imgui

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imgui_impl_opengl3.cpp (35308B)


      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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
      9 
     10 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
     11 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
     12 // Read online: https://github.com/ocornut/imgui/tree/master/docs
     13 
     14 // CHANGELOG
     15 // (minor and older changes stripped away, please see git history for details)
     16 //  2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
     17 //  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
     18 //  2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
     19 //  2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
     20 //  2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
     21 //  2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
     22 //  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)
     23 //  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.
     24 //  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
     25 //  2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
     26 //  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
     27 //  2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
     28 //  2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
     29 //  2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
     30 //  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.
     31 //  2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
     32 //  2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
     33 //  2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
     34 //  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
     35 //  2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
     36 //  2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
     37 //  2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
     38 //  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.
     39 //  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
     40 //  2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
     41 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
     42 //  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
     43 //  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
     44 //  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
     45 //  2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
     46 //  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
     47 //  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
     48 //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
     49 //  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
     50 //  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
     51 //  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".
     52 //  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
     53 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
     54 //  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
     55 //  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
     56 //  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
     57 //  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
     58 //  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
     59 //  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
     60 
     61 //----------------------------------------
     62 // OpenGL    GLSL      GLSL
     63 // version   version   string
     64 //----------------------------------------
     65 //  2.0       110       "#version 110"
     66 //  2.1       120       "#version 120"
     67 //  3.0       130       "#version 130"
     68 //  3.1       140       "#version 140"
     69 //  3.2       150       "#version 150"
     70 //  3.3       330       "#version 330 core"
     71 //  4.0       400       "#version 400 core"
     72 //  4.1       410       "#version 410 core"
     73 //  4.2       420       "#version 410 core"
     74 //  4.3       430       "#version 430 core"
     75 //  ES 2.0    100       "#version 100"      = WebGL 1.0
     76 //  ES 3.0    300       "#version 300 es"   = WebGL 2.0
     77 //----------------------------------------
     78 
     79 #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
     80 #define _CRT_SECURE_NO_WARNINGS
     81 #endif
     82 
     83 #include "imgui.h"
     84 #include "imgui_impl_opengl3.h"
     85 #include <stdio.h>
     86 #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
     87 #include <stddef.h>     // intptr_t
     88 #else
     89 #include <stdint.h>     // intptr_t
     90 #endif
     91 
     92 // GL includes
     93 #if defined(IMGUI_IMPL_OPENGL_ES2)
     94 #include <GLES2/gl2.h>
     95 #elif defined(IMGUI_IMPL_OPENGL_ES3)
     96 #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
     97 #include <OpenGLES/ES3/gl.h>    // Use GL ES 3
     98 #else
     99 #include <GLES3/gl3.h>          // Use GL ES 3
    100 #endif
    101 #else
    102 // About Desktop OpenGL function loaders:
    103 //  Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
    104 //  Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
    105 //  You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
    106 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
    107 #include <GL/gl3w.h>            // Needs to be initialized with gl3wInit() in user's code
    108 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
    109 #include <GL/glew.h>            // Needs to be initialized with glewInit() in user's code.
    110 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
    111 #include <glad/glad.h>          // Needs to be initialized with gladLoadGL() in user's code.
    112 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
    113 #include <glad/gl.h>            // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
    114 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
    115 #ifndef GLFW_INCLUDE_NONE
    116 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
    117 #endif
    118 #include <glbinding/Binding.h>  // Needs to be initialized with glbinding::Binding::initialize() in user's code.
