| // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline |
| // - Desktop GL: 2.x 3.x 4.x |
| // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) |
| // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) |
| |
| // Implemented features: |
| // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! |
| // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). |
| |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| // 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). |
| // 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. |
| // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. |
| // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. |
| // 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. |
| // 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). |
| // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. |
| // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. |
| // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. |
| // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
| // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. |
| // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. |
| // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. |
| // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. |
| // 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) |
| // 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. |
| // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. |
| // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. |
| // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. |
| // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. |
| // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. |
| // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. |
| // 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. |
| // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. |
| // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. |
| // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
| // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
| // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. |
| // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. |
| // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). |
| // 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. |
| // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. |
| // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). |
| // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
| // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. |
| // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. |
| // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". |
| // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. |
| // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. |
| // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. |
| // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. |
| // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. |
| // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. |
| // 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". |
| // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. |
| // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. |
| // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. |
| // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. |
| // 2017-05-01: OpenGL: Fixed save and restore of current blend func state. |
| // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. |
| // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. |
| // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) |
| |
| //---------------------------------------- |
| // OpenGL GLSL GLSL |
| // version version string |
| //---------------------------------------- |
| // 2.0 110 "#version 110" |
| // 2.1 120 "#version 120" |
| // 3.0 130 "#version 130" |
| // 3.1 140 "#version 140" |
| // 3.2 150 "#version 150" |
| // 3.3 330 "#version 330 core" |
| // 4.0 400 "#version 400 core" |
| // 4.1 410 "#version 410 core" |
| // 4.2 420 "#version 410 core" |
| // 4.3 430 "#version 430 core" |
| // ES 2.0 100 "#version 100" = WebGL 1.0 |
| // ES 3.0 300 "#version 300 es" = WebGL 2.0 |
| //---------------------------------------- |
| |
| #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) |
| #define _CRT_SECURE_NO_WARNINGS |
| #endif |
| |
| #include "imgui.h" |
| #include "imgui_impl_opengl3.h" |
| #include <stdio.h> |
| #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier |
| #include <stddef.h> // intptr_t |
| #else |
| #include <stdint.h> // intptr_t |
| #endif |
| #if defined(__APPLE__) |
| #include <TargetConditionals.h> |
| #endif |
| |
| // Clang warnings with -Weverything |
| #if defined(__clang__) |
| #pragma clang diagnostic push |
| #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast |
| #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
| #if __has_warning("-Wzero-as-null-pointer-constant") |
| #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" |
| #endif |
| #endif |
| |
| // GL includes |
| #if defined(IMGUI_IMPL_OPENGL_ES2) |
| #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) |
| #include <OpenGLES/ES2/gl.h> // Use GL ES 2 |
| #else |
| #include <GLES2/gl2.h> // Use GL ES 2 |
| #endif |
| #if defined(__EMSCRIPTEN__) |
| #ifndef GL_GLEXT_PROTOTYPES |
| #define GL_GLEXT_PROTOTYPES |
| #endif |
| #include <GLES2/gl2ext.h> |
