1197 lines
50 KiB
C++
1197 lines
50 KiB
C++
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic
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// pipeline
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// - Desktop GL: 2.x 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32,
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// custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier
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// as void*/ImTextureID. Read the FAQ about ImTextureID! [X] Renderer: Large
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// meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with
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// 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define
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// IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
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// - This is done automatically on iOS, Android and Emscripten targets.
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// - For other targets, the define needs to be visible from the
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// imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in
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// imconfig.h.
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// You can use unmodified imgui_impl_* files in your project. See examples/
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// folder for examples of using this. Prefer including the entire imgui/
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// repository into your project (either as a copy or as a submodule), and only
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// build the backends you need. Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-XX-XX: Platform: Added support for multiple windows via the
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// ImGuiPlatformIO interface. 2024-01-09: OpenGL: Update GL3W based
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// imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing
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// regression on distros missing a symlink. 2023-11-08: OpenGL: Update GL3W
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// based imgui_impl_opengl3_loader.h to load "libGL.so" instead of
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// "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3"
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// available. (#6983) 2023-10-05: OpenGL: Rename symbols in our internal loader
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// so that LTO compilation with another copy of gl3w is possible. (#6875,
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// #6668, #4445) 2023-06-20: OpenGL: Fixed erroneous use
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// glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539,
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// #6333) 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on
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// ES3. (#6375) 2023-04-18: OpenGL: Restore front and back polygon mode
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// separately when supported by context. (#6333) 2023-03-23: OpenGL: Properly
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// restoring "no shader program bound" if it was the case prior to running the
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// rendering function. (#6267, #6220, #6224) 2023-03-15: OpenGL: Fixed GL
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// loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) 2023-03-06:
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// OpenGL: Fixed restoration of a potentially deleted OpenGL program, by
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// calling glIsProgram(). (#6220, #6224) 2022-11-09: OpenGL: Reverted use of
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// glBufferSubData(), too many corruptions issues + old issues seemingly can't
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// be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23
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// changes). 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to
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// C++11. 2022-09-27: OpenGL: Added ability to '#define
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// IMGUI_IMPL_OPENGL_DEBUG'. 2022-05-23: OpenGL: Reworking 2021-12-15 "Using
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// buffer orphaning" so it only happens on Intel GPU, seems to cause problems
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// otherwise. (#4468, #4825, #4832, #5127). 2022-05-13: OpenGL: Fixed state
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// corruption on OpenGL ES 2.0 due to not preserving
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// GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. 2021-12-15:
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// OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with
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// multi-viewports with some Intel HD drivers. 2021-08-23: OpenGL: Fixed ES 3.0
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// shader ("#version 300 es") use normal precision floats to avoid wobbly
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// rendering at HD resolutions. 2021-08-19: OpenGL: Embed and use our own
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// minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and
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// support for third-party loader. 2021-06-29: Reorganized backend to pull data
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// from a single structure to facilitate usage with multiple-contexts (all
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// g_XXXX access changed to bd->XXXX). 2021-06-25: OpenGL: Use OES_vertex_array
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// extension on Emscripten + backup/restore current state. 2021-06-21: OpenGL:
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// Destroy individual vertex/fragment shader objects right after they are
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// linked into the main shader. 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when
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// "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5
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// version. 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId
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// with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5
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// or greater. 2021-02-18: OpenGL: Change blending equation to preserve alpha
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// in output buffer. 2021-01-03: OpenGL: Backup, setup and restore
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// GL_STENCIL_TEST state. 2020-10-23: OpenGL: Backup, setup and restore
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// GL_PRIMITIVE_RESTART state. 2020-10-15: OpenGL: Use glGetString(GL_VERSION)
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// instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero
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// (e.g. Desktop GL 2.x) 2020-09-17: OpenGL: Fix to avoid compiling/calling
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// glBindSampler() on ES or pre 3.3 context which have the defines set by a
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// loader. 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by
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// inverting projection matrix. 2020-04-12: OpenGL: Fixed context version check
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// mistakenly testing for 4.0+ instead of 3.2+ to enable
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// ImGuiBackendFlags_RendererHasVtxOffset. 2020-03-24: OpenGL: Added support
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// for glbinding 2.x OpenGL loader. 2020-01-07: OpenGL: Added support for
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// glbinding 3.x OpenGL loader. 2019-10-25: OpenGL: Using a combination of GL
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// define and runtime GL version to decide whether to use
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// glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler
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// facility. 2019-09-16: OpenGL: Tweak initialization code to allow application
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// calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame()
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// call. 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh
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// (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special
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// ImDrawCallback_ResetRenderState callback to reset render state. 2019-03-29:
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// OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init()
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// to detect uninitialized GL function loaders early. 2019-03-03: OpenGL: Fix
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// support for ES 2.0 (WebGL 1.0). 2019-02-20: OpenGL: Fix for OSX not
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// supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined
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// by the headers/loader. 2019-02-11: OpenGL: Projecting clipping rectangles
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// correctly using draw_data->FramebufferScale to allow multi-viewports for
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// retina display. 2019-02-01: OpenGL: Using GLSL 410 shaders for any version
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// over 410 (e.g. 430, 450). 2018-11-30: Misc: Setting up
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// io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) /
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// GL_CLIP_ORIGIN. 2018-08-29: OpenGL: Added support for more OpenGL loaders:
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// glew and glad, with comments indicative that any loader can be used.
