imgui_impl_opengl3.cpp 26 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. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  14. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
  15. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  16. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  17. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  18. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  19. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  20. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  21. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  22. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  23. // 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".
  24. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  25. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  26. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  27. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  28. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  29. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  30. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  31. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  32. //----------------------------------------
  33. // OpenGL GLSL GLSL
  34. // version version string
  35. //----------------------------------------
  36. // 2.0 110 "#version 110"
  37. // 2.1 120
  38. // 3.0 130
  39. // 3.1 140
  40. // 3.2 150 "#version 150"
  41. // 3.3 330
  42. // 4.0 400
  43. // 4.1 410 "#version 410 core"
  44. // 4.2 420
  45. // 4.3 430
  46. // ES 2.0 100 "#version 100"
  47. // ES 3.0 300 "#version 300 es"
  48. //----------------------------------------
  49. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  50. #define _CRT_SECURE_NO_WARNINGS
  51. #endif
  52. #include "imgui.h"
  53. #include "imgui_impl_opengl3.h"
  54. #include <stdio.h>
  55. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  56. #include <stddef.h> // intptr_t
  57. #else
  58. #include <stdint.h> // intptr_t
  59. #endif
  60. #if defined(__APPLE__)
  61. #include "TargetConditionals.h"
  62. #endif
  63. // iOS, Android and Emscripten can use GL ES 3
  64. // Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
  65. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
  66. #define USE_GL_ES3
  67. #endif
  68. #ifdef USE_GL_ES3
  69. // OpenGL ES 3
  70. #include <GLES3/gl3.h> // Use GL ES 3
  71. #else
  72. // Regular OpenGL
  73. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
  74. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
  75. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  76. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  77. #include <GL/gl3w.h>
  78. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  79. #include <GL/glew.h>
  80. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  81. #include <glad/glad.h>
  82. #else
  83. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  84. #endif
  85. #endif
  86. // OpenGL Data
  87. static char g_GlslVersionString[32] = "";
  88. static GLuint g_FontTexture = 0;
  89. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  90. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  91. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  92. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  93. // Forward Declarations
  94. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  95. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  96. // Functions
  97. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  98. {
  99. // Setup back-end capabilities flags
  100. ImGuiIO& io = ImGui::GetIO();
  101. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  102. io.BackendRendererName = "imgui_impl_opengl3";
  103. // 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.
  104. #ifdef USE_GL_ES3
  105. if (glsl_version == NULL)
  106. glsl_version = "#version 300 es";
  107. #else
  108. if (glsl_version == NULL)
  109. glsl_version = "#version 130";
  110. #endif
  111. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  112. strcpy(g_GlslVersionString, glsl_version);
  113. strcat(g_GlslVersionString, "\n");
  114. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  115. ImGui_ImplOpenGL3_InitPlatformInterface();
  116. return true;
  117. }
  118. void ImGui_ImplOpenGL3_Shutdown()
  119. {
  120. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  121. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  122. }
  123. void ImGui_ImplOpenGL3_NewFrame()
  124. {
  125. if (!g_FontTexture)
  126. ImGui_ImplOpenGL3_CreateDeviceObjects();
  127. }
  128. // OpenGL3 Render function.
  129. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  130. // 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.