| #endif |
| #elif defined(IMGUI_IMPL_OPENGL_ES3) |
| #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) |
| #include <OpenGLES/ES3/gl.h> // Use GL ES 3 |
| #else |
| #include <GLES3/gl3.h> // Use GL ES 3 |
| #endif |
| #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) |
| // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. |
| // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. |
| // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). |
| // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): |
| // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped |
| // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases |
| // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. |
| #define IMGL3W_IMPL |
| #include "imgui_impl_opengl3_loader.h" |
| #endif |
| |
| // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension |
| #ifndef IMGUI_IMPL_OPENGL_ES2 |
| #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| #elif defined(__EMSCRIPTEN__) |
| #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| #define glBindVertexArray glBindVertexArrayOES |
| #define glGenVertexArrays glGenVertexArraysOES |
| #define glDeleteVertexArrays glDeleteVertexArraysOES |
| #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES |
| #endif |
| |
| // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. |
| #ifdef GL_POLYGON_MODE |
| #define IMGUI_IMPL_HAS_POLYGON_MODE |
| #endif |
| |
| // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. |
| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) |
| #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET |
| #endif |
| |
| // Desktop GL 3.3+ has glBindSampler() |
| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) |
| #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER |
| #endif |
| |
| // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state |
| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) |
| #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART |
| #endif |
| |
| // Desktop GL use extension detection |
| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) |
| #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS |
| #endif |
| |
| |
| #if 0 |
| #define GL_CHECK(_CALL) _CALL // Call without error check |
| #else |
| #include <stdio.h> |
| #define GL_CHECK(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check |
| #endif |
| |
| // OpenGL Data |
| struct ImGui_ImplOpenGL3_Data |
| { |
| GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) |
| char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. |
| GLuint FontTexture; |
| GLuint ShaderHandle; |
| GLint AttribLocationTex; // Uniforms location |
| GLint AttribLocationProjMtx; |
| GLuint AttribLocationVtxPos; // Vertex attributes location |
| GLuint AttribLocationVtxUV; |
| GLuint AttribLocationVtxColor; |
| unsigned int VboHandle, ElementsHandle; |
| GLsizeiptr VertexBufferSize; |
| GLsizeiptr IndexBufferSize; |
| bool HasClipOrigin; |
| bool UseBufferSubData; |
| |
| ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } |
| }; |
| |
| // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() |
| { |
| return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; |
| } |
| |
| // Forward Declarations |
| static void ImGui_ImplOpenGL3_InitPlatformInterface(); |
| static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); |
| |
| // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) |
| #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| struct ImGui_ImplOpenGL3_VtxAttribState |
| { |
| GLint Enabled, Size, Type, Normalized, Stride; |
| GLvoid* Ptr; |
| |
| void GetState(GLint index) |
| { |
| glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); |
| glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); |
| glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); |
| glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); |
| glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); |
| glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); |
| } |
| void SetState(GLint index) |
| { |
| glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); |
| if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); |
| } |
| }; |
| #endif |
| |
| // Functions |
| bool ImGui_ImplOpenGL3_Init(const char* glsl_version) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); |
| |
| // Initialize our loader |
| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) |
| if (imgl3wInit() != 0) |
| { |
| fprintf(stderr, "Failed to initialize OpenGL loader!\n"); |
| return false; |
| } |
| #endif |
| |
| // Setup backend capabilities flags |
| ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); |
| io.BackendRendererUserData = (void*)bd; |
| io.BackendRendererName = "imgui_impl_opengl3"; |
| |
| // Query for GL version (e.g. 320 for GL 3.2) |
| #if !defined(IMGUI_IMPL_OPENGL_ES2) |
| GLint major = 0; |
| GLint minor = 0; |
| glGetIntegerv(GL_MAJOR_VERSION, &major); |
| glGetIntegerv(GL_MINOR_VERSION, &minor); |
| if (major == 0 && minor == 0) |
| { |
| // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>" |
| const char* gl_version = (const char*)glGetString(GL_VERSION); |
| sscanf(gl_version, "%d.%d", &major, &minor); |
| } |
| bd->GlVersion = (GLuint)(major * 100 + minor * 10); |
| |
| // Query vendor to enable glBufferSubData kludge |
| #ifdef _WIN32 |
| if (const char* vendor = (const char*)glGetString(GL_VENDOR)) |
