imgui_impl_opengl3.cpp 26 KB

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  1. // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
  2. // - Desktop GL: 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 in imgui.cpp.
  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. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
  13. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
  14. // 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.
  15. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  16. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
  17. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  18. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
  19. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
  20. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
  21. // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
  22. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
  23. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  24. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  25. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  26. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  27. // 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".
  28. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  29. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  30. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  31. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  32. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  33. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  34. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  35. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  36. //----------------------------------------
  37. // OpenGL GLSL GLSL
  38. // version version string
  39. //----------------------------------------
  40. // 2.0 110 "#version 110"
  41. // 2.1 120 "#version 120"
  42. // 3.0 130 "#version 130"
  43. // 3.1 140 "#version 140"
  44. // 3.2 150 "#version 150"
  45. // 3.3 330 "#version 330 core"
  46. // 4.0 400 "#version 400 core"
  47. // 4.1 410 "#version 410 core"
  48. // 4.2 420 "#version 410 core"
  49. // 4.3 430 "#version 430 core"
  50. // ES 2.0 100 "#version 100" = WebGL 1.0
  51. // ES 3.0 300 "#version 300 es" = WebGL 2.0
  52. //----------------------------------------
  53. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  54. #define _CRT_SECURE_NO_WARNINGS
  55. #endif
  56. #include "imgui.h"
  57. #include "imgui_impl_opengl3.h"
  58. #include <stdio.h>
  59. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  60. #include <stddef.h> // intptr_t
  61. #else
  62. #include <stdint.h> // intptr_t
  63. #endif
  64. #if defined(__APPLE__)
  65. #include "TargetConditionals.h"
  66. #endif
  67. // Auto-detect GL version
  68. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
  69. #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
  70. #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
  71. #elif defined(__EMSCRIPTEN__)
  72. #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
  73. #endif
  74. #endif
  75. #if defined(IMGUI_IMPL_OPENGL_ES2)
  76. #include <GLES2/gl2.h>
  77. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  78. #include <GLES3/gl3.h> // Use GL ES 3
  79. #else
  80. // About Desktop OpenGL function loaders:
  81. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
  82. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
  83. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
  84. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  85. #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
  86. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  87. #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
  88. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  89. #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
  90. #else
  91. #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
  92. #endif
  93. #endif
  94. // OpenGL Data
  95. static char g_GlslVersionString[32] = "";
  96. static GLuint g_FontTexture = 0;
  97. static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  98. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  99. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  100. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  101. // Functions
  102. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  103. {
  104. ImGuiIO& io = ImGui::GetIO();
  105. io.BackendRendererName = "imgui_impl_opengl3";
  106. // 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.
  107. #if defined(IMGUI_IMPL_OPENGL_ES2)
  108. if (glsl_version == NULL)
  109. glsl_version = "#version 100";
  110. #elif defined(IMGUI_IMPL_OPENGL_ES3)
  111. if (glsl_version == NULL)
  112. glsl_version = "#version 300 es";
  113. #else
  114. if (glsl_version == NULL)
  115. glsl_version = "#version 130";
  116. #endif
  117. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
  118. strcpy(g_GlslVersionString, glsl_version);
  119. strcat(g_GlslVersionString, "\n");
  120. // Make a dummy GL call (we don't actually need the result)
  121. // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
  122. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
  123. GLint current_texture;
  124. glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
  125. return true;
  126. }
  127. void ImGui_ImplOpenGL3_Shutdown()
  128. {
  129. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  130. }
  131. void ImGui_ImplOpenGL3_NewFrame()
  132. {
  133. if (!g_FontTexture)
  134. ImGui_ImplOpenGL3_CreateDeviceObjects();
  135. }
  136. // OpenGL3 Render function.
  137. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  138. // 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.
