imgui_impl_opengl3.cpp 33 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721
  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. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  16. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  17. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  18. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  19. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  20. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  21. // 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.
  22. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  23. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  24. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  25. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  26. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  27. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  28. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  29. // 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.
  30. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  31. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  32. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  33. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  34. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  35. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  36. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  37. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  38. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  39. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  40. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  41. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  42. // 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".
  43. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  44. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  45. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  46. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  47. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  48. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  49. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  50. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  51. //----------------------------------------
  52. // OpenGL GLSL GLSL
  53. // version version string
  54. //----------------------------------------
  55. // 2.0 110 "#version 110"
  56. // 2.1 120 "#version 120"
  57. // 3.0 130 "#version 130"
  58. // 3.1 140 "#version 140"
  59. // 3.2 150 "#version 150"
  60. // 3.3 330 "#version 330 core"
  61. // 4.0 400 "#version 400 core"
  62. // 4.1 410 "#version 410 core"
  63. // 4.2 420 "#version 410 core"
  64. // 4.3 430 "#version 430 core"
  65. // ES 2.0 100 "#version 100" = WebGL 1.0
  66. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  67. //----------------------------------------
  68. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  69. #define _CRT_SECURE_NO_WARNINGS
  70. #endif
  71. #include "imgui.h"
  72. #include "imgui_impl_opengl3.h"
  73. #include <stdio.h>
  74. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  75. #include <stddef.h> // intptr_t
  76. #else
  77. #include <stdint.h> // intptr_t
  78. #endif
  79. // GL includes
  80. #if defined(IMGUI_IMPL_OPENGL_ES2)
  81. #include <GLES2/gl2.h>
  82. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  83. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  84. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  85. #else
  86. #include <GLES3/gl3.h> // Use GL ES 3
  87. #endif
  88. #else
  89. // About Desktop OpenGL function loaders:
  90. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  91. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  92. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  93. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  94. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  95. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  96. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
  97. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  98. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
  99. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  100. #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
  101. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  102. #ifndef GLFW_INCLUDE_NONE
  103. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  104. #endif
  105. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
  106. #include <glbinding/gl/gl.h>
  107. using namespace gl;
  108. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  109. #ifndef GLFW_INCLUDE_NONE
  110. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
  111. #endif
  112. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
  113. #include <glbinding/gl/gl.h>
  114. using namespace gl;
  115. #else
  116. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  117. #endif
  118. #endif
  119. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  120. #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
  121. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
  122. #else
  123. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
  124. #endif
  125. // OpenGL Data
  126. static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  127. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
  128. static GLuint g_FontTexture = 0;
  129. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  130. static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
  131. static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
  132. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  133. // Forward Declarations
  134. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  135. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  136. // Functions
  137. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  138. {
  139. // Query for GL version (e.g. 320 for GL 3.2)
  140. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  141. GLint major, minor;
  142. glGetIntegerv(GL_MAJOR_VERSION, &major);
  143. glGetIntegerv(GL_MINOR_VERSION, &minor);
  144. g_GlVersion = (GLuint)(major * 100 + minor * 10);
  145. #else
  146. g_GlVersion = 200; // GLES 2
  147. #endif
  148. // Setup back-end capabilities flags
  149. ImGuiIO& io = ImGui::GetIO();
  150. io.BackendRendererName = "imgui_impl_opengl3";
  151. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  152. if (g_GlVersion >= 320)
  153. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  154. #endif
  155. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  156. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  157. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  158. #if defined(IMGUI_IMPL_OPENGL_ES2)
  159. if (glsl_version == NULL)
  160. glsl_version = "#version 100";
  161. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  162. if (glsl_version == NULL)
  163. glsl_version = "#version 300 es";
  164. #elif defined(__APPLE__)
  165. if (glsl_version == NULL)
  166. glsl_version = "#version 150";
  167. #else
  168. if (glsl_version == NULL)
  169. glsl_version = "#version 130";
  170. #endif
  171. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  172. strcpy(g_GlslVersionString, glsl_version);
  173. strcat(g_GlslVersionString, "\n");
  174. // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
  175. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
  176. // If auto-detection fails or doesn't select the same GL loader file as used by your application,
  177. // you are likely to get a crash below.
