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// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
28// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
29// 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.
30// 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)
31// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
32// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
33// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
34// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
35// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
36// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
37// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
38// 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).
39// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
40// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
41// 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).
42// 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.
43// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
44// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
45// 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.
46// 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).
47// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
48// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
49// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
50// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
51// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
52// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
53// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
54// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
55// 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)
56// 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.
57// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
58// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
59// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
60// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
61// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
62// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
63// 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.
64// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
65// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
66// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
67// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
68// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
69// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
70// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
71// 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.
72// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
73// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
74// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
75// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
76// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
77// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
78// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
79// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
80// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
81// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
82// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
83// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
84// 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".
85// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
86// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
87// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
88// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
89// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
90// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
91// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
92// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
93
94//----------------------------------------
95// OpenGL GLSL GLSL
96// version version string
97//----------------------------------------
98// 2.0 110 "#version 110"
99// 2.1 120 "#version 120"
100// 3.0 130 "#version 130"
101// 3.1 140 "#version 140"
102// 3.2 150 "#version 150"
103// 3.3 330 "#version 330 core"
104// 4.0 400 "#version 400 core"
105// 4.1 410 "#version 410 core"
106// 4.2 420 "#version 410 core"
107// 4.3 430 "#version 430 core"
108// ES 2.0 100 "#version 100" = WebGL 1.0
109// ES 3.0 300 "#version 300 es" = WebGL 2.0
110//----------------------------------------
111
112#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
113#define _CRT_SECURE_NO_WARNINGS
114#endif
115
116#include "imgui.h"
117#ifndef IMGUI_DISABLE
118#include "imgui_impl_opengl3.h"
119#include <stdio.h>
120#include <stdint.h> // intptr_t
121#if defined(__APPLE__)
122#include <TargetConditionals.h>
123#endif
124
125// Clang/GCC warnings with -Weverything
126#if defined(__clang__)
127#pragma clang diagnostic push
128#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
129#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
130#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
131#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
132#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
133#endif
134#if defined(__GNUC__)
135#pragma GCC diagnostic push
136#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
137#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
138#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
139#endif
140
141// GL includes
142#if defined(IMGUI_IMPL_OPENGL_ES2)
143#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
144#include <OpenGLES/ES2/gl.h> // Use GL ES 2
145#else
146#include <GLES2/gl2.h> // Use GL ES 2
147#endif
148#if defined(__EMSCRIPTEN__)
149#ifndef GL_GLEXT_PROTOTYPES
150#define GL_GLEXT_PROTOTYPES
151#endif
152#include <GLES2/gl2ext.h>
153#endif
154#elif defined(IMGUI_IMPL_OPENGL_ES3)
155#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
156#include <OpenGLES/ES3/gl.h> // Use GL ES 3
157#else
158#include <GLES3/gl3.h> // Use GL ES 3
159#endif
160#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
161// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
162// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
163// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
164// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
165// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
166// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
167// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
168#define IMGL3W_IMPL
169#include "imgui_impl_opengl3_loader.h"
170#endif
171
172// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
173#ifndef IMGUI_IMPL_OPENGL_ES2
174#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
175#elif defined(__EMSCRIPTEN__)
176#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
177#define glBindVertexArray glBindVertexArrayOES
178#define glGenVertexArrays glGenVertexArraysOES
179#define glDeleteVertexArrays glDeleteVertexArraysOES
180#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
181#endif
182
183// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
184// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks
185#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
186#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
187#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()
188#endif
189
190// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
191#if !defined(IMGUI_IMPL_OPENGL_ES2)
192#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
193#endif
194
195// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
196#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