| if (strncmp(vendor, "Intel", 5) == 0) |
| bd->UseBufferSubData = true; |
| #endif |
| printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] |
| #else |
| bd->GlVersion = 200; // GLES 2 |
| #endif |
| |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET |
| if (bd->GlVersion >= 320) |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
| #endif |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) |
| |
| // 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. |
| if (glsl_version == NULL) |
| { |
| #if defined(IMGUI_IMPL_OPENGL_ES2) |
| glsl_version = "#version 100"; |
| #elif defined(IMGUI_IMPL_OPENGL_ES3) |
| glsl_version = "#version 300 es"; |
| #elif defined(__APPLE__) |
| glsl_version = "#version 150"; |
| #else |
| glsl_version = "#version 130"; |
| #endif |
| } |
| IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); |
| strcpy(bd->GlslVersionString, glsl_version); |
| strcat(bd->GlslVersionString, "\n"); |
| |
| // Make an arbitrary GL call (we don't actually need the result) |
| // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! |
| GLint current_texture; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); |
| |
| // Detect extensions we support |
| bd->HasClipOrigin = (bd->GlVersion >= 450); |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS |
| GLint num_extensions = 0; |
| glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); |
| for (GLint i = 0; i < num_extensions; i++) |
| { |
| const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); |
| if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) |
| bd->HasClipOrigin = true; |
| } |
| #endif |
| |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| ImGui_ImplOpenGL3_InitPlatformInterface(); |
| |
| return true; |
| } |
| |
| void ImGui_ImplOpenGL3_Shutdown() |
| { |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| ImGui_ImplOpenGL3_ShutdownPlatformInterface(); |
| ImGui_ImplOpenGL3_DestroyDeviceObjects(); |
| io.BackendRendererName = NULL; |
| io.BackendRendererUserData = NULL; |
| IM_DELETE(bd); |
| } |
| |
| void ImGui_ImplOpenGL3_NewFrame() |
| { |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?"); |
| |
| if (!bd->ShaderHandle) |
| ImGui_ImplOpenGL3_CreateDeviceObjects(); |
| } |
| |
| static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) |
| { |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| |
| // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill |
| glEnable(GL_BLEND); |
| glBlendEquation(GL_FUNC_ADD); |
| glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
| glDisable(GL_CULL_FACE); |
| glDisable(GL_DEPTH_TEST); |
| glDisable(GL_STENCIL_TEST); |
| glEnable(GL_SCISSOR_TEST); |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART |
| if (bd->GlVersion >= 310) |
| glDisable(GL_PRIMITIVE_RESTART); |
| #endif |
| #ifdef IMGUI_IMPL_HAS_POLYGON_MODE |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| #endif |
| |
| // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) |
| #if defined(GL_CLIP_ORIGIN) |
| bool clip_origin_lower_left = true; |
| if (bd->HasClipOrigin) |
| { |
| GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); |
| if (current_clip_origin == GL_UPPER_LEFT) |
| clip_origin_lower_left = false; |
| } |
| #endif |
| |
| // Setup viewport, orthographic projection matrix |
| // 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. |
| GL_CHECK(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); |
| float L = draw_data->DisplayPos.x; |
| float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
| float T = draw_data->DisplayPos.y; |
| float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
| #if defined(GL_CLIP_ORIGIN) |
| if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left |
| #endif |
| const float ortho_projection[4][4] = |
| { |
| { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
| { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
| { 0.0f, 0.0f, -1.0f, 0.0f }, |
| { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, |
| }; |
| glUseProgram(bd->ShaderHandle); |
| glUniform1i(bd->AttribLocationTex, 0); |
| glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); |
| |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER |
| if (bd->GlVersion >= 330) |
| glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. |
| #endif |
| |
| (void)vertex_array_object; |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| glBindVertexArray(vertex_array_object); |
| #endif |
| |
| // Bind vertex/index buffers and setup attributes for ImDrawVert |
| GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); |
| GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); |
| GL_CHECK(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); |
| GL_CHECK(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); |
| GL_CHECK(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); |
| GL_CHECK(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos))); |
| GL_CHECK(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv))); |
| GL_CHECK(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col))); |
| } |
| |
| // OpenGL3 Render function. |
| // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. |
| // This is in order to be able to run within an OpenGL engine that doesn't do so. |
| void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) |
| { |
| // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
