890 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			890 lines
		
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
 | |
| // - Desktop GL: 2.x 3.x 4.x
 | |
| // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
 | |
| // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
 | |
| 
 | |
| // Implemented features:
 | |
| //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 | |
| //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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| //  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
 | |
| 
 | |
| // 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
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| 
 | |
| // CHANGELOG
 | |
| // (minor and older changes stripped away, please see git history for details)
 | |
| //  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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.
 | |
| //  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.
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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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| // 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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| 
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| #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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| #define _CRT_SECURE_NO_WARNINGS
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| #endif
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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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| 
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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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| #if defined(IMGUI_IMPL_OPENGL_ES2)
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| #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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| #include <OpenGLES/ES2/gl.h>    // Use GL ES 2
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| #else
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| #include <GLES2/gl2.h>          // Use GL ES 2
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| #endif
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| #if defined(__EMSCRIPTEN__)
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| #ifndef GL_GLEXT_PROTOTYPES
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| #define GL_GLEXT_PROTOTYPES
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| #endif
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| #include <GLES2/gl2ext.h>
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| #endif
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| #elif defined(IMGUI_IMPL_OPENGL_ES3)
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| #if defined(__APPLE__)
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| #include <TargetConditionals.h>
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| #endif
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| #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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| #include <OpenGLES/ES3/gl.h>    // Use GL ES 3
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| #else
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| #include <GLES3/gl3.h>          // Use GL ES 3
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| #endif
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| #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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| // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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| // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
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| // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
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| // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
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| // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
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| // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
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| // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
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| #define IMGL3W_IMPL
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| #include "imgui_impl_opengl3_loader.h"
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| #endif
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| 
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| // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
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| #ifndef IMGUI_IMPL_OPENGL_ES2
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| #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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| #elif defined(__EMSCRIPTEN__)
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| #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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| #define glBindVertexArray       glBindVertexArrayOES
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| #define glGenVertexArrays       glGenVertexArraysOES
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| #define glDeleteVertexArrays    glDeleteVertexArraysOES
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| #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
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| #endif
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| 
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| // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
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| #ifdef GL_POLYGON_MODE
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| #define IMGUI_IMPL_HAS_POLYGON_MODE
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| #endif
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| 
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| // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
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| #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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| #endif
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| 
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| // Desktop GL 3.3+ has glBindSampler()
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| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
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| #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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| #endif
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| 
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| // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
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| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
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| #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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| #endif
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| 
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| // Desktop GL use extension detection
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| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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| #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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| #endif
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| 
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| // OpenGL Data
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| struct ImGui_ImplOpenGL3_Data
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| {
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|     GLuint          GlVersion;               // 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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|     GLuint          FontTexture;
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|     GLuint          ShaderHandle;
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|     GLint           AttribLocationTex;       // Uniforms location
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|     GLint           AttribLocationProjMtx;
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|     GLuint          AttribLocationVtxPos;    // Vertex attributes location
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|     GLuint          AttribLocationVtxUV;
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|     GLuint          AttribLocationVtxColor;
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|     unsigned int    VboHandle, ElementsHandle;
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|     GLsizeiptr      VertexBufferSize;
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|     GLsizeiptr      IndexBufferSize;
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|     bool            HasClipOrigin;
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| 
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|     ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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| };
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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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| 
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| // Forward Declarations
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| static void ImGui_ImplOpenGL3_InitPlatformInterface();
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| static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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| 
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| // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
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| #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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| struct ImGui_ImplOpenGL3_VtxAttribState
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| {
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|     GLint   Enabled, Size, Type, Normalized, Stride;
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|     GLvoid* Ptr;
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| 
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|     void GetState(GLint index)
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|     {
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|         glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
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|         glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
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|         glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
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|         glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
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|         glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
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|         glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
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|     }
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|     void SetState(GLint index)
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|     {
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|         glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
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|         if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
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|     }
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| };
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| #endif
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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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| 
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|     // Initialize our loader
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| #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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|     if (imgl3wInit() != 0)
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|     {
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|         fprintf(stderr, "Failed to initialize OpenGL loader!\n");
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|         return false;
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|     }
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| #endif
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| 
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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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| #if !defined(IMGUI_IMPL_OPENGL_ES2)
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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);
 | |
|     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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| #else
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|     bd->GlVersion = 200; // GLES 2
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| #endif
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| 
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| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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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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| #endif
 | |
|     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 | |
| 
 | |
|     // 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 (glsl_version == NULL)
 | |
|     {
 | |
| #if defined(IMGUI_IMPL_OPENGL_ES2)
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|         glsl_version = "#version 100";
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| #elif defined(IMGUI_IMPL_OPENGL_ES3)
 | |
|         glsl_version = "#version 300 es";
 | |
| #elif defined(__APPLE__)
 | |
|         glsl_version = "#version 150";
 | |
| #else
 | |
|         glsl_version = "#version 130";
 | |
| #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 the OpenGL function loader didn't do its job. Let us know!
