1 2 // Copyright Marcelo S. N. Mancini(Hipreme) 2020. 3 // Distributed under the Boost Software License, Version 1.0. 4 // (See accompanying file LICENSE_1_0.txt or copy at 5 // http://www.boost.org/LICENSE_1_0.txt) 6 7 module imgui_backend.impl_opengl3; 8 import bindbc.cimgui; 9 10 import std.conv:to; 11 import core.stdc.stdio; 12 13 import core.stdc.string; 14 import core.stdc.stdint : intptr_t; 15 16 /// Whether to use the implementation defined in D or link to compiled ImGui backends instead 17 enum CIMGUI_USER_DEFINED_IMPLEMENTATION_GL = true; 18 19 // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline 20 // - Desktop GL: 2.x 3.x 4.x 21 // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) 22 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) 23 24 // Implemented features: 25 // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! 26 // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. 27 28 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. 29 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. 30 // https://github.com/ocornut/imgui 31 32 // CHANGELOG 33 // (minor and older changes stripped away, please see git history for details) 34 // 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. 35 // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. 36 // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. 37 // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. 38 // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. 39 // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. 40 // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. 41 // 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. 42 // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. 43 // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. 44 // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. 45 // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. 46 // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. 47 // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. 48 // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). 49 // 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. 50 // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data.FramebufferScale to allow multi-viewports for retina display. 51 // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). 52 // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. 53 // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. 54 // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. 55 // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". 56 // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. 57 // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. 58 // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. 59 // 2018-06-08: OpenGL: Use draw_data.DisplayPos and draw_data.DisplaySize to setup projection matrix and clipping rectangle. 60 // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. 61 // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a null pointer. 62 // 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". 63 // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. 64 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. 65 // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. 66 // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. 67 // 2017-05-01: OpenGL: Fixed save and restore of current blend func state. 68 // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. 69 // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. 70 // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) 71 72 //---------------------------------------- 73 // OpenGL GLSL GLSL 74 // version version string 75 //---------------------------------------- 76 // 2.0 110 "#version 110" 77 // 2.1 120 "#version 120" 78 // 3.0 130 "#version 130" 79 // 3.1 140 "#version 140" 80 // 3.2 150 "#version 150" 81 // 3.3 330 "#version 330 core" 82 // 4.0 400 "#version 400 core" 83 // 4.1 410 "#version 410 core" 84 // 4.2 420 "#version 410 core" 85 // 4.3 430 "#version 430 core" 86 // ES 2.0 100 "#version 100" = WebGL 1.0 87 // ES 3.0 300 "#version 300 es" = WebGL 2.0 88 //---------------------------------------- 89 90 // OpenGL version specifiers 91 enum IMGUI_IMPL_OPENGL_ES2 = false; 92 enum GL_VERSION_3_2 = false; 93 enum GL_VERSION_3_3 = false; 94 enum IMGUI_IMPL_OPENGL_ES3 = false; 95 96 enum IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER = false; 97 enum IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET = false; 98 99 /// Unused 100 enum _MSC_VER = -1; 101 102 static if(CIMGUI_USER_DEFINED_IMPLEMENTATION_GL) 103 { 104 // GL includes 105 static if(IMGUI_IMPL_OPENGL_ES2) 106 { 107 static assert(0, "This is not yet implemented"); 108 } 109 static if(IMGUI_IMPL_OPENGL_ES3) 110 { 111 static assert(0, "This is not yet implemented"); 112 } 113 else 114 { 115 import bindbc.opengl; 116 // About Desktop OpenGL function loaders: 117 // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. 