openMSX
imgui_impl_opengl3.cc
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1// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
2// - Desktop GL: 2.x 3.x 4.x
3// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
4// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
5
6// Implemented features:
7// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
8// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
9// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
10
11// About WebGL/ES:
12// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
13// - This is done automatically on iOS, Android and Emscripten targets.
14// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
15
16// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
17// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
18// Learn about Dear ImGui:
19// - FAQ https://dearimgui.com/faq
20// - Getting Started https://dearimgui.com/getting-started
21// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
22// - Introduction, links and more at the top of imgui.cpp
23
24// CHANGELOG
25// (minor and older changes stripped away, please see git history for details)
26// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
27// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
28// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
29// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
30// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
31// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
32// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
33// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
34// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
35// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
36// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
37// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
38// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
39// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
40// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
41// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
42// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
43// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
44// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
45// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
46// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
47// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
48// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
49// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
50// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
51// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
52// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
53// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
54// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
55// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
56// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
57// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
58// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
59// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
60// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
61// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
62// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
63// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
64// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
65// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
66// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
67// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
68// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
69// 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.
70// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
71// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
72// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
73// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
74// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
75// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
76// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
77// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
78// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
79// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
80// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
81// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
82// 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".
83// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
84// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
85// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
86// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
87// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
88// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
89// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
90// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
91
92//----------------------------------------
93// OpenGL GLSL GLSL
94// version version string
95//----------------------------------------
96// 2.0 110 "#version 110"
97// 2.1 120 "#version 120"
98// 3.0 130 "#version 130"
99// 3.1 140 "#version 140"
100// 3.2 150 "#version 150"
101// 3.3 330 "#version 330 core"
102// 4.0 400 "#version 400 core"
103// 4.1 410 "#version 410 core"
104// 4.2 420 "#version 410 core"
105// 4.3 430 "#version 430 core"
106// ES 2.0 100 "#version 100" = WebGL 1.0
107// ES 3.0 300 "#version 300 es" = WebGL 2.0
108//----------------------------------------
109
110#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
111#define _CRT_SECURE_NO_WARNINGS
112#endif
113
114#include "imgui.h"
115#ifndef IMGUI_DISABLE
116#include "imgui_impl_opengl3.h"
117#include <stdio.h>
118#include <stdint.h> // intptr_t
119#if defined(__APPLE__)
120#include <TargetConditionals.h>
121#endif
122
123// Clang/GCC warnings with -Weverything
124#if defined(__clang__)
125#pragma clang diagnostic push
126#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
127#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
128#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
129#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
130#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
131#endif
132#if defined(__GNUC__)
133#pragma GCC diagnostic push
134#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
135#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
136#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
137#endif
138
139// GL includes
