// 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: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // About WebGL/ES: // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. // - This is done automatically on iOS, Android and Emscripten targets. // - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. // 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. // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq // - Getting Started https://dearimgui.com/getting-started // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562) // 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447) // 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. // 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) // 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) // 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) // 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) // 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) // 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) // 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) // 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) // 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. // 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). // 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. // 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) // 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. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. // 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. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). // 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. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. // 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". // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) //---------------------------------------- // OpenGL GLSL GLSL // version version string //---------------------------------------- // 2.0 110 "#version 110" // 2.1 120 "#version 120" // 3.0 130 "#version 130" // 3.1 140 "#version 140" // 3.2 150 "#version 150" // 3.3 330 "#version 330 core" // 4.0 400 "#version 400 core" // 4.1 410 "#version 410 core" // 4.2 420 "#version 410 core" // 4.3 430 "#version 430 core" // ES 2.0 100 "#version 100" = WebGL 1.0 // ES 3.0 300 "#version 300 es" = WebGL 2.0 //---------------------------------------- // Configuration flags to add in your imconfig file: //IMGUI_IMPL_OPENGL_ES2 :: 1; // Enable ES 2 (Auto-detected on Emscripten) //IMGUI_IMPL_OPENGL_ES3 :: 1; // Enable ES 3 (Auto-detected on iOS/Android) // You can explicitly select GLES2 or GLES3 API by using one of the // '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !#exists(IMGUI_IMPL_OPENGL_ES2) && !#exists(IMGUI_IMPL_OPENGL_ES3) { // Try to detect GLES on matching platforms #if OS == .MACOS { //#include //#assert false "Please include the platform header TargetConditionals.h somehow."; } #if OS == .MACOS && (#exists(TARGET_OS_IOS) || #exists(TARGET_OS_TV)) || #exists(__ANDROID__) { IMGUI_IMPL_OPENGL_ES3 :: 1; // iOS, Android -> GL ES 3, "#version 300 es" } else #if #exists(__EMSCRIPTEN__) || #exists(__amigaos4__) { IMGUI_IMPL_OPENGL_ES2 :: 1; // Emscripten -> GL ES 2, "#version 100" } else { // Otherwise imgui_impl_opengl3_loader.h will be used. } } // GL includes #if #exists(IMGUI_IMPL_OPENGL_ES2) { #if OS == .MACOS && (#exists(TARGET_OS_IOS) || #exists(TARGET_OS_TV)) { //#include // Use GL ES 2 #assert false "Please include the platform header OpenGLES/ES2/gl.h somehow."; } else { //#include // Use GL ES 2 #assert false "Please include the platform header GLES2/gl2.h somehow."; } #if #exists(__EMSCRIPTEN__) { #if !#exists(GL_GLEXT_PROTOTYPES) { GL_GLEXT_PROTOTYPES :: 1; } //#include #assert false "Please include the platform header GLES2/gl2ext.h somehow."; } } else #if #exists(IMGUI_IMPL_OPENGL_ES3) { #if #exists(__APPLE__) && (#exists(TARGET_OS_IOS) || #exists(TARGET_OS_TV)) { //#include // Use GL ES 3 #assert false "Please include the platform header OpenGLES/ES3/gl.h somehow."; } else { //#include // Use GL ES 3 #assert false "Please include the platform header GLES3/gl3.h somehow."; } } else #if !