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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version
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// default to "#version 300 ES". 2018-07-30: OpenGL: Support for GLSL 300 ES
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// and 410 core. Fixes for Emscripten compilation. 2018-07-10: OpenGL: Support
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// for more GLSL versions (based on the GLSL version string). Added error
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// output when shaders fail to compile/link. 2018-06-08: Misc: Extracted
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// imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3
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// examples. 2018-06-08: OpenGL: Use draw_data->DisplayPos and
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// draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-25: OpenGL: Removed unnecessary backup/restore of
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// GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2
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// context won't fail if the function is a nullptr pointer. 2018-03-06: OpenGL:
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// Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user
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// can override the GLSL version e.g. "#version 150". 2018-02-23: OpenGL:
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// Create the VAO in the render function so the setup can more easily be used
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// with multiple shared GL context. 2018-02-16: Misc: Obsoleted the
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// io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData()
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// in the .h file so you can call it yourself. 2018-01-07: OpenGL: Changed GLSL
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// shader version from 330 to 150. 2017-09-01: OpenGL: Save and restore current
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// bound sampler. Save and restore current polygon mode. 2017-05-01: OpenGL:
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// Fixed save and restore of current blend func state. 2017-05-01: OpenGL:
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// Fixed save and restore of current GL_ACTIVE_TEXTURE. 2016-09-05: OpenGL:
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// Fixed save and restore of current scissor rectangle. 2016-07-29: OpenGL:
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// Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes
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// it. (#752)
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//----------------------------------------
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// OpenGL GLSL GLSL
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.1 120 "#version 120"
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// 3.0 130 "#version 130"
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// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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// 3.3 330 "#version 330 core"
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// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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// 4.2 420 "#version 410 core"
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// 4.3 430 "#version 430 core"
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// ES 2.0 100 "#version 100" = WebGL 1.0
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "../imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_opengl3.h"
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#include <stdint.h> // intptr_t
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#include <stdio.h>
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored \
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"-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored \
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"-Wsign-conversion" // warning: implicit conversion changes signedness
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#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
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#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
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#pragma clang diagnostic ignored \
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"-Wcast-function-type" // warning: cast between incompatible function types
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// (for loader)
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#endif
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#if defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored \
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"-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored \
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"-Wunknown-warning-option" // warning: unknown warning group 'xxx'
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#pragma GCC diagnostic ignored \
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"-Wcast-function-type" // warning: cast between incompatible function types
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// (for loader)
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES2/gl.h> // Use GL ES 2
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#else
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#include <GLES2/gl2.h> // Use GL ES 2
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#endif
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#if defined(__EMSCRIPTEN__)
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#ifndef GL_GLEXT_PROTOTYPES
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#define GL_GLEXT_PROTOTYPES
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#endif
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#include <GLES2/gl2ext.h>
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#endif
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES3/gl.h> // Use GL ES 3
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#else
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#include <GLES3/gl3.h> // Use GL ES 3
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#endif
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#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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// Modern desktop OpenGL doesn't have a standard portable header file to load
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// OpenGL function pointers. Helper libraries are often used for this purpose!
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// Here we are using our own minimal custom loader based on gl3w. In the rest of
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// your app/engine, you can use another loader of your choice (gl3w, glew, glad,
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// glbinding, glext, glLoadGen, etc.). If you happen to be developing a new
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// feature for this backend (imgui_impl_opengl3.cpp):
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// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols.
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// See https://github.com/dearimgui/gl3w_stripped
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// - You can temporarily use an unstripped version. See
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// https://github.com/dearimgui/gl3w_stripped/releases Changes to this backend
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// using new APIs should be accompanied by a regenerated stripped loader
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// version.
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#define IMGL3W_IMPL
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#include "imgui_impl_opengl3_loader.h"
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#endif
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// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an
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// extension
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#ifndef IMGUI_IMPL_OPENGL_ES2
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#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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#define glBindVertexArray glBindVertexArrayOES
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#define glGenVertexArrays glGenVertexArraysOES
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#define glDeleteVertexArrays glDeleteVertexArraysOES
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#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
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#endif
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// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't
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// have..
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
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#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode()
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#endif
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// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with
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// GL_PIXEL_UNPACK_BUFFER target.
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#if !defined(IMGUI_IMPL_OPENGL_ES2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
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#endif
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// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && \
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defined(GL_VERSION_3_1)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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#endif
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// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't
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// have.
