imgui_impl_opengl3.cpp 37 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812
  1. // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 2.x 3.x 4.x
  3. // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
  4. // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
  5. // Implemented features:
  6. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
  7. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
  15. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
  16. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
  17. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  18. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
  19. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
  20. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
  21. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  22. // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
  23. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
  24. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
  25. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
  26. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
  27. // 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
  28. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
  29. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
  30. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
  31. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
  32. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
  33. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
  34. // 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.
  35. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
  36. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
  37. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  38. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  39. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
  40. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  41. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  42. // 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.
  43. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  44. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  45. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  46. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  47. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  48. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  49. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  50. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  51. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  52. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  53. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  54. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  55. // 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".
  56. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  57. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  58. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  59. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  60. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  61. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  62. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  63. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  64. //----------------------------------------
  65. // OpenGL GLSL GLSL
  66. // version version string
  67. //----------------------------------------
  68. // 2.0 110 "#version 110"
  69. // 2.1 120 "#version 120"
  70. // 3.0 130 "#version 130"
  71. // 3.1 140 "#version 140"
  72. // 3.2 150 "#version 150"
  73. // 3.3 330 "#version 330 core"
  74. // 4.0 400 "#version 400 core"
  75. // 4.1 410 "#version 410 core"
  76. // 4.2 420 "#version 410 core"
  77. // 4.3 430 "#version 430 core"
  78. // ES 2.0 100 "#version 100" = WebGL 1.0
  79. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  80. //----------------------------------------
  81. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  82. #define _CRT_SECURE_NO_WARNINGS
  83. #endif
  84. #include "imgui.h"
  85. #include "imgui_impl_opengl3.h"
  86. #include <stdio.h>
  87. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  88. #include <stddef.h> // intptr_t
  89. #else
  90. #include <stdint.h> // intptr_t
  91. #endif
  92. // Clang warnings with -Weverything
  93. #if defined(__clang__)
  94. #pragma clang diagnostic push
  95. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
  96. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  97. #if __has_warning("-Wzero-as-null-pointer-constant")
  98. #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
  99. #endif
  100. #endif
  101. // GL includes
  102. #if defined(IMGUI_IMPL_OPENGL_ES2)
  103. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  104. #include <OpenGLES/ES2/gl.h> // Use GL ES 2
  105. #else
  106. #include <GLES2/gl2.h> // Use GL ES 2
  107. #endif
  108. #if defined(__EMSCRIPTEN__)
  109. #ifndef GL_GLEXT_PROTOTYPES
  110. #define GL_GLEXT_PROTOTYPES
  111. #endif
  112. #include <GLES2/gl2ext.h>
  113. #endif
  114. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  115. #if defined(__APPLE__)
  116. #include <TargetConditionals.h>
  117. #endif
  118. #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
  119. #include <OpenGLES/ES3/gl.h> // Use GL ES 3
  120. #else
  121. #include <GLES3/gl3.h> // Use GL ES 3
  122. #endif
  123. #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  124. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  125. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
  126. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
  127. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
  128. // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
  129. // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
  130. // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
  131. #define IMGL3W_IMPL
  132. #include "imgui_impl_opengl3_loader.h"
  133. #endif
  134. // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
  135. #ifndef IMGUI_IMPL_OPENGL_ES2
  136. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  137. #elif defined(__EMSCRIPTEN__)
  138. #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  139. #define glBindVertexArray glBindVertexArrayOES
  140. #define glGenVertexArrays glGenVertexArraysOES
  141. #define glDeleteVertexArrays glDeleteVertexArraysOES
  142. #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