#exists(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) { // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, // glLoadGen, etc.). // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. // See https://github.com/dearimgui/gl3w_stripped // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. IMGL3W_IMPL :: 1; //#include "imgui_impl_opengl3_loader.h" // You're probably already doing #import "GL"; in your main program. } // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension #if !#exists(IMGUI_IMPL_OPENGL_ES2) { IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY :: 1; } else #if #exists(__EMSCRIPTEN__) { IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY :: 1; glBindVertexArray :: glBindVertexArrayOES; glGenVertexArrays :: glGenVertexArraysOES; glDeleteVertexArrays :: glDeleteVertexArraysOES; GL_VERTEX_ARRAY_BINDING :: GL_VERTEX_ARRAY_BINDING_OES; } // Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. // A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks #if !#exists(IMGUI_IMPL_OPENGL_ES2) && !#exists(IMGUI_IMPL_OPENGL_ES3) { IMGUI_IMPL_OPENGL_HAS_EXTENSIONS :: 1; // has glGetIntegerv(GL_NUM_EXTENSIONS) IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE :: 1; // may have glPolygonMode() } // Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. #if !#exists(IMGUI_IMPL_OPENGL_ES2) { IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK :: 1; } // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state #if !#exists(IMGUI_IMPL_OPENGL_ES2) && !#exists(IMGUI_IMPL_OPENGL_ES3) && #exists(GL_VERSION_3_1) { IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART :: 1; } // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. #if !#exists(IMGUI_IMPL_OPENGL_ES2) && !#exists(IMGUI_IMPL_OPENGL_ES3) && #exists(GL_VERSION_3_2) { IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET :: 1; } // Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler() #if !#exists(IMGUI_IMPL_OPENGL_ES2) && (#exists(IMGUI_IMPL_OPENGL_ES3) || #exists(GL_VERSION_3_3)) { IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER :: 1; } ImGui_ImplOpenGL3_Data :: struct { GlVersion : GLuint; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) GlslVersionString : [32] u8; // Specified by user or detected based on compile time GL settings. GlProfileIsES2 : bool; GlProfileIsES3 : bool; GlProfileIsCompat : bool; GlProfileMask : GLint; FontTexture : GLuint; ShaderHandle : GLuint; AttribLocationTex : GLint; // Uniforms location AttribLocationProjMtx : GLint; AttribLocationVtxPos : GLuint; // Vertex attributes location AttribLocationVtxUV : GLuint; AttribLocationVtxColor : GLuint; VboHandle, ElementsHandle : u32; VertexBufferSize : GLsizeiptr; IndexBufferSize : GLsizeiptr; HasPolygonMode : bool; HasClipOrigin : bool; UseBufferSubData : bool; } // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. ImGui_ImplOpenGL3_GetBackendData :: () -> *ImGui_ImplOpenGL3_Data { return ifx ImGui.GetCurrentContext() then cast(*ImGui_ImplOpenGL3_Data) ImGui.GetIO().BackendRendererUserData else null; } // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) //#if !IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY { ImGui_ImplOpenGL3_VtxAttribState :: struct { enabled, Size, Type, Normalized, Stride : GLint; Ptr : *void; } GetState :: (using state: *ImGui_ImplOpenGL3_VtxAttribState, index: GLint) { glGetVertexAttribiv(xx index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, *enabled); glGetVertexAttribiv(xx index, GL_VERTEX_ATTRIB_ARRAY_SIZE, *Size); glGetVertexAttribiv(xx index, GL_VERTEX_ATTRIB_ARRAY_TYPE, *Type); glGetVertexAttribiv(xx index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, *Normalized); glGetVertexAttribiv(xx index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, *Stride); glGetVertexAttribPointerv(xx index, GL_VERTEX_ATTRIB_ARRAY_POINTER, *Ptr); } SetState :: (using state: *ImGui_ImplOpenGL3_VtxAttribState, index: GLint) { glVertexAttribPointer(xx index, Size, xx Type, cast(GLboolean) Normalized, xx Stride, Ptr); if enabled { glEnableVertexAttribArray(xx index); } else { glDisableVertexAttribArray(xx index); } } //} // Functions ImGui_ImplOpenGL3_Init :: (glsl_version: *string) -> bool { io : *ImGui.IO= ImGui.GetIO(); ImGui.IMGUI_CHECKVERSION(); assert(io.BackendRendererUserData == null && "Already initialized a renderer backend!"); // Initialize our loader //#if !#exists(IMGUI_IMPL_OPENGL_ES2) && !