You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
667 lines
30 KiB
667 lines
30 KiB
// 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) || (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) |
|
#include <GLES3/gl3.h> // Use GL ES 3 |
|
#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(); |
|
}
|
|
|