197#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
198#endif
199
200// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
201#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
202#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
203#endif
204
205// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
206#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
207#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
208#endif
209
210// [Debugging]
211//#define IMGUI_IMPL_OPENGL_DEBUG
212#ifdef IMGUI_IMPL_OPENGL_DEBUG
213#include <stdio.h>
214#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
215#else
216#define GL_CALL(_CALL) _CALL // Call without error check
217#endif
218
219// OpenGL Data
221{
222 GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
223 char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
230 GLint AttribLocationTex; // Uniforms location
232 GLuint AttribLocationVtxPos; // Vertex attributes location
237 GLsizeiptr IndexBufferSize;
241
242 ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
243};
244
245// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
246// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
247static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
248{
249 return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
250}
251
252// Forward Declarations
253static void ImGui_ImplOpenGL3_InitPlatformInterface();
254static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
255
256// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
257#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
258struct ImGui_ImplOpenGL3_VtxAttribState
259{
260 GLint Enabled, Size, Type, Normalized, Stride;
261 GLvoid* Ptr;
262
263 void GetState(GLint index)
264 {
265 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
266 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
267 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
268 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
269 glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
270 glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
271 }
272 void SetState(GLint index)
273 {
274 glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
275 if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
276 }
277};
278#endif
279
280// Functions
281bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
282{
283 ImGuiIO& io = ImGui::GetIO();
284 IMGUI_CHECKVERSION();
285 IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
286
287 // Initialize our loader
288#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
289 if (imgl3wInit() != 0)
290 {
291 fprintf(stderr, "Failed to initialize OpenGL loader!\n");
292 return false;
293 }
294#endif
295
296 // Setup backend capabilities flags
298 io.BackendRendererUserData = (void*)bd;
299 io.BackendRendererName = "imgui_impl_opengl3";
300
301 // Query for GL version (e.g. 320 for GL 3.2)
302#if defined(IMGUI_IMPL_OPENGL_ES2)
303 // GLES 2
304 bd->GlVersion = 200;
305 bd->GlProfileIsES2 = true;
306#else
307 // Desktop or GLES 3
308 const char* gl_version_str = (const char*)glGetString(GL_VERSION);
309 GLint major = 0;
310 GLint minor = 0;
311 glGetIntegerv(GL_MAJOR_VERSION, &major);
312 glGetIntegerv(GL_MINOR_VERSION, &minor);
313 if (major == 0 && minor == 0)
314 sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
315 bd->GlVersion = (GLuint)(major * 100 + minor * 10);
316#if defined(GL_CONTEXT_PROFILE_MASK)
317 if (bd->GlVersion >= 320)
318 glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
319 bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
320#endif
321
322#if defined(IMGUI_IMPL_OPENGL_ES3)
323 bd->GlProfileIsES3 = true;
324#else
325 if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
326 bd->GlProfileIsES3 = true;
327#endif
328
329 bd->UseBufferSubData = false;
330 /*
331 // Query vendor to enable glBufferSubData kludge
332#ifdef _WIN32
333 if (const char* vendor = (const char*)glGetString(GL_VENDOR))
334 if (strncmp(vendor, "Intel", 5) == 0)
335 bd->UseBufferSubData = true;
336#endif
337 */
338#endif
339
340#ifdef IMGUI_IMPL_OPENGL_DEBUG
341 printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
342#endif
343
344#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
345 if (bd->GlVersion >= 320)
346 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
347#endif
348 io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
349
350 // Store GLSL version string so we can refer to it later in case we recreate shaders.
351 // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
352 if (glsl_version == nullptr)
353 {
354#if defined(IMGUI_IMPL_OPENGL_ES2)
355 glsl_version = "#version 100";
356#elif defined(IMGUI_IMPL_OPENGL_ES3)
357 glsl_version = "#version 300 es";
358#elif defined(__APPLE__)
359 glsl_version = "#version 150";
360#else
361 glsl_version = "#version 130";
362#endif
363 }
364 IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
365 strcpy(bd->GlslVersionString, glsl_version);
366 strcat(bd->GlslVersionString, "\n");
367
368 // Make an arbitrary GL call (we don't actually need the result)
369 // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
370 GLint current_texture;
371 glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
372
373 // Detect extensions we support
374#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
375 bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
376#endif
377 bd->HasClipOrigin = (bd->GlVersion >= 450);
378#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
379 GLint num_extensions = 0;
380 glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
381 for (GLint i = 0; i < num_extensions; i++)
382 {
383 const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
384 if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
385 bd->HasClipOrigin = true;
386 }
387#endif
388
389 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
390 ImGui_ImplOpenGL3_InitPlatformInterface();
391
392 return true;
393}
394
396{
397 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
398 IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
399 ImGuiIO& io = ImGui::GetIO();
400
401 ImGui_ImplOpenGL3_ShutdownPlatformInterface();
403 io.BackendRendererName = nullptr;
404 io.BackendRendererUserData = nullptr;
405 io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
406 IM_DELETE(bd);
407}
408
410{
411 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
412 IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
413
414 if (!bd->ShaderHandle)
416}
417
418static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
419{
420 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
421
422 // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
423 glEnable(GL_BLEND);
424 glBlendEquation(GL_FUNC_ADD);
425 glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
426 glDisable(GL_CULL_FACE);
427 glDisable(GL_DEPTH_TEST);
428 glDisable(GL_STENCIL_TEST);
429 glEnable(GL_SCISSOR_TEST);
430#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
431 if (bd->GlVersion >= 310)
432 glDisable(GL_PRIMITIVE_RESTART);
433#endif
434#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
435 if (bd->HasPolygonMode)
436 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
437#endif
438
439 // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
440#if defined(GL_CLIP_ORIGIN)
441 bool clip_origin_lower_left = true;
442 if (bd->HasClipOrigin)
443 {
444 GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
445 if (current_clip_origin == GL_UPPER_LEFT)
446 clip_origin_lower_left = false;
447 }
448#endif
449
450 // Setup viewport, orthographic projection matrix
451 // 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.