#exists(IMGUI_IMPL_OPENGL_ES3) && !#exists(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) { // if imgl3wInit() != 0 { // log("Failed to initialize OpenGL loader!\n"); // return false; // } //} // Setup backend capabilities flags bd : *ImGui_ImplOpenGL3_Data = New(ImGui_ImplOpenGL3_Data); io.BackendRendererUserData = cast(*void) bd; io.BackendRendererName = "imgui_impl_opengl3"; // Query for GL version (e.g. 320 for GL 3.2) #if #exists(IMGUI_IMPL_OPENGL_ES2) { // GLES 2 bd.GlVersion = 200; bd.GlProfileIsES2 = true; } else { // Desktop or GLES 3 gl_version_str : string = to_string(glGetString(GL_VERSION)); major : GLint = 0; minor : GLint = 0; glGetIntegerv(GL_MAJOR_VERSION, *major); glGetIntegerv(GL_MINOR_VERSION, *minor); if major == 0 && minor == 0 { matched, items := scan("%i.%i", gl_version_str); for items print_vars(it); } // Query GL_VERSION in desktop GL 2.x, the string will start with "." bd.GlVersion = cast(GLuint) (major * 100 + minor * 10); #if GL_CONTEXT_PROFILE_MASK { if (bd.GlVersion >= 320) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, *bd.GlProfileMask); bd.GlProfileIsCompat = (bd.GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; } #if #exists(IMGUI_IMPL_OPENGL_ES3) { bd.GlProfileIsES3 = true; } else { if compare(gl_version_str, "OpenGL ES 3") == 0 bd.GlProfileIsES3 = true; } bd.UseBufferSubData = false; /* // Query vendor to enable glBufferSubData kludge #ifdef _WIN32 if (const char* vendor = (const char*)glGetString(GL_VENDOR)) if (strncmp(vendor, "Intel", 5) == 0) bd->UseBufferSubData = true; #endif */ } #if #exists(IMGUI_IMPL_OPENGL_DEBUG) { print("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd.GlVersion, gl_version_str, bd.GlProfileIsCompat, bd.GlProfileMask, bd.GlProfileIsES2, bd.GlProfileIsES3, cast(string) glGetString(GL_VENDOR), cast(string) glGetString(GL_RENDERER)); // [DEBUG] } #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET) { if bd.GlVersion >= 320 io.BackendFlags_ |= ImGui.BackendFlags.RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. } // 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 nullptr if unsure. if glsl_version.data == null { #if #exists(IMGUI_IMPL_OPENGL_ES2) { glsl_version.* = "#version 100"; } else #if #exists(IMGUI_IMPL_OPENGL_ES3) { glsl_version.* = "#version 300 es"; } else #if #exists(__APPLE__) { glsl_version.* = "#version 150"; } else { glsl_version.* = "#version 130"; } } assert(cast(s32) c_style_strlen(glsl_version.data) + 2 < size_of(type_of(bd.GlslVersionString))); memcpy(bd.GlslVersionString.data, glsl_version.data, c_style_strlen(glsl_version.data)); bd.GlslVersionString[c_style_strlen(glsl_version.data)] = #char "\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! current_texture : GLint; glGetIntegerv(GL_TEXTURE_BINDING_2D, *current_texture); // Detect extensions we support #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE) { bd.HasPolygonMode = (!bd.GlProfileIsES2 && !bd.GlProfileIsES3); } bd.HasClipOrigin = (bd.GlVersion >= 450); #if #exists(IMGUI_IMPL_OPENGL_HAS_EXTENSIONS) { num_extensions : GLint = 0; glGetIntegerv(GL_NUM_EXTENSIONS, *num_extensions); for i : 0..num_extensions -1 { extension : string = to_string(glGetStringi(GL_EXTENSIONS, xx i)); if compare(extension, "GL_ARB_clip_control") == 0 bd.HasClipOrigin = true; } } return true; } ImGui_ImplOpenGL3_Shutdown :: () { bd : *ImGui_ImplOpenGL3_Data = ImGui_ImplOpenGL3_GetBackendData(); assert(bd != null && "No renderer backend to shutdown, or already shutdown?"); io : *ImGui.IO= ImGui.GetIO(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); io.BackendRendererName = null; io.BackendRendererUserData = null; io.BackendFlags_ &= ~ImGui.BackendFlags.RendererHasVtxOffset; free(bd); } ImGui_ImplOpenGL3_NewFrame :: () { bd : *ImGui_ImplOpenGL3_Data = ImGui_ImplOpenGL3_GetBackendData(); assert(bd != null && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); if !bd.ShaderHandle ImGui_ImplOpenGL3_CreateDeviceObjects(); } ImGui_ImplOpenGL3_SetupRenderState :: (draw_data : *ImGui.ImDrawData, fb_width : s32, fb_height : s32, vertex_array_object : GLuint) { bd : *ImGui_ImplOpenGL3_Data = 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); #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART) { if bd.GlVersion >= 