1bf215546Sopenharmony_ci// ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
2bf215546Sopenharmony_ci// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
3bf215546Sopenharmony_ci// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
4bf215546Sopenharmony_ci
5bf215546Sopenharmony_ci// Implemented features:
6bf215546Sopenharmony_ci//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
7bf215546Sopenharmony_ci
8bf215546Sopenharmony_ci// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
9bf215546Sopenharmony_ci// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
10bf215546Sopenharmony_ci// https://github.com/ocornut/imgui
11bf215546Sopenharmony_ci
12bf215546Sopenharmony_ci// CHANGELOG
13bf215546Sopenharmony_ci// (minor and older changes stripped away, please see git history for details)
14bf215546Sopenharmony_ci//  2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
15bf215546Sopenharmony_ci//  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
16bf215546Sopenharmony_ci//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
17bf215546Sopenharmony_ci//  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
18bf215546Sopenharmony_ci//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
19bf215546Sopenharmony_ci//  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".
20bf215546Sopenharmony_ci//  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
21bf215546Sopenharmony_ci//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
22bf215546Sopenharmony_ci//  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
23bf215546Sopenharmony_ci//  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
24bf215546Sopenharmony_ci//  2017-05-01: OpenGL: Fixed save and restore of current blend func state.
25bf215546Sopenharmony_ci//  2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
26bf215546Sopenharmony_ci//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
27bf215546Sopenharmony_ci//  2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
28bf215546Sopenharmony_ci
29bf215546Sopenharmony_ci//----------------------------------------
30bf215546Sopenharmony_ci// OpenGL    GLSL      GLSL
31bf215546Sopenharmony_ci// version   version   string
32bf215546Sopenharmony_ci//----------------------------------------
33bf215546Sopenharmony_ci//  2.0       110       "#version 110"
34bf215546Sopenharmony_ci//  2.1       120
35bf215546Sopenharmony_ci//  3.0       130
36bf215546Sopenharmony_ci//  3.1       140
37bf215546Sopenharmony_ci//  3.2       150       "#version 150"
38bf215546Sopenharmony_ci//  3.3       330
39bf215546Sopenharmony_ci//  4.0       400
40bf215546Sopenharmony_ci//  4.1       410
41bf215546Sopenharmony_ci//  4.2       420
42bf215546Sopenharmony_ci//  4.3       430
43bf215546Sopenharmony_ci//  ES 2.0    100       "#version 100"
44bf215546Sopenharmony_ci//  ES 3.0    300       "#version 300 es"
45bf215546Sopenharmony_ci//----------------------------------------
46bf215546Sopenharmony_ci
47bf215546Sopenharmony_ci#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
48bf215546Sopenharmony_ci#define _CRT_SECURE_NO_WARNINGS
49bf215546Sopenharmony_ci#endif
50bf215546Sopenharmony_ci
51bf215546Sopenharmony_ci#include "imgui/imgui.h"
52bf215546Sopenharmony_ci#include "imgui_impl_opengl3.h"
53bf215546Sopenharmony_ci#include <stdio.h>
54bf215546Sopenharmony_ci#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
55bf215546Sopenharmony_ci#include <stddef.h>     // intptr_t
56bf215546Sopenharmony_ci#else
57bf215546Sopenharmony_ci#include <stdint.h>     // intptr_t
58bf215546Sopenharmony_ci#endif
59bf215546Sopenharmony_ci
60bf215546Sopenharmony_ci#include <epoxy/gl.h>
61bf215546Sopenharmony_ci//#include "gl3w.h"    // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
62bf215546Sopenharmony_ci//#include <glew.h>
63bf215546Sopenharmony_ci//#include <glext.h>
64bf215546Sopenharmony_ci//#include <glad/glad.h>
65bf215546Sopenharmony_ci
66bf215546Sopenharmony_ci// OpenGL Data
67bf215546Sopenharmony_cistatic char         g_GlslVersionString[32] = "";
68bf215546Sopenharmony_cistatic GLuint       g_FontTexture = 0;
69bf215546Sopenharmony_cistatic GLuint       g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
70bf215546Sopenharmony_cistatic int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
71bf215546Sopenharmony_cistatic int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
72bf215546Sopenharmony_cistatic unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
73bf215546Sopenharmony_ci
74bf215546Sopenharmony_ci// Functions
75bf215546Sopenharmony_cibool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
76bf215546Sopenharmony_ci{
77bf215546Sopenharmony_ci    // 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.
