mirror of
https://github.com/RetroDECK/Duckstation.git
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565 lines
27 KiB
C++
565 lines
27 KiB
C++
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
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// - Desktop GL: 2.x 3.x 4.x
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// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
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// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
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// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
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// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
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// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
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// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
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// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
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// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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// 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)
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// 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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// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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// 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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// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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// 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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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 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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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
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// 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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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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// 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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// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 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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// 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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// 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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// 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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// 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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// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
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// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
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// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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//----------------------------------------
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// OpenGL GLSL GLSL
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.1 120 "#version 120"
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// 3.0 130 "#version 130"
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// 3.1 140 "#version 140"
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// 3.2 150 "#version 150"
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// 3.3 330 "#version 330 core"
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// 4.0 400 "#version 400 core"
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// 4.1 410 "#version 410 core"
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// 4.2 420 "#version 410 core"
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// 4.3 430 "#version 430 core"
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// ES 2.0 100 "#version 100" = WebGL 1.0
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// ES 3.0 300 "#version 300 es" = WebGL 2.0
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//----------------------------------------
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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#include <stdint.h> // intptr_t
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#endif
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#if __has_warning("-Wzero-as-null-pointer-constant")
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
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#endif
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#endif
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// GL includes
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#include "common/gl/loader.h"
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#include "common/gl/texture.h"
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#include "common/log.h"
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Log_SetChannel(ImGui_ImplOpenGL3);
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// OpenGL Data
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struct ImGui_ImplOpenGL3_Data
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{
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GLuint GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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char GlslVersionString[32] = {}; // Specified by user or detected based on compile time GL settings.
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GL::Texture FontTexture;
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GLuint ShaderHandle = 0;
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GLint AttribLocationTex = 0; // Uniforms location
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GLint AttribLocationProjMtx = 0;
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GLuint AttribLocationVtxPos = 0; // Vertex attributes location
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GLuint AttribLocationVtxUV = 0;
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GLuint AttribLocationVtxColor = 0;
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unsigned int VboHandle = 0, ElementsHandle = 0, VaoHandle = 0;
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GLsizeiptr VertexBufferSize = 0;
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GLsizeiptr IndexBufferSize = 0;
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ImGui_ImplOpenGL3_Data() = default;
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_opengl3";
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// Query for GL version (e.g. 320 for GL 3.2)
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GLint major = 0;
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GLint minor = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if (major == 0 && minor == 0)
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{
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// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
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const char* gl_version = (const char*)glGetString(GL_VERSION);
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sscanf(gl_version, "%d.%d", &major, &minor);
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}
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bd->GlVersion = (GLuint)(major * 100 + minor * 10);
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if (bd->GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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if (glsl_version == NULL)
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glsl_version = "#version 130";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
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strcpy(bd->GlslVersionString, glsl_version);
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strcat(bd->GlslVersionString, "\n");
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if (!glDrawElementsBaseVertex)
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{
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Log_ErrorPrintf("Missing glDrawElementsBaseVertex()");
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return false;
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}
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return ImGui_ImplOpenGL3_CreateDeviceObjects();
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}
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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IM_DELETE(bd);
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}
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_SCISSOR_TEST);
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if (glPolygonMode)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// Setup viewport, orthographic projection matrix
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// 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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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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const float ortho_projection[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
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};
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glUseProgram(bd->ShaderHandle);
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glUniform1i(bd->AttribLocationTex, 0);
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glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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// Bind vertex/index buffers and setup attributes for ImDrawVert
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glBindVertexArray(bd->VaoHandle);
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glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
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glEnableVertexAttribArray(bd->AttribLocationVtxPos);
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glEnableVertexAttribArray(bd->AttribLocationVtxUV);
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glEnableVertexAttribArray(bd->AttribLocationVtxColor);
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glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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}
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// OpenGL3 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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// This is in order to be able to run within an OpenGL engine that doesn't do so.
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void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0)
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return;
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Setup desired GL state
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ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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// Upload vertex/index buffers
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GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
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GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
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if (bd->VertexBufferSize < vtx_buffer_size)
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{
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bd->VertexBufferSize = vtx_buffer_size;
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glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
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}
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if (bd->IndexBufferSize < idx_buffer_size)
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{
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bd->IndexBufferSize = idx_buffer_size;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
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}
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glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != NULL)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
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// Bind texture, Draw
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const GL::Texture* tex = static_cast<const GL::Texture*>(pcmd->GetTexID());
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if (tex)
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tex->Bind();
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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);
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}
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}
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}
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glBindVertexArray(0);
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}
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bool ImGui_ImplOpenGL3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Build texture atlas
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unsigned char* pixels;
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int width, height;
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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.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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bd->FontTexture.Create(width, height, 1, 1, 1, GPUTexture::Format::RGBA8, pixels);
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bd->FontTexture.SetLinearFilter(true);
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// Store our identifier
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io.Fonts->SetTexID(&bd->FontTexture);
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return true;
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}
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void ImGui_ImplOpenGL3_DestroyFontsTexture()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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if (bd->FontTexture.IsValid())
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bd->FontTexture.Destroy();
|
|
}
|
|
|
|
// 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.
|
|
static bool CheckShader(GLuint handle, const char* desc)
|
|
{
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
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! With GLSL: %s\n", desc, bd->GlslVersionString);
|
|
if (log_length > 1)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
|
static bool CheckProgram(GLuint handle, const char* desc)
|
|
{
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
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, bd->GlslVersionString);
|
|
if (log_length > 1)
|
|
{
|
|
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()
|
|
{
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
|
|
// Parse GLSL version string
|
|
int glsl_version = 130;
|
|
sscanf(bd->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 highp 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";
|
|
|
|
// Select shaders matching our GLSL versions
|
|
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;
|
|
}
|
|
|
|
// Create shaders
|
|
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
|
|
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
|
glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
|
|
glCompileShader(vert_handle);
|
|
CheckShader(vert_handle, "vertex shader");
|
|
|
|
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
|
|
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
|
glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
|
|
glCompileShader(frag_handle);
|
|
CheckShader(frag_handle, "fragment shader");
|
|
|
|
// Link
|
|
bd->ShaderHandle = glCreateProgram();
|
|
glAttachShader(bd->ShaderHandle, vert_handle);
|
|
glAttachShader(bd->ShaderHandle, frag_handle);
|
|
glLinkProgram(bd->ShaderHandle);
|
|
CheckProgram(bd->ShaderHandle, "shader program");
|
|
|
|
glDetachShader(bd->ShaderHandle, vert_handle);
|
|
glDetachShader(bd->ShaderHandle, frag_handle);
|
|
glDeleteShader(vert_handle);
|
|
glDeleteShader(frag_handle);
|
|
|
|
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
|
|
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
|
|
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
|
|
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
|
|
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
|
|
|
|
// Create buffers
|
|
glGenBuffers(1, &bd->VboHandle);
|
|
glGenBuffers(1, &bd->ElementsHandle);
|
|
glGenVertexArrays(1, &bd->VaoHandle);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
|
{
|
|
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
|
if (bd->VaoHandle) { glDeleteVertexArrays(1, &bd->VaoHandle); bd->VaoHandle = 0; }
|
|
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
|
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
|
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
|
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
|
}
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|