  131. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  132. {
  133. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  134. ImGuiIO& io = ImGui::GetIO();
  135. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  136. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  137. if (fb_width <= 0 || fb_height <= 0)
  138. return;
  139. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  140. // Backup GL state
  141. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  142. glActiveTexture(GL_TEXTURE0);
  143. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  144. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  145. #ifdef GL_SAMPLER_BINDING
  146. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  147. #endif
  148. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  149. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  150. #ifdef GL_POLYGON_MODE
  151. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  152. #endif
  153. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  154. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  155. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  156. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  157. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  158. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  159. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  160. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  161. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  162. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  163. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  164. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  165. bool clip_origin_lower_left = true;
  166. #ifdef GL_CLIP_ORIGIN
  167. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  168. if (last_clip_origin == GL_UPPER_LEFT)
  169. clip_origin_lower_left = false;
  170. #endif
  171. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  172. glEnable(GL_BLEND);
  173. glBlendEquation(GL_FUNC_ADD);
  174. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  175. glDisable(GL_CULL_FACE);
  176. glDisable(GL_DEPTH_TEST);
  177. glEnable(GL_SCISSOR_TEST);
  178. #ifdef GL_POLYGON_MODE
  179. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  180. #endif
  181. // Setup viewport, orthographic projection matrix
  182. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  183. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  184. float L = draw_data->DisplayPos.x;
  185. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  186. float T = draw_data->DisplayPos.y;
  187. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  188. const float ortho_projection[4][4] =
  189. {
  190. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  191. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  192. { 0.0f, 0.0f, -1.0f, 0.0f },
  193. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  194. };
  195. glUseProgram(g_ShaderHandle);
  196. glUniform1i(g_AttribLocationTex, 0);
  197. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  198. #ifdef GL_SAMPLER_BINDING
  199. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  200. #endif
  201. // Recreate the VAO every time
  202. // (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.)
  203. GLuint vao_handle = 0;
  204. glGenVertexArrays(1, &vao_handle);
  205. glBindVertexArray(vao_handle);
  206. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  207. glEnableVertexAttribArray(g_AttribLocationPosition);
  208. glEnableVertexAttribArray(g_AttribLocationUV);
  209. glEnableVertexAttribArray(g_AttribLocationColor);
  210. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  211. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  212. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  213. // Draw
  214. ImVec2 pos = draw_data->DisplayPos;
  215. for (int n = 0; n < draw_data->CmdListsCount; n++)
  216. {
  217. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  218. const ImDrawIdx* idx_buffer_offset = 0;
  219. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  220. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  221. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  222. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  223. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  224. {
  225. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  226. if (pcmd->UserCallback)
  227. {
  228. // User callback (registered via ImDrawList::AddCallback)
  229. pcmd->UserCallback(cmd_list, pcmd);
  230. }
  231. else
  232. {
  233. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  234. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  235. {
  236. // Apply scissor/clipping rectangle
  237. if (clip_origin_lower_left)
  238. 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));
  239. else
  240. 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)
  241. // Bind texture, Draw
  242. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  243. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  244. }
  245. }
  246. idx_buffer_offset += pcmd->ElemCount;
  247. }
  248. }
  249. glDeleteVertexArrays(1, &vao_handle);
  250. // Restore modified GL state
  251. glUseProgram(last_program);
  252. glBindTexture(GL_TEXTURE_2D, last_texture);
  253. #ifdef GL_SAMPLER_BINDING
  254. glBindSampler(0, last_sampler);
  255. #endif
  256. glActiveTexture(last_active_texture);
  257. glBindVertexArray(last_vertex_array);
  258. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  259. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  260. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  261. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  262. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  263. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  264. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  265. #ifdef GL_POLYGON_MODE
  266. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  267. #endif
  268. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  269. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  270. }
  271. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  272. {
  273. // Build texture atlas
  274. ImGuiIO& io = ImGui::GetIO();
  275. unsigned char* pixels;
  276. int width, height;
  277. 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.
  278. // Upload texture to graphics system
  279. GLint last_texture;
  280. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  281. glGenTextures(1, &g_FontTexture);
  282. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  283. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  284. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  285. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  286. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  287. // Store our identifier
  288. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  289. // Restore state
  290. glBindTexture(GL_TEXTURE_2D, last_texture);
  291. return true;
  292. }
  293. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  294. {
  295. if (g_FontTexture)
  296. {
  297. ImGuiIO& io = ImGui::GetIO();
  298. glDeleteTextures(1, &g_FontTexture);
  299. io.Fonts->TexID = 0;
  300. g_FontTexture = 0;
  301. }
  302. }
  303. // 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.
