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	Examples: GLFW+GL2: Moved glfw, gl2 files to root folder, split imgui_impl_glfw_gl2 into _opengl2 and reused imgui_impl_glfw
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								examples/imgui_impl_opengl3.cpp
									
									
									
									
									
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								examples/imgui_impl_opengl3.cpp
									
									
									
									
									
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							| @@ -0,0 +1,269 @@ | ||||
| #include "imgui.h" | ||||
| #include "imgui_impl_opengl3.h" | ||||
| #include <GL/gl3w.h>  // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. | ||||
|  | ||||
| // Data | ||||
| static GLuint       g_FontTexture = 0; | ||||
| static int          g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; | ||||
| static int          g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; | ||||
| static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; | ||||
| static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; | ||||
|  | ||||
| // Functions | ||||
| bool    ImGui_ImplOpenGL3_Init() | ||||
| { | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| void    ImGui_ImplOpenGL3_Shutdown() | ||||
| { | ||||
|     ImGui_ImplOpenGL3_DestroyDeviceObjects(); | ||||
| } | ||||
|  | ||||
| void    ImGui_ImplOpenGL3_NewFrame() | ||||
| { | ||||
|     if (!g_FontTexture) | ||||
|         ImGui_ImplOpenGL3_CreateDeviceObjects(); | ||||
| } | ||||
|  | ||||
| // OpenGL3 Render function. | ||||
| // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) | ||||
| // 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.  | ||||
| void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) | ||||
| { | ||||
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); | ||||
|     int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); | ||||
|     if (fb_width == 0 || fb_height == 0) | ||||
|         return; | ||||
|     draw_data->ScaleClipRects(io.DisplayFramebufferScale); | ||||
|  | ||||
|     // Backup GL state | ||||
|     GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); | ||||
|     glActiveTexture(GL_TEXTURE0); | ||||
|     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | ||||
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
|     GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); | ||||
|     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
|     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); | ||||
|     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
|     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); | ||||
|     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | ||||
|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); | ||||
|     GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); | ||||
|     GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); | ||||
|     GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); | ||||
|     GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); | ||||
|     GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); | ||||
|     GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); | ||||
|     GLboolean last_enable_blend = glIsEnabled(GL_BLEND); | ||||
|     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); | ||||
|     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); | ||||
|     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); | ||||
|  | ||||
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill | ||||
|     glEnable(GL_BLEND); | ||||
|     glBlendEquation(GL_FUNC_ADD); | ||||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||
|     glDisable(GL_CULL_FACE); | ||||
|     glDisable(GL_DEPTH_TEST); | ||||
|     glEnable(GL_SCISSOR_TEST); | ||||
|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | ||||
|  | ||||
|     // Setup viewport, orthographic projection matrix | ||||
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | ||||
|     const float ortho_projection[4][4] = | ||||
|     { | ||||
|         { 2.0f/io.DisplaySize.x, 0.0f,                   0.0f, 0.0f }, | ||||
|         { 0.0f,                  2.0f/-io.DisplaySize.y, 0.0f, 0.0f }, | ||||
|         { 0.0f,                  0.0f,                  -1.0f, 0.0f }, | ||||
|         { -1.0f,                 1.0f,                   0.0f, 1.0f }, | ||||
|     }; | ||||
|     glUseProgram(g_ShaderHandle); | ||||
|     glUniform1i(g_AttribLocationTex, 0); | ||||
|     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); | ||||
|     glBindVertexArray(g_VaoHandle); | ||||
|     glBindSampler(0, 0); // Rely on combined texture/sampler state. | ||||
|  | ||||
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||||
|     { | ||||
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||||
|         const ImDrawIdx* idx_buffer_offset = 0; | ||||
|  | ||||
|         glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | ||||
|         glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); | ||||
|  | ||||
|         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); | ||||
|         glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); | ||||
|  | ||||
|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||||
|         { | ||||
|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | ||||
|             if (pcmd->UserCallback) | ||||
|             { | ||||
|                 pcmd->UserCallback(cmd_list, pcmd); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | ||||
|                 glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); | ||||
|                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); | ||||
|             } | ||||
|             idx_buffer_offset += pcmd->ElemCount; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // Restore modified GL state | ||||
