1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536
|
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif
#include "ifnpch.h" #include "../imgui.h" #include "ImGuiOpenGLRenderer.h" #include "glad/glad.h" #include <stdio.h> #if defined(_MSC_VER) && _MSC_VER <= 1500 #include <stddef.h> #else #include <stdint.h> #endif #if defined(__APPLE__) #include "TargetConditionals.h" #endif
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__)) #define USE_GL_ES3 #endif
static char g_GlslVersionString[32] = ""; static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3";
#ifdef USE_GL_ES3 if (glsl_version == NULL) glsl_version = "#version 300 es"; #else if (glsl_version == NULL) glsl_version = "#version 130"; #endif IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n");
return true; }
void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_DestroyDeviceObjects(); }
void ImGui_ImplOpenGL3_NewFrame() { if (!g_FontTexture) ImGui_ImplOpenGL3_CreateDeviceObjects(); }
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) { ImGuiIO& io = ImGui::GetIO(); int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; draw_data->ScaleClipRects(io.DisplayFramebufferScale);
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); #ifdef GL_SAMPLER_BINDING GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); #endif GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #ifdef GL_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); bool clip_origin_lower_left = true; #ifdef GL_CLIP_ORIGIN GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); if (last_clip_origin == GL_UPPER_LEFT) clip_origin_lower_left = false; #endif
glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); #ifdef GL_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; const float ortho_projection[4][4] = { { 2.0f / (R - L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f / (T - B), 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { (R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f }, }; glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef GL_SAMPLER_BINDING glBindSampler(0, 0); #endif GLuint vao_handle = 0; glGenVertexArrays(1, &vao_handle); glBindVertexArray(vao_handle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationColor); glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
ImVec2 pos = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y); if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { if (clip_origin_lower_left) 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)); else glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); } } idx_buffer_offset += pcmd->ElemCount; } } glDeleteVertexArrays(1, &vao_handle);
glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef GL_SAMPLER_BINDING glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef GL_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); #endif glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); }
bool ImGui_ImplOpenGL3_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
glBindTexture(GL_TEXTURE_2D, last_texture);
return true; }
void ImGui_ImplOpenGL3_DestroyFontsTexture() { if (g_FontTexture) { ImGuiIO& io = ImGui::GetIO(); glDeleteTextures(1, &g_FontTexture); io.Fonts->TexID = 0; g_FontTexture = 0; } }
static bool CheckShader(GLuint handle, const char* desc) { GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); if (log_length > 0) { ImVector<char> buf; buf.resize((int)(log_length + 1)); glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; }
static bool CheckProgram(GLuint handle, const char* desc) { GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); if (log_length > 0) { ImVector<char> buf; buf.resize((int)(log_length + 1)); glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; }
bool ImGui_ImplOpenGL3_CreateDeviceObjects() { GLint last_texture, last_array_buffer, last_vertex_array; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
int glsl_version = 130; sscanf(g_GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 = "uniform mat4 ProjMtx;\n" "attribute vec2 Position;\n" "attribute vec2 UV;\n" "attribute vec4 Color;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n";
const GLchar* vertex_shader_glsl_130 = "uniform mat4 ProjMtx;\n" "in vec2 Position;\n" "in vec2 UV;\n" "in vec4 Color;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n";
const GLchar* vertex_shader_glsl_300_es = "precision mediump float;\n" "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" "uniform mat4 ProjMtx;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n";
const GLchar* vertex_shader_glsl_410_core = "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" "uniform mat4 ProjMtx;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n";
const GLchar* fragment_shader_glsl_120 = "#ifdef GL_ES\n" " precision mediump float;\n" "#endif\n" "uniform sampler2D Texture;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" "}\n";
const GLchar* fragment_shader_glsl_130 = "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n";
const GLchar* fragment_shader_glsl_300_es = "precision mediump float;\n" "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "layout (location = 0) out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n";
const GLchar* fragment_shader_glsl_410_core = "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "uniform sampler2D Texture;\n" "layout (location = 0) out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n";
const GLchar* vertex_shader = NULL; const GLchar* fragment_shader = NULL; if (glsl_version < 130) { vertex_shader = vertex_shader_glsl_120; fragment_shader = fragment_shader_glsl_120; } else if (glsl_version == 410) { vertex_shader = vertex_shader_glsl_410_core; fragment_shader = fragment_shader_glsl_410_core; } else if (glsl_version == 300) { vertex_shader = vertex_shader_glsl_300_es; fragment_shader = fragment_shader_glsl_300_es; } else { vertex_shader = vertex_shader_glsl_130; fragment_shader = fragment_shader_glsl_130; }
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; g_VertHandle = glCreateShader(GL_VERTEX_SHADER); glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); glCompileShader(g_VertHandle); CheckShader(g_VertHandle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); glCompileShader(g_FragHandle); CheckShader(g_FragHandle, "fragment shader");
g_ShaderHandle = glCreateProgram(); glAttachShader(g_ShaderHandle, g_VertHandle); glAttachShader(g_ShaderHandle, g_FragHandle); glLinkProgram(g_ShaderHandle); CheckProgram(g_ShaderHandle, "shader program");
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindVertexArray(last_vertex_array);
return true; }
void ImGui_ImplOpenGL3_DestroyDeviceObjects() { if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); g_VboHandle = g_ElementsHandle = 0;
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); if (g_VertHandle) glDeleteShader(g_VertHandle); g_VertHandle = 0;
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); if (g_FragHandle) glDeleteShader(g_FragHandle); g_FragHandle = 0;
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0;
ImGui_ImplOpenGL3_DestroyFontsTexture(); }
|