| int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); |
| int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); |
| if (fb_width <= 0 || fb_height <= 0) |
| return; |
| |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| |
| // Backup GL state |
| GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); |
| glActiveTexture(GL_TEXTURE0); |
| GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); |
| GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER |
| GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } |
| #endif |
| GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); |
| #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. |
| GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); |
| ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); |
| ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); |
| ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); |
| #endif |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); |
| #endif |
| #ifdef IMGUI_IMPL_HAS_POLYGON_MODE |
| GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); |
| #endif |
| GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
| GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); |
| GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); |
| GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); |
| GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); |
| GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); |
| GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); |
| GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); |
| GLboolean last_enable_blend = glIsEnabled(GL_BLEND); |
| GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); |
| GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); |
| GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); |
| GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART |
| GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; |
| #endif |
| |
| // Setup desired GL state |
| // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) |
| // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. |
| GLuint vertex_array_object = 0; |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| GL_CHECK(glGenVertexArrays(1, &vertex_array_object)); |
| #endif |
| ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); |
| |
| // Will project scissor/clipping rectangles into framebuffer space |
| ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports |
| ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) |
| |
| // Render command lists |
| for (int n = 0; n < draw_data->CmdListsCount; n++) |
| { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| |
| // Upload vertex/index buffers |
| // - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468) |
| // - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports. |
| // - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors. |
| const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); |
| const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); |
| if (bd->UseBufferSubData) |
| { |
| if (bd->VertexBufferSize < vtx_buffer_size) |
| { |
| bd->VertexBufferSize = vtx_buffer_size; |
| GL_CHECK(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW)); |
| } |
| if (bd->IndexBufferSize < idx_buffer_size) |
| { |
| bd->IndexBufferSize = idx_buffer_size; |
| GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW)); |
| } |
| GL_CHECK(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); |
| GL_CHECK(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); |
| } |
| else |
| { |
| GL_CHECK(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); |
| GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); |
| } |
| |
| for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
| { |
| const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
| if (pcmd->UserCallback != NULL) |
| { |
| // User callback, registered via ImDrawList::AddCallback() |
| // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
| if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
| ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); |
| else |
| pcmd->UserCallback(cmd_list, pcmd); |
| } |
| else |
| { |
| // Project scissor/clipping rectangles into framebuffer space |
| ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
| ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
| if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
| continue; |
| |
| // Apply scissor/clipping rectangle (Y is inverted in OpenGL) |
| GL_CHECK(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))); |
| |
| // Bind texture, Draw |
| GL_CHECK(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET |
| if (bd->GlVersion >= 320) |
| GL_CHECK(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)); |
| else |
| #endif |
| GL_CHECK(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); |
| } |
| } |
| } |
| |
| // Destroy the temporary VAO |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| GL_CHECK(glDeleteVertexArrays(1, &vertex_array_object)); |
| #endif |
| |
| // Restore modified GL state |
| glUseProgram(last_program); |
| glBindTexture(GL_TEXTURE_2D, last_texture); |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER |
| if (bd->GlVersion >= 330) |
| glBindSampler(0, last_sampler); |
| #endif |
| glActiveTexture(last_active_texture); |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| glBindVertexArray(last_vertex_array_object); |