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && \
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defined(GL_VERSION_3_2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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#endif
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// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && \
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(defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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#endif
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// [Debugging]
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// #define IMGUI_IMPL_OPENGL_DEBUG
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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#include <stdio.h>
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#define GL_CALL(_CALL) \
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do { \
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_CALL; \
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GLenum gl_err = glGetError(); \
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if (gl_err != 0) \
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fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); \
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} while (0) // Call with error check
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#else
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#define GL_CALL(_CALL) _CALL // Call without error check
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#endif
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// OpenGL Data
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struct ImGui_ImplOpenGL3_Data {
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GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION,
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// GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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char GlslVersionString[32]; // Specified by user or detected based on compile
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// time GL settings.
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bool GlProfileIsES2;
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bool GlProfileIsES3;
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bool GlProfileIsCompat;
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GLint GlProfileMask;
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GLuint FontTexture;
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GLuint ShaderHandle;
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GLint AttribLocationTex; // Uniforms location
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GLint AttribLocationProjMtx;
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GLuint AttribLocationVtxPos; // Vertex attributes location
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GLuint AttribLocationVtxUV;
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GLuint AttribLocationVtxColor;
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unsigned int VboHandle, ElementsHandle;
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GLsizeiptr VertexBufferSize;
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GLsizeiptr IndexBufferSize;
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bool HasClipOrigin;
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bool UseBufferSubData;
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ImGui_ImplOpenGL3_Data() { memset((void *)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for
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// multiple Dear ImGui contexts It is STRONGLY preferred that you use docking
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// branch with multi-viewports (== single Dear ImGui context + multiple windows)
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// instead of multiple Dear ImGui contexts.
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static ImGui_ImplOpenGL3_Data *ImGui_ImplOpenGL3_GetBackendData() {
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return ImGui::GetCurrentContext()
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? (ImGui_ImplOpenGL3_Data *)ImGui::GetIO().BackendRendererUserData
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: nullptr;
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}
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// Forward Declarations
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static void ImGui_ImplOpenGL3_InitPlatformInterface();
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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struct ImGui_ImplOpenGL3_VtxAttribState {
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GLint Enabled, Size, Type, Normalized, Stride;
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GLvoid *Ptr;
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void GetState(GLint index) {
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
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glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
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}
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void SetState(GLint index) {
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glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride,
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Ptr);
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if (Enabled)
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glEnableVertexAttribArray(index);
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else
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glDisableVertexAttribArray(index);
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}
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};
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#endif
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char *glsl_version) {
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ImGuiIO &io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == nullptr &&
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"Already initialized a renderer backend!");
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// Initialize our loader
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && \
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!defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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if (imgl3wInit() != 0) {
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fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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return false;
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}
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#endif
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplOpenGL3_Data *bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
|
|
io.BackendRendererUserData = (void *)bd;
|
|
io.BackendRendererName = "imgui_impl_opengl3";
|
|
|
|
// Query for GL version (e.g. 320 for GL 3.2)
|
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
|
// GLES 2
|
|
bd->GlVersion = 200;
|
|
bd->GlProfileIsES2 = true;
|
|
#else
|
|
// Desktop or GLES 3
|
|
GLint major = 0;
|
|
GLint minor = 0;
|
|
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
|
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
|
if (major == 0 && minor == 0) {
|
|
// Query GL_VERSION in desktop GL 2.x, the string will start with
|
|
// "<major>.<minor>"
|
|
const char *gl_version = (const char *)glGetString(GL_VERSION);
|
|
sscanf(gl_version, "%d.%d", &major, &minor);
|
|
}
|
|
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
|
#if defined(GL_CONTEXT_PROFILE_MASK)
|
|
if (bd->GlVersion >= 320)
|
|
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
|
bd->GlProfileIsCompat =
|
|
(bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
|
#endif
|
|
|
|
#if defined(IMGUI_IMPL_OPENGL_ES3)
|
|
bd->GlProfileIsES3 = true;
|
|
#endif
|
|
|
|
bd->UseBufferSubData = false;
|
|
/*
|
|
// Query vendor to enable glBufferSubData kludge
|
|
#ifdef _WIN32
|
|
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
|
if (strncmp(vendor, "Intel", 5) == 0)
|
|
bd->UseBufferSubData = true;
|
|
#endif
|
|
*/
|
|
#endif
|
|
|
|
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
|
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = "
|
|
"0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = "
|
|
"'%s'\nGL_RENDERER = '%s'\n",
|
|
bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask,
|
|
bd->GlProfileIsES2, bd->GlProfileIsES3,
|
|
(const char *)glGetString(GL_VENDOR),
|
|
(const char *)glGetString(GL_RENDERER)); // [DEBUG]
|
|
#endif
|
|
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
|
if (bd->GlVersion >= 320)
|
|
io.BackendFlags |=
|
|
ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the
|
|
// ImDrawCmd::VtxOffset field,
|
|
// allowing for large meshes.