78bf215546Sopenharmony_ci    if (glsl_version == NULL)
79bf215546Sopenharmony_ci        glsl_version = "#version 130";
80bf215546Sopenharmony_ci    IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
81bf215546Sopenharmony_ci    strcpy(g_GlslVersionString, glsl_version);
82bf215546Sopenharmony_ci    strcat(g_GlslVersionString, "\n");
83bf215546Sopenharmony_ci    return true;
84bf215546Sopenharmony_ci}
85bf215546Sopenharmony_ci
86bf215546Sopenharmony_civoid    ImGui_ImplOpenGL3_Shutdown()
87bf215546Sopenharmony_ci{
88bf215546Sopenharmony_ci    ImGui_ImplOpenGL3_DestroyDeviceObjects();
89bf215546Sopenharmony_ci}
90bf215546Sopenharmony_ci
91bf215546Sopenharmony_civoid    ImGui_ImplOpenGL3_NewFrame()
92bf215546Sopenharmony_ci{
93bf215546Sopenharmony_ci    if (!g_FontTexture)
94bf215546Sopenharmony_ci        ImGui_ImplOpenGL3_CreateDeviceObjects();
95bf215546Sopenharmony_ci}
96bf215546Sopenharmony_ci
97bf215546Sopenharmony_ci// OpenGL3 Render function.
98bf215546Sopenharmony_ci// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
99bf215546Sopenharmony_ci// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
100bf215546Sopenharmony_civoid    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
101bf215546Sopenharmony_ci{
102bf215546Sopenharmony_ci    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
103bf215546Sopenharmony_ci    ImGuiIO& io = ImGui::GetIO();
104bf215546Sopenharmony_ci    int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
105bf215546Sopenharmony_ci    int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
106bf215546Sopenharmony_ci    if (fb_width <= 0 || fb_height <= 0)
107bf215546Sopenharmony_ci        return;
108bf215546Sopenharmony_ci    draw_data->ScaleClipRects(io.DisplayFramebufferScale);
109bf215546Sopenharmony_ci
110bf215546Sopenharmony_ci    // Backup GL state
111bf215546Sopenharmony_ci    GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
112bf215546Sopenharmony_ci    glActiveTexture(GL_TEXTURE0);
113bf215546Sopenharmony_ci    GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
114bf215546Sopenharmony_ci    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
115bf215546Sopenharmony_ci    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
116bf215546Sopenharmony_ci    GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
117bf215546Sopenharmony_ci    GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
118bf215546Sopenharmony_ci    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
119bf215546Sopenharmony_ci    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
120bf215546Sopenharmony_ci    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
121bf215546Sopenharmony_ci    GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
122bf215546Sopenharmony_ci    GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
123bf215546Sopenharmony_ci    GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
124bf215546Sopenharmony_ci    GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
125bf215546Sopenharmony_ci    GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
126bf215546Sopenharmony_ci    GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
127bf215546Sopenharmony_ci    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
128bf215546Sopenharmony_ci    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
129bf215546Sopenharmony_ci    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
130bf215546Sopenharmony_ci    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
131bf215546Sopenharmony_ci
132bf215546Sopenharmony_ci    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
133bf215546Sopenharmony_ci    glEnable(GL_BLEND);
134bf215546Sopenharmony_ci    glBlendEquation(GL_FUNC_ADD);
135bf215546Sopenharmony_ci    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
136bf215546Sopenharmony_ci    glDisable(GL_CULL_FACE);
137bf215546Sopenharmony_ci    glDisable(GL_DEPTH_TEST);
138bf215546Sopenharmony_ci    glEnable(GL_SCISSOR_TEST);
139bf215546Sopenharmony_ci    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
140bf215546Sopenharmony_ci
141bf215546Sopenharmony_ci    // Setup viewport, orthographic projection matrix