140#if defined(IMGUI_IMPL_OPENGL_ES2)
141#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
142#include <OpenGLES/ES2/gl.h> // Use GL ES 2
143#else
144#include <GLES2/gl2.h> // Use GL ES 2
145#endif
146#if defined(__EMSCRIPTEN__)
147#ifndef GL_GLEXT_PROTOTYPES
148#define GL_GLEXT_PROTOTYPES
149#endif
150#include <GLES2/gl2ext.h>
151#endif
152#elif defined(IMGUI_IMPL_OPENGL_ES3)
153#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
154#include <OpenGLES/ES3/gl.h> // Use GL ES 3
155#else
156#include <GLES3/gl3.h> // Use GL ES 3
157#endif
158#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
159// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
160// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
161// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
162// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
163// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
164// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
165// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
166#define IMGL3W_IMPL
167#include "imgui_impl_opengl3_loader.h"
168#endif
169
170// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
171#ifndef IMGUI_IMPL_OPENGL_ES2
172#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
173#elif defined(__EMSCRIPTEN__)
174#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
175#define glBindVertexArray glBindVertexArrayOES
176#define glGenVertexArrays glGenVertexArraysOES
177#define glDeleteVertexArrays glDeleteVertexArraysOES
178#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
179#endif
180
181// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
182#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
183#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
184#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode()
185#endif
186
187// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
188#if !defined(IMGUI_IMPL_OPENGL_ES2)
189#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
190#endif
191
192// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
193#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
194#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
195#endif
196
197// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
198#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
199#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
200#endif
201
202// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
203#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
204#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
205#endif
206
207// [Debugging]
208//#define IMGUI_IMPL_OPENGL_DEBUG
209#ifdef IMGUI_IMPL_OPENGL_DEBUG
210#include <stdio.h>
211#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
212#else
213#define GL_CALL(_CALL) _CALL // Call without error check
214#endif
215
216// OpenGL Data
218{
219 GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
220 char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
227 GLint AttribLocationTex; // Uniforms location
229 GLuint AttribLocationVtxPos; // Vertex attributes location
234 GLsizeiptr IndexBufferSize;
237
238 ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
239};
240
241// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
242// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
243static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
244{
245 return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
246}
247
248// Forward Declarations
249static void ImGui_ImplOpenGL3_InitPlatformInterface();
250static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
251
252// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
253#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
254struct ImGui_ImplOpenGL3_VtxAttribState
255{
256 GLint Enabled, Size, Type, Normalized, Stride;
257 GLvoid* Ptr;
258
259 void GetState(GLint index)
260 {
261 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
262 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
263 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
264 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
265 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
266 glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
267 }
268 void SetState(GLint index)
269 {
270 glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
271 if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
272 }
273};
274#endif
275
276// Functions
277bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
278{
279 ImGuiIO& io = ImGui::GetIO();
280 IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
281
282 // Initialize our loader
283#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
284 if (imgl3wInit() != 0)
285 {
286 fprintf(stderr, "Failed to initialize OpenGL loader!\n");
287 return false;
288 }
289#endif
290
291 // Setup backend capabilities flags
293 io.BackendRendererUserData = (void*)bd;
294 io.BackendRendererName = "imgui_impl_opengl3";
295
296 // Query for GL version (e.g. 320 for GL 3.2)
297#if defined(IMGUI_IMPL_OPENGL_ES2)
298 // GLES 2
299 bd->GlVersion = 200;
300 bd->GlProfileIsES2 = true;
301#else
302 // Desktop or GLES 3
303 GLint major = 0;
304 GLint minor = 0;
305 glGetIntegerv(GL_MAJOR_VERSION, &major);
306 glGetIntegerv(GL_MINOR_VERSION, &minor);
307 if (major == 0 && minor == 0)
308 {
309 // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
310 const char* gl_version = (const char*)glGetString(GL_VERSION);
311 sscanf(gl_version, "%d.%d", &major, &minor);
312 }
313 bd->GlVersion = (GLuint)(major * 100 + minor * 10);
314#if defined(GL_CONTEXT_PROFILE_MASK)
315 if (bd->GlVersion >= 320)
316 glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
317 bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
318#endif
319
320#if defined(IMGUI_IMPL_OPENGL_ES3)
321 bd->GlProfileIsES3 = true;
322#endif
323
324 bd->UseBufferSubData = false;
325 /*
326 // Query vendor to enable glBufferSubData kludge
327#ifdef _WIN32
328 if (const char* vendor = (const char*)glGetString(GL_VENDOR))
329 if (strncmp(vendor, "Intel", 5) == 0)
330 bd->UseBufferSubData = true;
331#endif
332 */
333#endif
334
335#ifdef IMGUI_IMPL_OPENGL_DEBUG
336 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]
337#endif
338
339#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
340 if (bd->GlVersion >= 320)
341 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
342#endif
343 io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
344
345 // Store GLSL version string so we can refer to it later in case we recreate shaders.
