summaryrefslogtreecommitdiff
path: root/3rdparty/imgui/backend/imgui_impl_opengl3.cpp
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/imgui/backend/imgui_impl_opengl3.cpp')
-rw-r--r--3rdparty/imgui/backend/imgui_impl_opengl3.cpp433
1 files changed, 262 insertions, 171 deletions
diff --git a/3rdparty/imgui/backend/imgui_impl_opengl3.cpp b/3rdparty/imgui/backend/imgui_impl_opengl3.cpp
index b582851..0d3489c 100644
--- a/3rdparty/imgui/backend/imgui_impl_opengl3.cpp
+++ b/3rdparty/imgui/backend/imgui_impl_opengl3.cpp
@@ -7,12 +7,22 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
+// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
+// 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.
+// 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).
+// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
+// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
+// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
+// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
@@ -86,45 +96,64 @@
#include <stdint.h> // intptr_t
#endif
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
+#endif
+#endif
+
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
-#include <GLES2/gl2.h>
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
+#include <OpenGLES/ES2/gl.h> // Use GL ES 2
+#else
+#include <GLES2/gl2.h> // Use GL ES 2
+#endif
+#if defined(__EMSCRIPTEN__)
+#ifndef GL_GLEXT_PROTOTYPES
+#define GL_GLEXT_PROTOTYPES
+#endif
+#include <GLES2/gl2ext.h>
+#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
-#else
-// About Desktop OpenGL function loaders:
-// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
-// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
-// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
-#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
-#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
-#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
-#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
-#include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
-#ifndef GLFW_INCLUDE_NONE
-#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
-#endif
-#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
-#include <glbinding/gl/gl.h>
-using namespace gl;
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
-#ifndef GLFW_INCLUDE_NONE
-#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
+#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
+// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
+// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
+// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
+// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
+// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
+// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
+#define IMGL3W_IMPL
+#include "imgui_impl_opengl3_loader.h"
#endif
-#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
-#include <glbinding/gl/gl.h>
-using namespace gl;
-#else
-#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
+
+// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
+#ifndef IMGUI_IMPL_OPENGL_ES2
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#elif defined(__EMSCRIPTEN__)
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#define glBindVertexArray glBindVertexArrayOES
+#define glGenVertexArrays glGenVertexArraysOES
+#define glDeleteVertexArrays glDeleteVertexArraysOES
+#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif
+
+// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
+#ifdef GL_POLYGON_MODE
+#define IMGUI_IMPL_HAS_POLYGON_MODE
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
@@ -142,18 +171,58 @@ using namespace gl;
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
+// Desktop GL use extension detection
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
+#endif
+
// OpenGL Data
-static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
-static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
-static GLuint g_FontTexture = 0;
-static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
-static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
-static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
+struct ImGui_ImplOpenGL3_Data
+{
+ GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
+ char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
+ GLuint FontTexture;
+ GLuint ShaderHandle;
+ GLint AttribLocationTex; // Uniforms location
+ GLint AttribLocationProjMtx;
+ GLuint AttribLocationVtxPos; // Vertex attributes location
+ GLuint AttribLocationVtxUV;
+ GLuint AttribLocationVtxColor;
+ unsigned int VboHandle, ElementsHandle;
+ GLsizeiptr VertexBufferSize;
+ GLsizeiptr IndexBufferSize;
+ bool HasClipOrigin;
+
+ ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
+
+ // Initialize our loader
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+ if (imgl3wInit() != 0)
+ {
+ fprintf(stderr, "Failed to initialize OpenGL loader!\n");
+ return false;
+ }
+#endif
+
+ // Setup backend capabilities flags
+ ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_opengl3";
+
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major = 0;
@@ -166,85 +235,80 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
- g_GlVersion = (GLuint)(major * 100 + minor * 10);
+ bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#else
- g_GlVersion = 200; // GLES 2
+ bd->GlVersion = 200; // GLES 2
#endif
- // Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendRendererName = "imgui_impl_opengl3";
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
- if (g_GlVersion >= 320)
+ if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
-#if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)
+ {
+#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
- if (glsl_version == NULL)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
- if (glsl_version == NULL)
glsl_version = "#version 150";
#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");
-
- // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
- // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
- // If auto-detection fails or doesn't select the same GL loader file as used by your application,
- // you are likely to get a crash below.
- // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
- const char* gl_loader = "Unknown";
- IM_UNUSED(gl_loader);
-#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
- gl_loader = "GL3W";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
- gl_loader = "GLEW";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
- gl_loader = "GLAD";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
- gl_loader = "GLAD2";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
- gl_loader = "glbinding2";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
- gl_loader = "glbinding3";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
- gl_loader = "custom";
-#else
- gl_loader = "none";
-#endif
+ }
+ IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
+ strcpy(bd->GlslVersionString, glsl_version);
+ strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
- // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
- // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
+ // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
+ // Detect extensions we support
+ bd->HasClipOrigin = (bd->GlVersion >= 450);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
+ GLint num_extensions = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
+ for (GLint i = 0; i < num_extensions; i++)
+ {
+ const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
+ if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
+ bd->HasClipOrigin = true;
+ }
+#endif
+
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplOpenGL3_DestroyDeviceObjects();
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
- if (!g_ShaderHandle)
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
+
+ if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
@@ -254,19 +318,22 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
- if (g_GlVersion >= 310)
+ if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
-#ifdef GL_POLYGON_MODE
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
-#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
+#if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true;
- GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
- if (current_clip_origin == GL_UPPER_LEFT)
- clip_origin_lower_left = false;
+ if (bd->HasClipOrigin)
+ {
+ GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
+ if (current_clip_origin == GL_UPPER_LEFT)
+ clip_origin_lower_left = false;
+ }
#endif
// Setup viewport, orthographic projection matrix
@@ -276,7 +343,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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;
-#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
+#if defined(GL_CLIP_ORIGIN)
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
#endif
const float ortho_projection[4][4] =
@@ -286,29 +353,29 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
{ 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]);
+ glUseProgram(bd->ShaderHandle);
+ glUniform1i(bd->AttribLocationTex, 0);
+ glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
- if (g_GlVersion >= 330)
+ if (bd->GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void)vertex_array_object;
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
- glEnableVertexAttribArray(g_AttribLocationVtxPos);
- glEnableVertexAttribArray(g_AttribLocationVtxUV);
- glEnableVertexAttribArray(g_AttribLocationVtxColor);
- glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+ glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
+ glEnableVertexAttribArray(bd->AttribLocationVtxPos);
+ glEnableVertexAttribArray(bd->AttribLocationVtxUV);
+ glEnableVertexAttribArray(bd->AttribLocationVtxColor);
+ glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
// OpenGL3 Render function.
@@ -322,19 +389,21 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (fb_width <= 0 || fb_height <= 0)
return;
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
- GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
+ GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
-#ifdef GL_POLYGON_MODE
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
@@ -351,14 +420,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
- GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
+ GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glGenVertexArrays(1, &vertex_array_object);
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
@@ -373,8 +442,20 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
+ GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
+ GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
+ if (bd->VertexBufferSize < vtx_buffer_size)
+ {
+ bd->VertexBufferSize = vtx_buffer_size;
+ glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
+ }
+ if (bd->IndexBufferSize < idx_buffer_size)
+ {
+ bd->IndexBufferSize = idx_buffer_size;
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
+ }
+ glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
@@ -391,32 +472,28 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
else
{
// Project scissor/clipping rectangles into framebuffer space
- ImVec4 clip_rect;
- clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
- clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
- clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
- clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
- if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
- {
- // Apply scissor/clipping rectangle
- 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));
+ // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+ 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));
- // Bind texture, Draw
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+ // Bind texture, Draw
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
- if (g_GlVersion >= 320)
- 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);
- else
+ if (bd->GlVersion >= 320)
+ 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);
+ else
#endif
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
- }
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
// Destroy the temporary VAO
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glDeleteVertexArrays(1, &vertex_array_object);
#endif
@@ -424,11 +501,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
- if (g_GlVersion >= 330)
+ if (bd->GlVersion >= 330)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@@ -440,20 +517,23 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
- if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
+ if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif
-#ifdef GL_POLYGON_MODE
+#ifdef IMGUI_IMPL_HAS_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]);
+ (void)bd; // Not all compilation paths use this
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
- // Build texture atlas
ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
+ // Build texture atlas
unsigned char* pixels;
int width, height;
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.
@@ -461,17 +541,17 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+ glGenTextures(1, &bd->FontTexture);
+ glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#ifdef GL_UNPACK_ROW_LENGTH
+#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
- io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture);
+ io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
@@ -481,23 +561,25 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
- if (g_FontTexture)
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ if (bd->FontTexture)
{
- ImGuiIO& io = ImGui::GetIO();
- glDeleteTextures(1, &g_FontTexture);
+ glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
- g_FontTexture = 0;
+ bd->FontTexture = 0;
}
}
// 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!\n", desc);
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
@@ -511,11 +593,12 @@ static bool CheckShader(GLuint handle, const char* desc)
// 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, g_GlslVersionString);
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
@@ -528,18 +611,20 @@ static bool CheckProgram(GLuint handle, const char* desc)
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
- sscanf(g_GlslVersionString, "#version %d", &glsl_version);
+ sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
@@ -570,7 +655,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n";
const GLchar* vertex_shader_glsl_300_es =
- "precision mediump float;\n"
+ "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"
@@ -666,40 +751,46 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
}
// Create shaders
- 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* 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] = { 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");
+ 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");
- g_ShaderHandle = glCreateProgram();
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
- CheckProgram(g_ShaderHandle, "shader program");
+ // Link
+ bd->ShaderHandle = glCreateProgram();
+ glAttachShader(bd->ShaderHandle, vert_handle);
+ glAttachShader(bd->ShaderHandle, frag_handle);
+ glLinkProgram(bd->ShaderHandle);
+ CheckProgram(bd->ShaderHandle, "shader program");
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
+ 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, &g_VboHandle);
- glGenBuffers(1, &g_ElementsHandle);
+ glGenBuffers(1, &bd->VboHandle);
+ glGenBuffers(1, &bd->ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array);
#endif
@@ -708,13 +799,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
- if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
- if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
- if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
- if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
- if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
- if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
- if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
-
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ 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