  143. #endif
  144. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
  145. #ifdef GL_POLYGON_MODE
  146. #define IMGUI_IMPL_HAS_POLYGON_MODE
  147. #endif
  148. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
  149. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
  150. #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  151. #endif
  152. // Desktop GL 3.3+ has glBindSampler()
  153. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
  154. #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  155. #endif
  156. // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
  157. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
  158. #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  159. #endif
  160. // Desktop GL use extension detection
  161. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  162. #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  163. #endif
  164. // OpenGL Data
  165. struct ImGui_ImplOpenGL3_Data
  166. {
  167. GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
  168. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
  169. GLuint FontTexture;
  170. GLuint ShaderHandle;
  171. GLint AttribLocationTex; // Uniforms location
  172. GLint AttribLocationProjMtx;
  173. GLuint AttribLocationVtxPos; // Vertex attributes location
  174. GLuint AttribLocationVtxUV;
  175. GLuint AttribLocationVtxColor;
  176. unsigned int VboHandle, ElementsHandle;
  177. GLsizeiptr VertexBufferSize;
  178. GLsizeiptr IndexBufferSize;
  179. bool HasClipOrigin;
  180. ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
  181. };
  182. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  183. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  184. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
  185. {
  186. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  187. }
  188. // Functions
  189. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  190. {
  191. ImGuiIO& io = ImGui::GetIO();
  192. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  193. // Initialize our loader
  194. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
  195. if (imgl3wInit() != 0)
  196. {
  197. fprintf(stderr, "Failed to initialize OpenGL loader!\n");
  198. return false;
  199. }
  200. #endif
  201. // Setup backend capabilities flags
  202. ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
  203. io.BackendRendererUserData = (void*)bd;
  204. io.BackendRendererName = "imgui_impl_opengl3";
  205. // Query for GL version (e.g. 320 for GL 3.2)
  206. #if !defined(IMGUI_IMPL_OPENGL_ES2)
  207. GLint major = 0;
  208. GLint minor = 0;
  209. glGetIntegerv(GL_MAJOR_VERSION, &major);
  210. glGetIntegerv(GL_MINOR_VERSION, &minor);
  211. if (major == 0 && minor == 0)
  212. {
  213. // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
  214. const char* gl_version = (const char*)glGetString(GL_VERSION);
  215. sscanf(gl_version, "%d.%d", &major, &minor);
  216. }
  217. bd->GlVersion = (GLuint)(major * 100 + minor * 10);
  218. #else
  219. bd->GlVersion = 200; // GLES 2
  220. #endif
  221. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  222. if (bd->GlVersion >= 320)
  223. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  224. #endif
  225. // Store GLSL version string so we can refer to it later in case we recreate shaders.
  226. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  227. if (glsl_version == NULL)
  228. {
  229. #if defined(IMGUI_IMPL_OPENGL_ES2)
  230. glsl_version = "#version 100";
  231. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  232. glsl_version = "#version 300 es";
  233. #elif defined(__APPLE__)
  234. glsl_version = "#version 150";
  235. #else
  236. glsl_version = "#version 130";
  237. #endif
  238. }
  239. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
  240. strcpy(bd->GlslVersionString, glsl_version);
  241. strcat(bd->GlslVersionString, "\n");
  242. // Make an arbitrary GL call (we don't actually need the result)
  243. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
  244. GLint current_texture;
  245. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  246. // Detect extensions we support
  247. bd->HasClipOrigin = (bd->GlVersion >= 450);
  248. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
  249. GLint num_extensions = 0;
  250. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  251. for (GLint i = 0; i < num_extensions; i++)
  252. {
  253. const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
  254. if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
  255. bd->HasClipOrigin = true;
  256. }
  257. #endif
  258. return true;
  259. }
  260. void ImGui_ImplOpenGL3_Shutdown()
  261. {
  262. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  263. IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
  264. ImGuiIO& io = ImGui::GetIO();
  265. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  266. io.BackendRendererName = NULL;
  267. io.BackendRendererUserData = NULL;
  268. IM_DELETE(bd);
  269. }
  270. void ImGui_ImplOpenGL3_NewFrame()
  271. {
  272. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  273. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
  274. if (!bd->ShaderHandle)
  275. ImGui_ImplOpenGL3_CreateDeviceObjects();
  276. }
  277. static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
  278. {
  279. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  280. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  281. glEnable(GL_BLEND);
  282. glBlendEquation(GL_FUNC_ADD);
  283. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  284. glDisable(GL_CULL_FACE);
  285. glDisable(GL_DEPTH_TEST);
  286. glDisable(GL_STENCIL_TEST);
  287. glEnable(GL_SCISSOR_TEST);
  288. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  289. if (bd->GlVersion >= 310)
  290. glDisable(GL_PRIMITIVE_RESTART);
  291. #endif
  292. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  293. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  294. #endif
  295. // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
  296. #if defined(GL_CLIP_ORIGIN)
  297. bool clip_origin_lower_left = true;
  298. if (bd->HasClipOrigin)
  299. {
  300. GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
  301. if (current_clip_origin == GL_UPPER_LEFT)
  302. clip_origin_lower_left = false;
  303. }
  304. #endif
  305. // Setup viewport, orthographic projection matrix
  306. // 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.