 | |
|     GLint current_texture;
 | |
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_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
 | |
| 
 | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
 | |
|         ImGui_ImplOpenGL3_InitPlatformInterface();
 | |
| 
 | |
|     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_ShutdownPlatformInterface();
 | |
|     ImGui_ImplOpenGL3_DestroyDeviceObjects();
 | |
|     io.BackendRendererName = NULL;
 | |
|     io.BackendRendererUserData = NULL;
 | |
|     IM_DELETE(bd);
 | |
| }
 | |
| 
 | |
| void    ImGui_ImplOpenGL3_NewFrame()
 | |
| {
 | |
|     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);
 | |
|     glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 | |
|     glDisable(GL_CULL_FACE);
 | |
|     glDisable(GL_DEPTH_TEST);
 | |
|     glDisable(GL_STENCIL_TEST);
 | |
|     glEnable(GL_SCISSOR_TEST);
 | |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
 | |
|     if (bd->GlVersion >= 310)
 | |
|         glDisable(GL_PRIMITIVE_RESTART);
 | |
| #endif
 | |
| #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)
 | |
|     bool clip_origin_lower_left = true;
 | |
|     if (bd->HasClipOrigin)
 | |
|     {
 | |
|         GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
 | |
|         if (current_clip_origin == GL_UPPER_LEFT)
 | |
|             clip_origin_lower_left = false;
 | |
|     }
 | |
| #endif
 | |
| 
 | |
|     // Setup viewport, orthographic projection matrix
 | |
|     // 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.
 | |
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
 | |
|     float L = draw_data->DisplayPos.x;
 | |
|     float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
 | |
|     float T = draw_data->DisplayPos.y;
 | |
|     float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
 | |
| #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] =
 | |
|     {
 | |
|         { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
 | |
|         { 0.0f,         2.0f/(T-B),   0.0f,   0.0f },
 | |
|         { 0.0f,         0.0f,        -1.0f,   0.0f },
 | |
|         { (R+L)/(L-R),  (T+B)/(B-T),  0.0f,   1.0f },
 | |
|     };
 | |
|     glUseProgram(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 (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;
 | |
| #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, 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.
 | |
| // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
 | |
| // This is in order to be able to run within an OpenGL engine that doesn't do so.