| #endif |
| glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
| #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); |
| last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); |
| last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); |
| last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); |
| #endif |
| glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); |
| glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); |
| if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); |
| if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); |
| if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); |
| if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); |
| if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART |
| if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } |
| #endif |
| |
| #ifdef IMGUI_IMPL_HAS_POLYGON_MODE |
| glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); |
| #endif |
| glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); |
| glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); |
| (void)bd; // Not all compilation paths use this |
| } |
| |
| bool ImGui_ImplOpenGL3_CreateFontsTexture() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| |
| // Build texture atlas |
| unsigned char* pixels; |
| int width, height; |
| 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. |
| |
| // Upload texture to graphics system |
| // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) |
| GLint last_texture; |
| GL_CHECK(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); |
| GL_CHECK(glGenTextures(1, &bd->FontTexture)); |
| GL_CHECK(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); |
| GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); |
| GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); |
| #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES |
| GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); |
| #endif |
| GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); |
| |
| // Store our identifier |
| io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); |
| |
| // Restore state |
| GL_CHECK(glBindTexture(GL_TEXTURE_2D, last_texture)); |
| |
| return true; |
| } |
| |
| void ImGui_ImplOpenGL3_DestroyFontsTexture() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| if (bd->FontTexture) |
| { |
| glDeleteTextures(1, &bd->FontTexture); |
| io.Fonts->SetTexID(0); |
| bd->FontTexture = 0; |
| } |
| } |
| |
| // 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. |
| static bool CheckShader(GLuint handle, const char* desc) |
| { |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| GLint status = 0, log_length = 0; |
| glGetShaderiv(handle, GL_COMPILE_STATUS, &status); |
| glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); |
| if ((GLboolean)status == GL_FALSE) |
| fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); |
| if (log_length > 1) |
| { |
| ImVector<char> buf; |
| buf.resize((int)(log_length + 1)); |
| glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); |
| fprintf(stderr, "%s\n", buf.begin()); |
| } |
| return (GLboolean)status == GL_TRUE; |
| } |
| |
| // If you get an error please report on GitHub. You may try different GL context version or GLSL version. |
| static bool CheckProgram(GLuint handle, const char* desc) |
| { |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| GLint status = 0, log_length = 0; |
| glGetProgramiv(handle, GL_LINK_STATUS, &status); |
| glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); |
| if ((GLboolean)status == GL_FALSE) |
| fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); |
| if (log_length > 1) |
| { |
| ImVector<char> buf; |
| buf.resize((int)(log_length + 1)); |
| glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); |
| fprintf(stderr, "%s\n", buf.begin()); |
| } |
| return (GLboolean)status == GL_TRUE; |
| } |
| |
| bool ImGui_ImplOpenGL3_CreateDeviceObjects() |
| { |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| |
| // Backup GL state |
| GLint last_texture, last_array_buffer; |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| GLint last_vertex_array; |
| glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |
| #endif |
| |
| // Parse GLSL version string |
| int glsl_version = 130; |
| sscanf(bd->GlslVersionString, "#version %d", &glsl_version); |
| |
| const GLchar* vertex_shader_glsl_120 = |
| "uniform mat4 ProjMtx;\n" |
| "attribute vec2 Position;\n" |
| "attribute vec2 UV;\n" |
| "attribute vec4 Color;\n" |
| "varying vec2 Frag_UV;\n" |
| "varying vec4 Frag_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Frag_UV = UV;\n" |
| " Frag_Color = Color;\n" |
| " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" |
| "}\n"; |
| |
| const GLchar* vertex_shader_glsl_130 = |
| "uniform mat4 ProjMtx;\n" |
| "in vec2 Position;\n" |
| "in vec2 UV;\n" |
| "in vec4 Color;\n" |
| "out vec2 Frag_UV;\n" |
| "out vec4 Frag_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Frag_UV = UV;\n" |
| " Frag_Color = Color;\n" |
| " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" |
| "}\n"; |
| |
| const GLchar* vertex_shader_glsl_300_es = |
| "precision highp float;\n" |
| "layout (location = 0) in vec2 Position;\n" |
| "layout (location = 1) in vec2 UV;\n" |
| "layout (location = 2) in vec4 Color;\n" |
| "uniform mat4 ProjMtx;\n" |