  304. static bool CheckShader(GLuint handle, const char* desc)
  305. {
  306. GLint status = 0, log_length = 0;
  307. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  308. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  309. if ((GLboolean)status == GL_FALSE)
  310. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  311. if (log_length > 0)
  312. {
  313. ImVector<char> buf;
  314. buf.resize((int)(log_length + 1));
  315. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  316. fprintf(stderr, "%s\n", buf.begin());
  317. }
  318. return (GLboolean)status == GL_TRUE;
  319. }
  320. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  321. static bool CheckProgram(GLuint handle, const char* desc)
  322. {
  323. GLint status = 0, log_length = 0;
  324. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  325. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  326. if ((GLboolean)status == GL_FALSE)
  327. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  328. if (log_length > 0)
  329. {
  330. ImVector<char> buf;
  331. buf.resize((int)(log_length + 1));
  332. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  333. fprintf(stderr, "%s\n", buf.begin());
  334. }
  335. return (GLboolean)status == GL_TRUE;
  336. }
  337. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  338. {
  339. // Backup GL state
  340. GLint last_texture, last_array_buffer, last_vertex_array;
  341. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  342. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  343. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  344. // Parse GLSL version string
  345. int glsl_version = 130;
  346. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  347. const GLchar* vertex_shader_glsl_120 =
  348. "uniform mat4 ProjMtx;\n"
  349. "attribute vec2 Position;\n"
  350. "attribute vec2 UV;\n"
  351. "attribute vec4 Color;\n"
  352. "varying vec2 Frag_UV;\n"
  353. "varying vec4 Frag_Color;\n"
  354. "void main()\n"
  355. "{\n"
  356. " Frag_UV = UV;\n"
  357. " Frag_Color = Color;\n"
  358. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  359. "}\n";
  360. const GLchar* vertex_shader_glsl_130 =
  361. "uniform mat4 ProjMtx;\n"
  362. "in vec2 Position;\n"
  363. "in vec2 UV;\n"
  364. "in vec4 Color;\n"
  365. "out vec2 Frag_UV;\n"
  366. "out vec4 Frag_Color;\n"
  367. "void main()\n"
  368. "{\n"
  369. " Frag_UV = UV;\n"
  370. " Frag_Color = Color;\n"
  371. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  372. "}\n";
  373. const GLchar* vertex_shader_glsl_300_es =
  374. "precision mediump float;\n"
  375. "layout (location = 0) in vec2 Position;\n"
  376. "layout (location = 1) in vec2 UV;\n"
  377. "layout (location = 2) in vec4 Color;\n"
  378. "uniform mat4 ProjMtx;\n"
  379. "out vec2 Frag_UV;\n"
  380. "out vec4 Frag_Color;\n"
  381. "void main()\n"
  382. "{\n"
  383. " Frag_UV = UV;\n"
  384. " Frag_Color = Color;\n"
  385. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  386. "}\n";
  387. const GLchar* vertex_shader_glsl_410_core =
  388. "layout (location = 0) in vec2 Position;\n"
  389. "layout (location = 1) in vec2 UV;\n"
  390. "layout (location = 2) in vec4 Color;\n"
  391. "uniform mat4 ProjMtx;\n"
  392. "out vec2 Frag_UV;\n"
  393. "out vec4 Frag_Color;\n"
  394. "void main()\n"
  395. "{\n"
  396. " Frag_UV = UV;\n"
  397. " Frag_Color = Color;\n"
  398. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  399. "}\n";
  400. const GLchar* fragment_shader_glsl_120 =
  401. "#ifdef GL_ES\n"
  402. " precision mediump float;\n"
  403. "#endif\n"
  404. "uniform sampler2D Texture;\n"
  405. "varying vec2 Frag_UV;\n"
  406. "varying vec4 Frag_Color;\n"
  407. "void main()\n"
  408. "{\n"
  409. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  410. "}\n";
  411. const GLchar* fragment_shader_glsl_130 =
  412. "uniform sampler2D Texture;\n"
  413. "in vec2 Frag_UV;\n"
  414. "in vec4 Frag_Color;\n"
  415. "out vec4 Out_Color;\n"
  416. "void main()\n"
  417. "{\n"
  418. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  419. "}\n";
  420. const GLchar* fragment_shader_glsl_300_es =
  421. "precision mediump float;\n"
  422. "uniform sampler2D Texture;\n"
  423. "in vec2 Frag_UV;\n"