 | |
| void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 | |
| {
 | |
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
 | |
|     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
 | |
|     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
 | |
|     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 (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_USE_VERTEX_ARRAY
 | |
|     // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
 | |
|     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
 | |
|     ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
 | |
|     ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
 | |
|     ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
 | |
| #endif
 | |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | |
|     GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
 | |
| #endif
 | |
| #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);
 | |
|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
 | |
|     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
 | |
|     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
 | |
|     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
 | |
|     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
 | |
|     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
 | |
|     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
 | |
|     GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
 | |
|     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
 | |
|     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
 | |
|     GLboolean last_enable_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 = (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;
 | |
| #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);
 | |
| 
 | |
|     // Will project scissor/clipping rectangles into framebuffer space
 | |
|     ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
 | |
|     ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
 | |
| 
 | |
|     // Render command lists
 | |
|     for (int n = 0; n < draw_data->CmdListsCount; n++)
 | |
|     {
 | |
|         const ImDrawList* cmd_list = draw_data->CmdLists[n];
 | |
| 
 | |
|         // Upload vertex/index buffers
 | |
|         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++)
 | |
|         {
 | |
|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
 | |
|             if (pcmd->UserCallback != NULL)
 | |
|             {
 | |
|                 // User callback, registered via ImDrawList::AddCallback()
 | |
|                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
 | |
|                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
 | |
|                     ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
 | |
|                 else
 | |
|                     pcmd->UserCallback(cmd_list, pcmd);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 // Project scissor/clipping rectangles into framebuffer space
 | |
|                 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;
 | |
| 
 | |
|                 // 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->GetTexID());
 | |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
 | |
|                 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)));
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // Destroy the temporary VAO
 | |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | |
|     glDeleteVertexArrays(1, &vertex_array_object);
 | |
| #endif
 | |
| 
 | |
|     // Restore modified GL state
 | |
|     glUseProgram(last_program);
 | |
|     glBindTexture(GL_TEXTURE_2D, last_texture);
 | |
| #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 | |
|     if (bd->GlVersion >= 330)
 | |
|         glBindSampler(0, last_sampler);
 | |
| #endif
 | |
|     glActiveTexture(last_active_texture);
 | |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | |
|     glBindVertexArray(last_vertex_array_object);
 | |
| #endif
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
 | |
| #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | |
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
 | |
|     last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
 | |
|     last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
 | |
|     last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
 | |
| #endif
 | |
|     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
 | |
|     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
 | |
|     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
 | |
|     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
 | |
|     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
 | |
|     if (last_enable_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 (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
 | |
| #endif
 | |
| 
 | |
| #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()
 | |
| {
 | |
|     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.
 | |
| 
 | |
|     // Upload texture to graphics system
 | |
|     // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
 | |
|     GLint last_texture;
 | |
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
 | |
|     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 // 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)bd->FontTexture);
 | |
| 
 | |
|     // Restore state
 | |
|     glBindTexture(GL_TEXTURE_2D, last_texture);
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| void ImGui_ImplOpenGL3_DestroyFontsTexture()
 | |
| {
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
 | |
|     if (bd->FontTexture)
 | |
|     {
 | |
|         glDeleteTextures(1, &bd->FontTexture);
 | |
|         io.Fonts->SetTexID(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! 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();
 | |
| 
 | |
|     // Backup GL state
 | |
|     GLint last_texture, last_array_buffer;
 | |
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
 | |
|     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
 | |
| #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(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);
 | |
| 
 | |
|     ImGui_ImplOpenGL3_CreateFontsTexture();
 | |
| 
 | |
|     // Restore modified GL state
 | |
|     glBindTexture(GL_TEXTURE_2D, last_texture);
 | |
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
 | |
| #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 | |
|     glBindVertexArray(last_vertex_array);
 | |
| #endif
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
 | |
| {
 | |
|     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();
 | |
| }
 | |
| 
 | |
| //--------------------------------------------------------------------------------------------------------
 | |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
 | |
| // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
 | |
| // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
 | |
| //--------------------------------------------------------------------------------------------------------
 | |
| 
 | |
| static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
 | |
| {
 | |
|     if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
 | |
|     {
 | |
|         ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
 | |
|         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
 | |
|         glClear(GL_COLOR_BUFFER_BIT);
 | |
|     }
 | |
|     ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplOpenGL3_InitPlatformInterface()
 | |
| {
 | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 | |
|     platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
 | |
| }
 | |
| 
 | |
| static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
 | |
| {
 | |
|     ImGui::DestroyPlatformWindows();
 | |
| }
 | |
| 
 | |
| #if defined(__clang__)
 | |
| #pragma clang diagnostic pop
 | |
| #endif
 | 