| "out vec2 Frag_UV;\n" |
| "out vec4 Frag_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Frag_UV = UV;\n" |
| " Frag_Color = Color;\n" |
| " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" |
| "}\n"; |
| |
| const GLchar* vertex_shader_glsl_410_core = |
| "layout (location = 0) in vec2 Position;\n" |
| "layout (location = 1) in vec2 UV;\n" |
| "layout (location = 2) in vec4 Color;\n" |
| "uniform mat4 ProjMtx;\n" |
| "out vec2 Frag_UV;\n" |
| "out vec4 Frag_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Frag_UV = UV;\n" |
| " Frag_Color = Color;\n" |
| " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" |
| "}\n"; |
| |
| const GLchar* fragment_shader_glsl_120 = |
| "#ifdef GL_ES\n" |
| " precision mediump float;\n" |
| "#endif\n" |
| "uniform sampler2D Texture;\n" |
| "varying vec2 Frag_UV;\n" |
| "varying vec4 Frag_Color;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" |
| "}\n"; |
| |
| const GLchar* fragment_shader_glsl_130 = |
| "uniform sampler2D Texture;\n" |
| "in vec2 Frag_UV;\n" |
| "in vec4 Frag_Color;\n" |
| "out vec4 Out_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" |
| "}\n"; |
| |
| const GLchar* fragment_shader_glsl_300_es = |
| "precision mediump float;\n" |
| "uniform sampler2D Texture;\n" |
| "in vec2 Frag_UV;\n" |
| "in vec4 Frag_Color;\n" |
| "layout (location = 0) out vec4 Out_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" |
| "}\n"; |
| |
| const GLchar* fragment_shader_glsl_410_core = |
| "in vec2 Frag_UV;\n" |
| "in vec4 Frag_Color;\n" |
| "uniform sampler2D Texture;\n" |
| "layout (location = 0) out vec4 Out_Color;\n" |
| "void main()\n" |
| "{\n" |
| " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" |
| "}\n"; |
| |
| // Select shaders matching our GLSL versions |
| const GLchar* vertex_shader = NULL; |
| const GLchar* fragment_shader = NULL; |
| if (glsl_version < 130) |
| { |
| vertex_shader = vertex_shader_glsl_120; |
| fragment_shader = fragment_shader_glsl_120; |
| } |
| else if (glsl_version >= 410) |
| { |
| vertex_shader = vertex_shader_glsl_410_core; |
| fragment_shader = fragment_shader_glsl_410_core; |
| } |
| else if (glsl_version == 300) |
| { |
| vertex_shader = vertex_shader_glsl_300_es; |
| fragment_shader = fragment_shader_glsl_300_es; |
| } |
| else |
| { |
| vertex_shader = vertex_shader_glsl_130; |
| fragment_shader = fragment_shader_glsl_130; |
| } |
| |
| // Create shaders |
| const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; |
| GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); |
| glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL); |
| glCompileShader(vert_handle); |
| CheckShader(vert_handle, "vertex shader"); |
| |
| const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; |
| GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); |
| glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL); |
| glCompileShader(frag_handle); |
| CheckShader(frag_handle, "fragment shader"); |
| |
| // Link |
| bd->ShaderHandle = glCreateProgram(); |
| glAttachShader(bd->ShaderHandle, vert_handle); |
| glAttachShader(bd->ShaderHandle, frag_handle); |
| glLinkProgram(bd->ShaderHandle); |
| CheckProgram(bd->ShaderHandle, "shader program"); |
| |
| glDetachShader(bd->ShaderHandle, vert_handle); |
| glDetachShader(bd->ShaderHandle, frag_handle); |
| glDeleteShader(vert_handle); |
| glDeleteShader(frag_handle); |
| |
| bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); |
| bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); |
| bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); |
| bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); |
| bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); |
| |
| // Create buffers |
| glGenBuffers(1, &bd->VboHandle); |
| glGenBuffers(1, &bd->ElementsHandle); |
| |
| ImGui_ImplOpenGL3_CreateFontsTexture(); |
| |
| // Restore modified GL state |
| glBindTexture(GL_TEXTURE_2D, last_texture); |
| glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY |
| glBindVertexArray(last_vertex_array); |
| #endif |
| |
| return true; |
| } |
| |
| void ImGui_ImplOpenGL3_DestroyDeviceObjects() |
| { |
| ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); |
| if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } |
| if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } |
| if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } |
| ImGui_ImplOpenGL3_DestroyFontsTexture(); |
| } |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
| // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
| // 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.. |
| //-------------------------------------------------------------------------------------------------------- |
| |
| static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) |
| { |
| if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) |
| { |
| ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); |
| glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); |
| glClear(GL_COLOR_BUFFER_BIT); |
| } |
| ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); |
| } |
| |
| static void ImGui_ImplOpenGL3_InitPlatformInterface() |
| { |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; |
| } |
| |
| static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() |
| { |
| ImGui::DestroyPlatformWindows(); |
| } |
| |
| #if defined(__clang__) |
| #pragma clang diagnostic pop |
| #endif |