118 // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). 119 // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. 120 // In this case you may also need to change some of this code 121 122 // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. 123 static if(GL_VERSION_3_2) 124 { 125 enum IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET = true; 126 } 127 // Desktop GL 3.3+ has glBindSampler() 128 static if(GL_VERSION_3_3) 129 { 130 enum IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER = true; 131 } 132 } 133 134 // OpenGL Data 135 static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) 136 static char[32] g_GlslVersionString; // Specified by user or detected based on compile time GL settings. 137 static GLuint g_FontTexture = 0; 138 static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; 139 static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location 140 static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location 141 static uint g_VboHandle = 0, g_ElementsHandle = 0; 142 143 // Functions 144 bool ImGui_ImplOpenGL3_Init(const (char)* glsl_version) 145 { 146 // Query for GL version (e.g. 320 for GL 3.2) 147 static if(IMGUI_IMPL_OPENGL_ES2) 148 { 149 g_GlVersion = 200; // GLES 2 150 } 151 else 152 { 153 GLint major, minor; 154 glGetIntegerv(GL_MAJOR_VERSION, &major); 155 glGetIntegerv(GL_MINOR_VERSION, &minor); 156 g_GlVersion = cast(GLuint)(major * 100 + minor * 10); 157 } 158 159 160 // Setup back-end capabilities flags 161 ImGuiIO* io = igGetIO(); 162 io.BackendRendererName = "imgui_impl_opengl3"; 163 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET) 164 { 165 if (g_GlVersion >= 320) 166 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. 167 } 168 io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; 169 170 // Store GLSL version string so we can refer to it later in case we recreate shaders. 171 // Note: GLSL version is NOT the same as GL version. Leave this to null if unsure. 172 static if(IMGUI_IMPL_OPENGL_ES2) 173 { 174 if (glsl_version == "") 175 glsl_version = "#version 100"; 176 } 177 static if(IMGUI_IMPL_OPENGL_ES3) 178 { 179 if (glsl_version == "") 180 glsl_version = "#version 300 es"; 181 } 182 else 183 { 184 version(__APPLE__) 185 { 186 if (glsl_version == "") 187 glsl_version = "#version 150"; 188 } 189 else 190 { 191 if (glsl_version == "") 192 glsl_version = "#version 130"; 193 } 194 } 195 import std.conv : to; 196 IM_ASSERT(cast(int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); 197 strcpy(g_GlslVersionString.ptr, glsl_version); 198 strcat(g_GlslVersionString.ptr, "\n"); 199 200 // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. 201 // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! 202 // If auto-detection fails or doesn't select the same GL loader file as used by your application, 203 // you are likely to get a crash below. 204 // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. 205 const (char)* gl_loader = "bindbc-opengl"; 206 207 // Make an arbitrary GL call (we don't actually need the result) 208 // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. 209 // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. 210 // Why not just static assert that it is bound? 