142bf215546Sopenharmony_ci    // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
143bf215546Sopenharmony_ci    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
144bf215546Sopenharmony_ci    float L = draw_data->DisplayPos.x;
145bf215546Sopenharmony_ci    float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
146bf215546Sopenharmony_ci    float T = draw_data->DisplayPos.y;
147bf215546Sopenharmony_ci    float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
148bf215546Sopenharmony_ci    const float ortho_projection[4][4] =
149bf215546Sopenharmony_ci    {
150bf215546Sopenharmony_ci        { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
151bf215546Sopenharmony_ci        { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },
152bf215546Sopenharmony_ci        { 0.0f,         0.0f,        -1.0f,   0.0f },
153bf215546Sopenharmony_ci        { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },
154bf215546Sopenharmony_ci    };
155bf215546Sopenharmony_ci    glUseProgram(g_ShaderHandle);
156bf215546Sopenharmony_ci    glUniform1i(g_AttribLocationTex, 0);
157bf215546Sopenharmony_ci    glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
158bf215546Sopenharmony_ci    if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
159bf215546Sopenharmony_ci
160bf215546Sopenharmony_ci    // Recreate the VAO every time
161bf215546Sopenharmony_ci    // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
162bf215546Sopenharmony_ci    GLuint vao_handle = 0;
163bf215546Sopenharmony_ci    glGenVertexArrays(1, &vao_handle);
164bf215546Sopenharmony_ci    glBindVertexArray(vao_handle);
165bf215546Sopenharmony_ci    glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
166bf215546Sopenharmony_ci    glEnableVertexAttribArray(g_AttribLocationPosition);
167bf215546Sopenharmony_ci    glEnableVertexAttribArray(g_AttribLocationUV);
168bf215546Sopenharmony_ci    glEnableVertexAttribArray(g_AttribLocationColor);
169bf215546Sopenharmony_ci    glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
170bf215546Sopenharmony_ci    glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
171bf215546Sopenharmony_ci    glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
172bf215546Sopenharmony_ci
173bf215546Sopenharmony_ci    // Draw
174bf215546Sopenharmony_ci    ImVec2 pos = draw_data->DisplayPos;
175bf215546Sopenharmony_ci    for (int n = 0; n < draw_data->CmdListsCount; n++)
176bf215546Sopenharmony_ci    {
177bf215546Sopenharmony_ci        const ImDrawList* cmd_list = draw_data->CmdLists[n];
178bf215546Sopenharmony_ci        const ImDrawIdx* idx_buffer_offset = 0;
179bf215546Sopenharmony_ci
180bf215546Sopenharmony_ci        glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
181bf215546Sopenharmony_ci        glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
182bf215546Sopenharmony_ci
183bf215546Sopenharmony_ci        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
184bf215546Sopenharmony_ci        glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
185bf215546Sopenharmony_ci
186bf215546Sopenharmony_ci        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
187bf215546Sopenharmony_ci        {
188bf215546Sopenharmony_ci            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
189bf215546Sopenharmony_ci            if (pcmd->UserCallback)
190bf215546Sopenharmony_ci            {
191bf215546Sopenharmony_ci                // User callback (registered via ImDrawList::AddCallback)
192bf215546Sopenharmony_ci                pcmd->UserCallback(cmd_list, pcmd);
193bf215546Sopenharmony_ci            }
194bf215546Sopenharmony_ci            else
195bf215546Sopenharmony_ci            {
196bf215546Sopenharmony_ci                ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
197bf215546Sopenharmony_ci                if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
198bf215546Sopenharmony_ci                {
199bf215546Sopenharmony_ci                    // Apply scissor/clipping rectangle
200bf215546Sopenharmony_ci                    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));
201bf215546Sopenharmony_ci