|
|
#endif
|
|
io.BackendFlags |=
|
|
ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports
|
|
// on the Renderer side (optional)
|
|
|
|
// Store GLSL version string so we can refer to it later in case we recreate
|
|
// shaders. Note: GLSL version is NOT the same as GL version. Leave this to
|
|
// nullptr if unsure.
|
|
if (glsl_version == nullptr) {
|
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
|
glsl_version = "#version 100";
|
|
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
|
glsl_version = "#version 300 es";
|
|
#elif defined(__APPLE__)
|
|
glsl_version = "#version 150";
|
|
#else
|
|
glsl_version = "#version 130";
|
|
#endif
|
|
}
|
|
IM_ASSERT((int)strlen(glsl_version) + 2 <
|
|
IM_ARRAYSIZE(bd->GlslVersionString));
|
|
strcpy(bd->GlslVersionString, glsl_version);
|
|
strcat(bd->GlslVersionString, "\n");
|
|
|
|
// Make an arbitrary GL call (we don't actually need the result)
|
|
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader
|
|
// didn't do its job. Let us know!
|
|
GLint current_texture;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
|
|
|
// Detect extensions we support
|
|
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
|
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
|
GLint num_extensions = 0;
|
|
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
|
for (GLint i = 0; i < num_extensions; i++) {
|
|
const char *extension = (const char *)glGetStringi(GL_EXTENSIONS, i);
|
|
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
|
bd->HasClipOrigin = true;
|
|
}
|
|
#endif
|
|
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
ImGui_ImplOpenGL3_InitPlatformInterface();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplOpenGL3_Shutdown() {
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr &&
|
|
"No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
|
|
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
|
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset |
|
|
ImGuiBackendFlags_RendererHasViewports);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplOpenGL3_NewFrame() {
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
|
|
|
|
if (!bd->ShaderHandle)
|
|
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
|
}
|
|
|
|
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData *draw_data,
|
|
int fb_width, int fb_height,
|
|
GLuint vertex_array_object) {
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
|
|
// Setup render state: alpha-blending enabled, no face culling, no depth
|
|
// testing, scissor enabled, polygon fill
|
|
glEnable(GL_BLEND);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE,
|
|
GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
|
if (bd->GlVersion >= 310)
|
|
glDisable(GL_PRIMITIVE_RESTART);
|
|
#endif
|
|
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
|
|
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
|
#if defined(GL_CLIP_ORIGIN)
|
|
bool clip_origin_lower_left = true;
|
|
if (bd->HasClipOrigin) {
|
|
GLenum current_clip_origin = 0;
|
|
glGetIntegerv(GL_CLIP_ORIGIN, (GLint *)¤t_clip_origin);
|
|
if (current_clip_origin == GL_UPPER_LEFT)
|
|
clip_origin_lower_left = false;
|
|
}
|
|
#endif
|
|
|
|
// Setup viewport, orthographic projection matrix
|
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
|
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is
|
|
// (0,0) for single viewport apps.
|
|
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
|
|
float L = draw_data->DisplayPos.x;
|
|
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
|
float T = draw_data->DisplayPos.y;
|
|
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
|
#if defined(GL_CLIP_ORIGIN)
|
|
if (!clip_origin_lower_left) {
|
|
float tmp = T;
|
|
T = B;
|
|
B = tmp;
|
|
} // Swap top and bottom if origin is upper left
|
|
#endif
|
|
const float ortho_projection[4][4] = {
|
|
{2.0f / (R - L), 0.0f, 0.0f, 0.0f},
|
|
{0.0f, 2.0f / (T - B), 0.0f, 0.0f},
|
|
{0.0f, 0.0f, -1.0f, 0.0f},
|
|
{(R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f},
|
|
};
|
|
glUseProgram(bd->ShaderHandle);
|
|
glUniform1i(bd->AttribLocationTex, 0);
|
|
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE,
|
|
&ortho_projection[0][0]);
|
|
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
|
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
|
|
glBindSampler(0, 0); // We use combined texture/sampler state. Applications
|
|
// using GL 3.3 and GL ES 3.0 may set that otherwise.
|
|
#endif
|
|
|
|
(void)vertex_array_object;
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
glBindVertexArray(vertex_array_object);
|
|
#endif
|
|
|
|
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
|
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
|
|
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
|
|
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
|
|
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
|
|
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
|
|
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE,
|
|
sizeof(ImDrawVert),
|
|
(GLvoid *)offsetof(ImDrawVert, pos)));
|
|
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE,
|
|
sizeof(ImDrawVert),
|
|
(GLvoid *)offsetof(ImDrawVert, uv)));
|
|
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE,
|
|
GL_TRUE, sizeof(ImDrawVert),
|
|
(GLvoid *)offsetof(ImDrawVert, col)));
|
|
}
|
|
|
|
// OpenGL3 Render function.