211 GLint current_texture; 212 glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); 213 214 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) 215 ImGui_ImplOpenGL3_InitPlatformInterface(); 216 217 return true; 218 } 219 220 void ImGui_ImplOpenGL3_Shutdown() 221 { 222 ImGui_ImplOpenGL3_ShutdownPlatformInterface(); 223 ImGui_ImplOpenGL3_DestroyDeviceObjects(); 224 } 225 226 void ImGui_ImplOpenGL3_NewFrame() 227 { 228 if (!g_ShaderHandle) 229 ImGui_ImplOpenGL3_CreateDeviceObjects(); 230 } 231 232 static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) 233 { 234 // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill 235 glEnable(GL_BLEND); 236 glBlendEquation(GL_FUNC_ADD); 237 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 238 glDisable(GL_CULL_FACE); 239 glDisable(GL_DEPTH_TEST); 240 glEnable(GL_SCISSOR_TEST); 241 static if(GL_POLYGON_MODE) 242 { 243 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 244 } 245 246 // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) 247 bool clip_origin_lower_left = true; 248 static if (GL_CLIP_ORIGIN) 249 { 250 GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, cast(GLint*)¤t_clip_origin); 251 if (current_clip_origin == GL_UPPER_LEFT) 252 clip_origin_lower_left = false; 253 } 254 255 // Setup viewport, orthographic projection matrix 256 // 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. 257 glViewport(0, 0, cast(GLsizei)fb_width, cast(GLsizei)fb_height); 258 float L = draw_data.DisplayPos.x; 259 float R = draw_data.DisplayPos.x + draw_data.DisplaySize.x; 260 float T = draw_data.DisplayPos.y; 261 float B = draw_data.DisplayPos.y + draw_data.DisplaySize.y; 262 if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left 263 const float[4][4] ortho_projection = 264 [ 265 [ 2.0f/(R-L), 0.0f, 0.0f, 0.0f ], 266 [ 0.0f, 2.0f/(T-B), 0.0f, 0.0f ], 267 [ 0.0f, 0.0f, -1.0f, 0.0f ], 268 [ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f ], 269 ]; 270 glUseProgram(g_ShaderHandle); 271 glUniform1i(g_AttribLocationTex, 0); 272 glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); 273 274 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) 275 { 276 if (g_GlVersion >= 330) 277 glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. 278 } 279 cast(void)vertex_array_object; 280 static if(!IMGUI_IMPL_OPENGL_ES2) 281 { 282 glBindVertexArray(vertex_array_object); 283 } 284 285 // Bind vertex/index buffers and setup attributes for ImDrawVert 286 glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); 287 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); 288 glEnableVertexAttribArray(g_AttribLocationVtxPos); 289 glEnableVertexAttribArray(g_AttribLocationVtxUV); 290 glEnableVertexAttribArray(g_AttribLocationVtxColor); 291 glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(GLvoid*)IM_OFFSETOF!(ImDrawVert.pos)); 292 glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(GLvoid*)IM_OFFSETOF!(ImDrawVert.uv)); 293 glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(GLvoid*)IM_OFFSETOF!(ImDrawVert.col)); 294 } 295 296 // OpenGL3 Render function. 297 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) 298 // 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. 299 void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) 300 { 301 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) 302 int fb_width = cast(int)(draw_data.DisplaySize.x * draw_data.FramebufferScale.x); 303 int fb_height = cast(int)(draw_data.DisplaySize.y * draw_data.FramebufferScale.y); 304 if (fb_width <= 0 || fb_height <= 0) 305 return; 306 307 // Backup GL state 308 GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, cast(GLint*)&last_active_texture); 309 glActiveTexture(GL_TEXTURE0); 310 GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, cast(GLint*)&last_program); 311 GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, cast(GLint*)&last_texture); 312 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) 313 { 314 GLuint last_sampler; 315 if (g_GlVersion >= 330) 316 glGetIntegerv(GL_SAMPLER_BINDING, cast(GLint*)&last_sampler); 317 else 318 last_sampler = 0; 319 } 320 GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, cast(GLint*)&last_array_buffer); 321 static if(!IMGUI_IMPL_OPENGL_ES2) 322 { 323 GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, cast(GLint*)&last_vertex_array_object); 324 } 325 static if(GL_POLYGON_MODE) 326 { 327 GLint[2] last_polygon_mode; 328 glGetIntegerv(GL_POLYGON_MODE, &last_polygon_mode[0]); 329 } 330 GLint[4] last_viewport; glGetIntegerv(GL_VIEWPORT, &last_viewport[0]); 331 GLint[4] last_scissor_box; glGetIntegerv(GL_SCISSOR_BOX, &last_scissor_box[0]); 332 GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, cast(GLint*)&last_blend_src_rgb); 333 GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, cast(GLint*)&last_blend_dst_rgb); 334 GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(GLint*)&last_blend_src_alpha); 335 GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, cast(GLint*)&last_blend_dst_alpha); 336 GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(GLint*)&last_blend_equation_rgb); 337 GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(GLint*)&last_blend_equation_alpha); 338 GLboolean last_enable_blend = glIsEnabled(GL_BLEND); 339 GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); 340 GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); 341 GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); 342 343 // Setup desired GL state 344 // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) 345 // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. 346 GLuint vertex_array_object = 0; 347 static if(!IMGUI_IMPL_OPENGL_ES2) 348 { 349 glGenVertexArrays(1, &vertex_array_object); 350 } 351 ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); 352 353 // Will project scissor/clipping rectangles into framebuffer space 354 ImVec2 clip_off = draw_data.DisplayPos; // (0,0) unless using multi-viewports 355 ImVec2 clip_scale = draw_data.FramebufferScale; // (1,1) unless using retina display which are often (2,2) 356 357 // Render command lists 358 for (int n = 0; n < draw_data.CmdListsCount; n++) 359 { 360 ImDrawList* cmd_list = draw_data.CmdLists[n]; //Const was there 361 362 // Upload vertex/index buffers 363 glBufferData(GL_ARRAY_BUFFER, cast(GLsizeiptr)cmd_list.VtxBuffer.Size * cast(int)ImDrawVert.sizeof, cast(const GLvoid*)cmd_list.VtxBuffer.Data, GL_STREAM_DRAW); 364 glBufferData(GL_ELEMENT_ARRAY_BUFFER, cast(GLsizeiptr)cmd_list.IdxBuffer.Size * cast(int)ImDrawIdx.sizeof, cast(const GLvoid*)cmd_list.IdxBuffer.Data, GL_STREAM_DRAW); 365 366 for (int cmd_i = 0; cmd_i < cmd_list.CmdBuffer.Size; cmd_i++) 367 { 368 const (ImDrawCmd)* pcmd = &(cmd_list.CmdBuffer.Data[cmd_i]); 369 if (pcmd.UserCallback != null) 370 { 371 // User callback, registered via ImDrawList::AddCallback() 372 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) 373 if (pcmd.UserCallback == ImDrawCallback_ResetRenderState) 374 ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); 375 else 376 pcmd.UserCallback(cmd_list, pcmd); 377 } 378 else 379 { 380 // Project scissor/clipping rectangles into framebuffer space 381 ImVec4 clip_rect; 382 clip_rect.x = (pcmd.ClipRect.x - clip_off.x) * clip_scale.x; 383 clip_rect.y = (pcmd.ClipRect.y - clip_off.y) * clip_scale.y; 384 clip_rect.z = (pcmd.ClipRect.z - clip_off.x) * clip_scale.x; 385 clip_rect.w = (pcmd.ClipRect.w - clip_off.y) * clip_scale.y; 386 387 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) 388 { 389 // Apply scissor/clipping rectangle 390 glScissor(cast(int)clip_rect.x, cast(int)(fb_height - clip_rect.w), cast(int)(clip_rect.z - clip_rect.x), cast(int)(clip_rect.w - clip_rect.y)); 391 392 // Bind texture, Draw 393 glBindTexture(GL_TEXTURE_2D, cast(GLuint)cast(intptr_t)pcmd.TextureId); 394 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET) 395 { 396 if (g_GlVersion >= 320) 397 glDrawElementsBaseVertex(GL_TRIANGLES, cast(GLsizei)pcmd.ElemCount, ImDrawIdx.sizeof == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, cast(void*)cast(intptr_t)(pcmd.IdxOffset * ImDrawIdx.sizeof), cast(GLint)pcmd.VtxOffset); 398 } 399 //If not drawelement base vertex 400 glDrawElements(GL_TRIANGLES, cast(GLsizei)pcmd.ElemCount, ImDrawIdx.sizeof == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, cast(void*)cast(intptr_t)(pcmd.IdxOffset * ImDrawIdx.sizeof)); 401 } 402 } 403 } 404 } 405 406 // Destroy the temporary VAO 407 static if(!IMGUI_IMPL_OPENGL_ES2) 408 { 409 glDeleteVertexArrays(1, &vertex_array_object); 410 } 411 412 // Restore modified GL state 413 glUseProgram(last_program); 414 glBindTexture(GL_TEXTURE_2D, last_texture); 415 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) 416 { 417 if (g_GlVersion >= 330) 418 glBindSampler(0, last_sampler); 419 } 420 glActiveTexture(last_active_texture); 421 static if(!IMGUI_IMPL_OPENGL_ES2) 422 { 423 glBindVertexArray(last_vertex_array_object); 424 } 425 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); 426 glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); 427 glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); 