    119 #include <glbinding/gl/gl.h>
    120 using namespace gl;
    121 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
    122 #ifndef GLFW_INCLUDE_NONE
    123 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
    124 #endif
    125 #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
    126 #include <glbinding/gl/gl.h>
    127 using namespace gl;
    128 #else
    129 #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
    130 #endif
    131 #endif
    132 
    133 // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
    134 #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
    135 #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
    136 #endif
    137 
    138 // Desktop GL 3.3+ has glBindSampler()
    139 #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
    140 #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
    141 #endif
    142 
    143 // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
    144 #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
    145 #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
    146 #endif
    147 
    148 // Desktop GL use extension detection
    149 #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
    150 #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
    151 #endif
    152 
    153 // OpenGL Data
    154 static GLuint       g_GlVersion = 0;                // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
    155 static char         g_GlslVersionString[32] = "";   // Specified by user or detected based on compile time GL settings.
    156 static GLuint       g_FontTexture = 0;
    157 static GLuint       g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
    158 static GLint        g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;                                // Uniforms location
    159 static GLuint       g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
    160 static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
    161 static bool         g_HasClipOrigin = false;
    162 
    163 // Functions
    164 bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
    165 {
    166     // Query for GL version (e.g. 320 for GL 3.2)
    167 #if !defined(IMGUI_IMPL_OPENGL_ES2)
    168     GLint major = 0;
    169     GLint minor = 0;
    170     glGetIntegerv(GL_MAJOR_VERSION, &major);
    171     glGetIntegerv(GL_MINOR_VERSION, &minor);
    172     if (major == 0 && minor == 0)
    173     {
    174         // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
    175         const char* gl_version = (const char*)glGetString(GL_VERSION);
    176         sscanf(gl_version, "%d.%d", &major, &minor);
    177     }
    178     g_GlVersion = (GLuint)(major * 100 + minor * 10);
    179 #else
    180     g_GlVersion = 200; // GLES 2
    181 #endif
    182 
    183     // Setup backend capabilities flags
    184     ImGuiIO& io = ImGui::GetIO();
    185     io.BackendRendererName = "imgui_impl_opengl3";
    186 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
    187     if (g_GlVersion >= 320)
    188         io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
    189 #endif
    190 
    191     // Store GLSL version string so we can refer to it later in case we recreate shaders.
    192     // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
    193 #if defined(IMGUI_IMPL_OPENGL_ES2)
    194     if (glsl_version == NULL)
    195         glsl_version = "#version 100";
    196 #elif defined(IMGUI_IMPL_OPENGL_ES3)
    197     if (glsl_version == NULL)
    198         glsl_version = "#version 300 es";
    199 #elif defined(__APPLE__)
    200     if (glsl_version == NULL)
    201         glsl_version = "#version 150";
    202 #else
    203     if (glsl_version == NULL)
    204         glsl_version = "#version 130";
    205 #endif
    206     IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
    207     strcpy(g_GlslVersionString, glsl_version);
    208     strcat(g_GlslVersionString, "\n");
    209 
    210     // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
    211     // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
    212     // If auto-detection fails or doesn't select the same GL loader file as used by your application,
    213     // you are likely to get a crash below.