452 GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
453 float L = draw_data->DisplayPos.x;
454 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
455 float T = draw_data->DisplayPos.y;
456 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
457#if defined(GL_CLIP_ORIGIN)
458 if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
459#endif
460 const float ortho_projection[4][4] =
461 {
462 { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
463 { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
464 { 0.0f, 0.0f, -1.0f, 0.0f },
465 { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
466 };
467 glUseProgram(bd->ShaderHandle);
468 glUniform1i(bd->AttribLocationTex, 0);
469 glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
470
471#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
472 if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
473 glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
474#endif
475
476 (void)vertex_array_object;
477#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
478 glBindVertexArray(vertex_array_object);
479#endif
480
481 // Bind vertex/index buffers and setup attributes for ImDrawVert
482 GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
483 GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
484 GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
485 GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
486 GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
487 GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
488 GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
489 GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
490}
491
492// OpenGL3 Render function.
493// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
494// This is in order to be able to run within an OpenGL engine that doesn't do so.
495void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
496{
497 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
498 int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
499 int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
500 if (fb_width <= 0 || fb_height <= 0)
501 return;
502
503 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
504
505 // Backup GL state
506 GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
507 glActiveTexture(GL_TEXTURE0);
508 GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
509 GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
510#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
511 GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
512#endif
513 GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
514#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
515 // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
516 GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
517 ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
518 ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
519 ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
520#endif
521#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
522 GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
523#endif
524#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
525 GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }
526#endif
527 GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
528 GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
529 GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
530 GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
531 GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
532 GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
533 GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
534 GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
535 GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
536 GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
537 GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
538 GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
539 GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
540#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
541 GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
542#endif
543
544 // Setup desired GL state
545 // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
546 // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
547 GLuint vertex_array_object = 0;
548#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
549 GL_CALL(glGenVertexArrays(1, &vertex_array_object));
550#endif
551 ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
552
553 // Will project scissor/clipping rectangles into framebuffer space
554 ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
555 ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
556
557 // Render command lists
558 for (int n = 0; n < draw_data->CmdListsCount; n++)
559 {
560 const ImDrawList* cmd_list = draw_data->CmdLists[n];
561
562 // Upload vertex/index buffers
563 // - OpenGL drivers are in a very sorry state nowadays....
564 // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
565 // of leaks on Intel GPU when using multi-viewports on Windows.
566 // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
567 // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
568 // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
569 // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
570 const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
571 const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
572 if (bd->UseBufferSubData)
573 {
574 if (bd->VertexBufferSize < vtx_buffer_size)
575 {
576 bd->VertexBufferSize = vtx_buffer_size;
577 GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
578 }
579 if (bd->IndexBufferSize < idx_buffer_size)
580 {
581 bd->IndexBufferSize = idx_buffer_size;
582 GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
583 }
584 GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
585 GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
586 }
587 else
588 {
589 GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
590 GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
591 }
592
593 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
594 {
595 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
596 if (pcmd->UserCallback != nullptr)
597 {
598 // User callback, registered via ImDrawList::AddCallback()
599 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
600 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
601 ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
602 else
603 pcmd->UserCallback(cmd_list, pcmd);
604 }
605 else
606 {
607 // Project scissor/clipping rectangles into framebuffer space
608 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
609 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
610 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
611 continue;
612
613 // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
614 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)));
615
616 // Bind texture, Draw
617 GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
618#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
619 if (bd->GlVersion >= 320)
620 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));
621 else
622#endif
623 GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
624 }
625 }
626 }
627
628 // Destroy the temporary VAO
629#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
630 GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
631#endif
632
633 // Restore modified GL state
634 // 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.