|
|
// Note that this implementation is little overcomplicated because we are
|
|
// saving/setting up/restoring every OpenGL state explicitly. This is in order
|
|
// to be able to run within an OpenGL engine that doesn't do so.
|
|
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData *draw_data) {
|
|
// Avoid rendering when minimized, scale coordinates for retina displays
|
|
// (screen coordinates != framebuffer coordinates)
|
|
int fb_width =
|
|
(int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
|
int fb_height =
|
|
(int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
|
if (fb_width <= 0 || fb_height <= 0)
|
|
return;
|
|
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
|
|
// Backup GL state
|
|
GLenum last_active_texture;
|
|
glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *)&last_active_texture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
GLuint last_program;
|
|
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint *)&last_program);
|
|
GLuint last_texture;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *)&last_texture);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
|
GLuint last_sampler;
|
|
if (bd->GlVersion >= 330 || bd->GlProfileIsES3) {
|
|
glGetIntegerv(GL_SAMPLER_BINDING, (GLint *)&last_sampler);
|
|
} else {
|
|
last_sampler = 0;
|
|
}
|
|
#endif
|
|
GLuint last_array_buffer;
|
|
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint *)&last_array_buffer);
|
|
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
|
|
GLint last_element_array_buffer;
|
|
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
|
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos;
|
|
last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
|
|
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv;
|
|
last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
|
|
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color;
|
|
last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
|
|
#endif
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
GLuint last_vertex_array_object;
|
|
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint *)&last_vertex_array_object);
|
|
#endif
|
|
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
|
GLint last_polygon_mode[2];
|
|
glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
|
#endif
|
|
GLint last_viewport[4];
|
|
glGetIntegerv(GL_VIEWPORT, last_viewport);
|
|
GLint last_scissor_box[4];
|
|
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
|
GLenum last_blend_src_rgb;
|
|
glGetIntegerv(GL_BLEND_SRC_RGB, (GLint *)&last_blend_src_rgb);
|
|
GLenum last_blend_dst_rgb;
|
|
glGetIntegerv(GL_BLEND_DST_RGB, (GLint *)&last_blend_dst_rgb);
|
|
GLenum last_blend_src_alpha;
|
|
glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint *)&last_blend_src_alpha);
|
|
GLenum last_blend_dst_alpha;
|
|
glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint *)&last_blend_dst_alpha);
|
|
GLenum last_blend_equation_rgb;
|
|
glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint *)&last_blend_equation_rgb);
|
|
GLenum last_blend_equation_alpha;
|
|
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint *)&last_blend_equation_alpha);
|
|
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
|
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
|
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
|
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
|
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
|
GLboolean last_enable_primitive_restart =
|
|
(bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
|
|
#endif
|
|
|
|
// Setup desired GL state
|
|
// Recreate the VAO every time (this is to easily allow multiple GL contexts
|
|
// to be rendered to. VAO are not shared among GL contexts) The renderer would
|
|
// actually work without any VAO bound, but then our VertexAttrib calls would
|
|
// overwrite the default one currently bound.
|
|
GLuint vertex_array_object = 0;
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
GL_CALL(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
|
|
// - OpenGL drivers are in a very sorry state nowadays....
|
|
// During 2021 we attempted to switch from glBufferData() to
|
|
// orphaning+glBufferSubData() following reports of leaks on Intel GPU
|
|
// when using multi-viewports on Windows.
|
|
// - After this we kept hearing of various display corruptions issues. We
|
|
// started disabling on non-Intel GPU, but issues still got reported on
|
|
// Intel.
|
|
// - We are now back to using exclusively glBufferData(). So
|
|
// bd->UseBufferSubData IS ALWAYS FALSE in this code.
|
|
// We are keeping the old code path for a while in case people finding new
|
|
// issues may want to test the bd->UseBufferSubData path.
|
|
// - See https://github.com/ocornut/imgui/issues/4468 and please report any
|
|
// corruption issues.
|
|
const GLsizeiptr vtx_buffer_size =
|
|
(GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
|
const GLsizeiptr idx_buffer_size =
|
|
(GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
|
|
if (bd->UseBufferSubData) {
|
|
if (bd->VertexBufferSize < vtx_buffer_size) {
|
|
bd->VertexBufferSize = vtx_buffer_size;
|
|
GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr,
|
|
GL_STREAM_DRAW));
|
|
}
|
|
if (bd->IndexBufferSize < idx_buffer_size) {
|
|
bd->IndexBufferSize = idx_buffer_size;
|
|
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize,
|
|
nullptr, GL_STREAM_DRAW));
|
|
}
|
|
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size,
|
|
(const GLvoid *)cmd_list->VtxBuffer.Data));
|
|
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size,
|
|
(const GLvoid *)cmd_list->IdxBuffer.Data));
|
|
} else {
|
|
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size,
|
|
(const GLvoid *)cmd_list->VtxBuffer.Data,
|
|
GL_STREAM_DRAW));
|
|
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size,
|
|
(const GLvoid *)cmd_list->IdxBuffer.Data,
|
|
GL_STREAM_DRAW));
|
|
}
|
|
|
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
|
|
const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback != nullptr) {
|
|
// User callback, registered via ImDrawList::AddCallback()
|
|
// (ImDrawCallback_ResetRenderState is a special callback value used by
|
|
// the user to request the renderer to reset render state.)