202bf215546Sopenharmony_ci                    // Bind texture, Draw
203bf215546Sopenharmony_ci                    glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
204bf215546Sopenharmony_ci                    glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
205bf215546Sopenharmony_ci                }
206bf215546Sopenharmony_ci            }
207bf215546Sopenharmony_ci            idx_buffer_offset += pcmd->ElemCount;
208bf215546Sopenharmony_ci        }
209bf215546Sopenharmony_ci    }
210bf215546Sopenharmony_ci    glDeleteVertexArrays(1, &vao_handle);
211bf215546Sopenharmony_ci
212bf215546Sopenharmony_ci    // Restore modified GL state
213bf215546Sopenharmony_ci    glUseProgram(last_program);
214bf215546Sopenharmony_ci    glBindTexture(GL_TEXTURE_2D, last_texture);
215bf215546Sopenharmony_ci    if (glBindSampler) glBindSampler(0, last_sampler);
216bf215546Sopenharmony_ci    glActiveTexture(last_active_texture);
217bf215546Sopenharmony_ci    glBindVertexArray(last_vertex_array);
218bf215546Sopenharmony_ci    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
219bf215546Sopenharmony_ci    glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
220bf215546Sopenharmony_ci    glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
221bf215546Sopenharmony_ci    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
222bf215546Sopenharmony_ci    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
223bf215546Sopenharmony_ci    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
224bf215546Sopenharmony_ci    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
225bf215546Sopenharmony_ci    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
226bf215546Sopenharmony_ci    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
227bf215546Sopenharmony_ci    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
228bf215546Sopenharmony_ci}
229bf215546Sopenharmony_ci
230bf215546Sopenharmony_cibool ImGui_ImplOpenGL3_CreateFontsTexture()
231bf215546Sopenharmony_ci{
232bf215546Sopenharmony_ci    // Build texture atlas
233bf215546Sopenharmony_ci    ImGuiIO& io = ImGui::GetIO();
234bf215546Sopenharmony_ci    unsigned char* pixels;
235bf215546Sopenharmony_ci    int width, height;
236bf215546Sopenharmony_ci    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (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.
237bf215546Sopenharmony_ci
238bf215546Sopenharmony_ci    // Upload texture to graphics system
239bf215546Sopenharmony_ci    GLint last_texture;
240bf215546Sopenharmony_ci    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
241bf215546Sopenharmony_ci    glGenTextures(1, &g_FontTexture);
242bf215546Sopenharmony_ci    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
243bf215546Sopenharmony_ci    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
244bf215546Sopenharmony_ci    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
245bf215546Sopenharmony_ci    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
246bf215546Sopenharmony_ci    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
247bf215546Sopenharmony_ci
248bf215546Sopenharmony_ci    // Store our identifier
249bf215546Sopenharmony_ci    io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
250bf215546Sopenharmony_ci
251bf215546Sopenharmony_ci    // Restore state
252bf215546Sopenharmony_ci    glBindTexture(GL_TEXTURE_2D, last_texture);
253bf215546Sopenharmony_ci
254bf215546Sopenharmony_ci    return true;
255bf215546Sopenharmony_ci}
256bf215546Sopenharmony_ci
257bf215546Sopenharmony_civoid ImGui_ImplOpenGL3_DestroyFontsTexture()
258bf215546Sopenharmony_ci{
259bf215546Sopenharmony_ci    if (g_FontTexture)
260bf215546Sopenharmony_ci    {
261bf215546Sopenharmony_ci        ImGuiIO& io = ImGui::GetIO();
262bf215546Sopenharmony_ci        glDeleteTextures(1, &g_FontTexture);
263bf215546Sopenharmony_ci        io.Fonts->TexID = 0;
264bf215546Sopenharmony_ci        g_FontTexture = 0;
265bf215546Sopenharmony_ci    }
266bf215546Sopenharmony_ci}
267bf215546Sopenharmony_ci
268bf215546Sopenharmony_ci// If you get an error please report on github. You may try different GL context version or GLSL version.