310 glDisable(GL_PRIMITIVE_RESTART); } #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE) { if (bd.HasPolygonMode) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) #if GL_CLIP_ORIGIN { clip_origin_lower_left : bool = true; if bd.HasClipOrigin { current_clip_origin : GLenum = 0; glGetIntegerv(GL_CLIP_ORIGIN, cast(*GLint) *current_clip_origin); if current_clip_origin == GL_UPPER_LEFT clip_origin_lower_left = false; } } // 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, cast(GLsizei) fb_width, cast(GLsizei) fb_height); L : float = draw_data.DisplayPos.x; R : float = draw_data.DisplayPos.x + draw_data.DisplaySize.x; T : float = draw_data.DisplayPos.y; B : float = draw_data.DisplayPos.y + draw_data.DisplaySize.y; #if GL_CLIP_ORIGIN { if (!clip_origin_lower_left) { tmp : float = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left } ortho_projection : [4][4] float = .[ .[ 2.0/(R-L), 0.0, 0.0, 0.0 ], .[ 0.0, 2.0/(T-B), 0.0, 0.0 ], .[ 0.0, 0.0, -1.0, 0.0 ], .[ (R+L)/(L-R), (T+B)/(B-T), 0.0, 1.0 ], ]; glUseProgram(bd.ShaderHandle); glUniform1i(bd.AttribLocationTex, 0); glUniformMatrix4fv(bd.AttribLocationProjMtx, 1, GL_FALSE, *ortho_projection[0][0]); #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) { if bd.GlVersion >= 330 || bd.GlProfileIsES3 glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. } //(void)vertex_array_object; #if #exists(IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { glBindVertexArray(vertex_array_object); } // 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, size_of(ImGui.ImDrawVert), cast(*GLvoid) offset_of(ImGui.ImDrawVert, #code pos)); glVertexAttribPointer(bd.AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, size_of(ImGui.ImDrawVert), cast(*GLvoid) offset_of(ImGui.ImDrawVert, #code uv)); glVertexAttribPointer(bd.AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, size_of(ImGui.ImDrawVert), cast(*GLvoid) offset_of(ImGui.ImDrawVert, #code 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. ImGui_ImplOpenGL3_RenderDrawData :: (draw_data: *ImGui.ImDrawData) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) fb_width_f := (draw_data.DisplaySize.x * draw_data.FramebufferScale.x); fb_height_f := (draw_data.DisplaySize.y * draw_data.FramebufferScale.y); fb_width := cast(s32) fb_width_f; fb_height := cast(s32) fb_height_f; if fb_width <= 0 || fb_height <= 0 return; bd: *ImGui_ImplOpenGL3_Data = ImGui_ImplOpenGL3_GetBackendData(); // Backup GL state last_active_texture : GLenum; glGetIntegerv(GL_ACTIVE_TEXTURE, cast(*GLint) *last_active_texture); glActiveTexture(GL_TEXTURE0); last_program : GLuint; glGetIntegerv(GL_CURRENT_PROGRAM, cast(*GLint) *last_program); last_texture : GLuint; glGetIntegerv(GL_TEXTURE_BINDING_2D, cast(*GLint) *last_texture); #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) { last_sampler : GLuint; if bd.GlVersion >= 330 || bd.GlProfileIsES3 { glGetIntegerv(GL_SAMPLER_BINDING, cast(*GLint) *last_sampler); } else { last_sampler = 0; } } last_array_buffer : GLuint; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, cast(*GLint) *last_array_buffer); #if !#exists(IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. last_element_array_buffer : GLint; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, *last_element_array_buffer); last_vtx_attrib_state_pos : ImGui_ImplOpenGL3_VtxAttribState; GetState(*last_vtx_attrib_state_pos, xx bd.AttribLocationVtxPos); last_vtx_attrib_state_uv : ImGui_ImplOpenGL3_VtxAttribState; GetState(*last_vtx_attrib_state_uv, xx bd.AttribLocationVtxUV); last_vtx_attrib_state_color : ImGui_ImplOpenGL3_VtxAttribState; GetState(*last_vtx_attrib_state_color, xx bd.AttribLocationVtxColor); } #if #exists(IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { last_vertex_array_object : GLuint; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, cast(*GLint) *last_vertex_array_object); } #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE) { last_polygon_mode : [2] GLint; if (bd.HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode.data); } } last_viewport : [4] GLint; glGetIntegerv(GL_VIEWPORT, last_viewport.data); last_scissor_box : [4]GLint; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box.data); last_blend_src_rgb : GLenum; glGetIntegerv(GL_BLEND_SRC_RGB, cast(*GLint) *last_blend_src_rgb); last_blend_dst_rgb : GLenum; glGetIntegerv(GL_BLEND_DST_RGB, cast(*GLint) *last_blend_dst_rgb); last_blend_src_alpha : GLenum; glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(*GLint) *last_blend_src_alpha); last_blend_dst_alpha : GLenum; glGetIntegerv(GL_BLEND_DST_ALPHA, cast(*GLint) *last_blend_dst_alpha); last_blend_equation_rgb : GLenum; glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(*GLint) *last_blend_equation_rgb); last_blend_equation_alpha : GLenum; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(*GLint) *last_blend_equation_alpha); last_enable_blend : GLboolean = glIsEnabled(GL_BLEND); last_enable_cull_face : GLboolean = glIsEnabled(GL_CULL_FACE); last_enable_depth_test : GLboolean = glIsEnabled(GL_DEPTH_TEST); last_enable_stencil_test : GLboolean = glIsEnabled(GL_STENCIL_TEST); last_enable_scissor_test : GLboolean = glIsEnabled(GL_SCISSOR_TEST); #if #exists (IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART) { last_enable_primitive_restart : GLboolean = ifx (bd.GlVersion >= 310) then glIsEnabled(GL_PRIMITIVE_RESTART) else GL_FALSE; } // 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. vertex_array_object : GLuint = 0; #if #exists(IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { glGenVertexArrays(1, *vertex_array_object); } ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); // Will project scissor/clipping rectangles into framebuffer space clip_off : ImGui.ImVec2 = draw_data.DisplayPos; // (0,0) unless using multi-viewports clip_scale : ImGui.ImVec2 = draw_data.FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists for n: 0..draw_data.CmdListsCount - 1 { cmd_list : *ImGui.ImDrawList = draw_data.CmdLists.Data[n]; // Upload vertex/index buffers // - OpenGL drivers are in a very sorry state nowadays.... // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports // of leaks on Intel GPU when using multi-viewports on Windows. // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel. // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. vtx_buffer_size : GLsizeiptr = cast(GLsizeiptr) cmd_list.VtxBuffer.Size * cast(s32) size_of(ImGui.ImDrawVert); idx_buffer_size : GLsizeiptr = cast(GLsizeiptr) cmd_list.IdxBuffer.Size * cast(s32) size_of(ImGui.ImDrawIdx); if bd.UseBufferSubData { 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, cast(*GLvoid) cmd_list.VtxBuffer.Data); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, cast(*GLvoid) cmd_list.IdxBuffer.Data); } else { glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, cast(*GLvoid) cmd_list.VtxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, cast(*GLvoid) cmd_list.IdxBuffer.Data, GL_STREAM_DRAW); } for cmd_i: 0..cmd_list.CmdBuffer.Size { pcmd : *ImGui.ImDrawCmd = *cmd_list.CmdBuffer.Data[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 clip_min : ImGui.ImVec2 = .{(pcmd.ClipRect.x - clip_off.x) * clip_scale.x, (pcmd.ClipRect.y - clip_off.y) * clip_scale.y}; clip_max : ImGui.ImVec2 = .{(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(xx cast(s32)clip_min.x, xx cast(s32)(cast(float) fb_height - clip_max.y), xx cast(s32)(clip_max.x - clip_min.x), xx cast(s32)(clip_max.y - clip_min.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, cast(GLuint) cast(*void) pcmd.TextureId); #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET) { if bd.GlVersion >= 320 glDrawElementsBaseVertex(GL_TRIANGLES, cast(GLsizei) pcmd.ElemCount, xx ifx size_of(ImGui.ImDrawIdx) == 2 then GL_UNSIGNED_SHORT else GL_UNSIGNED_INT, cast(*void) cast(*void)(pcmd.IdxOffset * size_of(ImGui.ImDrawIdx)), cast(GLint) pcmd.VtxOffset); } else { glDrawElements(GL_TRIANGLES, cast(GLsizei) pcmd.ElemCount, xx ifx size_of(ImGui.ImDrawIdx) == 2 then GL_UNSIGNED_SHORT else GL_UNSIGNED_INT, cast(*void) cast(*void)(pcmd.IdxOffset * size_of(ImGui.ImDrawIdx))); } } } } // Destroy the temporary VAO #if #exists(IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { glDeleteVertexArrays(1, *vertex_array_object); } // Restore modified GL state // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, // it will have been deleted by now and will cause an OpenGL error. See #6220. if last_program == 0 || glIsProgram(last_program) glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) { if bd.GlVersion >= 330 || bd.GlProfileIsES3 glBindSampler(0, last_sampler); } glActiveTexture(last_active_texture); #if #exists(IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { glBindVertexArray(last_vertex_array_object); } glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); #if !