1 | // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
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2 | // - Desktop GL: 2.x 3.x 4.x
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3 | // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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4 | // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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5 |
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6 | // Implemented features:
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7 | // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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8 | // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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9 |
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10 | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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11 | // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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12 | // https://github.com/ocornut/imgui
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13 |
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14 | // CHANGELOG
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15 | // (minor and older changes stripped away, please see git history for details)
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16 | // 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.
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17 | // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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18 | // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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19 | // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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20 | // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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21 | // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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22 | // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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23 | // 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.
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24 | // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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25 | // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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26 | // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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27 | // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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28 | // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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29 | // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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30 | // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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31 | // 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.
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32 | // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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33 | // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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34 | // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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35 | // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
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36 | // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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37 | // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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38 | // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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39 | // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
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40 | // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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41 | // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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42 | // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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43 | // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
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44 | // 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".
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45 | // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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46 | // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
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47 | // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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48 | // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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49 | // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
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50 | // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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51 | // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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52 | // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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53 |
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54 | //----------------------------------------
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55 | // OpenGL GLSL GLSL
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56 | // version version string
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57 | //----------------------------------------
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58 | // 2.0 110 "#version 110"
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59 | // 2.1 120 "#version 120"
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60 | // 3.0 130 "#version 130"
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61 | // 3.1 140 "#version 140"
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62 | // 3.2 150 "#version 150"
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63 | // 3.3 330 "#version 330 core"
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64 | // 4.0 400 "#version 400 core"
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65 | // 4.1 410 "#version 410 core"
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66 | // 4.2 420 "#version 410 core"
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67 | // 4.3 430 "#version 430 core"
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68 | // ES 2.0 100 "#version 100" = WebGL 1.0
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69 | // ES 3.0 300 "#version 300 es" = WebGL 2.0
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70 | //----------------------------------------
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71 |
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72 | #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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73 | #define _CRT_SECURE_NO_WARNINGS
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74 | #endif
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75 |
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76 | #include "imgui.h"
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77 | #include "imgui_impl_opengl3.h"
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78 | #include <stdio.h>
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79 | #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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80 | #include <stddef.h> // intptr_t
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81 | #else
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82 | #include <stdint.h> // intptr_t
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83 | #endif
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84 |
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85 | // GL includes
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86 | #if defined(IMGUI_IMPL_OPENGL_ES2)
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87 | #include <GLES2/gl2.h>
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88 | #elif defined(IMGUI_IMPL_OPENGL_ES3)
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89 | #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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90 | #include <OpenGLES/ES3/gl.h> // Use GL ES 3
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91 | #else
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92 | #include <GLES3/gl3.h> // Use GL ES 3
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93 | #endif
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94 | #else
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95 | // About Desktop OpenGL function loaders:
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96 | // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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97 | // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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98 | // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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99 | #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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100 | #include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
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101 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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102 | #include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
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103 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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104 | #include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
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105 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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106 | #include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
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107 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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108 | #ifndef GLFW_INCLUDE_NONE
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109 | #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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110 | #endif
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111 | #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
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112 | #include <glbinding/gl/gl.h>
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113 | using namespace gl;
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114 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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115 | #ifndef GLFW_INCLUDE_NONE
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116 | #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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117 | #endif
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118 | #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
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119 | #include <glbinding/gl/gl.h>
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120 | using namespace gl;
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121 | #else
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122 | #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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123 | #endif
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124 | #endif
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125 |
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126 | // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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127 | #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
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128 | #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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129 | #endif
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130 |
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131 | // Desktop GL 3.3+ has glBindSampler()
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132 | #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
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133 | #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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134 | #endif
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135 |
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136 | // OpenGL Data
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137 | static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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138 | static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
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139 | static GLuint g_FontTexture = 0;
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140 | static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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141 | static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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142 | static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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143 | static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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144 |
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145 | // Functions
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146 | bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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147 | {
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148 | // Query for GL version (e.g. 320 for GL 3.2)
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149 | #if !defined(IMGUI_IMPL_OPENGL_ES2)
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150 | GLint major, minor;
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151 | glGetIntegerv(GL_MAJOR_VERSION, &major);
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152 | glGetIntegerv(GL_MINOR_VERSION, &minor);
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153 | g_GlVersion = (GLuint)(major * 100 + minor * 10);
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154 | #else
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155 | g_GlVersion = 200; // GLES 2
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156 | #endif
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157 |
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158 | // Setup back-end capabilities flags
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159 | ImGuiIO& io = ImGui::GetIO();
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160 | io.BackendRendererName = "imgui_impl_opengl3";
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161 | #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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162 | if (g_GlVersion >= 320)
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163 | io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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164 | #endif
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165 |
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166 | // Store GLSL version string so we can refer to it later in case we recreate shaders.