269bf215546Sopenharmony_cistatic bool CheckShader(GLuint handle, const char* desc)
270bf215546Sopenharmony_ci{
271bf215546Sopenharmony_ci    GLint status = 0, log_length = 0;
272bf215546Sopenharmony_ci    glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
273bf215546Sopenharmony_ci    glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
274bf215546Sopenharmony_ci    if (status == GL_FALSE)
275bf215546Sopenharmony_ci        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
276bf215546Sopenharmony_ci    if (log_length > 0)
277bf215546Sopenharmony_ci    {
278bf215546Sopenharmony_ci        ImVector<char> buf;
279bf215546Sopenharmony_ci        buf.resize((int)(log_length + 1));
280bf215546Sopenharmony_ci        glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
281bf215546Sopenharmony_ci        fprintf(stderr, "%s\n", buf.begin());
282bf215546Sopenharmony_ci    }
283bf215546Sopenharmony_ci    return status == GL_TRUE;
284bf215546Sopenharmony_ci}
285bf215546Sopenharmony_ci
286bf215546Sopenharmony_ci// If you get an error please report on github. You may try different GL context version or GLSL version.
287bf215546Sopenharmony_cistatic bool CheckProgram(GLuint handle, const char* desc)
288bf215546Sopenharmony_ci{
289bf215546Sopenharmony_ci    GLint status = 0, log_length = 0;
290bf215546Sopenharmony_ci    glGetProgramiv(handle, GL_LINK_STATUS, &status);
291bf215546Sopenharmony_ci    glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
292bf215546Sopenharmony_ci    if (status == GL_FALSE)
293bf215546Sopenharmony_ci        fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
294bf215546Sopenharmony_ci    if (log_length > 0)
295bf215546Sopenharmony_ci    {
296bf215546Sopenharmony_ci        ImVector<char> buf;
297bf215546Sopenharmony_ci        buf.resize((int)(log_length + 1));
298bf215546Sopenharmony_ci        glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
299bf215546Sopenharmony_ci        fprintf(stderr, "%s\n", buf.begin());
300bf215546Sopenharmony_ci    }
301bf215546Sopenharmony_ci    return status == GL_TRUE;
302bf215546Sopenharmony_ci}
303bf215546Sopenharmony_ci
304bf215546Sopenharmony_cibool    ImGui_ImplOpenGL3_CreateDeviceObjects()
305bf215546Sopenharmony_ci{
306bf215546Sopenharmony_ci    // Backup GL state
307bf215546Sopenharmony_ci    GLint last_texture, last_array_buffer, last_vertex_array;
308bf215546Sopenharmony_ci    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
309bf215546Sopenharmony_ci    glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
310bf215546Sopenharmony_ci    glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
311bf215546Sopenharmony_ci
312bf215546Sopenharmony_ci    // Parse GLSL version string
313bf215546Sopenharmony_ci    int glsl_version = 130;
314bf215546Sopenharmony_ci    sscanf(g_GlslVersionString, "#version %d", &glsl_version);
315bf215546Sopenharmony_ci
316bf215546Sopenharmony_ci    const GLchar* vertex_shader_glsl_120 =
317bf215546Sopenharmony_ci        "uniform mat4 ProjMtx;\n"
318bf215546Sopenharmony_ci        "attribute vec2 Position;\n"
319bf215546Sopenharmony_ci        "attribute vec2 UV;\n"
320bf215546Sopenharmony_ci        "attribute vec4 Color;\n"
321bf215546Sopenharmony_ci        "varying vec2 Frag_UV;\n"
322bf215546Sopenharmony_ci        "varying vec4 Frag_Color;\n"