  139. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  140. {
  141. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  142. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  143. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  144. if (fb_width <= 0 || fb_height <= 0)
  145. return;
  146. // Backup GL state
  147. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  148. glActiveTexture(GL_TEXTURE0);
  149. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  150. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  151. #ifdef GL_SAMPLER_BINDING
  152. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  153. #endif
  154. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  155. #ifndef IMGUI_IMPL_OPENGL_ES2
  156. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  157. #endif
  158. #ifdef GL_POLYGON_MODE
  159. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  160. #endif
  161. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  162. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  163. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  164. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  165. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  166. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  167. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  168. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  169. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  170. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  171. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  172. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  173. bool clip_origin_lower_left = true;
  174. #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
  175. GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
  176. if (last_clip_origin == GL_UPPER_LEFT)
  177. clip_origin_lower_left = false;
  178. #endif
  179. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  180. glEnable(GL_BLEND);
  181. glBlendEquation(GL_FUNC_ADD);
  182. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  183. glDisable(GL_CULL_FACE);
  184. glDisable(GL_DEPTH_TEST);
  185. glEnable(GL_SCISSOR_TEST);
  186. #ifdef GL_POLYGON_MODE
  187. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  188. #endif
  189. // Setup viewport, orthographic projection matrix
  190. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
  191. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  192. float L = draw_data->DisplayPos.x;
  193. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  194. float T = draw_data->DisplayPos.y;
  195. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  196. const float ortho_projection[4][4] =
  197. {
  198. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  199. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  200. { 0.0f, 0.0f, -1.0f, 0.0f },
  201. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  202. };
  203. glUseProgram(g_ShaderHandle);
  204. glUniform1i(g_AttribLocationTex, 0);
  205. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  206. #ifdef GL_SAMPLER_BINDING
  207. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  208. #endif
  209. #ifndef IMGUI_IMPL_OPENGL_ES2
  210. // Recreate the VAO every time
  211. // (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.)
  212. GLuint vao_handle = 0;
  213. glGenVertexArrays(1, &vao_handle);
  214. glBindVertexArray(vao_handle);
  215. #endif
  216. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  217. glEnableVertexAttribArray(g_AttribLocationPosition);
  218. glEnableVertexAttribArray(g_AttribLocationUV);
  219. glEnableVertexAttribArray(g_AttribLocationColor);
  220. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  221. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  222. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  223. // Will project scissor/clipping rectangles into framebuffer space
  224. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  225. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  226. // Render command lists
  227. for (int n = 0; n < draw_data->CmdListsCount; n++)
  228. {
  229. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  230. size_t idx_buffer_offset = 0;
  231. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  232. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  233. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  234. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  235. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  236. {
  237. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  238. if (pcmd->UserCallback)
  239. {
  240. // User callback (registered via ImDrawList::AddCallback)
  241. pcmd->UserCallback(cmd_list, pcmd);
  242. }
  243. else
  244. {
  245. // Project scissor/clipping rectangles into framebuffer space
  246. ImVec4 clip_rect;
  247. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  248. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  249. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  250. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  251. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  252. {
  253. // Apply scissor/clipping rectangle
  254. if (clip_origin_lower_left)
  255. 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));
  256. else
  257. 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)
  258. // Bind texture, Draw
  259. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  260. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
  261. }
  262. }
  263. idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
  264. }
  265. }
  266. #ifndef IMGUI_IMPL_OPENGL_ES2
  267. glDeleteVertexArrays(1, &vao_handle);
  268. #endif
  269. // Restore modified GL state
  270. glUseProgram(last_program);
  271. glBindTexture(GL_TEXTURE_2D, last_texture);
  272. #ifdef GL_SAMPLER_BINDING
  273. glBindSampler(0, last_sampler);
  274. #endif
  275. glActiveTexture(last_active_texture);
  276. #ifndef IMGUI_IMPL_OPENGL_ES2
  277. glBindVertexArray(last_vertex_array);
  278. #endif
  279. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  280. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  281. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  282. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  283. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  284. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  285. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  286. #ifdef GL_POLYGON_MODE
  287. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  288. #endif
  289. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  290. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  291. }
  292. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  293. {
  294. // Build texture atlas
  295. ImGuiIO& io = ImGui::GetIO();
  296. unsigned char* pixels;
  297. int width, height;
  298. 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.
