// 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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 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 #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif // GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #include #elif defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include // Use GL ES 3 #else #include // Use GL ES 3 #endif #else // About Desktop OpenGL function loaders: // 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 supporting a few common ones (gl3w, glew, glad). // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #include // Needs to be initialized with gl3wInit() in user's code #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) #include // Needs to be initialized with glewInit() in user's code. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #include // Needs to be initialized with gladLoadGL() in user's code. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) #include // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code. #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) #ifndef GLFW_INCLUDE_NONE #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. #endif #include // Needs to be initialized with glbinding::Binding::initialize() in user's code. #include using namespace gl; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) #ifndef GLFW_INCLUDE_NONE #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. #endif #include // Needs to be initialized with glbinding::initialize() in user's code. #include using namespace gl; #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif #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 // OpenGL Data static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { // Query for GL version (e.g. 320 for GL 3.2) #if !defined(IMGUI_IMPL_OPENGL_ES2) GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); g_GlVersion = (GLuint)(major * 100 + minor * 10); #else g_GlVersion = 200; // GLES 2 #endif // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (g_GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif // 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 defined(IMGUI_IMPL_OPENGL_ES2) if (glsl_version == NULL) glsl_version = "#version 100"; #elif defined(IMGUI_IMPL_OPENGL_ES3) if (glsl_version == NULL) glsl_version = "#version 300 es"; #elif defined(__APPLE__) if (glsl_version == NULL) glsl_version = "#version 150"; #else if (glsl_version == NULL) glsl_version = "#version 130"; #endif IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! // If auto-detection fails or doesn't select the same GL loader file as used by your application, // you are likely to get a crash below. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. const char* gl_loader = "Unknown"; IM_UNUSED(gl_loader); #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) gl_loader = "GL3W"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) gl_loader = "GLEW"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) gl_loader = "GLAD"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) gl_loader = "GLAD2"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) gl_loader = "glbinding2"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) gl_loader = "glbinding3"; #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) gl_loader = "custom"; #else gl_loader = "none"; #endif // Make an arbitrary GL call (we don't actually need the result) // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. GLint current_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); return true; } void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_DestroyDeviceObjects(); } void ImGui_ImplOpenGL3_NewFrame() { if (!g_ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) { // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); #ifdef GL_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) bool clip_origin_lower_left = true; #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) 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. 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 (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left 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(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (g_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; #ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(vertex_array_object); #endif // Bind vertex/index buffers and setup attributes for ImDrawVert glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); glEnableVertexAttribArray(g_AttribLocationVtxPos); glEnableVertexAttribArray(g_AttribLocationVtxUV); glEnableVertexAttribArray(g_AttribLocationVtxColor); glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(g_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; // 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 (g_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_ES2 GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif #ifdef GL_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_scissor_test = glIsEnabled(GL_SCISSOR_TEST); // 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; #ifndef IMGUI_IMPL_OPENGL_ES2 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 glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (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 ImVec4 clip_rect; clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle 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)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (g_GlVersion >= 320) 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 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 #ifndef IMGUI_IMPL_OPENGL_ES2 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 (g_GlVersion >= 330) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); #ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); 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_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef GL_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]); } bool ImGui_ImplOpenGL3_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); 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 GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #ifdef GL_UNPACK_ROW_LENGTH glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGui_ImplOpenGL3_DestroyFontsTexture() { if (g_FontTexture) { ImGuiIO& io = ImGui::GetIO(); glDeleteTextures(1, &g_FontTexture); io.Fonts->TexID = 0; g_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) { 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!\n", desc); if (log_length > 1) { ImVector 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) { 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, g_GlslVersionString); if (log_length > 1) { ImVector 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() { // Backup GL state GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_ES2 GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #endif // Parse GLSL version string int glsl_version = 130; sscanf(g_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 mediump 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] = { g_GlslVersionString, vertex_shader }; g_VertHandle = glCreateShader(GL_VERTEX_SHADER); glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); glCompileShader(g_VertHandle); CheckShader(g_VertHandle, "vertex shader"); const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); glCompileShader(g_FragHandle); CheckShader(g_FragHandle, "fragment shader"); g_ShaderHandle = glCreateProgram(); glAttachShader(g_ShaderHandle, g_VertHandle); glAttachShader(g_ShaderHandle, g_FragHandle); glLinkProgram(g_ShaderHandle); CheckProgram(g_ShaderHandle, "shader program"); g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); // Create buffers glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_ElementsHandle); ImGui_ImplOpenGL3_CreateFontsTexture(); // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_ES2 glBindVertexArray(last_vertex_array); #endif return true; } void ImGui_ImplOpenGL3_DestroyDeviceObjects() { if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); }