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167 | // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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168 | #if defined(IMGUI_IMPL_OPENGL_ES2)
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169 | if (glsl_version == NULL)
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170 | glsl_version = "#version 100";
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171 | #elif defined(IMGUI_IMPL_OPENGL_ES3)
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172 | if (glsl_version == NULL)
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173 | glsl_version = "#version 300 es";
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174 | #elif defined(__APPLE__)
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175 | if (glsl_version == NULL)
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176 | glsl_version = "#version 150";
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177 | #else
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178 | if (glsl_version == NULL)
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179 | glsl_version = "#version 130";
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180 | #endif
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181 | IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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182 | strcpy(g_GlslVersionString, glsl_version);
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183 | strcat(g_GlslVersionString, "\n");
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184 |
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185 | // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
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186 | // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
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187 | // If auto-detection fails or doesn't select the same GL loader file as used by your application,
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188 | // you are likely to get a crash below.
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189 | // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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190 | const char* gl_loader = "Unknown";
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191 | IM_UNUSED(gl_loader);
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192 | #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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193 | gl_loader = "GL3W";
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194 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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195 | gl_loader = "GLEW";
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196 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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197 | gl_loader = "GLAD";
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198 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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199 | gl_loader = "GLAD2";
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200 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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201 | gl_loader = "glbinding2";
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202 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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203 | gl_loader = "glbinding3";
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204 | #elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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205 | gl_loader = "custom";
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206 | #else
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207 | gl_loader = "none";
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208 | #endif
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209 |
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210 | // Make an arbitrary GL call (we don't actually need the result)
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211 | // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
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212 | // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
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213 | GLint current_texture;
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214 | glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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215 |
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216 | return true;
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217 | }
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218 |
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219 | void ImGui_ImplOpenGL3_Shutdown()
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220 | {
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221 | ImGui_ImplOpenGL3_DestroyDeviceObjects();
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222 | }
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223 |
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224 | void ImGui_ImplOpenGL3_NewFrame()
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225 | {
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226 | if (!g_ShaderHandle)
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227 | ImGui_ImplOpenGL3_CreateDeviceObjects();
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228 | }
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229 |
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230 | static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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231 | {
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232 | // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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233 | glEnable(GL_BLEND);
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234 | glBlendEquation(GL_FUNC_ADD);
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235 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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236 | glDisable(GL_CULL_FACE);
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237 | glDisable(GL_DEPTH_TEST);
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238 | glEnable(GL_SCISSOR_TEST);
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239 | #ifdef GL_POLYGON_MODE
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240 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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241 | #endif
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242 |
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243 | // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
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244 | bool clip_origin_lower_left = true;
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245 | #if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
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246 | GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
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247 | if (current_clip_origin == GL_UPPER_LEFT)
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248 | clip_origin_lower_left = false;
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249 | #endif
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250 |
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251 | // Setup viewport, orthographic projection matrix
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252 | // 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.
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253 | glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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254 | float L = draw_data->DisplayPos.x;
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255 | float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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256 | float T = draw_data->DisplayPos.y;
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257 | float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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258 | if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
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259 | const float ortho_projection[4][4] =
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260 | {
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261 | { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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262 | { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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263 | { 0.0f, 0.0f, -1.0f, 0.0f },
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264 | { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
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265 | };
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266 | glUseProgram(g_ShaderHandle);
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267 | glUniform1i(g_AttribLocationTex, 0);
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268 | glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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269 |
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270 | #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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271 | if (g_GlVersion >= 330)
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272 | glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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273 | #endif
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274 |
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275 | (void)vertex_array_object;
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276 | #ifndef IMGUI_IMPL_OPENGL_ES2
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277 | glBindVertexArray(vertex_array_object);
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278 | #endif
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279 |
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280 | // Bind vertex/index buffers and setup attributes for ImDrawVert
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281 | glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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282 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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283 | glEnableVertexAttribArray(g_AttribLocationVtxPos);
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284 | glEnableVertexAttribArray(g_AttribLocationVtxUV);
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285 | glEnableVertexAttribArray(g_AttribLocationVtxColor);
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286 | glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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287 | glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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288 | glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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289 | }
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290 |
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291 | // OpenGL3 Render function.