635 if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
636 glBindTexture(GL_TEXTURE_2D, last_texture);
637#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
638 if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
639 glBindSampler(0, last_sampler);
640#endif
641 glActiveTexture(last_active_texture);
642#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
643 glBindVertexArray(last_vertex_array_object);
644#endif
645 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
646#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
647 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
648 last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
649 last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
650 last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
651#endif
652 glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
653 glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
654 if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
655 if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
656 if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
657 if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
658 if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
659#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
660 if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
661#endif
662
663#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
664 // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
665 if (bd->HasPolygonMode) { 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]); } }
666#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
667
668 glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
669 glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
670 (void)bd; // Not all compilation paths use this
671}
672
674{
675 ImGuiIO& io = ImGui::GetIO();
676 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
677
678 // Build texture atlas
679 unsigned char* pixels;
680 int width, height;
681 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.
682
683 // Upload texture to graphics system
684 // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
685 GLint last_texture;
686 GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
687 GL_CALL(glGenTextures(1, &bd->FontTexture));
688 GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
689 GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
690 GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
691#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
692 GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
693#endif
694 GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
695
696 // Store our identifier
697 io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
698
699 // Restore state
700 GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
701
702 return true;
703}
704
706{
707 ImGuiIO& io = ImGui::GetIO();
708 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
709 if (bd->FontTexture)
710 {
711 glDeleteTextures(1, &bd->FontTexture);
712 io.Fonts->SetTexID(0);
713 bd->FontTexture = 0;
714 }
715}
716
717// 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.
718static bool CheckShader(GLuint handle, const char* desc)
719{
720 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
721 GLint status = 0, log_length = 0;
722 glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
723 glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
724 if ((GLboolean)status == GL_FALSE)
725 fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
726 if (log_length > 1)
727 {
728 ImVector<char> buf;
729 buf.resize((int)(log_length + 1));
730 glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
731 fprintf(stderr, "%s\n", buf.begin());
732 }
733 return (GLboolean)status == GL_TRUE;
734}
735
736// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
737static bool CheckProgram(GLuint handle, const char* desc)
738{
739 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
740 GLint status = 0, log_length = 0;
741 glGetProgramiv(handle, GL_LINK_STATUS, &status);
742 glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
743 if ((GLboolean)status == GL_FALSE)
744 fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
745 if (log_length > 1)
746 {
747 ImVector<char> buf;
748 buf.resize((int)(log_length + 1));
749 glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
750 fprintf(stderr, "%s\n", buf.begin());
751 }
752 return (GLboolean)status == GL_TRUE;
753}
754
756{
757 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
758
759 // Backup GL state
760 GLint last_texture, last_array_buffer;
761 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
762 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
763#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
764 GLint last_pixel_unpack_buffer = 0;
765 if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
766#endif
767#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
768 GLint last_vertex_array;
769 glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
770#endif
771
772 // Parse GLSL version string
773 int glsl_version = 130;
774 sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
775
776 const GLchar* vertex_shader_glsl_120 =
777 "uniform mat4 ProjMtx;\n"
778 "attribute vec2 Position;\n"
779 "attribute vec2 UV;\n"
780 "attribute vec4 Color;\n"
781 "varying vec2 Frag_UV;\n"
782 "varying vec4 Frag_Color;\n"
783 "void main()\n"
784 "{\n"
785 " Frag_UV = UV;\n"
786 " Frag_Color = Color;\n"
787 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
788 "}\n";
789
790 const GLchar* vertex_shader_glsl_130 =
791 "uniform mat4 ProjMtx;\n"
792 "in vec2 Position;\n"
793 "in vec2 UV;\n"
794 "in vec4 Color;\n"
795 "out vec2 Frag_UV;\n"
796 "out vec4 Frag_Color;\n"
797 "void main()\n"
798 "{\n"
799 " Frag_UV = UV;\n"
800 " Frag_Color = Color;\n"
801 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
802 "}\n";
803
804 const GLchar* vertex_shader_glsl_300_es =
805 "precision highp float;\n"
806 "layout (location = 0) in vec2 Position;\n"