428 if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); 429 if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); 430 if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); 431 if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); 432 static if(GL_POLYGON_MODE) 433 { 434 glPolygonMode(GL_FRONT_AND_BACK, cast(GLenum)last_polygon_mode[0]); 435 } 436 glViewport(last_viewport[0], last_viewport[1], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]); 437 glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]); 438 } 439 440 bool ImGui_ImplOpenGL3_CreateFontsTexture() 441 { 442 // Build texture atlas 443 ImGuiIO* io = igGetIO(); 444 ubyte* pixels = null; 445 int width, height; 446 static int bytePerPixel = 4; 447 448 ImFontAtlas_GetTexDataAsRGBA32(io.Fonts, &pixels, &width, &height, &bytePerPixel); // 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. 449 450 import std.stdio; 451 // Upload texture to graphics system 452 GLint last_texture; 453 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); 454 glGenTextures(1, &g_FontTexture); 455 glBindTexture(GL_TEXTURE_2D, g_FontTexture); 456 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 457 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 458 static if(GL_UNPACK_ROW_LENGTH) 459 { 460 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); 461 } 462 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); 463 464 // Store our identifier 465 io.Fonts.TexID = cast(ImTextureID)cast(intptr_t)g_FontTexture; 466 467 // Restore state 468 glBindTexture(GL_TEXTURE_2D, last_texture); 469 470 return true; 471 } 472 473 void ImGui_ImplOpenGL3_DestroyFontsTexture() 474 { 475 if (g_FontTexture) 476 { 477 ImGuiIO* io = igGetIO(); 478 glDeleteTextures(1, &g_FontTexture); 479 io.Fonts.TexID = null; //Same as 0 480 g_FontTexture = 0; 481 } 482 } 483 484 // 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. 485 static bool CheckShader(GLuint handle, const (char)* desc) 486 { 487 GLint status = 0, log_length = 0; 488 glGetShaderiv(handle, GL_COMPILE_STATUS, &status); 489 glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); 490 491 if (cast(GLboolean)status == GL_FALSE) 492 fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); 493 if (log_length > 1) 494 { 495 496 // ImVector_char buf; 497 // buf.resize(cast(int)(log_length + 1)); 498 // glGetShaderInfoLog(handle, log_length, null, cast(GLchar*)buf.begin()); 499 // fprintf(stderr, "%s\n", buf.begin()); 500 } 501 return cast(GLboolean)status == GL_TRUE; 502 } 503 504 // If you get an error please report on GitHub. You may try different GL context version or GLSL version. 505 static bool CheckProgram(GLuint handle, const (char)* desc) 506 { 507 GLint status = 0, log_length = 0; 508 glGetProgramiv(handle, GL_LINK_STATUS, &status); 509 glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); 510 if (cast(GLboolean)status == GL_FALSE) 511 fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, &g_GlslVersionString[0]); 512 if (log_length > 1) 513 { 514 // ImVector_char buf; 515 // buf.resize(cast(int)(log_length + 1)); 516 // glGetProgramInfoLog(handle, log_length, null, cast(GLchar*)buf.begin()); 517 // fprintf(stderr, "%s\n", buf.begin()); 518 } 519 return cast(GLboolean)status == GL_TRUE; 520 } 521 522 bool ImGui_ImplOpenGL3_CreateDeviceObjects() 523 { 524 // Backup GL state 525 GLint last_texture, last_array_buffer; 526 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); 527 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); 528 static if(!IMGUI_IMPL_OPENGL_ES2) 529 { 530 GLint last_vertex_array; 531 glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); 532 } 533 534 535 536 // Parse GLSL version string 537 int glsl_version = 130; 538 sscanf(&g_GlslVersionString[0], "#version %d", &glsl_version); 539 540 const (GLchar)* vertex_shader_glsl_120 = 541 "uniform mat4 ProjMtx;\n"~ 542 "attribute vec2 Position;\n"~ 543 "attribute vec2 UV;\n"~ 544 "attribute vec4 Color;\n"~ 545 "varying vec2 Frag_UV;\n"~ 546 "varying vec4 Frag_Color;\n"~ 547 "void main()\n"~ 548 "{\n"~ 549 " Frag_UV = UV;\n"~ 550 " Frag_Color = Color;\n"~ 551 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"~ 552 "}\n"; 553 554 const (GLchar)* vertex_shader_glsl_130 = 555 "uniform mat4 ProjMtx;\n"~ 556 "in vec2 Position;\n"~ 557 "in vec2 UV;\n"~ 