323bf215546Sopenharmony_ci        "void main()\n"
324bf215546Sopenharmony_ci        "{\n"
325bf215546Sopenharmony_ci        "    Frag_UV = UV;\n"
326bf215546Sopenharmony_ci        "    Frag_Color = Color;\n"
327bf215546Sopenharmony_ci        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
328bf215546Sopenharmony_ci        "}\n";
329bf215546Sopenharmony_ci
330bf215546Sopenharmony_ci    const GLchar* vertex_shader_glsl_130 =
331bf215546Sopenharmony_ci        "uniform mat4 ProjMtx;\n"
332bf215546Sopenharmony_ci        "in vec2 Position;\n"
333bf215546Sopenharmony_ci        "in vec2 UV;\n"
334bf215546Sopenharmony_ci        "in vec4 Color;\n"
335bf215546Sopenharmony_ci        "out vec2 Frag_UV;\n"
336bf215546Sopenharmony_ci        "out vec4 Frag_Color;\n"
337bf215546Sopenharmony_ci        "void main()\n"
338bf215546Sopenharmony_ci        "{\n"
339bf215546Sopenharmony_ci        "    Frag_UV = UV;\n"
340bf215546Sopenharmony_ci        "    Frag_Color = Color;\n"
341bf215546Sopenharmony_ci        "    gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
342bf215546Sopenharmony_ci        "}\n";
343bf215546Sopenharmony_ci
344bf215546Sopenharmony_ci    const GLchar* fragment_shader_glsl_120 =
345bf215546Sopenharmony_ci        "#ifdef GL_ES\n"
346bf215546Sopenharmony_ci        "    precision mediump float;\n"
347bf215546Sopenharmony_ci        "#endif\n"
348bf215546Sopenharmony_ci        "uniform sampler2D Texture;\n"
349bf215546Sopenharmony_ci        "varying vec2 Frag_UV;\n"
350bf215546Sopenharmony_ci        "varying vec4 Frag_Color;\n"
351bf215546Sopenharmony_ci        "void main()\n"
352bf215546Sopenharmony_ci        "{\n"
353bf215546Sopenharmony_ci        "    gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
354bf215546Sopenharmony_ci        "}\n";
355bf215546Sopenharmony_ci
356bf215546Sopenharmony_ci    const GLchar* fragment_shader_glsl_130 =
357bf215546Sopenharmony_ci        "uniform sampler2D Texture;\n"
358bf215546Sopenharmony_ci        "in vec2 Frag_UV;\n"
359bf215546Sopenharmony_ci        "in vec4 Frag_Color;\n"
360bf215546Sopenharmony_ci        "out vec4 Out_Color;\n"
361bf215546Sopenharmony_ci        "void main()\n"
362bf215546Sopenharmony_ci        "{\n"
363bf215546Sopenharmony_ci        "    Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
364bf215546Sopenharmony_ci        "}\n";
365bf215546Sopenharmony_ci
366bf215546Sopenharmony_ci    // Select shaders matching our GLSL versions
367bf215546Sopenharmony_ci    const GLchar* vertex_shader = NULL;
368bf215546Sopenharmony_ci    const GLchar* fragment_shader = NULL;
369bf215546Sopenharmony_ci    if (glsl_version < 130)
370bf215546Sopenharmony_ci    {
371bf215546Sopenharmony_ci        vertex_shader = vertex_shader_glsl_120;
372bf215546Sopenharmony_ci        fragment_shader = fragment_shader_glsl_120;
373bf215546Sopenharmony_ci    }
374bf215546Sopenharmony_ci    else
375bf215546Sopenharmony_ci    {
376bf215546Sopenharmony_ci        vertex_shader = vertex_shader_glsl_130;
377bf215546Sopenharmony_ci        fragment_shader = fragment_shader_glsl_130;
378bf215546Sopenharmony_ci    }
379bf215546Sopenharmony_ci
380bf215546Sopenharmony_ci    // Create shaders
381bf215546Sopenharmony_ci    const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
382bf215546Sopenharmony_ci    g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