|
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height,
|
|
vertex_array_object);
|
|
else
|
|
pcmd->UserCallback(cmd_list, pcmd);
|
|
} else {
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x,
|
|
(pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x,
|
|
(pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
|
|
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
|
GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y),
|
|
(int)(clip_max.x - clip_min.x),
|
|
(int)(clip_max.y - clip_min.y)));
|
|
|
|
// Bind texture, Draw
|
|
GL_CALL(
|
|
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
|
if (bd->GlVersion >= 320)
|
|
GL_CALL(glDrawElementsBaseVertex(
|
|
GL_TRIANGLES, (GLsizei)pcmd->ElemCount,
|
|
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(void *)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)),
|
|
(GLint)pcmd->VtxOffset));
|
|
else
|
|
#endif
|
|
GL_CALL(glDrawElements(
|
|
GL_TRIANGLES, (GLsizei)pcmd->ElemCount,
|
|
sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
|
|
(void *)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Destroy the temporary VAO
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
|
|
#endif
|
|
|
|
// Restore modified GL state
|
|
// This "glIsProgram()" check is required because if the program is "pending
|
|
// deletion" at the time of binding backup, it will have been deleted by now
|
|
// and will cause an OpenGL error. See #6220.
|
|
if (last_program == 0 || glIsProgram(last_program))
|
|
glUseProgram(last_program);
|
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
|
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
|
|
glBindSampler(0, last_sampler);
|
|
#endif
|
|
glActiveTexture(last_active_texture);
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
glBindVertexArray(last_vertex_array_object);
|
|
#endif
|
|
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
|
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
|
|
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
|
|
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
|
|
#endif
|
|
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
|
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb,
|
|
last_blend_src_alpha, last_blend_dst_alpha);
|
|
if (last_enable_blend)
|
|
glEnable(GL_BLEND);
|
|
else
|
|
glDisable(GL_BLEND);
|
|
if (last_enable_cull_face)
|
|
glEnable(GL_CULL_FACE);
|
|
else
|
|
glDisable(GL_CULL_FACE);
|
|
if (last_enable_depth_test)
|
|
glEnable(GL_DEPTH_TEST);
|
|
else
|
|
glDisable(GL_DEPTH_TEST);
|
|
if (last_enable_stencil_test)
|
|
glEnable(GL_STENCIL_TEST);
|
|
else
|
|
glDisable(GL_STENCIL_TEST);
|
|
if (last_enable_scissor_test)
|
|
glEnable(GL_SCISSOR_TEST);
|
|
else
|
|
glDisable(GL_SCISSOR_TEST);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
|
if (bd->GlVersion >= 310) {
|
|
if (last_enable_primitive_restart)
|
|
glEnable(GL_PRIMITIVE_RESTART);
|
|
else
|
|
glDisable(GL_PRIMITIVE_RESTART);
|
|
}
|
|
#endif
|
|
|
|
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
|
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for
|
|
// front-facing and back-facing faces of polygons
|
|
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) {
|
|
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
|
|
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
|
} else {
|
|
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
|
}
|
|
#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
|
|
|
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2],
|
|
(GLsizei)last_viewport[3]);
|
|
glScissor(last_scissor_box[0], last_scissor_box[1],
|
|
(GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
|
(void)bd; // Not all compilation paths use this
|
|
}
|
|
|
|
bool ImGui_ImplOpenGL3_CreateFontsTexture() {
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
|
|
// Build texture atlas
|
|
unsigned char *pixels;
|
|
int width, height;
|
|
io.Fonts->GetTexDataAsRGBA32(
|
|
&pixels, &width,
|
|
&height); // Load as RGBA 32-bit (75% of the memory is wasted, but default
|
|
// font is so small) because it is more likely to be compatible
|
|
// with user's existing shaders. If your ImTextureId represent a
|
|
// higher-level concept than just a GL texture id, consider
|
|
// calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
|
|
|
// Upload texture to graphics system
|
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |=
|
|
// ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to
|
|
// allow point/nearest sampling)
|
|
GLint last_texture;
|
|
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
|
GL_CALL(glGenTextures(1, &bd->FontTexture));
|
|
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
|
|
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
|
|
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
|
#endif
|
|
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, pixels));
|
|
|
|
// Store our identifier
|
|
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
|
|
|
// Restore state
|
|
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplOpenGL3_DestroyFontsTexture() {
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
if (bd->FontTexture) {
|
|
glDeleteTextures(1, &bd->FontTexture);
|
|
io.Fonts->SetTexID(0);
|
|
bd->FontTexture = 0;
|
|
}
|
|
}
|
|
|
|
// If you get an error please report on github. You may try different GL context
|
|
// version or GLSL version. See GL<>GLSL version table at the top of this file.