558 "in vec4 Color;\n"~ 559 "out vec2 Frag_UV;\n"~ 560 "out vec4 Frag_Color;\n"~ 561 "void main()\n"~ 562 "{\n"~ 563 " Frag_UV = UV;\n"~ 564 " Frag_Color = Color;\n"~ 565 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"~ 566 "}\n"; 567 568 const (GLchar)* vertex_shader_glsl_300_es = 569 "precision mediump float;\n"~ 570 "layout (location = 0) in vec2 Position;\n"~ 571 "layout (location = 1) in vec2 UV;\n"~ 572 "layout (location = 2) in vec4 Color;\n"~ 573 "uniform mat4 ProjMtx;\n"~ 574 "out vec2 Frag_UV;\n"~ 575 "out vec4 Frag_Color;\n"~ 576 "void main()\n"~ 577 "{\n"~ 578 " Frag_UV = UV;\n"~ 579 " Frag_Color = Color;\n"~ 580 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"~ 581 "}\n"; 582 583 const (GLchar)* vertex_shader_glsl_410_core = 584 "layout (location = 0) in vec2 Position;\n"~ 585 "layout (location = 1) in vec2 UV;\n"~ 586 "layout (location = 2) in vec4 Color;\n"~ 587 "uniform mat4 ProjMtx;\n"~ 588 "out vec2 Frag_UV;\n"~ 589 "out vec4 Frag_Color;\n"~ 590 "void main()\n"~ 591 "{\n"~ 592 " Frag_UV = UV;\n"~ 593 " Frag_Color = Color;\n"~ 594 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"~ 595 "}\n"; 596 597 const (GLchar)* fragment_shader_glsl_120 = 598 "#ifdef GL_ES\n"~ 599 " precision mediump float;\n"~ 600 "#endif\n"~ 601 "uniform sampler2D Texture;\n"~ 602 "varying vec2 Frag_UV;\n"~ 603 "varying vec4 Frag_Color;\n"~ 604 "void main()\n"~ 605 "{\n"~ 606 " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"~ 607 "}\n"; 608 609 const (GLchar)* fragment_shader_glsl_130 = 610 "uniform sampler2D Texture;\n"~ 611 "in vec2 Frag_UV;\n"~ 612 "in vec4 Frag_Color;\n"~ 613 "out vec4 Out_Color;\n"~ 614 "void main()\n"~ 615 "{\n"~ 616 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"~ 617 "}\n"; 618 619 const (GLchar)* fragment_shader_glsl_300_es = 620 "precision mediump float;\n"~ 621 "uniform sampler2D Texture;\n"~ 622 "in vec2 Frag_UV;\n"~ 623 "in vec4 Frag_Color;\n"~ 624 "layout (location = 0) out vec4 Out_Color;\n"~ 625 "void main()\n"~ 626 "{\n"~ 627 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"~ 628 "}\n"; 629 630 const (GLchar)* fragment_shader_glsl_410_core = 631 "in vec2 Frag_UV;\n"~ 632 "in vec4 Frag_Color;\n"~ 633 "uniform sampler2D Texture;\n"~ 634 "layout (location = 0) out vec4 Out_Color;\n"~ 635 "void main()\n"~ 636 "{\n"~ 637 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"~ 638 "}\n"; 639 640 // Select shaders matching our GLSL versions 641 const (GLchar)* vertex_shader = null; 642 const (GLchar)* fragment_shader = null; 643 if (glsl_version < 130) 644 { 645 vertex_shader = vertex_shader_glsl_120; 646 fragment_shader = fragment_shader_glsl_120; 647 } 648 else if (glsl_version >= 410) 649 { 650 vertex_shader = vertex_shader_glsl_410_core; 651 fragment_shader = fragment_shader_glsl_410_core; 652 } 653 else if (glsl_version == 300) 654 { 655 vertex_shader = vertex_shader_glsl_300_es; 656 fragment_shader = fragment_shader_glsl_300_es; 657 } 658 else 659 { 660 vertex_shader = vertex_shader_glsl_130; 661 fragment_shader = fragment_shader_glsl_130; 662 } 663 664 // Create shaders 665 const (GLchar)*[2] vertex_shader_with_version = [g_GlslVersionString.ptr, vertex_shader ]; 666 g_VertHandle = glCreateShader(GL_VERTEX_SHADER); 667 glShaderSource(g_VertHandle, 2, vertex_shader_with_version.ptr, null); 668 glCompileShader(g_VertHandle); 669 CheckShader(g_VertHandle, "vertex shader"); 670 671 const (GLchar)*[2] fragment_shader_with_version = [g_GlslVersionString.ptr, fragment_shader]; 672 g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); 673 glShaderSource(g_FragHandle, 2, fragment_shader_with_version.ptr, null); 674 glCompileShader(g_FragHandle); 675 CheckShader(g_FragHandle, "fragment shader"); 676 677 g_ShaderHandle = glCreateProgram(); 678 glAttachShader(g_ShaderHandle, g_VertHandle); 679 glAttachShader(g_ShaderHandle, g_FragHandle); 680 glLinkProgram(g_ShaderHandle); 681 CheckProgram(g_ShaderHandle, "shader program"); 682 683 g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); 684 g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); 685 g_AttribLocationVtxPos = cast(GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); 686 g_AttribLocationVtxUV = cast(GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); 687 g_AttribLocationVtxColor = cast(GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); 