  299. // Upload texture to graphics system
  300. GLint last_texture;
  301. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  302. glGenTextures(1, &g_FontTexture);
  303. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  304. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  305. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  306. #ifdef GL_UNPACK_ROW_LENGTH
  307. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  308. #endif
  309. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  310. // Store our identifier
  311. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  312. // Restore state
  313. glBindTexture(GL_TEXTURE_2D, last_texture);
  314. return true;
  315. }
  316. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  317. {
  318. if (g_FontTexture)
  319. {
  320. ImGuiIO& io = ImGui::GetIO();
  321. glDeleteTextures(1, &g_FontTexture);
  322. io.Fonts->TexID = 0;
  323. g_FontTexture = 0;
  324. }
  325. }
  326. // 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.
  327. static bool CheckShader(GLuint handle, const char* desc)
  328. {
  329. GLint status = 0, log_length = 0;
  330. glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
  331. glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  332. if ((GLboolean)status == GL_FALSE)
  333. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
  334. if (log_length > 0)
  335. {
  336. ImVector<char> buf;
  337. buf.resize((int)(log_length + 1));
  338. glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  339. fprintf(stderr, "%s\n", buf.begin());
  340. }
  341. return (GLboolean)status == GL_TRUE;
  342. }
  343. // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
  344. static bool CheckProgram(GLuint handle, const char* desc)
  345. {
  346. GLint status = 0, log_length = 0;
  347. glGetProgramiv(handle, GL_LINK_STATUS, &status);
  348. glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
  349. if ((GLboolean)status == GL_FALSE)
  350. fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
  351. if (log_length > 0)
  352. {
  353. ImVector<char> buf;
  354. buf.resize((int)(log_length + 1));
  355. glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
  356. fprintf(stderr, "%s\n", buf.begin());
  357. }
  358. return (GLboolean)status == GL_TRUE;
  359. }
  360. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  361. {
  362. // Backup GL state
  363. GLint last_texture, last_array_buffer;
  364. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  365. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  366. #ifndef IMGUI_IMPL_OPENGL_ES2
  367. GLint last_vertex_array;
  368. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  369. #endif
  370. // Parse GLSL version string
  371. int glsl_version = 130;
  372. sscanf(g_GlslVersionString, "#version %d", &glsl_version);
  373. const GLchar* vertex_shader_glsl_120 =
  374. "uniform mat4 ProjMtx;\n"
  375. "attribute vec2 Position;\n"
  376. "attribute vec2 UV;\n"
  377. "attribute vec4 Color;\n"
  378. "varying vec2 Frag_UV;\n"
  379. "varying vec4 Frag_Color;\n"
  380. "void main()\n"
  381. "{\n"
  382. " Frag_UV = UV;\n"
  383. " Frag_Color = Color;\n"
  384. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  385. "}\n";
  386. const GLchar* vertex_shader_glsl_130 =
  387. "uniform mat4 ProjMtx;\n"
  388. "in vec2 Position;\n"
  389. "in vec2 UV;\n"
  390. "in vec4 Color;\n"
  391. "out vec2 Frag_UV;\n"
  392. "out vec4 Frag_Color;\n"
  393. "void main()\n"
  394. "{\n"
  395. " Frag_UV = UV;\n"
  396. " Frag_Color = Color;\n"
  397. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  398. "}\n";
  399. const GLchar* vertex_shader_glsl_300_es =
  400. "precision mediump float;\n"
  401. "layout (location = 0) in vec2 Position;\n"
  402. "layout (location = 1) in vec2 UV;\n"
  403. "layout (location = 2) in vec4 Color;\n"
  404. "uniform mat4 ProjMtx;\n"
  405. "out vec2 Frag_UV;\n"
  406. "out vec4 Frag_Color;\n"
  407. "void main()\n"
  408. "{\n"
  409. " Frag_UV = UV;\n"
  410. " Frag_Color = Color;\n"
  411. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  412. "}\n";
  413. const GLchar* vertex_shader_glsl_410_core =
  414. "layout (location = 0) in vec2 Position;\n"
  415. "layout (location = 1) in vec2 UV;\n"
  416. "layout (location = 2) in vec4 Color;\n"
  417. "uniform mat4 ProjMtx;\n"
  418. "out vec2 Frag_UV;\n"