|
|
static bool CheckShader(GLuint handle, const char *desc) {
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
GLint status = 0, log_length = 0;
|
|
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
|
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
|
if ((GLboolean)status == GL_FALSE)
|
|
fprintf(stderr,
|
|
"ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile "
|
|
"%s! With GLSL: %s\n",
|
|
desc, bd->GlslVersionString);
|
|
if (log_length > 1) {
|
|
ImVector<char> buf;
|
|
buf.resize((int)(log_length + 1));
|
|
glGetShaderInfoLog(handle, log_length, nullptr, (GLchar *)buf.begin());
|
|
fprintf(stderr, "%s\n", buf.begin());
|
|
}
|
|
return (GLboolean)status == GL_TRUE;
|
|
}
|
|
|
|
// If you get an error please report on GitHub. You may try different GL context
|
|
// version or GLSL version.
|
|
static bool CheckProgram(GLuint handle, const char *desc) {
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
GLint status = 0, log_length = 0;
|
|
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
|
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
|
if ((GLboolean)status == GL_FALSE)
|
|
fprintf(stderr,
|
|
"ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! "
|
|
"With GLSL %s\n",
|
|
desc, bd->GlslVersionString);
|
|
if (log_length > 1) {
|
|
ImVector<char> buf;
|
|
buf.resize((int)(log_length + 1));
|
|
glGetProgramInfoLog(handle, log_length, nullptr, (GLchar *)buf.begin());
|
|
fprintf(stderr, "%s\n", buf.begin());
|
|
}
|
|
return (GLboolean)status == GL_TRUE;
|
|
}
|
|
|
|
bool ImGui_ImplOpenGL3_CreateDeviceObjects() {
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
|
|
// Backup GL state
|
|
GLint last_texture, last_array_buffer;
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
|
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
|
GLint last_pixel_unpack_buffer;
|
|
if (bd->GlVersion >= 210) {
|
|
glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer);
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
}
|
|
#endif
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
GLint last_vertex_array;
|
|
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
|
#endif
|
|
|
|
// Parse GLSL version string
|
|
int glsl_version = 130;
|
|
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
|
|
|
|
const GLchar *vertex_shader_glsl_120 =
|
|
"uniform mat4 ProjMtx;\n"
|
|
"attribute vec2 Position;\n"
|
|
"attribute vec2 UV;\n"
|
|
"attribute vec4 Color;\n"
|
|
"varying vec2 Frag_UV;\n"
|
|
"varying vec4 Frag_Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" Frag_UV = UV;\n"
|
|
" Frag_Color = Color;\n"
|
|
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
|
"}\n";
|
|
|
|
const GLchar *vertex_shader_glsl_130 =
|
|
"uniform mat4 ProjMtx;\n"
|
|
"in vec2 Position;\n"
|
|
"in vec2 UV;\n"
|
|
"in vec4 Color;\n"
|
|
"out vec2 Frag_UV;\n"
|
|
"out vec4 Frag_Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" Frag_UV = UV;\n"
|
|
" Frag_Color = Color;\n"
|
|
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
|
"}\n";
|
|
|
|
const GLchar *vertex_shader_glsl_300_es =
|
|
"precision highp float;\n"
|
|
"layout (location = 0) in vec2 Position;\n"
|
|
"layout (location = 1) in vec2 UV;\n"
|
|
"layout (location = 2) in vec4 Color;\n"
|
|
"uniform mat4 ProjMtx;\n"
|
|
"out vec2 Frag_UV;\n"
|
|
"out vec4 Frag_Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" Frag_UV = UV;\n"
|
|
" Frag_Color = Color;\n"
|
|
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
|
"}\n";
|
|
|
|
const GLchar *vertex_shader_glsl_410_core =
|
|
"layout (location = 0) in vec2 Position;\n"
|
|
"layout (location = 1) in vec2 UV;\n"
|
|
"layout (location = 2) in vec4 Color;\n"
|
|
"uniform mat4 ProjMtx;\n"
|
|
"out vec2 Frag_UV;\n"
|
|
"out vec4 Frag_Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" Frag_UV = UV;\n"
|
|
" Frag_Color = Color;\n"
|
|
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
|
"}\n";
|
|
|
|
const GLchar *fragment_shader_glsl_120 =
|
|
"#ifdef GL_ES\n"
|
|
" precision mediump float;\n"
|
|
"#endif\n"
|
|
"uniform sampler2D Texture;\n"
|
|
"varying vec2 Frag_UV;\n"
|
|
"varying vec4 Frag_Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
|
"}\n";
|
|
|
|
const GLchar *fragment_shader_glsl_130 =
|
|
"uniform sampler2D Texture;\n"
|
|
"in vec2 Frag_UV;\n"
|
|
"in vec4 Frag_Color;\n"
|
|
"out vec4 Out_Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
|
"}\n";
|
|
|
|
const GLchar *fragment_shader_glsl_300_es =