  307. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  308. float L = draw_data->DisplayPos.x;
  309. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  310. float T = draw_data->DisplayPos.y;
  311. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  312. #if defined(GL_CLIP_ORIGIN)
  313. if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
  314. #endif
  315. const float ortho_projection[4][4] =
  316. {
  317. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  318. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  319. { 0.0f, 0.0f, -1.0f, 0.0f },
  320. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  321. };
  322. glUseProgram(bd->ShaderHandle);
  323. glUniform1i(bd->AttribLocationTex, 0);
  324. glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  325. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  326. if (bd->GlVersion >= 330)
  327. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  328. #endif
  329. (void)vertex_array_object;
  330. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  331. glBindVertexArray(vertex_array_object);
  332. #endif
  333. // Bind vertex/index buffers and setup attributes for ImDrawVert
  334. glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
  335. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
  336. glEnableVertexAttribArray(bd->AttribLocationVtxPos);
  337. glEnableVertexAttribArray(bd->AttribLocationVtxUV);
  338. glEnableVertexAttribArray(bd->AttribLocationVtxColor);
  339. glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  340. glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  341. glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  342. }
  343. // OpenGL3 Render function.
  344. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  345. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  346. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  347. {
  348. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  349. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  350. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  351. if (fb_width <= 0 || fb_height <= 0)
  352. return;
  353. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  354. // Backup GL state
  355. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  356. glActiveTexture(GL_TEXTURE0);
  357. GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
  358. GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
  359. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  360. GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
  361. #endif
  362. GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
  363. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  364. GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
  365. #endif
  366. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  367. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  368. #endif
  369. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  370. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  371. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  372. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  373. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  374. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  375. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  376. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  377. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  378. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  379. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  380. GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  381. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  382. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  383. GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
  384. #endif
  385. // Setup desired GL state
  386. // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
  387. // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
  388. GLuint vertex_array_object = 0;
  389. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  390. glGenVertexArrays(1, &vertex_array_object);
  391. #endif
  392. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  393. // Will project scissor/clipping rectangles into framebuffer space
  394. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  395. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  396. // Render command lists
  397. for (int n = 0; n < draw_data->CmdListsCount; n++)
  398. {
  399. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  400. // Upload vertex/index buffers
  401. GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
  402. GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
  403. if (bd->VertexBufferSize < vtx_buffer_size)
  404. {
  405. bd->VertexBufferSize = vtx_buffer_size;
  406. glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
  407. }
  408. if (bd->IndexBufferSize < idx_buffer_size)
  409. {
  410. bd->IndexBufferSize = idx_buffer_size;
  411. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
  412. }
  413. glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
  414. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
  415. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  416. {
  417. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  418. if (pcmd->UserCallback != NULL)
  419. {
  420. // User callback, registered via ImDrawList::AddCallback()
  421. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  422. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  423. ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
  424. else
  425. pcmd->UserCallback(cmd_list, pcmd);
  426. }
  427. else
  428. {
  429. // Project scissor/clipping rectangles into framebuffer space
  430. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  431. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  432. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  433. continue;
  434. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  435. glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
  436. // Bind texture, Draw
  437. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  438. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
  439. if (bd->GlVersion >= 320)
  440. 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);
  441. else
  442. #endif
  443. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
  444. }
  445. }
  446. }
  447. // Destroy the temporary VAO
  448. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  449. glDeleteVertexArrays(1, &vertex_array_object);
  450. #endif
  451. // Restore modified GL state
  452. glUseProgram(last_program);
  453. glBindTexture(GL_TEXTURE_2D, last_texture);
  454. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
  455. if (bd->GlVersion >= 330)
  456. glBindSampler(0, last_sampler);
  457. #endif
  458. glActiveTexture(last_active_texture);
  459. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  460. glBindVertexArray(last_vertex_array_object);
  461. #endif
  462. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  463. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  464. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  465. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  466. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  467. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  468. if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
  469. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  470. #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
  471. if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
  472. #endif
  473. #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
  474. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  475. #endif
  476. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  477. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  478. (void)bd; // Not all compilation paths use this
  479. }
  480. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  481. {
  482. ImGuiIO& io = ImGui::GetIO();
  483. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  484. // Build texture atlas
  485. unsigned char* pixels;
  486. int width, height;
  487. 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.