    214     // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
    215     const char* gl_loader = "Unknown";
    216     IM_UNUSED(gl_loader);
    217 #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
    218     gl_loader = "GL3W";
    219 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
    220     gl_loader = "GLEW";
    221 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
    222     gl_loader = "GLAD";
    223 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
    224     gl_loader = "GLAD2";
    225 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
    226     gl_loader = "glbinding2";
    227 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
    228     gl_loader = "glbinding3";
    229 #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
    230     gl_loader = "custom";
    231 #else
    232     gl_loader = "none";
    233 #endif
    234 
    235     // Make an arbitrary GL call (we don't actually need the result)
    236     // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
    237     // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
    238     GLint current_texture;
    239     glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
    240 
    241     // Detect extensions we support
    242     g_HasClipOrigin = (g_GlVersion >= 450);
    243 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
    244     GLint num_extensions = 0;
    245     glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
    246     for (GLint i = 0; i < num_extensions; i++)
    247     {
    248         const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
    249         if (strcmp(extension, "GL_ARB_clip_control") == 0)
    250             g_HasClipOrigin = true;
    251     }
    252 #endif
    253 
    254     return true;
    255 }
    256 
    257 void    ImGui_ImplOpenGL3_Shutdown()
    258 {
    259     ImGui_ImplOpenGL3_DestroyDeviceObjects();
    260 }
    261 
    262 void    ImGui_ImplOpenGL3_NewFrame()
    263 {
    264     if (!g_ShaderHandle)
    265         ImGui_ImplOpenGL3_CreateDeviceObjects();
    266 }
    267 
    268 static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
    269 {
    270     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
    271     glEnable(GL_BLEND);
    272     glBlendEquation(GL_FUNC_ADD);
    273     glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    274     glDisable(GL_CULL_FACE);
    275     glDisable(GL_DEPTH_TEST);
    276     glDisable(GL_STENCIL_TEST);
    277     glEnable(GL_SCISSOR_TEST);
    278 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
    279     if (g_GlVersion >= 310)
    280         glDisable(GL_PRIMITIVE_RESTART);
    281 #endif
    282 #ifdef GL_POLYGON_MODE
    283     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    284 #endif
    285 
    286     // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
    287 #if defined(GL_CLIP_ORIGIN)
    288     bool clip_origin_lower_left = true;
    289     if (g_HasClipOrigin)
    290     {
    291         GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
    292         if (current_clip_origin == GL_UPPER_LEFT)
    293             clip_origin_lower_left = false;
    294     }
    295 #endif
    296 
    297     // Setup viewport, orthographic projection matrix
    298     // 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.
    299     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
    300     float L = draw_data->DisplayPos.x;
    301     float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
    302     float T = draw_data->DisplayPos.y;
    303     float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
    304 #if defined(GL_CLIP_ORIGIN)
    305     if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
    306 #endif
    307     const float ortho_projection[4][4] =
    308     {
    309         { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
    310         { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },
    311         { 0.0f,         0.0f,        -1.0f,   0.0f },
    312         { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },
    313     };
    314     glUseProgram(g_ShaderHandle);
    315     glUniform1i(g_AttribLocationTex, 0);
    316     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
    317 
    318 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
    319     if (g_GlVersion >= 330)
    320         glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
    321 #endif
    322 
    323     (void)vertex_array_object;
    324 #ifndef IMGUI_IMPL_OPENGL_ES2
    325     glBindVertexArray(vertex_array_object);
    326 #endif
    327 
    328     // Bind vertex/index buffers and setup attributes for ImDrawVert
    329     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
    330     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
    331     glEnableVertexAttribArray(g_AttribLocationVtxPos);
    332     glEnableVertexAttribArray(g_AttribLocationVtxUV);
    333     glEnableVertexAttribArray(g_AttribLocationVtxColor);
    334     glVertexAttribPointer(g_AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
    335     glVertexAttribPointer(g_AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
    336     glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE,  sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
    337 }
    338 
    339 // OpenGL3 Render function.
    340 // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
    341 // This is in order to be able to run within an OpenGL engine that doesn't do so.