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292 | // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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293 | // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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294 | void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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295 | {
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296 | // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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297 | int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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298 | int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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299 | if (fb_width <= 0 || fb_height <= 0)
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300 | return;
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301 |
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302 | // Backup GL state
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303 | GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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304 | glActiveTexture(GL_TEXTURE0);
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305 | GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
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306 | GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
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307 | #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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308 | GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
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309 | #endif
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310 | GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
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311 | #ifndef IMGUI_IMPL_OPENGL_ES2
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312 | GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
---|
313 | #endif
|
---|
314 | #ifdef GL_POLYGON_MODE
|
---|
315 | GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
---|
316 | #endif
|
---|
317 | GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
---|
318 | GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
---|
319 | GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
---|
320 | GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
---|
321 | GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
---|
322 | GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
---|
323 | GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
---|
324 | GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
---|
325 | GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
---|
326 | GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
---|
327 | GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
---|
328 | GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
---|
329 |
|
---|
330 | // Setup desired GL state
|
---|
331 | // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
---|
332 | // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
---|
333 | GLuint vertex_array_object = 0;
|
---|
334 | #ifndef IMGUI_IMPL_OPENGL_ES2
|
---|
335 | glGenVertexArrays(1, &vertex_array_object);
|
---|
336 | #endif
|
---|
337 | ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
---|
338 |
|
---|
339 | // Will project scissor/clipping rectangles into framebuffer space
|
---|
340 | ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
---|
341 | ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
---|
342 |
|
---|
343 | // Render command lists
|
---|
344 | for (int n = 0; n < draw_data->CmdListsCount; n++)
|
---|
345 | {
|
---|
346 | const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
---|
347 |
|
---|
348 | // Upload vertex/index buffers
|
---|
349 | glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
---|
350 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
---|
351 |
|
---|
352 | for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
---|
353 | {
|
---|
354 | const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
---|
355 | if (pcmd->UserCallback != NULL)
|
---|
356 | {
|
---|
357 | // User callback, registered via ImDrawList::AddCallback()
|
---|
358 | // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
---|
359 | if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
---|
360 | ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
---|
361 | else
|
---|
362 | pcmd->UserCallback(cmd_list, pcmd);
|
---|
363 | }
|
---|
364 | else
|
---|
365 | {
|
---|
366 | // Project scissor/clipping rectangles into framebuffer space
|
---|
367 | ImVec4 clip_rect;
|
---|
368 | clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
---|
369 | clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
---|
370 | clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
---|
371 | clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
---|
372 |
|
---|
373 | if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
---|
374 | {
|
---|
375 | // Apply scissor/clipping rectangle
|
---|
376 | 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));
|
---|
377 |
|
---|
378 | // Bind texture, Draw
|
---|
379 | glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
---|
380 | #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
---|
381 | if (g_GlVersion >= 320)
|
---|
382 | 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);
|
---|
383 | else
|
---|
384 | #endif
|
---|
385 | glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
---|
386 | }
|
---|
387 | }
|
---|
388 | }
|
---|
389 | }
|
---|
390 |
|
---|
391 | // Destroy the temporary VAO
|
---|
392 | #ifndef IMGUI_IMPL_OPENGL_ES2
|
---|
393 | glDeleteVertexArrays(1, &vertex_array_object);
|
---|
394 | #endif
|
---|
395 |
|
---|
396 | // Restore modified GL state
|
---|
397 | glUseProgram(last_program);
|
---|
398 | glBindTexture(GL_TEXTURE_2D, last_texture);
|
---|
399 | #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
---|
400 | if (g_GlVersion >= 330)
|
---|
401 | glBindSampler(0, last_sampler);
|
---|
402 | #endif
|
---|
403 | glActiveTexture(last_active_texture);
|
---|
404 | #ifndef IMGUI_IMPL_OPENGL_ES2
|
---|
405 | glBindVertexArray(last_vertex_array_object);
|
---|
406 | #endif
|
---|
407 | glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
---|
408 | glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
---|
409 | glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
---|
410 | if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
---|
411 | if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
---|
412 | if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
---|
413 | if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
---|
414 | #ifdef GL_POLYGON_MODE
|
---|
415 | glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
---|
416 | #endif
|
---|
417 | glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
---|
418 | glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
---|
419 | }
|
---|
420 |
|
---|
421 | bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
---|
422 | {
|
---|
423 | // Build texture atlas
|
---|
424 | ImGuiIO& io = ImGui::GetIO();
|
---|
425 | unsigned char* pixels;
|
---|
426 | int width, height;
|
---|
427 | 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.