383bf215546Sopenharmony_ci    glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
384bf215546Sopenharmony_ci    glCompileShader(g_VertHandle);
385bf215546Sopenharmony_ci    CheckShader(g_VertHandle, "vertex shader");
386bf215546Sopenharmony_ci
387bf215546Sopenharmony_ci    const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
388bf215546Sopenharmony_ci    g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
389bf215546Sopenharmony_ci    glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
390bf215546Sopenharmony_ci    glCompileShader(g_FragHandle);
391bf215546Sopenharmony_ci    CheckShader(g_FragHandle, "fragment shader");
392bf215546Sopenharmony_ci
393bf215546Sopenharmony_ci    g_ShaderHandle = glCreateProgram();
394bf215546Sopenharmony_ci    glAttachShader(g_ShaderHandle, g_VertHandle);
395bf215546Sopenharmony_ci    glAttachShader(g_ShaderHandle, g_FragHandle);
396bf215546Sopenharmony_ci    glLinkProgram(g_ShaderHandle);
397bf215546Sopenharmony_ci    CheckProgram(g_ShaderHandle, "shader program");
398bf215546Sopenharmony_ci
399bf215546Sopenharmony_ci    g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
400bf215546Sopenharmony_ci    g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
401bf215546Sopenharmony_ci    g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
402bf215546Sopenharmony_ci    g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
403bf215546Sopenharmony_ci    g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
404bf215546Sopenharmony_ci
405bf215546Sopenharmony_ci    // Create buffers
406bf215546Sopenharmony_ci    glGenBuffers(1, &g_VboHandle);
407bf215546Sopenharmony_ci    glGenBuffers(1, &g_ElementsHandle);
408bf215546Sopenharmony_ci
409bf215546Sopenharmony_ci    ImGui_ImplOpenGL3_CreateFontsTexture();
410bf215546Sopenharmony_ci
411bf215546Sopenharmony_ci    // Restore modified GL state
412bf215546Sopenharmony_ci    glBindTexture(GL_TEXTURE_2D, last_texture);
413bf215546Sopenharmony_ci    glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
414bf215546Sopenharmony_ci    glBindVertexArray(last_vertex_array);
415bf215546Sopenharmony_ci
416bf215546Sopenharmony_ci    return true;
417bf215546Sopenharmony_ci}
418bf215546Sopenharmony_ci
419bf215546Sopenharmony_civoid    ImGui_ImplOpenGL3_DestroyDeviceObjects()
420bf215546Sopenharmony_ci{
421bf215546Sopenharmony_ci    if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
422bf215546Sopenharmony_ci    if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
423bf215546Sopenharmony_ci    g_VboHandle = g_ElementsHandle = 0;
424bf215546Sopenharmony_ci
425bf215546Sopenharmony_ci    if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
426bf215546Sopenharmony_ci    if (g_VertHandle) glDeleteShader(g_VertHandle);
427bf215546Sopenharmony_ci    g_VertHandle = 0;
428bf215546Sopenharmony_ci
429bf215546Sopenharmony_ci    if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
430bf215546Sopenharmony_ci    if (g_FragHandle) glDeleteShader(g_FragHandle);
431bf215546Sopenharmony_ci    g_FragHandle = 0;
432bf215546Sopenharmony_ci
433bf215546Sopenharmony_ci    if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
434bf215546Sopenharmony_ci    g_ShaderHandle = 0;
435bf215546Sopenharmony_ci
436bf215546Sopenharmony_ci    ImGui_ImplOpenGL3_DestroyFontsTexture();
437bf215546Sopenharmony_ci}
438