  424. "in vec4 Frag_Color;\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. const GLchar* fragment_shader_glsl_410_core =
  431. "in vec2 Frag_UV;\n"
  432. "in vec4 Frag_Color;\n"
  433. "uniform sampler2D Texture;\n"
  434. "layout (location = 0) out vec4 Out_Color;\n"
  435. "void main()\n"
  436. "{\n"
  437. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  438. "}\n";
  439. // Select shaders matching our GLSL versions
  440. const GLchar* vertex_shader = NULL;
  441. const GLchar* fragment_shader = NULL;
  442. if (glsl_version < 130)
  443. {
  444. vertex_shader = vertex_shader_glsl_120;
  445. fragment_shader = fragment_shader_glsl_120;
  446. }
  447. else if (glsl_version == 410)
  448. {
  449. vertex_shader = vertex_shader_glsl_410_core;
  450. fragment_shader = fragment_shader_glsl_410_core;
  451. }
  452. else if (glsl_version == 300)
  453. {
  454. vertex_shader = vertex_shader_glsl_300_es;
  455. fragment_shader = fragment_shader_glsl_300_es;
  456. }
  457. else
  458. {
  459. vertex_shader = vertex_shader_glsl_130;
  460. fragment_shader = fragment_shader_glsl_130;
  461. }
  462. // Create shaders
  463. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  464. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  465. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  466. glCompileShader(g_VertHandle);
  467. CheckShader(g_VertHandle, "vertex shader");
  468. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  469. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  470. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  471. glCompileShader(g_FragHandle);
  472. CheckShader(g_FragHandle, "fragment shader");
  473. g_ShaderHandle = glCreateProgram();
  474. glAttachShader(g_ShaderHandle, g_VertHandle);
  475. glAttachShader(g_ShaderHandle, g_FragHandle);
  476. glLinkProgram(g_ShaderHandle);
  477. CheckProgram(g_ShaderHandle, "shader program");
  478. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  479. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  480. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  481. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  482. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  483. // Create buffers
  484. glGenBuffers(1, &g_VboHandle);
  485. glGenBuffers(1, &g_ElementsHandle);
  486. ImGui_ImplOpenGL3_CreateFontsTexture();
  487. // Restore modified GL state
  488. glBindTexture(GL_TEXTURE_2D, last_texture);
  489. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  490. glBindVertexArray(last_vertex_array);
  491. return true;
  492. }
  493. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  494. {
  495. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  496. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  497. g_VboHandle = g_ElementsHandle = 0;
  498. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  499. if (g_VertHandle) glDeleteShader(g_VertHandle);
  500. g_VertHandle = 0;
  501. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  502. if (g_FragHandle) glDeleteShader(g_FragHandle);
  503. g_FragHandle = 0;
  504. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  505. g_ShaderHandle = 0;
  506. ImGui_ImplOpenGL3_DestroyFontsTexture();
  507. }
  508. //--------------------------------------------------------------------------------------------------------
  509. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  510. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  511. // 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..
  512. //--------------------------------------------------------------------------------------------------------
  513. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  514. {
  515. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  516. {
  517. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  518. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  519. glClear(GL_COLOR_BUFFER_BIT);
  520. }
  521. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  522. }
  523. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  524. {
  525. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  526. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  527. }
  528. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  529. {
  530. ImGui::DestroyPlatformWindows();
  531. }