  488. // Upload texture to graphics system
  489. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  490. GLint last_texture;
  491. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  492. glGenTextures(1, &bd->FontTexture);
  493. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  494. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  495. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  496. #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
  497. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  498. #endif
  499. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  500. // Store our identifier
  501. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  502. // Restore state
  503. glBindTexture(GL_TEXTURE_2D, last_texture);
  504. return true;
  505. }
  506. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  507. {
  508. ImGuiIO& io = ImGui::GetIO();
  509. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  510. if (bd->FontTexture)
  511. {
  512. glDeleteTextures(1, &bd->FontTexture);
  513. io.Fonts->SetTexID(0);
  514. bd->FontTexture = 0;
  515. }
  516. }
  517. // 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.
  518. static bool CheckShader(GLuint handle, const char* desc)
  519. {
  520. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  521. GLint status = 0, log_length = 0;
  522. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  523. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  524. if ((GLboolean)status == GL_FALSE)
  525. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
  526. if (log_length > 1)
  527. {
  528. ImVector<char> buf;
  529. buf.resize((int)(log_length + 1));
  530. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  531. fprintf(stderr, "%s\n", buf.begin());
  532. }
  533. return (GLboolean)status == GL_TRUE;
  534. }
  535. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  536. static bool CheckProgram(GLuint handle, const char* desc)
  537. {
  538. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  539. GLint status = 0, log_length = 0;
  540. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  541. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  542. if ((GLboolean)status == GL_FALSE)
  543. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
  544. if (log_length > 1)
  545. {
  546. ImVector<char> buf;
  547. buf.resize((int)(log_length + 1));
  548. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  549. fprintf(stderr, "%s\n", buf.begin());
  550. }
  551. return (GLboolean)status == GL_TRUE;
  552. }
  553. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  554. {
  555. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  556. // Backup GL state
  557. GLint last_texture, last_array_buffer;
  558. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  559. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  560. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  561. GLint last_vertex_array;
  562. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  563. #endif
  564. // Parse GLSL version string
  565. int glsl_version = 130;
  566. sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
  567. const GLchar* vertex_shader_glsl_120 =
  568. "uniform mat4 ProjMtx;\n"
  569. "attribute vec2 Position;\n"
  570. "attribute vec2 UV;\n"
  571. "attribute vec4 Color;\n"
  572. "varying vec2 Frag_UV;\n"
  573. "varying vec4 Frag_Color;\n"
  574. "void main()\n"
  575. "{\n"
  576. " Frag_UV = UV;\n"
  577. " Frag_Color = Color;\n"
  578. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  579. "}\n";
  580. const GLchar* vertex_shader_glsl_130 =
  581. "uniform mat4 ProjMtx;\n"
  582. "in vec2 Position;\n"
  583. "in vec2 UV;\n"
  584. "in vec4 Color;\n"
  585. "out vec2 Frag_UV;\n"
  586. "out vec4 Frag_Color;\n"
  587. "void main()\n"
  588. "{\n"
  589. " Frag_UV = UV;\n"
  590. " Frag_Color = Color;\n"
  591. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  592. "}\n";
  593. const GLchar* vertex_shader_glsl_300_es =
  594. "precision highp float;\n"
  595. "layout (location = 0) in vec2 Position;\n"
  596. "layout (location = 1) in vec2 UV;\n"
  597. "layout (location = 2) in vec4 Color;\n"
  598. "uniform mat4 ProjMtx;\n"
  599. "out vec2 Frag_UV;\n"
  600. "out vec4 Frag_Color;\n"
  601. "void main()\n"
  602. "{\n"
  603. " Frag_UV = UV;\n"
  604. " Frag_Color = Color;\n"
  605. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  606. "}\n";
  607. const GLchar* vertex_shader_glsl_410_core =
  608. "layout (location = 0) in vec2 Position;\n"
  609. "layout (location = 1) in vec2 UV;\n"