346 // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
347 if (glsl_version == nullptr)
348 {
349#if defined(IMGUI_IMPL_OPENGL_ES2)
350 glsl_version = "#version 100";
351#elif defined(IMGUI_IMPL_OPENGL_ES3)
352 glsl_version = "#version 300 es";
353#elif defined(__APPLE__)
354 glsl_version = "#version 150";
355#else
356 glsl_version = "#version 130";
357#endif
358 }
359 IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
360 strcpy(bd->GlslVersionString, glsl_version);
361 strcat(bd->GlslVersionString, "\n");
362
363 // Make an arbitrary GL call (we don't actually need the result)
364 // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
365 GLint current_texture;
366 glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
367
368 // Detect extensions we support
369 bd->HasClipOrigin = (bd->GlVersion >= 450);
370#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
371 GLint num_extensions = 0;
372 glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
373 for (GLint i = 0; i < num_extensions; i++)
374 {
375 const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
376 if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
377 bd->HasClipOrigin = true;
378 }
379#endif
380
381 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
382 ImGui_ImplOpenGL3_InitPlatformInterface();
383
384 return true;
385}
386
388{
389 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
390 IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
391 ImGuiIO& io = ImGui::GetIO();
392
393 ImGui_ImplOpenGL3_ShutdownPlatformInterface();
395 io.BackendRendererName = nullptr;
396 io.BackendRendererUserData = nullptr;
397 io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
398 IM_DELETE(bd);
399}
400
402{
403 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
404 IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
405
406 if (!bd->ShaderHandle)
408}
409
410static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
411{
412 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
413
414 // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
415 glEnable(GL_BLEND);
416 glBlendEquation(GL_FUNC_ADD);
417 glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
418 glDisable(GL_CULL_FACE);
419 glDisable(GL_DEPTH_TEST);
420 glDisable(GL_STENCIL_TEST);
421 glEnable(GL_SCISSOR_TEST);
422#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
423 if (bd->GlVersion >= 310)
424 glDisable(GL_PRIMITIVE_RESTART);
425#endif
426#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
427 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
428#endif
429
430 // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
431#if defined(GL_CLIP_ORIGIN)
432 bool clip_origin_lower_left = true;
433 if (bd->HasClipOrigin)
434 {
435 GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
436 if (current_clip_origin == GL_UPPER_LEFT)
437 clip_origin_lower_left = false;
438 }
439#endif
440
441 // Setup viewport, orthographic projection matrix
442 // 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.
443 GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
444 float L = draw_data->DisplayPos.x;
445 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
446 float T = draw_data->DisplayPos.y;
447 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
448#if defined(GL_CLIP_ORIGIN)
449 if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
450#endif
451 const float ortho_projection[4][4] =
452 {
453 { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
454 { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
455 { 0.0f, 0.0f, -1.0f, 0.0f },
456 { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
457 };
458 glUseProgram(bd->ShaderHandle);
459 glUniform1i(bd->AttribLocationTex, 0);
460 glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
461
462#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
463 if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
464 glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
465#endif
466
467 (void)vertex_array_object;
468#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
469 glBindVertexArray(vertex_array_object);
470#endif
471
472 // Bind vertex/index buffers and setup attributes for ImDrawVert
473 GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
474 GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
475 GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
476 GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
477 GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
478 GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
479 GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
480 GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
481}
482
483// OpenGL3 Render function.
484// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
485// This is in order to be able to run within an OpenGL engine that doesn't do so.
486void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
487{
488 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
489 int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
490 int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
491 if (fb_width <= 0 || fb_height <= 0)
492 return;
493
494 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
495
496 // Backup GL state
497 GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
498 glActiveTexture(GL_TEXTURE0);
499 GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
500 GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
501#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
502 GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
503#endif
504 GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
505#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
506 // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
507 GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
508 ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
509 ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
510 ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
511#endif
512#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
513 GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
514#endif
515#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
516 GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
517#endif
518 GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
519 GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
520 GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
521 GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
522 GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
523 GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
524 GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
525 GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
526 GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
527 GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
528 GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
529 GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
530 GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
531#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
532 GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
533#endif
534
535 // Setup desired GL state
536 // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
537 // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
538 GLuint vertex_array_object = 0;
539#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
540 GL_CALL(glGenVertexArrays(1, &vertex_array_object));
541#endif
542 ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
543
544 // Will project scissor/clipping rectangles into framebuffer space
545 ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
546 ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
547
548 // Render command lists
549 for (int n = 0; n < draw_data->CmdListsCount; n++)
550 {
551 const ImDrawList* cmd_list = draw_data->CmdLists[n];
552
553 // Upload vertex/index buffers
554 // - OpenGL drivers are in a very sorry state nowadays....