  419. "out vec4 Frag_Color;\n"
  420. "void main()\n"
  421. "{\n"
  422. " Frag_UV = UV;\n"
  423. " Frag_Color = Color;\n"
  424. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  425. "}\n";
  426. const GLchar* fragment_shader_glsl_120 =
  427. "#ifdef GL_ES\n"
  428. " precision mediump float;\n"
  429. "#endif\n"
  430. "uniform sampler2D Texture;\n"
  431. "varying vec2 Frag_UV;\n"
  432. "varying vec4 Frag_Color;\n"
  433. "void main()\n"
  434. "{\n"
  435. " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
  436. "}\n";
  437. const GLchar* fragment_shader_glsl_130 =
  438. "uniform sampler2D Texture;\n"
  439. "in vec2 Frag_UV;\n"
  440. "in vec4 Frag_Color;\n"
  441. "out vec4 Out_Color;\n"
  442. "void main()\n"
  443. "{\n"
  444. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  445. "}\n";
  446. const GLchar* fragment_shader_glsl_300_es =
  447. "precision mediump float;\n"
  448. "uniform sampler2D Texture;\n"
  449. "in vec2 Frag_UV;\n"
  450. "in vec4 Frag_Color;\n"
  451. "layout (location = 0) out vec4 Out_Color;\n"
  452. "void main()\n"
  453. "{\n"
  454. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  455. "}\n";
  456. const GLchar* fragment_shader_glsl_410_core =
  457. "in vec2 Frag_UV;\n"
  458. "in vec4 Frag_Color;\n"
  459. "uniform sampler2D Texture;\n"
  460. "layout (location = 0) out vec4 Out_Color;\n"
  461. "void main()\n"
  462. "{\n"
  463. " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
  464. "}\n";
  465. // Select shaders matching our GLSL versions
  466. const GLchar* vertex_shader = NULL;
  467. const GLchar* fragment_shader = NULL;
  468. if (glsl_version < 130)
  469. {
  470. vertex_shader = vertex_shader_glsl_120;
  471. fragment_shader = fragment_shader_glsl_120;
  472. }
  473. else if (glsl_version >= 410)
  474. {
  475. vertex_shader = vertex_shader_glsl_410_core;
  476. fragment_shader = fragment_shader_glsl_410_core;
  477. }
  478. else if (glsl_version == 300)
  479. {
  480. vertex_shader = vertex_shader_glsl_300_es;
  481. fragment_shader = fragment_shader_glsl_300_es;
  482. }
  483. else
  484. {
  485. vertex_shader = vertex_shader_glsl_130;
  486. fragment_shader = fragment_shader_glsl_130;
  487. }
  488. // Create shaders
  489. const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
  490. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  491. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  492. glCompileShader(g_VertHandle);
  493. CheckShader(g_VertHandle, "vertex shader");
  494. const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
  495. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  496. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  497. glCompileShader(g_FragHandle);
  498. CheckShader(g_FragHandle, "fragment shader");
  499. g_ShaderHandle = glCreateProgram();
  500. glAttachShader(g_ShaderHandle, g_VertHandle);
  501. glAttachShader(g_ShaderHandle, g_FragHandle);
  502. glLinkProgram(g_ShaderHandle);
  503. CheckProgram(g_ShaderHandle, "shader program");
  504. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  505. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  506. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  507. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  508. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  509. // Create buffers
  510. glGenBuffers(1, &g_VboHandle);
  511. glGenBuffers(1, &g_ElementsHandle);
  512. ImGui_ImplOpenGL3_CreateFontsTexture();
  513. // Restore modified GL state
  514. glBindTexture(GL_TEXTURE_2D, last_texture);
  515. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  516. #ifndef IMGUI_IMPL_OPENGL_ES2
  517. glBindVertexArray(last_vertex_array);
  518. #endif
  519. return true;
  520. }
  521. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  522. {
  523. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  524. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  525. g_VboHandle = g_ElementsHandle = 0;
  526. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  527. if (g_VertHandle) glDeleteShader(g_VertHandle);
  528. g_VertHandle = 0;
  529. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  530. if (g_FragHandle) glDeleteShader(g_FragHandle);
  531. g_FragHandle = 0;
  532. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  533. g_ShaderHandle = 0;
  534. ImGui_ImplOpenGL3_DestroyFontsTexture();
  535. }