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							671 lines
						
					
					
						
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				| // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline | |
| // - Desktop GL: 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 Binding (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 in imgui.cpp. | |
| //  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | |
| //  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits 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) | |
| //  2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. | |
| //  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 dummy 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 | |
|  | |
| // Auto-detect GL version | |
| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) | |
| #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) | |
| #define IMGUI_IMPL_OPENGL_ES3       // iOS, Android  -> GL ES 3, "#version 300 es" | |
| #elif defined(__EMSCRIPTEN__) | |
| #define IMGUI_IMPL_OPENGL_ES2       // Emscripten    -> GL ES 2, "#version 100" | |
| #endif | |
| #endif | |
|  | |
| #if defined(IMGUI_IMPL_OPENGL_ES2) | |
| #include <GLES2/gl2.h> | |
| #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 | |
| #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 <GL/gl3w.h>    // Needs to be initialized with gl3wInit() in user's code | |
| #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) | |
| #include <GL/glew.h>    // Needs to be initialized with glewInit() in user's code | |
| #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) | |
| #include <glad/glad.h>  // Needs to be initialized with gladLoadGL() in user's code | |
| #else | |
| #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM | |
| #endif | |
| #endif | |
|  | |
| // Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. | |
| #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) | |
| #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX     0 | |
| #else | |
| #define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX     1 | |
| #endif | |
|  | |
| // OpenGL Data | |
| static char         g_GlslVersionString[32] = ""; | |
| static GLuint       g_FontTexture = 0; | |
| static GLuint       g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; | |
| static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;                                // Uniforms location | |
| static int          g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location | |
| static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; | |
| 
 | |
| // Forward Declarations | |
| static void ImGui_ImplOpenGL3_InitPlatformInterface(); | |
| static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); | |
| 
 | |
| // Functions | |
| bool    ImGui_ImplOpenGL3_Init(const char* glsl_version) | |
| { | |
|     // Setup back-end capabilities flags | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.BackendRendererName = "imgui_impl_opengl3"; | |
| #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX | |
|     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 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"; | |
| #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"); | |
| 
 | |
|     // Make a dummy 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); | |
| 
 | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         ImGui_ImplOpenGL3_InitPlatformInterface(); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void    ImGui_ImplOpenGL3_Shutdown() | |
| { | |
|     ImGui_ImplOpenGL3_ShutdownPlatformInterface(); | |
|     ImGui_ImplOpenGL3_DestroyDeviceObjects(); | |
| } | |
| 
 | |
| void    ImGui_ImplOpenGL3_NewFrame() | |
| { | |
|     if (!g_FontTexture) | |
|         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 | |
|  | |
|     // 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; | |
|     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 GL_SAMPLER_BINDING | |
|     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. | |
| // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) | |
| // 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. | |
| 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); | |
|     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | |
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | |
| #ifdef GL_SAMPLER_BINDING | |
|     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); | |
| #endif | |
|     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | |
| #ifndef IMGUI_IMPL_OPENGL_ES2 | |
|     GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &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); | |
|     bool clip_origin_lower_left = true; | |
| #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) | |
|     GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT) | |
|     if (last_clip_origin == GL_UPPER_LEFT) | |
|         clip_origin_lower_left = 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; | |
| #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 * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); | |
|         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * 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 | |
|                     if (clip_origin_lower_left) | |
|                         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)); | |
|                     else | |
|                         glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) | |
|  | |
|                     // Bind texture, Draw | |
|                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | |
| #if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX | |
|                     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 | |
|                     glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); | |
| #endif | |
|                 } | |
|             } | |
|         } | |
|     } | |
| 
 | |
|     // 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 GL_SAMPLER_BINDING | |
|     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-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. | |
|  | |
|     // 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<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) | |
| { | |
|     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<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() | |
| { | |
|     // 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 = glGetAttribLocation(g_ShaderHandle, "Position"); | |
|     g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); | |
|     g_AttribLocationVtxColor = 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); | |
|     if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); | |
|     g_VboHandle = g_ElementsHandle = 0; | |
| 
 | |
|     if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); | |
|     if (g_VertHandle) glDeleteShader(g_VertHandle); | |
|     g_VertHandle = 0; | |
| 
 | |
|     if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); | |
|     if (g_FragHandle) glDeleteShader(g_FragHandle); | |
|     g_FragHandle = 0; | |
| 
 | |
|     if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); | |
|     g_ShaderHandle = 0; | |
| 
 | |
|     ImGui_ImplOpenGL3_DestroyFontsTexture(); | |
| } | |
| 
 | |
| //-------------------------------------------------------------------------------------------------------- | |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT | |
| // This is an _advanced_ and _optional_ feature, allowing the back-end 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(); | |
| }
 | |
| 
 |