555 // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
556 // of leaks on Intel GPU when using multi-viewports on Windows.
557 // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
558 // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
559 // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
560 // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
561 const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
562 const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
563 if (bd->UseBufferSubData)
564 {
565 if (bd->VertexBufferSize < vtx_buffer_size)
566 {
567 bd->VertexBufferSize = vtx_buffer_size;
568 GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
569 }
570 if (bd->IndexBufferSize < idx_buffer_size)
571 {
572 bd->IndexBufferSize = idx_buffer_size;
573 GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
574 }
575 GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
576 GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
577 }
578 else
579 {
580 GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
581 GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
582 }
583
584 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
585 {
586 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
587 if (pcmd->UserCallback != nullptr)
588 {
589 // User callback, registered via ImDrawList::AddCallback()
590 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
591 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
592 ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
593 else
594 pcmd->UserCallback(cmd_list, pcmd);
595 }
596 else
597 {
598 // Project scissor/clipping rectangles into framebuffer space
599 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
600 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
601 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
602 continue;
603
604 // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
605 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)));
606
607 // Bind texture, Draw
608 GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
609#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
610 if (bd->GlVersion >= 320)
611 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));
612 else
613#endif
614 GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
615 }
616 }
617 }
618
619 // Destroy the temporary VAO
620#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
621 GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
622#endif
623
624 // Restore modified GL state
625 // 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.
626 if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
627 glBindTexture(GL_TEXTURE_2D, last_texture);
628#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
629 if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
630 glBindSampler(0, last_sampler);
631#endif
632 glActiveTexture(last_active_texture);
633#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
634 glBindVertexArray(last_vertex_array_object);
635#endif
636 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
637#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
638 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
639 last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
640 last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
641 last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
642#endif
643 glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
644 glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
645 if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
646 if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
647 if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
648 if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
649 if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
650#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
651 if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
652#endif
653
654#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
655 // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
656 if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
657 {
658 glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
659 glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
660 }
661 else
662 {
663 glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
664 }
665#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
666
667 glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
668 glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
669 (void)bd; // Not all compilation paths use this
670}
671
673{
674 ImGuiIO& io = ImGui::GetIO();
675 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
676
677 // Build texture atlas
678 unsigned char* pixels;
679 int width, height;
680 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.
681
682 // Upload texture to graphics system
683 // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
684 GLint last_texture;
685 GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
686 GL_CALL(glGenTextures(1, &bd->FontTexture));
687 GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
688 GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
689 GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
690#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
691 GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
692#endif
693 GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
694
695 // Store our identifier
696 io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
697
698 // Restore state
699 GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
700
701 return true;
702}
703
705{
706 ImGuiIO& io = ImGui::GetIO();
707 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
708 if (bd->FontTexture)
709 {
710 glDeleteTextures(1, &bd->FontTexture);
711 io.Fonts->SetTexID(0);
712 bd->FontTexture = 0;
713 }
714}
715
716// 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.