#exists(IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, xx last_element_array_buffer); SetState(*last_vtx_attrib_state_pos, xx bd.AttribLocationVtxPos); SetState(*last_vtx_attrib_state_uv, xx bd.AttribLocationVtxUV); SetState(*last_vtx_attrib_state_color, xx bd.AttribLocationVtxColor); } 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); #if #exists(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); } } #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE) { // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons if (bd.HasPolygonMode) { if (bd.GlVersion <= 310 || bd.GlProfileIsCompat) { glPolygonMode(GL_FRONT, cast(GLenum) last_polygon_mode[0]); glPolygonMode(GL_BACK, cast(GLenum) last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, cast(GLenum) last_polygon_mode[0]); } } } // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE glViewport(last_viewport[0], last_viewport[1], cast(GLsizei) last_viewport[2], cast(GLsizei) last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei) last_scissor_box[2], cast(GLsizei) last_scissor_box[3]); //(void)bd; // Not all compilation paths use this } ImGui_ImplOpenGL3_CreateFontsTexture :: () -> bool { io : *ImGui.IO = ImGui.GetIO(); bd : *ImGui_ImplOpenGL3_Data = ImGui_ImplOpenGL3_GetBackendData(); // Build texture atlas pixels : *u8; width, height : s32; io.Fonts.GetTexDataAsRGBA32(io.Fonts, *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) last_texture : GLint; 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); #if GL_UNPACK_ROW_LENGTH { // Not on WebGL/ES glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, xx width, xx height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts.TexID = cast(ImGui.ImTextureID) cast(*void) bd.FontTexture; // Restore state glBindTexture(GL_TEXTURE_2D, xx last_texture); return true; } ImGui_ImplOpenGL3_DestroyFontsTexture :: () { io : *ImGui.IO = ImGui.GetIO(); bd : *ImGui_ImplOpenGL3_Data = ImGui_ImplOpenGL3_GetBackendData(); if bd.FontTexture { glDeleteTextures(1, *bd.FontTexture); io.Fonts.TexID = xx 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. CheckShader :: (handle: GLuint, desc: string) -> bool { bd : *ImGui_ImplOpenGL3_Data = ImGui_ImplOpenGL3_GetBackendData(); status : GLint = 0; log_length : GLint = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, *status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, *log_length); if cast(GLboolean) status == GL_FALSE print("ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %! With GLSL: %\n", desc, to_string(bd.GlslVersionString.data, c_style_strlen(bd.GlslVersionString.data))); if log_length > 1 && log_length < 1024 { buf : [1024]u8; glGetShaderInfoLog(handle, xx log_length, null, cast(*GLchar) buf.data); print("%\n", to_string(buf.data, c_style_strlen(buf.data))); } return cast(GLboolean)status == GL_TRUE; } // If you get an error please report on GitHub. You may try different GL context version or GLSL version. CheckProgram :: (handle: GLuint, desc: string) -> bool { bd : *ImGui_ImplOpenGL3_Data = ImGui_ImplOpenGL3_GetBackendData(); status : GLint = 0; log_length : GLint = 0; glGetProgramiv(handle, GL_LINK_STATUS, *status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, *log_length); if cast(GLboolean) status == GL_FALSE print("ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %! With GLSL %\n", desc, to_string(bd.GlslVersionString.data, c_style_strlen(bd.GlslVersionString.data))); if log_length > 1 && log_length < 1024 { buf : [1024]u8; glGetProgramInfoLog(handle, xx log_length, null, cast(*GLchar) buf.data); print("%\n", to_string(buf.data, c_style_strlen(buf.data))); } return cast(GLboolean) status == GL_TRUE; } ImGui_ImplOpenGL3_CreateDeviceObjects :: () -> bool { bd : *ImGui_ImplOpenGL3_Data = ImGui_ImplOpenGL3_GetBackendData(); // Backup GL state last_texture, last_array_buffer : GLint; glGetIntegerv(GL_TEXTURE_BINDING_2D, *last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, *last_array_buffer); #if #exists (IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK) { last_pixel_unpack_buffer : GLint = 0; if (bd.GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, *last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } } #if #exists (IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { last_vertex_array : GLint; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, *last_vertex_array); } // Parse GLSL version string glsl_version : s32 = 130; matched, items := scan("#version %i", cast(string) bd.GlslVersionString); for items { if it.type.type == .INTEGER { glsl_version = << cast(*s32) items[0].value_pointer; } } vertex_shader_glsl_120 := #string DONE uniform mat4 ProjMtx; attribute vec2 Position; attribute vec2 UV; attribute vec4 Color; varying vec2 Frag_UV; varying vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy,0,1); } DONE vertex_shader_glsl_130 := #string DONE uniform mat4 ProjMtx; in vec2 Position; in vec2 UV; in vec4 Color; out vec2 Frag_UV; out vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy,0,1); } DONE vertex_shader_glsl_300_es := #string DONE precision highp float; layout (location = 0) in vec2 Position; layout (location = 1) in vec2 UV; layout (location = 2) in vec4 Color; uniform mat4 ProjMtx; out vec2 Frag_UV; out vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy,0,1); } DONE vertex_shader_glsl_410_core := #string DONE layout (location = 0) in vec2 Position; layout (location = 1) in vec2 UV; layout (location = 2) in vec4 Color; uniform mat4 ProjMtx; out vec2 Frag_UV; out vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy,0,1); } DONE fragment_shader_glsl_120 := #string DONE #ifdef GL_ES precision mediump float; #endif uniform sampler2D Texture; varying vec2 Frag_UV; varying vec4 Frag_Color; void main() { gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st); } DONE fragment_shader_glsl_130 := #string DONE uniform sampler2D Texture; in vec2 Frag_UV; in vec4 Frag_Color; out vec4 Out_Color; void main() { Out_Color = Frag_Color * texture(Texture, Frag_UV.st); } DONE fragment_shader_glsl_300_es := #string DONE precision mediump float; uniform sampler2D Texture; in vec2 Frag_UV; in vec4 Frag_Color; layout (location = 0) out vec4 Out_Color; void main() { Out_Color = Frag_Color * texture(Texture, Frag_UV.st); } DONE fragment_shader_glsl_410_core := #string DONE in vec2 Frag_UV; in vec4 Frag_Color; uniform sampler2D Texture; layout (location = 0) out vec4 Out_Color; void main() { Out_Color = Frag_Color * texture(Texture, Frag_UV.st); } DONE // Select shaders matching our GLSL versions vertex_shader : string; fragment_shader : string; 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 vertex_shader_with_version : [2]*u8 = .[bd.GlslVersionString.data, vertex_shader.data]; vertex_shader_with_version_length : [2]s32 = .[xx c_style_strlen(bd.GlslVersionString.data), xx vertex_shader.count]; vert_handle : GLuint = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vert_handle, 2, vertex_shader_with_version.data, vertex_shader_with_version_length.data); glCompileShader(vert_handle); CheckShader(vert_handle, "vertex shader"); fragment_shader_with_version : [2]*u8 = .[bd.GlslVersionString.data, fragment_shader.data]; fragment_shader_with_version_length : [2]s32 = .[xx c_style_strlen(bd.GlslVersionString.data), xx fragment_shader.count]; frag_handle : GLuint = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(frag_handle, 2, fragment_shader_with_version.data, fragment_shader_with_version_length.data); 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 = cast(GLuint) glGetAttribLocation(bd.ShaderHandle, "Position"); bd.AttribLocationVtxUV = cast(GLuint) glGetAttribLocation(bd.ShaderHandle, "UV"); bd.AttribLocationVtxColor = cast(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, xx last_texture); glBindBuffer(GL_ARRAY_BUFFER, xx last_array_buffer); #if #exists(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK) { if (bd.GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, xx last_pixel_unpack_buffer); } } #if #exists(IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY) { glBindVertexArray(xx last_vertex_array); } return true; } ImGui_ImplOpenGL3_DestroyDeviceObjects :: () { bd : *ImGui_ImplOpenGL3_Data = 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(); }