807 "layout (location = 1) in vec2 UV;\n"
808 "layout (location = 2) in vec4 Color;\n"
809 "uniform mat4 ProjMtx;\n"
810 "out vec2 Frag_UV;\n"
811 "out vec4 Frag_Color;\n"
812 "void main()\n"
813 "{\n"
814 " Frag_UV = UV;\n"
815 " Frag_Color = Color;\n"
816 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
817 "}\n";
818
819 const GLchar* vertex_shader_glsl_410_core =
820 "layout (location = 0) in vec2 Position;\n"
821 "layout (location = 1) in vec2 UV;\n"
822 "layout (location = 2) in vec4 Color;\n"
823 "uniform mat4 ProjMtx;\n"
824 "out vec2 Frag_UV;\n"
825 "out vec4 Frag_Color;\n"
826 "void main()\n"
827 "{\n"
828 " Frag_UV = UV;\n"
829 " Frag_Color = Color;\n"
830 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
831 "}\n";
832
833 const GLchar* fragment_shader_glsl_120 =
834 "#ifdef GL_ES\n"
835 " precision mediump float;\n"
836 "#endif\n"
837 "uniform sampler2D Texture;\n"
838 "varying vec2 Frag_UV;\n"
839 "varying vec4 Frag_Color;\n"
840 "void main()\n"
841 "{\n"
842 " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
843 "}\n";
844
845 const GLchar* fragment_shader_glsl_130 =
846 "uniform sampler2D Texture;\n"
847 "in vec2 Frag_UV;\n"
848 "in vec4 Frag_Color;\n"
849 "out vec4 Out_Color;\n"
850 "void main()\n"
851 "{\n"
852 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
853 "}\n";
854
855 const GLchar* fragment_shader_glsl_300_es =
856 "precision mediump float;\n"
857 "uniform sampler2D Texture;\n"
858 "in vec2 Frag_UV;\n"
859 "in vec4 Frag_Color;\n"
860 "layout (location = 0) out vec4 Out_Color;\n"
861 "void main()\n"
862 "{\n"
863 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
864 "}\n";
865
866 const GLchar* fragment_shader_glsl_410_core =
867 "in vec2 Frag_UV;\n"
868 "in vec4 Frag_Color;\n"
869 "uniform sampler2D Texture;\n"
870 "layout (location = 0) out vec4 Out_Color;\n"
871 "void main()\n"
872 "{\n"
873 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
874 "}\n";
875
876 // Select shaders matching our GLSL versions
877 const GLchar* vertex_shader = nullptr;
878 const GLchar* fragment_shader = nullptr;
879 if (glsl_version < 130)
880 {
881 vertex_shader = vertex_shader_glsl_120;
882 fragment_shader = fragment_shader_glsl_120;
883 }
884 else if (glsl_version >= 410)
885 {
886 vertex_shader = vertex_shader_glsl_410_core;
887 fragment_shader = fragment_shader_glsl_410_core;
888 }
889 else if (glsl_version == 300)
890 {
891 vertex_shader = vertex_shader_glsl_300_es;
892 fragment_shader = fragment_shader_glsl_300_es;
893 }
894 else
895 {
896 vertex_shader = vertex_shader_glsl_130;
897 fragment_shader = fragment_shader_glsl_130;
898 }
899
900 // Create shaders
901 const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
902 GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
903 glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
904 glCompileShader(vert_handle);
905 CheckShader(vert_handle, "vertex shader");
906
907 const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
908 GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
909 glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
910 glCompileShader(frag_handle);
911 CheckShader(frag_handle, "fragment shader");
912
913 // Link
914 bd->ShaderHandle = glCreateProgram();
915 glAttachShader(bd->ShaderHandle, vert_handle);
916 glAttachShader(bd->ShaderHandle, frag_handle);
917 glLinkProgram(bd->ShaderHandle);
918 CheckProgram(bd->ShaderHandle, "shader program");
919
920 glDetachShader(bd->ShaderHandle, vert_handle);
921 glDetachShader(bd->ShaderHandle, frag_handle);
922 glDeleteShader(vert_handle);
923 glDeleteShader(frag_handle);
924
925 bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
926 bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
927 bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
928 bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
929 bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
930
931 // Create buffers
932 glGenBuffers(1, &bd->VboHandle);
933 glGenBuffers(1, &bd->ElementsHandle);
934
936
937 // Restore modified GL state
938 glBindTexture(GL_TEXTURE_2D, last_texture);
939 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
940#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
941 if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
942#endif
943#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
944 glBindVertexArray(last_vertex_array);
945#endif
946
947 return true;
948}
949
951{
952 ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
953 if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
954 if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
955 if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
957}
958
959//--------------------------------------------------------------------------------------------------------
960// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
961// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
962// 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..
963//--------------------------------------------------------------------------------------------------------
964
965static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
966{
967 if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
968 {
969 ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
970 glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
971 glClear(GL_COLOR_BUFFER_BIT);
972 }
973 ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
974}
975
976static void ImGui_ImplOpenGL3_InitPlatformInterface()
977{
978 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
979 platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
980}
981
982static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
983{
984 ImGui::DestroyPlatformWindows();
985}
986
987//-----------------------------------------------------------------------------
988
989#if defined(__GNUC__)
990#pragma GCC diagnostic pop
991#endif
992#if defined(__clang__)
993#pragma clang diagnostic pop
994#endif
995
996#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