717static bool CheckShader(GLuint handle, const char* desc)
718{
719 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
720 GLint status = 0, log_length = 0;
721 glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
722 glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
723 if ((GLboolean)status == GL_FALSE)
724 fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
725 if (log_length > 1)
726 {
727 ImVector<char> buf;
728 buf.resize((int)(log_length + 1));
729 glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
730 fprintf(stderr, "%s\n", buf.begin());
731 }
732 return (GLboolean)status == GL_TRUE;
733}
734
735// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
736static bool CheckProgram(GLuint handle, const char* desc)
737{
738 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
739 GLint status = 0, log_length = 0;
740 glGetProgramiv(handle, GL_LINK_STATUS, &status);
741 glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
742 if ((GLboolean)status == GL_FALSE)
743 fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
744 if (log_length > 1)
745 {
746 ImVector<char> buf;
747 buf.resize((int)(log_length + 1));
748 glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
749 fprintf(stderr, "%s\n", buf.begin());
750 }
751 return (GLboolean)status == GL_TRUE;
752}
753
755{
756 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
757
758 // Backup GL state
759 GLint last_texture, last_array_buffer;
760 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
761 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
762#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
763 GLint last_pixel_unpack_buffer;
764 if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
765#endif
766#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
767 GLint last_vertex_array;
768 glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
769#endif
770
771 // Parse GLSL version string
772 int glsl_version = 130;
773 sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
774
775 const GLchar* vertex_shader_glsl_120 =
776 "uniform mat4 ProjMtx;\n"
777 "attribute vec2 Position;\n"
778 "attribute vec2 UV;\n"
779 "attribute vec4 Color;\n"
780 "varying vec2 Frag_UV;\n"
781 "varying vec4 Frag_Color;\n"
782 "void main()\n"
783 "{\n"
784 " Frag_UV = UV;\n"
785 " Frag_Color = Color;\n"
786 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
787 "}\n";
788
789 const GLchar* vertex_shader_glsl_130 =
790 "uniform mat4 ProjMtx;\n"
791 "in vec2 Position;\n"
792 "in vec2 UV;\n"
793 "in vec4 Color;\n"
794 "out vec2 Frag_UV;\n"
795 "out vec4 Frag_Color;\n"
796 "void main()\n"
797 "{\n"
798 " Frag_UV = UV;\n"
799 " Frag_Color = Color;\n"
800 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
801 "}\n";
802
803 const GLchar* vertex_shader_glsl_300_es =
804 "precision highp float;\n"
805 "layout (location = 0) in vec2 Position;\n"
806 "layout (location = 1) in vec2 UV;\n"
807 "layout (location = 2) in vec4 Color;\n"
808 "uniform mat4 ProjMtx;\n"
809 "out vec2 Frag_UV;\n"
810 "out vec4 Frag_Color;\n"
811 "void main()\n"
812 "{\n"
813 " Frag_UV = UV;\n"
814 " Frag_Color = Color;\n"
815 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
816 "}\n";
817
818 const GLchar* vertex_shader_glsl_410_core =
819 "layout (location = 0) in vec2 Position;\n"
820 "layout (location = 1) in vec2 UV;\n"
821 "layout (location = 2) in vec4 Color;\n"
822 "uniform mat4 ProjMtx;\n"
823 "out vec2 Frag_UV;\n"
824 "out vec4 Frag_Color;\n"
825 "void main()\n"
826 "{\n"
827 " Frag_UV = UV;\n"
828 " Frag_Color = Color;\n"
829 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
830 "}\n";
831
832 const GLchar* fragment_shader_glsl_120 =
833 "#ifdef GL_ES\n"
834 " precision mediump float;\n"
835 "#endif\n"
836 "uniform sampler2D Texture;\n"
837 "varying vec2 Frag_UV;\n"
838 "varying vec4 Frag_Color;\n"
839 "void main()\n"
840 "{\n"
841 " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
842 "}\n";
843
844 const GLchar* fragment_shader_glsl_130 =
845 "uniform sampler2D Texture;\n"
846 "in vec2 Frag_UV;\n"
847 "in vec4 Frag_Color;\n"
848 "out vec4 Out_Color;\n"
849 "void main()\n"
850 "{\n"
851 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
852 "}\n";
853
854 const GLchar* fragment_shader_glsl_300_es =
855 "precision mediump float;\n"
856 "uniform sampler2D Texture;\n"
857 "in vec2 Frag_UV;\n"
858 "in vec4 Frag_Color;\n"
859 "layout (location = 0) out vec4 Out_Color;\n"
860 "void main()\n"
861 "{\n"
862 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
863 "}\n";
864
865 const GLchar* fragment_shader_glsl_410_core =
866 "in vec2 Frag_UV;\n"
867 "in vec4 Frag_Color;\n"
868 "uniform sampler2D Texture;\n"