|
|
"precision mediump float;\n"
|
|
"uniform sampler2D Texture;\n"
|
|
"in vec2 Frag_UV;\n"
|
|
"in vec4 Frag_Color;\n"
|
|
"layout (location = 0) out vec4 Out_Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
|
"}\n";
|
|
|
|
const GLchar *fragment_shader_glsl_410_core =
|
|
"in vec2 Frag_UV;\n"
|
|
"in vec4 Frag_Color;\n"
|
|
"uniform sampler2D Texture;\n"
|
|
"layout (location = 0) out vec4 Out_Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
|
"}\n";
|
|
|
|
// Select shaders matching our GLSL versions
|
|
const GLchar *vertex_shader = nullptr;
|
|
const GLchar *fragment_shader = nullptr;
|
|
if (glsl_version < 130) {
|
|
vertex_shader = vertex_shader_glsl_120;
|
|
fragment_shader = fragment_shader_glsl_120;
|
|
} else if (glsl_version >= 410) {
|
|
vertex_shader = vertex_shader_glsl_410_core;
|
|
fragment_shader = fragment_shader_glsl_410_core;
|
|
} else if (glsl_version == 300) {
|
|
vertex_shader = vertex_shader_glsl_300_es;
|
|
fragment_shader = fragment_shader_glsl_300_es;
|
|
} else {
|
|
vertex_shader = vertex_shader_glsl_130;
|
|
fragment_shader = fragment_shader_glsl_130;
|
|
}
|
|
|
|
// Create shaders
|
|
const GLchar *vertex_shader_with_version[2] = {bd->GlslVersionString,
|
|
vertex_shader};
|
|
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
|
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
|
|
glCompileShader(vert_handle);
|
|
CheckShader(vert_handle, "vertex shader");
|
|
|
|
const GLchar *fragment_shader_with_version[2] = {bd->GlslVersionString,
|
|
fragment_shader};
|
|
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
|
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
|
|
glCompileShader(frag_handle);
|
|
CheckShader(frag_handle, "fragment shader");
|
|
|
|
// Link
|
|
bd->ShaderHandle = glCreateProgram();
|
|
glAttachShader(bd->ShaderHandle, vert_handle);
|
|
glAttachShader(bd->ShaderHandle, frag_handle);
|
|
glLinkProgram(bd->ShaderHandle);
|
|
CheckProgram(bd->ShaderHandle, "shader program");
|
|
|
|
glDetachShader(bd->ShaderHandle, vert_handle);
|
|
glDetachShader(bd->ShaderHandle, frag_handle);
|
|
glDeleteShader(vert_handle);
|
|
glDeleteShader(frag_handle);
|
|
|
|
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
|
|
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
|
|
bd->AttribLocationVtxPos =
|
|
(GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
|
|
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
|
|
bd->AttribLocationVtxColor =
|
|
(GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
|
|
|
|
// Create buffers
|
|
glGenBuffers(1, &bd->VboHandle);
|
|
glGenBuffers(1, &bd->ElementsHandle);
|
|
|
|
ImGui_ImplOpenGL3_CreateFontsTexture();
|
|
|
|
// Restore modified GL state
|
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
|
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
|
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
|
if (bd->GlVersion >= 210) {
|
|
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer);
|
|
}
|
|
#endif
|
|
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
|
glBindVertexArray(last_vertex_array);
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplOpenGL3_DestroyDeviceObjects() {
|
|
ImGui_ImplOpenGL3_Data *bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
if (bd->VboHandle) {
|
|
glDeleteBuffers(1, &bd->VboHandle);
|
|
bd->VboHandle = 0;
|
|
}
|
|
if (bd->ElementsHandle) {
|
|
glDeleteBuffers(1, &bd->ElementsHandle);
|
|
bd->ElementsHandle = 0;
|
|
}
|
|
if (bd->ShaderHandle) {
|
|
glDeleteProgram(bd->ShaderHandle);
|
|
bd->ShaderHandle = 0;
|
|
}
|
|
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the backend to create
|
|
// and handle multiple viewports simultaneously. If you are new to dear imgui or
|
|
// creating a new binding for dear imgui, it is recommended that you completely
|
|
// ignore this section first..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport *viewport, void *) {
|
|
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) {
|
|
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
|
|
}
|
|
|
|
static void ImGui_ImplOpenGL3_InitPlatformInterface() {
|
|
ImGuiPlatformIO &platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
|
|
}
|
|
|
|
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() {
|
|
ImGui::DestroyPlatformWindows();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__GNUC__)
|
|
#pragma GCC diagnostic pop
|
|
#endif
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|