  610. "layout (location = 2) in vec4 Color;\n"
  611. "uniform mat4 ProjMtx;\n"
  612. "out vec2 Frag_UV;\n"
  613. "out vec4 Frag_Color;\n"
  614. "void main()\n"
  615. "{\n"
  616. " Frag_UV = UV;\n"
  617. " Frag_Color = Color;\n"
  618. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  619. "}\n";
  620. const GLchar* fragment_shader_glsl_120 =
  621. "#ifdef GL_ES\n"
  622. " precision mediump float;\n"
  623. "#endif\n"
  624. "uniform sampler2D Texture;\n"
  625. "varying vec2 Frag_UV;\n"
  626. "varying vec4 Frag_Color;\n"
  627. "void main()\n"
  628. "{\n"
  629. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  630. "}\n";
  631. const GLchar* fragment_shader_glsl_130 =
  632. "uniform sampler2D Texture;\n"
  633. "in vec2 Frag_UV;\n"
  634. "in vec4 Frag_Color;\n"
  635. "out vec4 Out_Color;\n"
  636. "void main()\n"
  637. "{\n"
  638. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  639. "}\n";
  640. const GLchar* fragment_shader_glsl_300_es =
  641. "precision mediump float;\n"
  642. "uniform sampler2D Texture;\n"
  643. "in vec2 Frag_UV;\n"
  644. "in vec4 Frag_Color;\n"
  645. "layout (location = 0) out vec4 Out_Color;\n"
  646. "void main()\n"
  647. "{\n"
  648. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  649. "}\n";
  650. const GLchar* fragment_shader_glsl_410_core =
  651. "in vec2 Frag_UV;\n"
  652. "in vec4 Frag_Color;\n"
  653. "uniform sampler2D Texture;\n"
  654. "layout (location = 0) out vec4 Out_Color;\n"
  655. "void main()\n"
  656. "{\n"
  657. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  658. "}\n";
  659. // Select shaders matching our GLSL versions
  660. const GLchar* vertex_shader = NULL;
  661. const GLchar* fragment_shader = NULL;
  662. if (glsl_version < 130)
  663. {
  664. vertex_shader = vertex_shader_glsl_120;
  665. fragment_shader = fragment_shader_glsl_120;
  666. }
  667. else if (glsl_version >= 410)
  668. {
  669. vertex_shader = vertex_shader_glsl_410_core;
  670. fragment_shader = fragment_shader_glsl_410_core;
  671. }
  672. else if (glsl_version == 300)
  673. {
  674. vertex_shader = vertex_shader_glsl_300_es;
  675. fragment_shader = fragment_shader_glsl_300_es;
  676. }
  677. else
  678. {
  679. vertex_shader = vertex_shader_glsl_130;
  680. fragment_shader = fragment_shader_glsl_130;
  681. }
  682. // Create shaders
  683. const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
  684. GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
  685. glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
  686. glCompileShader(vert_handle);
  687. CheckShader(vert_handle, "vertex shader");
  688. const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
  689. GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
  690. glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
  691. glCompileShader(frag_handle);
  692. CheckShader(frag_handle, "fragment shader");
  693. // Link
  694. bd->ShaderHandle = glCreateProgram();
  695. glAttachShader(bd->ShaderHandle, vert_handle);
  696. glAttachShader(bd->ShaderHandle, frag_handle);
  697. glLinkProgram(bd->ShaderHandle);
  698. CheckProgram(bd->ShaderHandle, "shader program");
  699. glDetachShader(bd->ShaderHandle, vert_handle);
  700. glDetachShader(bd->ShaderHandle, frag_handle);
  701. glDeleteShader(vert_handle);
  702. glDeleteShader(frag_handle);
  703. bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
  704. bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
  705. bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
  706. bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
  707. bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
  708. // Create buffers
  709. glGenBuffers(1, &bd->VboHandle);
  710. glGenBuffers(1, &bd->ElementsHandle);
  711. ImGui_ImplOpenGL3_CreateFontsTexture();
  712. // Restore modified GL state
  713. glBindTexture(GL_TEXTURE_2D, last_texture);
  714. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  715. #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
  716. glBindVertexArray(last_vertex_array);
  717. #endif
  718. return true;
  719. }
  720. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  721. {
  722. ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
  723. if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
  724. if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
  725. if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
  726. ImGui_ImplOpenGL3_DestroyFontsTexture();
  727. }
  728. #if defined(__clang__)
  729. #pragma clang diagnostic pop
  730. #endif