    342 void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
    343 {
    344     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
    345     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
    346     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
    347     if (fb_width <= 0 || fb_height <= 0)
    348         return;
    349 
    350     // Backup GL state
    351     GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
    352     glActiveTexture(GL_TEXTURE0);
    353     GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
    354     GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
    355 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
    356     GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
    357 #endif
    358     GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
    359 #ifndef IMGUI_IMPL_OPENGL_ES2
    360     GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
    361 #endif
    362 #ifdef GL_POLYGON_MODE
    363     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
    364 #endif
    365     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
    366     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
    367     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
    368     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
    369     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
    370     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
    371     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
    372     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
    373     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
    374     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
    375     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
    376     GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
    377     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
    378 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
    379     GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
    380 #endif
    381 
    382     // Setup desired GL state
    383     // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
    384     // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
    385     GLuint vertex_array_object = 0;
    386 #ifndef IMGUI_IMPL_OPENGL_ES2
    387     glGenVertexArrays(1, &vertex_array_object);
    388 #endif
    389     ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
    390 
    391     // Will project scissor/clipping rectangles into framebuffer space
    392     ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
    393     ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
    394 
    395     // Render command lists
    396     for (int n = 0; n < draw_data->CmdListsCount; n++)
    397     {
    398         const ImDrawList* cmd_list = draw_data->CmdLists[n];
    399 
    400         // Upload vertex/index buffers
    401         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
    402         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
    403 
    404         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
    405         {
    406             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
    407             if (pcmd->UserCallback != NULL)
    408             {
    409                 // User callback, registered via ImDrawList::AddCallback()
    410                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
    411                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
    412                     ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
    413                 else
    414                     pcmd->UserCallback(cmd_list, pcmd);
    415             }
    416             else
    417             {
    418                 // Project scissor/clipping rectangles into framebuffer space
    419                 ImVec4 clip_rect;
    420                 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
    421                 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
    422                 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
    423                 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
    424 
    425                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
    426                 {
    427                     // Apply scissor/clipping rectangle
    428                     glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
    429 
    430                     // Bind texture, Draw
    431                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
    432 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
    433                     if (g_GlVersion >= 320)
    434                         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);
    435                     else
    436 #endif
    437                     glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
    438                 }
    439             }
    440         }
    441     }
    442 
    443     // Destroy the temporary VAO
    444 #ifndef IMGUI_IMPL_OPENGL_ES2
    445     glDeleteVertexArrays(1, &vertex_array_object);
    446 #endif
    447 
    448     // Restore modified GL state
    449     glUseProgram(last_program);
    450     glBindTexture(GL_TEXTURE_2D, last_texture);
    451 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
    452     if (g_GlVersion >= 330)
    453         glBindSampler(0, last_sampler);
    454 #endif
    455     glActiveTexture(last_active_texture);
    456 #ifndef IMGUI_IMPL_OPENGL_ES2
    457     glBindVertexArray(last_vertex_array_object);
    458 #endif
    459     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
    460     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
    461     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
    462     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
    463     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
    464     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
    465     if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
    466     if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
    467 #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
    468     if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
    469 #endif
    470 
    471 #ifdef GL_POLYGON_MODE
    472     glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
    473 #endif
    474     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
    475     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
    476 }
    477 
    478 bool ImGui_ImplOpenGL3_CreateFontsTexture()
    479 {
    480     // Build texture atlas
    481     ImGuiIO& io = ImGui::GetIO();
    482     unsigned char* pixels;
    483     int width, height;
    484     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.
    485 
    486     // Upload texture to graphics system
    487     GLint last_texture;
    488     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    489     glGenTextures(1, &g_FontTexture);
    490     glBindTexture(GL_TEXTURE_2D, g_FontTexture);
    491     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    492     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    493 #ifdef GL_UNPACK_ROW_LENGTH
    494     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
    495 #endif
    496     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    497 
    498     // Store our identifier
    499     io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture);
    500 
    501     // Restore state
    502     glBindTexture(GL_TEXTURE_2D, last_texture);
    503 
    504     return true;
    505 }
    506 
    507 void ImGui_ImplOpenGL3_DestroyFontsTexture()
    508 {
    509     if (g_FontTexture)
    510     {
    511         ImGuiIO& io = ImGui::GetIO();
    512         glDeleteTextures(1, &g_FontTexture);
    513         io.Fonts->SetTexID(0);
    514         g_FontTexture = 0;
    515     }
    516 }
    517 
    518 // 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.