  178. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
  179. const char* gl_loader = "Unknown";
  180. IM_UNUSED(gl_loader);
  181. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  182. gl_loader = "GL3W";
  183. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  184. gl_loader = "GLEW";
  185. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  186. gl_loader = "GLAD";
  187. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  188. gl_loader = "GLAD2";
  189. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  190. gl_loader = "glbinding2";
  191. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  192. gl_loader = "glbinding3";
  193. #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  194. gl_loader = "custom";
  195. #else
  196. gl_loader = "none";
  197. #endif
  198. // Make a dummy GL call (we don't actually need the result)
  199. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  200. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  201. GLint current_texture;
  202. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  203. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  204. ImGui_ImplOpenGL3_InitPlatformInterface();
  205. return true;
  206. }
  207. void ImGui_ImplOpenGL3_Shutdown()
  208. {
  209. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  210. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  211. }
  212. void ImGui_ImplOpenGL3_NewFrame()
  213. {
  214. if (!g_ShaderHandle)
  215. ImGui_ImplOpenGL3_CreateDeviceObjects();
  216. }
  217. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  218. {
  219. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  220. glEnable(GL_BLEND);
  221. glBlendEquation(GL_FUNC_ADD);
  222. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  223. glDisable(GL_CULL_FACE);
  224. glDisable(GL_DEPTH_TEST);
  225. glEnable(GL_SCISSOR_TEST);
  226. #ifdef GL_POLYGON_MODE
  227. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  228. #endif
  229. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  230. bool clip_origin_lower_left = true;
  231. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  232. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  233. if (current_clip_origin == GL_UPPER_LEFT)
  234. clip_origin_lower_left = false;
  235. #endif
  236. // Setup viewport, orthographic projection matrix
  237. // 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.
  238. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  239. float L = draw_data->DisplayPos.x;
  240. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  241. float T = draw_data->DisplayPos.y;
  242. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  243. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  244. const float ortho_projection[4][4] =
  245. {
  246. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  247. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  248. { 0.0f, 0.0f, -1.0f, 0.0f },
  249. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  250. };
  251. glUseProgram(g_ShaderHandle);
  252. glUniform1i(g_AttribLocationTex, 0);
  253. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  254. #ifdef GL_SAMPLER_BINDING
  255. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  256. #endif
  257. (void)vertex_array_object;
  258. #ifndef IMGUI_IMPL_OPENGL_ES2
  259. glBindVertexArray(vertex_array_object);
  260. #endif
  261. // Bind vertex/index buffers and setup attributes for ImDrawVert
  262. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  263. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  264. glEnableVertexAttribArray(g_AttribLocationVtxPos);
  265. glEnableVertexAttribArray(g_AttribLocationVtxUV);
  266. glEnableVertexAttribArray(g_AttribLocationVtxColor);
  267. glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  268. glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  269. glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  270. }
  271. // OpenGL3 Render function.
  272. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  273. // 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.
  274. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  275. {
  276. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  277. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  278. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  279. if (fb_width <= 0 || fb_height <= 0)
  280. return;
  281. // Backup GL state
  282. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  283. glActiveTexture(GL_TEXTURE0);
  284. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  285. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  286. #ifdef GL_SAMPLER_BINDING
  287. GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
  288. #endif
  289. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  290. #ifndef IMGUI_IMPL_OPENGL_ES2
  291. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  292. #endif
  293. #ifdef GL_POLYGON_MODE
  294. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  295. #endif
  296. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  297. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  298. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  299. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  300. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  301. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  302. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  303. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  304. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  305. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  306. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  307. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  308. // Setup desired GL state
  309. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  310. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  311. GLuint vertex_array_object = 0;
  312. #ifndef IMGUI_IMPL_OPENGL_ES2
  313. glGenVertexArrays(1, &vertex_array_object);
  314. #endif
  315. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  316. // Will project scissor/clipping rectangles into framebuffer space
  317. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  318. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  319. // Render command lists
  320. for (int n = 0; n < draw_data->CmdListsCount; n++)
  321. {
  322. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  323. // Upload vertex/index buffers
  324. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  325. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  326. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  327. {
  328. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  329. if (pcmd->UserCallback != NULL)
  330. {
  331. // User callback, registered via ImDrawList::AddCallback()
  332. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  333. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  334. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  335. else
  336. pcmd->UserCallback(cmd_list, pcmd);
  337. }
  338. else
  339. {
  340. // Project scissor/clipping rectangles into framebuffer space
  341. ImVec4 clip_rect;
  342. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  343. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  344. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  345. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  346. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  347. {
  348. // Apply scissor/clipping rectangle
  349. 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));
  350. // Bind texture, Draw
  351. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  352. #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  353. if (g_GlVersion >= 320)
  354. 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);
  355. else
  356. #endif
  357. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  358. }
  359. }
  360. }
  361. }
  362. // Destroy the temporary VAO
  363. #ifndef IMGUI_IMPL_OPENGL_ES2
  364. glDeleteVertexArrays(1, &vertex_array_object);
  365. #endif
  366. // Restore modified GL state
  367. glUseProgram(last_program);
  368. glBindTexture(GL_TEXTURE_2D, last_texture);
  369. #ifdef GL_SAMPLER_BINDING
  370. glBindSampler(0, last_sampler);
  371. #endif
  372. glActiveTexture(last_active_texture);
  373. #ifndef IMGUI_IMPL_OPENGL_ES2
  374. glBindVertexArray(last_vertex_array_object);
  375. #endif
  376. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  377. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  378. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  379. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  380. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  381. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  382. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  383. #ifdef GL_POLYGON_MODE
  384. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  385. #endif
  386. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  387. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  388. }
  389. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  390. {
  391. // Build texture atlas
  392. ImGuiIO& io = ImGui::GetIO();
  393. unsigned char* pixels;
  394. int width, height;
  395. 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.