688 689 // Create buffers 690 glGenBuffers(1, &g_VboHandle); 691 glGenBuffers(1, &g_ElementsHandle); 692 693 ImGui_ImplOpenGL3_CreateFontsTexture(); 694 695 // Restore modified GL state 696 glBindTexture(GL_TEXTURE_2D, last_texture); 697 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); 698 static if(!IMGUI_IMPL_OPENGL_ES2) 699 { 700 glBindVertexArray(last_vertex_array); 701 } 702 703 return true; 704 } 705 706 void ImGui_ImplOpenGL3_DestroyDeviceObjects() 707 { 708 if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } 709 if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } 710 if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } 711 if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } 712 if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } 713 if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } 714 if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } 715 716 ImGui_ImplOpenGL3_DestroyFontsTexture(); 717 } 718 719 720 //-------------------------------------------------------------------------------------------------------- 721 // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT 722 // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. 723 // 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.. 724 //-------------------------------------------------------------------------------------------------------- 725 726 extern(C++) static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) 727 { 728 //viewport = cast(ImGuiViewport*)param; 729 if (!(viewport.Flags & ImGuiViewportFlags_NoRendererClear)) 730 { 731 ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); 732 glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); 733 glClear(GL_COLOR_BUFFER_BIT); 734 } 735 ImGui_ImplOpenGL3_RenderDrawData(viewport.DrawData); 736 } 737 738 static void ImGui_ImplOpenGL3_InitPlatformInterface() 739 { 740 ImGuiPlatformIO* platform_io = igGetPlatformIO(); 741 platform_io.Renderer_RenderWindow = &ImGui_ImplOpenGL3_RenderWindow; 742 } 743 744 static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() 745 { 746 igDestroyPlatformWindows(); 747 } 748 749 } 750 else 751 { 752 extern(C) @nogc nothrow 753 { 754 alias pImGui_ImplOpenGL3_Init = bool function(const (char)* glsl_version); 755 alias pImGui_ImplOpenGL3_Shutdown = void function(); 756 alias pImGui_ImplOpenGL3_NewFrame = void function(); 757 alias pImGui_ImplOpenGL3_RenderDrawData = void function(ImDrawData* draw_data); 758 alias pImGui_ImplOpenGL3_CreateFontsTexture = bool function(); 759 alias pImGui_ImplOpenGL3_DestroyFontsTexture = void function(); 760 alias pImGui_ImplOpenGL3_CreateDeviceObjects = bool function(); 761 alias pImGui_ImplOpenGL3_DestroyDeviceObjects = void function(); 762 } 763 764 __gshared 765 { 766 pImGui_ImplOpenGL3_Init ImGui_ImplOpenGL3_Init; 767 pImGui_ImplOpenGL3_Shutdown ImGui_ImplOpenGL3_Shutdown; 768 pImGui_ImplOpenGL3_NewFrame ImGui_ImplOpenGL3_NewFrame; 769 pImGui_ImplOpenGL3_RenderDrawData ImGui_ImplOpenGL3_RenderDrawData; 770 pImGui_ImplOpenGL3_CreateFontsTexture ImGui_ImplOpenGL3_CreateFontsTexture; 771 pImGui_ImplOpenGL3_DestroyFontsTexture ImGui_ImplOpenGL3_DestroyFontsTexture; 772 pImGui_ImplOpenGL3_CreateDeviceObjects ImGui_ImplOpenGL3_CreateDeviceObjects; 773 pImGui_ImplOpenGL3_DestroyDeviceObjects ImGui_ImplOpenGL3_DestroyDeviceObjects; 774 } 775 import bindbc.loader:SharedLib, bindSymbol; 776 void bindGLImgui(SharedLib lib) 777 { 778 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_Init, "ImGui_ImplOpenGL3_Init"); 779 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_Shutdown, "ImGui_ImplOpenGL3_Shutdown"); 780 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_NewFrame, "ImGui_ImplOpenGL3_NewFrame"); 781 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_RenderDrawData, "ImGui_ImplOpenGL3_RenderDrawData"); 782 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_CreateFontsTexture, "ImGui_ImplOpenGL3_CreateFontsTexture"); 783 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_DestroyFontsTexture, "ImGui_ImplOpenGL3_DestroyFontsTexture"); 784 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_CreateDeviceObjects, "ImGui_ImplOpenGL3_CreateDeviceObjects"); 785 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_DestroyDeviceObjects, "ImGui_ImplOpenGL3_DestroyDeviceObjects"); 786 } 787 }