|
---|
428 |
|
---|
429 | // Upload texture to graphics system
|
---|
430 | GLint last_texture;
|
---|
431 | glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
---|
432 | glGenTextures(1, &g_FontTexture);
|
---|
433 | glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
---|
434 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
435 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
436 | #ifdef GL_UNPACK_ROW_LENGTH
|
---|
437 | glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
---|
438 | #endif
|
---|
439 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
---|
440 |
|
---|
441 | // Store our identifier
|
---|
442 | io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
|
---|
443 |
|
---|
444 | // Restore state
|
---|
445 | glBindTexture(GL_TEXTURE_2D, last_texture);
|
---|
446 |
|
---|
447 | return true;
|
---|
448 | }
|
---|
449 |
|
---|
450 | void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
---|
451 | {
|
---|
452 | if (g_FontTexture)
|
---|
453 | {
|
---|
454 | ImGuiIO& io = ImGui::GetIO();
|
---|
455 | glDeleteTextures(1, &g_FontTexture);
|
---|
456 | io.Fonts->TexID = 0;
|
---|
457 | g_FontTexture = 0;
|
---|
458 | }
|
---|
459 | }
|
---|
460 |
|
---|
461 | // 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.
|
---|
462 | static bool CheckShader(GLuint handle, const char* desc)
|
---|
463 | {
|
---|
464 | GLint status = 0, log_length = 0;
|
---|
465 | glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
---|
466 | glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
---|
467 | if ((GLboolean)status == GL_FALSE)
|
---|
468 | fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
---|
469 | if (log_length > 1)
|
---|
470 | {
|
---|
471 | ImVector<char> buf;
|
---|
472 | buf.resize((int)(log_length + 1));
|
---|
473 | glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
---|
474 | fprintf(stderr, "%s\n", buf.begin());
|
---|
475 | }
|
---|
476 | return (GLboolean)status == GL_TRUE;
|
---|
477 | }
|
---|
478 |
|
---|
479 | // If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
---|
480 | static bool CheckProgram(GLuint handle, const char* desc)
|
---|
481 | {
|
---|
482 | GLint status = 0, log_length = 0;
|
---|
483 | glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
---|
484 | glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
---|
485 | if ((GLboolean)status == GL_FALSE)
|
---|
486 | fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
|
---|
487 | if (log_length > 1)
|
---|
488 | {
|
---|
489 | ImVector<char> buf;
|
---|
490 | buf.resize((int)(log_length + 1));
|
---|
491 | glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
---|
492 | fprintf(stderr, "%s\n", buf.begin());
|
---|
493 | }
|
---|
494 | return (GLboolean)status == GL_TRUE;
|
---|
495 | }
|
---|
496 |
|
---|
497 | bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
---|
498 | {
|
---|
499 | // Backup GL state
|
---|
500 | GLint last_texture, last_array_buffer;
|
---|
501 | glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
---|
502 | glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
---|
503 | #ifndef IMGUI_IMPL_OPENGL_ES2
|
---|
504 | GLint last_vertex_array;
|
---|
505 | glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
---|
506 | #endif
|
---|
507 |
|
---|
508 | // Parse GLSL version string
|
---|
509 | int glsl_version = 130;
|
---|
510 | sscanf(g_GlslVersionString, "#version %d", &glsl_version);
|
---|
511 |
|
---|
512 | const GLchar* vertex_shader_glsl_120 =
|
---|
513 | "uniform mat4 ProjMtx;\n"
|
---|
514 | "attribute vec2 Position;\n"
|
---|
515 | "attribute vec2 UV;\n"
|
---|
516 | "attribute vec4 Color;\n"
|
---|
517 | "varying vec2 Frag_UV;\n"
|
---|
518 | "varying vec4 Frag_Color;\n"
|
---|
519 | "void main()\n"
|
---|
520 | "{\n"
|
---|
521 | " Frag_UV = UV;\n"
|
---|
522 | " Frag_Color = Color;\n"
|
---|