  396. // Upload texture to graphics system
  397. GLint last_texture;
  398. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  399. glGenTextures(1, &g_FontTexture);
  400. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  401. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  402. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  403. #ifdef GL_UNPACK_ROW_LENGTH
  404. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  405. #endif
  406. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  407. // Store our identifier
  408. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  409. // Restore state
  410. glBindTexture(GL_TEXTURE_2D, last_texture);
  411. return true;
  412. }
  413. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  414. {
  415. if (g_FontTexture)
  416. {
  417. ImGuiIO& io = ImGui::GetIO();
  418. glDeleteTextures(1, &g_FontTexture);
  419. io.Fonts->TexID = 0;
  420. g_FontTexture = 0;
  421. }
  422. }
  423. // 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.
  424. static bool CheckShader(GLuint handle, const char* desc)
  425. {
  426. GLint status = 0, log_length = 0;
  427. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  428. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  429. if ((GLboolean)status == GL_FALSE)
  430. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  431. if (log_length > 1)
  432. {
  433. ImVector<char> buf;
  434. buf.resize((int)(log_length + 1));
  435. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  436. fprintf(stderr, "%s\n", buf.begin());
  437. }
  438. return (GLboolean)status == GL_TRUE;
  439. }
  440. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  441. static bool CheckProgram(GLuint handle, const char* desc)
  442. {
  443. GLint status = 0, log_length = 0;
  444. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  445. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  446. if ((GLboolean)status == GL_FALSE)
  447. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  448. if (log_length > 1)
  449. {
  450. ImVector<char> buf;
  451. buf.resize((int)(log_length + 1));
  452. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  453. fprintf(stderr, "%s\n", buf.begin());
  454. }
  455. return (GLboolean)status == GL_TRUE;
  456. }
  457. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  458. {
  459. // Backup GL state
  460. GLint last_texture, last_array_buffer;
  461. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  462. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  463. #ifndef IMGUI_IMPL_OPENGL_ES2
  464. GLint last_vertex_array;
  465. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  466. #endif
  467. // Parse GLSL version string
  468. int glsl_version = 130;
  469. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  470. const GLchar* vertex_shader_glsl_120 =
  471. "uniform mat4 ProjMtx;\n"
  472. "attribute vec2 Position;\n"
  473. "attribute vec2 UV;\n"
  474. "attribute vec4 Color;\n"
  475. "varying vec2 Frag_UV;\n"
  476. "varying vec4 Frag_Color;\n"
  477. "void main()\n"
  478. "{\n"
  479. " Frag_UV = UV;\n"
  480. " Frag_Color = Color;\n"
  481. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  482. "}\n";
  483. const GLchar* vertex_shader_glsl_130 =
  484. "uniform mat4 ProjMtx;\n"
  485. "in vec2 Position;\n"
  486. "in vec2 UV;\n"
  487. "in vec4 Color;\n"
  488. "out vec2 Frag_UV;\n"
  489. "out vec4 Frag_Color;\n"
  490. "void main()\n"
  491. "{\n"
  492. " Frag_UV = UV;\n"
  493. " Frag_Color = Color;\n"
  494. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  495. "}\n";
  496. const GLchar* vertex_shader_glsl_300_es =
  497. "precision mediump float;\n"
  498. "layout (location = 0) in vec2 Position;\n"
  499. "layout (location = 1) in vec2 UV;\n"
  500. "layout (location = 2) in vec4 Color;\n"
  501. "uniform mat4 ProjMtx;\n"
  502. "out vec2 Frag_UV;\n"
  503. "out vec4 Frag_Color;\n"
  504. "void main()\n"
  505. "{\n"
  506. " Frag_UV = UV;\n"
  507. " Frag_Color = Color;\n"
  508. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  509. "}\n";
  510. const GLchar* vertex_shader_glsl_410_core =
  511. "layout (location = 0) in vec2 Position;\n"
  512. "layout (location = 1) in vec2 UV;\n"
  513. "layout (location = 2) in vec4 Color;\n"
  514. "uniform mat4 ProjMtx;\n"
  515. "out vec2 Frag_UV;\n"
  516. "out vec4 Frag_Color;\n"
  517. "void main()\n"
  518. "{\n"
  519. " Frag_UV = UV;\n"
  520. " Frag_Color = Color;\n"
  521. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  522. "}\n";
  523. const GLchar* fragment_shader_glsl_120 =
  524. "#ifdef GL_ES\n"
  525. " precision mediump float;\n"
  526. "#endif\n"
  527. "uniform sampler2D Texture;\n"
  528. "varying vec2 Frag_UV;\n"
  529. "varying vec4 Frag_Color;\n"
  530. "void main()\n"
  531. "{\n"
  532. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  533. "}\n";