869 "layout (location = 0) out vec4 Out_Color;\n"
870 "void main()\n"
871 "{\n"
872 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
873 "}\n";
874
875 // Select shaders matching our GLSL versions
876 const GLchar* vertex_shader = nullptr;
877 const GLchar* fragment_shader = nullptr;
878 if (glsl_version < 130)
879 {
880 vertex_shader = vertex_shader_glsl_120;
881 fragment_shader = fragment_shader_glsl_120;
882 }
883 else if (glsl_version >= 410)
884 {
885 vertex_shader = vertex_shader_glsl_410_core;
886 fragment_shader = fragment_shader_glsl_410_core;
887 }
888 else if (glsl_version == 300)
889 {
890 vertex_shader = vertex_shader_glsl_300_es;
891 fragment_shader = fragment_shader_glsl_300_es;
892 }
893 else
894 {
895 vertex_shader = vertex_shader_glsl_130;
896 fragment_shader = fragment_shader_glsl_130;
897 }
898
899 // Create shaders
900 const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
901 GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
902 glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
903 glCompileShader(vert_handle);
904 CheckShader(vert_handle, "vertex shader");
905
906 const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
907 GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
908 glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
909 glCompileShader(frag_handle);
910 CheckShader(frag_handle, "fragment shader");
911
912 // Link
913 bd->ShaderHandle = glCreateProgram();
914 glAttachShader(bd->ShaderHandle, vert_handle);
915 glAttachShader(bd->ShaderHandle, frag_handle);
916 glLinkProgram(bd->ShaderHandle);
917 CheckProgram(bd->ShaderHandle, "shader program");
918
919 glDetachShader(bd->ShaderHandle, vert_handle);
920 glDetachShader(bd->ShaderHandle, frag_handle);
921 glDeleteShader(vert_handle);
922 glDeleteShader(frag_handle);
923
924 bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
925 bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
926 bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
927 bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
928 bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
929
930 // Create buffers
931 glGenBuffers(1, &bd->VboHandle);
932 glGenBuffers(1, &bd->ElementsHandle);
933
935
936 // Restore modified GL state
937 glBindTexture(GL_TEXTURE_2D, last_texture);
938 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
939#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
940 if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
941#endif
942#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
943 glBindVertexArray(last_vertex_array);
944#endif
945
946 return true;
947}
948
950{
951 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
952 if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
953 if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
954 if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
956}
957
958//--------------------------------------------------------------------------------------------------------
959// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
960// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
961// 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..
962//--------------------------------------------------------------------------------------------------------
963
964static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
965{
966 if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
967 {
968 ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
969 glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
970 glClear(GL_COLOR_BUFFER_BIT);
971 }
972 ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
973}
974
975static void ImGui_ImplOpenGL3_InitPlatformInterface()
976{
977 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
978 platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
979}
980
981static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
982{
983 ImGui::DestroyPlatformWindows();
984}
985
986//-----------------------------------------------------------------------------
987
988#if defined(__GNUC__)
989#pragma GCC diagnostic pop
990#endif
991#if defined(__clang__)
992#pragma clang diagnostic pop
993#endif
994
995#endif // #ifndef IMGUI_DISABLE
bool ImGui_ImplOpenGL3_Init(const char *glsl_version)
bool ImGui_ImplOpenGL3_CreateFontsTexture()
void ImGui_ImplOpenGL3_DestroyFontsTexture()
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
void ImGui_ImplOpenGL3_NewFrame()
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
void ImGui_ImplOpenGL3_Shutdown()
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData *draw_data)
#define GL_CALL(_CALL)
RegFunction R