|     glUseProgram(last_program); | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
|     glBindSampler(0, last_sampler); | ||||
|     glActiveTexture(last_active_texture); | ||||
|     glBindVertexArray(last_vertex_array); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | ||||
|     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); | ||||
|     glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); | ||||
|     glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); | ||||
|     if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); | ||||
|     if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); | ||||
|     if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); | ||||
|     if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); | ||||
|     glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); | ||||
|     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); | ||||
|     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); | ||||
| } | ||||
|  | ||||
| bool ImGui_ImplOpenGL3_CreateFontsTexture() | ||||
| { | ||||
|     // Build texture atlas | ||||
|     ImGuiIO& io = ImGui::GetIO(); | ||||
|     unsigned char* pixels; | ||||
|     int width, height; | ||||
|     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. | ||||
|  | ||||
|     // 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); | ||||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | ||||
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||||
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | ||||
|     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | ||||
|  | ||||
|     // Store our identifier | ||||
|     io.Fonts->TexID = (void *)(intptr_t)g_FontTexture; | ||||
|  | ||||
|     // Restore state | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
|  | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| void ImGui_ImplOpenGL3_DestroyFontsTexture() | ||||
| { | ||||
|     if (g_FontTexture) | ||||
|     { | ||||
|         ImGuiIO& io = ImGui::GetIO(); | ||||
|         glDeleteTextures(1, &g_FontTexture); | ||||
|         io.Fonts->TexID = 0; | ||||
|         g_FontTexture = 0; | ||||
|     } | ||||
| } | ||||
|  | ||||
| bool    ImGui_ImplOpenGL3_CreateDeviceObjects() | ||||
| { | ||||
|     // Backup GL state | ||||
|     GLint last_texture, last_array_buffer, last_vertex_array; | ||||
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | ||||
|     glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); | ||||
|     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||
|  | ||||
|     // Create shaders | ||||
|     const GLchar *vertex_shader = | ||||
|         "#version 150\n" | ||||
|         "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* fragment_shader = | ||||
|         "#version 150\n" | ||||
|         "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"; | ||||
|  | ||||
|     g_ShaderHandle = glCreateProgram(); | ||||
|     g_VertHandle = glCreateShader(GL_VERTEX_SHADER); | ||||
|     g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); | ||||
|     glShaderSource(g_VertHandle, 1, &vertex_shader, 0); | ||||
|     glShaderSource(g_FragHandle, 1, &fragment_shader, 0); | ||||
|     glCompileShader(g_VertHandle); | ||||
|     glCompileShader(g_FragHandle); | ||||
|     glAttachShader(g_ShaderHandle, g_VertHandle); | ||||
|     glAttachShader(g_ShaderHandle, g_FragHandle); | ||||
|     glLinkProgram(g_ShaderHandle); | ||||
|  | ||||
|     g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); | ||||
|     g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); | ||||
|     g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); | ||||
|     g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV"); | ||||
|     g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); | ||||
|  | ||||
|     glGenBuffers(1, &g_VboHandle); | ||||
|     glGenBuffers(1, &g_ElementsHandle); | ||||
|  | ||||
|     glGenVertexArrays(1, &g_VaoHandle); | ||||
|     glBindVertexArray(g_VaoHandle); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); | ||||
|     glEnableVertexAttribArray(g_AttribLocationPosition); | ||||
|     glEnableVertexAttribArray(g_AttribLocationUV); | ||||
|     glEnableVertexAttribArray(g_AttribLocationColor); | ||||
|  | ||||
|     glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); | ||||
|     glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); | ||||
|     glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); | ||||
|  | ||||
|     ImGui_ImplOpenGL3_CreateFontsTexture(); | ||||
|  | ||||
|     // Restore modified GL state | ||||
|     glBindTexture(GL_TEXTURE_2D, last_texture); | ||||
|     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); | ||||
|     glBindVertexArray(last_vertex_array); | ||||
|  | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| void    ImGui_ImplOpenGL3_DestroyDeviceObjects() | ||||
| { | ||||
|     if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); | ||||
|     if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); | ||||
|     if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); | ||||
|     g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; | ||||
|  | ||||
|     if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); | ||||
|     if (g_VertHandle) glDeleteShader(g_VertHandle); | ||||
|     g_VertHandle = 0; | ||||
|  | ||||
|     if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); | ||||
|     if (g_FragHandle) glDeleteShader(g_FragHandle); | ||||
|     g_FragHandle = 0; | ||||
|  | ||||
|     if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); | ||||
|     g_ShaderHandle = 0; | ||||
|  | ||||
|     ImGui_ImplOpenGL3_DestroyFontsTexture(); | ||||
| } | ||||
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