  534. const GLchar* fragment_shader_glsl_130 =
  535. "uniform sampler2D Texture;\n"
  536. "in vec2 Frag_UV;\n"
  537. "in vec4 Frag_Color;\n"
  538. "out vec4 Out_Color;\n"
  539. "void main()\n"
  540. "{\n"
  541. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  542. "}\n";
  543. const GLchar* fragment_shader_glsl_300_es =
  544. "precision mediump float;\n"
  545. "uniform sampler2D Texture;\n"
  546. "in vec2 Frag_UV;\n"
  547. "in vec4 Frag_Color;\n"
  548. "layout (location = 0) out vec4 Out_Color;\n"
  549. "void main()\n"
  550. "{\n"
  551. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  552. "}\n";
  553. const GLchar* fragment_shader_glsl_410_core =
  554. "in vec2 Frag_UV;\n"
  555. "in vec4 Frag_Color;\n"
  556. "uniform sampler2D Texture;\n"
  557. "layout (location = 0) out vec4 Out_Color;\n"
  558. "void main()\n"
  559. "{\n"
  560. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  561. "}\n";
  562. // Select shaders matching our GLSL versions
  563. const GLchar* vertex_shader = NULL;
  564. const GLchar* fragment_shader = NULL;
  565. if (glsl_version < 130)
  566. {
  567. vertex_shader = vertex_shader_glsl_120;
  568. fragment_shader = fragment_shader_glsl_120;
  569. }
  570. else if (glsl_version >= 410)
  571. {
  572. vertex_shader = vertex_shader_glsl_410_core;
  573. fragment_shader = fragment_shader_glsl_410_core;
  574. }
  575. else if (glsl_version == 300)
  576. {
  577. vertex_shader = vertex_shader_glsl_300_es;
  578. fragment_shader = fragment_shader_glsl_300_es;
  579. }
  580. else
  581. {
  582. vertex_shader = vertex_shader_glsl_130;
  583. fragment_shader = fragment_shader_glsl_130;
  584. }
  585. // Create shaders
  586. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  587. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  588. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  589. glCompileShader(g_VertHandle);
  590. CheckShader(g_VertHandle, "vertex shader");
  591. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  592. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  593. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  594. glCompileShader(g_FragHandle);
  595. CheckShader(g_FragHandle, "fragment shader");
  596. g_ShaderHandle = glCreateProgram();
  597. glAttachShader(g_ShaderHandle, g_VertHandle);
  598. glAttachShader(g_ShaderHandle, g_FragHandle);
  599. glLinkProgram(g_ShaderHandle);
  600. CheckProgram(g_ShaderHandle, "shader program");
  601. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  602. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  603. g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
  604. g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
  605. g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
  606. // Create buffers
  607. glGenBuffers(1, &g_VboHandle);
  608. glGenBuffers(1, &g_ElementsHandle);
  609. ImGui_ImplOpenGL3_CreateFontsTexture();
  610. // Restore modified GL state
  611. glBindTexture(GL_TEXTURE_2D, last_texture);
  612. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  613. #ifndef IMGUI_IMPL_OPENGL_ES2
  614. glBindVertexArray(last_vertex_array);
  615. #endif
  616. return true;
  617. }
  618. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  619. {
  620. if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
  621. if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
  622. if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
  623. if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
  624. if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
  625. if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
  626. if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
  627. ImGui_ImplOpenGL3_DestroyFontsTexture();
  628. }
  629. //--------------------------------------------------------------------------------------------------------
  630. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  631. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  632. // 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..
  633. //--------------------------------------------------------------------------------------------------------
  634. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  635. {
  636. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  637. {
  638. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  639. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  640. glClear(GL_COLOR_BUFFER_BIT);
  641. }
  642. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  643. }
  644. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  645. {
  646. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  647. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  648. }
  649. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  650. {
  651. ImGui::DestroyPlatformWindows();
  652. }