523 | " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
---|
524 | "}\n";
|
---|
525 |
|
---|
526 | const GLchar* vertex_shader_glsl_130 =
|
---|
527 | "uniform mat4 ProjMtx;\n"
|
---|
528 | "in vec2 Position;\n"
|
---|
529 | "in vec2 UV;\n"
|
---|
530 | "in vec4 Color;\n"
|
---|
531 | "out vec2 Frag_UV;\n"
|
---|
532 | "out vec4 Frag_Color;\n"
|
---|
533 | "void main()\n"
|
---|
534 | "{\n"
|
---|
535 | " Frag_UV = UV;\n"
|
---|
536 | " Frag_Color = Color;\n"
|
---|
537 | " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
---|
538 | "}\n";
|
---|
539 |
|
---|
540 | const GLchar* vertex_shader_glsl_300_es =
|
---|
541 | "precision mediump float;\n"
|
---|
542 | "layout (location = 0) in vec2 Position;\n"
|
---|
543 | "layout (location = 1) in vec2 UV;\n"
|
---|
544 | "layout (location = 2) in vec4 Color;\n"
|
---|
545 | "uniform mat4 ProjMtx;\n"
|
---|
546 | "out vec2 Frag_UV;\n"
|
---|
547 | "out vec4 Frag_Color;\n"
|
---|
548 | "void main()\n"
|
---|
549 | "{\n"
|
---|
550 | " Frag_UV = UV;\n"
|
---|
551 | " Frag_Color = Color;\n"
|
---|
552 | " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
---|
553 | "}\n";
|
---|
554 |
|
---|
555 | const GLchar* vertex_shader_glsl_410_core =
|
---|
556 | "layout (location = 0) in vec2 Position;\n"
|
---|
557 | "layout (location = 1) in vec2 UV;\n"
|
---|
558 | "layout (location = 2) in vec4 Color;\n"
|
---|
559 | "uniform mat4 ProjMtx;\n"
|
---|
560 | "out vec2 Frag_UV;\n"
|
---|
561 | "out vec4 Frag_Color;\n"
|
---|
562 | "void main()\n"
|
---|
563 | "{\n"
|
---|
564 | " Frag_UV = UV;\n"
|
---|
565 | " Frag_Color = Color;\n"
|
---|
566 | " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
---|
567 | "}\n";
|
---|
568 |
|
---|
569 | const GLchar* fragment_shader_glsl_120 =
|
---|
570 | "#ifdef GL_ES\n"
|
---|
571 | " precision mediump float;\n"
|
---|
572 | "#endif\n"
|
---|
573 | "uniform sampler2D Texture;\n"
|
---|
574 | "varying vec2 Frag_UV;\n"
|
---|
575 | "varying vec4 Frag_Color;\n"
|
---|
576 | "void main()\n"
|
---|
577 | "{\n"
|
---|
578 | " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
---|
579 | "}\n";
|
---|
580 |
|
---|
581 | const GLchar* fragment_shader_glsl_130 =
|
---|
582 | "uniform sampler2D Texture;\n"
|
---|
583 | "in vec2 Frag_UV;\n"
|
---|
584 | "in vec4 Frag_Color;\n"
|
---|
585 | "out vec4 Out_Color;\n"
|
---|
586 | "void main()\n"
|
---|
587 | "{\n"
|
---|
588 | " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
---|
589 | "}\n";
|
---|
590 |
|
---|
591 | const GLchar* fragment_shader_glsl_300_es =
|
---|
592 | "precision mediump float;\n"
|
---|
593 | "uniform sampler2D Texture;\n"
|
---|
594 | "in vec2 Frag_UV;\n"
|
---|
595 | "in vec4 Frag_Color;\n"
|
---|
596 | "layout (location = 0) out vec4 Out_Color;\n"
|
---|
597 | "void main()\n"
|
---|
598 | "{\n"
|
---|
599 | " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
---|
600 | "}\n";
|
---|
601 |
|
---|
602 | const GLchar* fragment_shader_glsl_410_core =
|
---|
603 | "in vec2 Frag_UV;\n"
|
---|
604 | "in vec4 Frag_Color;\n"
|
---|
605 | "uniform sampler2D Texture;\n"
|
---|
606 | "layout (location = 0) out vec4 Out_Color;\n"
|
---|
607 | "void main()\n"
|
---|
608 | "{\n"
|
---|
609 | " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
---|
610 | "}\n";
|
---|
611 |
|
---|
612 | // Select shaders matching our GLSL versions
|
---|
613 | const GLchar* vertex_shader = NULL;
|
---|
614 | const GLchar* fragment_shader = NULL;
|
---|
615 | if (glsl_version < 130)
|
---|
616 | {
|
---|
617 | vertex_shader = vertex_shader_glsl_120;
|
---|
618 | fragment_shader = fragment_shader_glsl_120;
|
---|
619 | }
|
---|
620 | else if (glsl_version >= 410)
|
---|
621 | {
|
---|
622 | vertex_shader = vertex_shader_glsl_410_core;
|
---|
623 | fragment_shader = fragment_shader_glsl_410_core;
|
---|
624 | }
|
---|
625 | else if (glsl_version == 300)