    519 static bool CheckShader(GLuint handle, const char* desc)
    520 {
    521     GLint status = 0, log_length = 0;
    522     glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
    523     glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
    524     if ((GLboolean)status == GL_FALSE)
    525         fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
    526     if (log_length > 1)
    527     {
    528         ImVector<char> buf;
    529         buf.resize((int)(log_length + 1));
    530         glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
    531         fprintf(stderr, "%s\n", buf.begin());
    532     }
    533     return (GLboolean)status == GL_TRUE;
    534 }
    535 
    536 // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
    537 static bool CheckProgram(GLuint handle, const char* desc)
    538 {
    539     GLint status = 0, log_length = 0;
    540     glGetProgramiv(handle, GL_LINK_STATUS, &status);
    541     glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
    542     if ((GLboolean)status == GL_FALSE)
    543         fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
    544     if (log_length > 1)
    545     {
    546         ImVector<char> buf;
    547         buf.resize((int)(log_length + 1));
    548         glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
    549         fprintf(stderr, "%s\n", buf.begin());
    550     }
    551     return (GLboolean)status == GL_TRUE;
    552 }
    553 
    554 bool    ImGui_ImplOpenGL3_CreateDeviceObjects()
    555 {
    556     // Backup GL state
    557     GLint last_texture, last_array_buffer;
    558     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    559     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
    560 #ifndef IMGUI_IMPL_OPENGL_ES2
    561     GLint last_vertex_array;
    562     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
    563 #endif
    564 
    565     // Parse GLSL version string
    566     int glsl_version = 130;
    567     sscanf(g_GlslVersionString, "#version %d", &glsl_version);
    568 
    569     const GLchar* vertex_shader_glsl_120 =
    570         "uniform mat4 ProjMtx;\n"
    571         "attribute vec2 Position;\n"
    572         "attribute vec2 UV;\n"
    573         "attribute vec4 Color;\n"
    574         "varying vec2 Frag_UV;\n"
    575         "varying vec4 Frag_Color;\n"
    576         "void main()\n"
    577         "{\n"
    578         "    Frag_UV = UV;\n"
    579         "    Frag_Color = Color;\n"
    580         "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
    581         "}\n";
    582 
    583     const GLchar* vertex_shader_glsl_130 =
    584         "uniform mat4 ProjMtx;\n"
    585         "in vec2 Position;\n"
    586         "in vec2 UV;\n"
    587         "in vec4 Color;\n"
    588         "out vec2 Frag_UV;\n"
    589         "out vec4 Frag_Color;\n"
    590         "void main()\n"
    591         "{\n"
    592         "    Frag_UV = UV;\n"
    593         "    Frag_Color = Color;\n"
    594         "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
    595         "}\n";
    596 
    597     const GLchar* vertex_shader_glsl_300_es =
    598         "precision mediump float;\n"
    599         "layout (location = 0) in vec2 Position;\n"
    600         "layout (location = 1) in vec2 UV;\n"
    601         "layout (location = 2) in vec4 Color;\n"
    602         "uniform mat4 ProjMtx;\n"
    603         "out vec2 Frag_UV;\n"
    604         "out vec4 Frag_Color;\n"
    605         "void main()\n"
    606         "{\n"
    607         "    Frag_UV = UV;\n"
    608         "    Frag_Color = Color;\n"
    609         "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
    610         "}\n";
    611 
    612     const GLchar* vertex_shader_glsl_410_core =
    613         "layout (location = 0) in vec2 Position;\n"
    614         "layout (location = 1) in vec2 UV;\n"
    615         "layout (location = 2) in vec4 Color;\n"
    616         "uniform mat4 ProjMtx;\n"
    617         "out vec2 Frag_UV;\n"
    618         "out vec4 Frag_Color;\n"
    619         "void main()\n"
    620         "{\n"
    621         "    Frag_UV = UV;\n"
    622         "    Frag_Color = Color;\n"
    623         "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
    624         "}\n";
    625 
    626     const GLchar* fragment_shader_glsl_120 =
    627         "#ifdef GL_ES\n"
    628         "    precision mediump float;\n"
    629         "#endif\n"
    630         "uniform sampler2D Texture;\n"
    631         "varying vec2 Frag_UV;\n"
    632         "varying vec4 Frag_Color;\n"
    633         "void main()\n"
    634         "{\n"
