == GL_FALSE)
  301. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  302. if (log_length > 0)
  303. {
  304. ImVector<char> buf;
  305. buf.resize((int)(log_length + 1));
  306. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  307. fprintf(stderr, "%s\n", buf.begin());
  308. }
  309. return (GLboolean)status == GL_TRUE;
  310. }
  311. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  312. static bool CheckProgram(GLuint handle, const char* desc)
  313. {
  314. GLint status = 0, log_length = 0;
  315. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  316. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  317. if ((GLboolean)status == GL_FALSE)
  318. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  319. if (log_length > 0)
  320. {
  321. ImVector<char> buf;
  322. buf.resize((int)(log_length + 1));
  323. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  324. fprintf(stderr, "%s\n", buf.begin());
  325. }
  326. return (GLboolean)status == GL_TRUE;
  327. }
  328. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  329. {
  330. // Backup GL state
  331. GLint last_texture, last_array_buffer, last_vertex_array;
  332. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  333. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  334. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  335. // Parse GLSL version string
  336. int glsl_version = 130;
  337. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  338. const GLchar* vertex_shader_glsl_120 =
  339. "uniform mat4 ProjMtx;\n"
  340. "attribute vec2 Position;\n"
  341. "attribute vec2 UV;\n"
  342. "attribute vec4 Color;\n"
  343. "varying vec2 Frag_UV;\n"
  344. "varying vec4 Frag_Color;\n"
  345. "void main()\n"
  346. "{\n"
  347. " Frag_UV = UV;\n"
  348. " Frag_Color = Color;\n"
  349. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  350. "}\n";
  351. const GLchar* vertex_shader_glsl_130 =
  352. "uniform mat4 ProjMtx;\n"
  353. "in vec2 Position;\n"
  354. "in vec2 UV;\n"
  355. "in vec4 Color;\n"
  356. "out vec2 Frag_UV;\n"
  357. "out vec4 Frag_Color;\n"
  358. "void main()\n"
  359. "{\n"
  360. " Frag_UV = UV;\n"
  361. " Frag_Color = Color;\n"
  362. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  363. "}\n";
  364. const GLchar* vertex_shader_glsl_300_es =
  365. "precision mediump float;\n"
  366. "layout (location = 0) in vec2 Position;\n"
  367. "layout (location = 1) in vec2 UV;\n"
  368. "layout (location = 2) in vec4 Color;\n"
  369. "uniform mat4 ProjMtx;\n"
  370. "out vec2 Frag_UV;\n"
  371. "out vec4 Frag_Color;\n"
  372. "void main()\n"
  373. "{\n"
  374. " Frag_UV = UV;\n"
  375. " Frag_Color = Color;\n"
  376. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  377. "}\n";
  378. const GLchar* vertex_shader_glsl_410_core =
  379. "layout (location = 0) in vec2 Position;\n"
  380. "layout (location = 1) in vec2 UV;\n"
  381. "layout (location = 2) in vec4 Color;\n"
  382. "uniform mat4 ProjMtx;\n"
  383. "out vec2 Frag_UV;\n"
  384. "out vec4 Frag_Color;\n"
  385. "void main()\n"
  386. "{\n"
  387. " Frag_UV = UV;\n"
  388. " Frag_Color = Color;\n"
  389. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  390. "}\n";
  391. const GLchar* fragment_shader_glsl_120 =
  392. "#ifdef GL_ES\n"
  393. " precision mediump float;\n"
  394. "#endif\n"
  395. "uniform sampler2D Texture;\n"
  396. "varying vec2 Frag_UV;\n"
  397. "varying vec4 Frag_Color;\n"
  398. "void main()\n"
  399. "{\n"
  400. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  401. "}\n";
  402. const GLchar* fragment_shader_glsl_130 =
  403. "uniform sampler2D Texture;\n"
  404. "in vec2 Frag_UV;\n"
  405. "in vec4 Frag_Color;\n"
  406. "out vec4 Out_Color;\n"
  407. "void main()\n"
  408. "{\n"
  409. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  410. "}\n";
  411. const GLchar* fragment_shader_glsl_300_es =
  412. "precision mediump float;\n"
  413. "uniform sampler2D Texture;\n"
  414. "in vec2 Frag_UV;\n"
  415. "in vec4 Frag_Color;\n"
  416. "layout (location = 0) out vec4 Out_Color;\n"
  417. "void main()\n"
  418. "{\n"
  419. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  420. "}\n";
  421. const GLchar* fragment_shader_glsl_410_core =
  422. "in vec2 Frag_UV;\n"
  423. "in vec4 Frag_Color;\n"
  424. "uniform sampler2D Texture;\n"
  425. "layout (location = 0) out vec4 Out_Color;\n"
  426. "void main()\n"
  427. "{\n"
  428. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  429. "}\n";
  430. // Select shaders matching our GLSL versions
  431. const GLchar* vertex_shader = NULL;
  432. const GLchar* fragment_shader = NULL;
  433. if (glsl_version < 130)
  434. {
  435. vertex_shader = vertex_shader_glsl_120;
  436. fragment_shader = fragment_shader_glsl_120;
  437. }
  438. else if (glsl_version >= 410)
  439. {
  440. vertex_shader = vertex_shader_glsl_410_core;
  441. fragment_shader = fragment_shader_glsl_410_core;
  442. }
  443. else if (glsl_version == 300)
  444. {
  445. vertex_shader = vertex_shader_glsl_300_es;
  446. fragment_shader = fragment_shader_glsl_300_es;
  447. }
  448. else
  449. {
  450. vertex_shader = vertex_shader_glsl_130;
  451. fragment_shader = fragment_shader_glsl_130;
  452. }
  453. // Create shaders
  454. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  455. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  456. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  457. glCompileShader(g_VertHandle);
  458. CheckShader(g_VertHandle, "vertex shader");
  459. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  460. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  461. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  462. glCompileShader(g_FragHandle);
  463. CheckShader(g_FragHandle, "fragment shader");
  464. g_ShaderHandle = glCreateProgram();
  465. glAttachShader(g_ShaderHandle, g_VertHandle);
  466. glAttachShader(g_ShaderHandle, g_FragHandle);
  467. glLinkProgram(g_ShaderHandle);
  468. CheckProgram(g_ShaderHandle, "shader program");
  469. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  470. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  471. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  472. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  473. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  474. // Create buffers
  475. glGenBuffers(1, &g_VboHandle);
  476. glGenBuffers(1, &g_ElementsHandle);
  477. ImGui_ImplOpenGL3_CreateFontsTexture();
  478. // Restore modified GL state
  479. glBindTexture(GL_TEXTURE_2D, last_texture);
  480. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  481. glBindVertexArray(last_vertex_array);
  482. return true;
  483. }
  484. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  485. {
  486. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  487. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  488. g_VboHandle = g_ElementsHandle = 0;
  489. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  490. if (g_VertHandle) glDeleteShader(g_VertHandle);
  491. g_VertHandle = 0;
  492. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  493. if (g_FragHandle) glDeleteShader(g_FragHandle);
  494. g_FragHandle = 0;
  495. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  496. g_ShaderHandle = 0;
  497. ImGui_ImplOpenGL3_DestroyFontsTexture();
  498. }