|
---|
626 | {
|
---|
627 | vertex_shader = vertex_shader_glsl_300_es;
|
---|
628 | fragment_shader = fragment_shader_glsl_300_es;
|
---|
629 | }
|
---|
630 | else
|
---|
631 | {
|
---|
632 | vertex_shader = vertex_shader_glsl_130;
|
---|
633 | fragment_shader = fragment_shader_glsl_130;
|
---|
634 | }
|
---|
635 |
|
---|
636 | // Create shaders
|
---|
637 | const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
|
---|
638 | g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
---|
639 | glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
---|
640 | glCompileShader(g_VertHandle);
|
---|
641 | CheckShader(g_VertHandle, "vertex shader");
|
---|
642 |
|
---|
643 | const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
|
---|
644 | g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
---|
645 | glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
---|
646 | glCompileShader(g_FragHandle);
|
---|
647 | CheckShader(g_FragHandle, "fragment shader");
|
---|
648 |
|
---|
649 | g_ShaderHandle = glCreateProgram();
|
---|
650 | glAttachShader(g_ShaderHandle, g_VertHandle);
|
---|
651 | glAttachShader(g_ShaderHandle, g_FragHandle);
|
---|
652 | glLinkProgram(g_ShaderHandle);
|
---|
653 | CheckProgram(g_ShaderHandle, "shader program");
|
---|
654 |
|
---|
655 | g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
---|
656 | g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
---|
657 | g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
|
---|
658 | g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
|
---|
659 | g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
|
---|
660 |
|
---|
661 | // Create buffers
|
---|
662 | glGenBuffers(1, &g_VboHandle);
|
---|
663 | glGenBuffers(1, &g_ElementsHandle);
|
---|
664 |
|
---|
665 | ImGui_ImplOpenGL3_CreateFontsTexture();
|
---|
666 |
|
---|
667 | // Restore modified GL state
|
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668 | glBindTexture(GL_TEXTURE_2D, last_texture);
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669 | glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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670 | #ifndef IMGUI_IMPL_OPENGL_ES2
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671 | glBindVertexArray(last_vertex_array);
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672 | #endif
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673 |
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674 | return true;
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675 | }
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676 |
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677 | void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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678 | {
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679 | if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
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680 | if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
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681 | if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
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682 | if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
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683 | if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
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684 | if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
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685 | if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
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686 |
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687 | ImGui_ImplOpenGL3_DestroyFontsTexture();
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688 | }
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