    635         "    gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
    636         "}\n";
    637 
    638     const GLchar* fragment_shader_glsl_130 =
    639         "uniform sampler2D Texture;\n"
    640         "in vec2 Frag_UV;\n"
    641         "in vec4 Frag_Color;\n"
    642         "out vec4 Out_Color;\n"
    643         "void main()\n"
    644         "{\n"
    645         "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
    646         "}\n";
    647 
    648     const GLchar* fragment_shader_glsl_300_es =
    649         "precision mediump float;\n"
    650         "uniform sampler2D Texture;\n"
    651         "in vec2 Frag_UV;\n"
    652         "in vec4 Frag_Color;\n"
    653         "layout (location = 0) out vec4 Out_Color;\n"
    654         "void main()\n"
    655         "{\n"
    656         "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
    657         "}\n";
    658 
    659     const GLchar* fragment_shader_glsl_410_core =
    660         "in vec2 Frag_UV;\n"
    661         "in vec4 Frag_Color;\n"
    662         "uniform sampler2D Texture;\n"
    663         "layout (location = 0) out vec4 Out_Color;\n"
    664         "void main()\n"
    665         "{\n"
    666         "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
    667         "}\n";
    668 
    669     // Select shaders matching our GLSL versions
    670     const GLchar* vertex_shader = NULL;
    671     const GLchar* fragment_shader = NULL;
    672     if (glsl_version < 130)
    673     {
    674         vertex_shader = vertex_shader_glsl_120;
    675         fragment_shader = fragment_shader_glsl_120;
    676     }
    677     else if (glsl_version >= 410)
    678     {
    679         vertex_shader = vertex_shader_glsl_410_core;
    680         fragment_shader = fragment_shader_glsl_410_core;
    681     }
    682     else if (glsl_version == 300)
    683     {
    684         vertex_shader = vertex_shader_glsl_300_es;
    685         fragment_shader = fragment_shader_glsl_300_es;
    686     }
    687     else
    688     {
    689         vertex_shader = vertex_shader_glsl_130;
    690         fragment_shader = fragment_shader_glsl_130;
    691     }
    692 
    693     // Create shaders
    694     const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
    695     g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
    696     glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
    697     glCompileShader(g_VertHandle);
    698     CheckShader(g_VertHandle, "vertex shader");
    699 
    700     const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
    701     g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
    702     glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
    703     glCompileShader(g_FragHandle);
    704     CheckShader(g_FragHandle, "fragment shader");
    705 
    706     g_ShaderHandle = glCreateProgram();
    707     glAttachShader(g_ShaderHandle, g_VertHandle);
    708     glAttachShader(g_ShaderHandle, g_FragHandle);
    709     glLinkProgram(g_ShaderHandle);
    710     CheckProgram(g_ShaderHandle, "shader program");
    711 
    712     g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
    713     g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
    714     g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
    715     g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
    716     g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
    717 
    718     // Create buffers
    719     glGenBuffers(1, &g_VboHandle);
    720     glGenBuffers(1, &g_ElementsHandle);
    721 
    722     ImGui_ImplOpenGL3_CreateFontsTexture();
    723 
    724     // Restore modified GL state
    725     glBindTexture(GL_TEXTURE_2D, last_texture);
    726     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
    727 #ifndef IMGUI_IMPL_OPENGL_ES2
    728     glBindVertexArray(last_vertex_array);
    729 #endif
    730 
    731     return true;
    732 }
    733 
    734 void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
    735 {
    736     if (g_VboHandle)        { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
    737     if (g_ElementsHandle)   { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
    738     if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
    739     if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
    740     if (g_VertHandle)       { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
    741     if (g_FragHandle)       { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
    742     if (g_ShaderHandle)     { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
    743 
    744     ImGui_ImplOpenGL3_DestroyFontsTexture();
    745 }