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 enum CIMGUI_USER_DEFINED_GL = true; 17 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 enum _MSC_VER = -1; 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 enum IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER = false; 96 enum IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET = false; 97 98 99 static if(CIMGUI_USER_DEFINED_GL) 100 { 101 // GL includes 102 static if(IMGUI_IMPL_OPENGL_ES2) 103 { 104 //#include <GLES2/gl2.h> 105 } 106 else static if(IMGUI_IMPL_OPENGL_ES3) 107 { 108 //#include <GLES3/gl3.h> // Use GL ES 3 109 } 110 else 111 { 112 import bindbc.opengl; 113 // About Desktop OpenGL function loaders: 114 // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. 115 // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). 116 // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. 117 } 118 119 // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. 120 static if(!IMGUI_IMPL_OPENGL_ES2 && !IMGUI_IMPL_OPENGL_ES3 && GL_VERSION_3_2) 121 { 122 enum IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET = true; 123 } 124 125 // Desktop GL 3.3+ has glBindSampler() 126 static if(!IMGUI_IMPL_OPENGL_ES2 && !IMGUI_IMPL_OPENGL_ES3 && GL_VERSION_3_3) 127 { 128 enum IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER = true; 129 } 130 131 // OpenGL Data 132 static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) 133 static char[32] g_GlslVersionString; // Specified by user or detected based on compile time GL settings. 134 static GLuint g_FontTexture = 0; 135 static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; 136 static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location 137 static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location 138 static uint g_VboHandle = 0, g_ElementsHandle = 0; 139 140 // Functions 141 bool ImGui_ImplOpenGL3_Init(const (char)* glsl_version) 142 { 143 // Query for GL version (e.g. 320 for GL 3.2) 144 static if(!IMGUI_IMPL_OPENGL_ES2) 145 { 146 GLint major, minor; 147 glGetIntegerv(GL_MAJOR_VERSION, &major); 148 glGetIntegerv(GL_MINOR_VERSION, &minor); 149 g_GlVersion = cast(GLuint)(major * 100 + minor * 10); 150 } 151 else 152 { 153 g_GlVersion = 200; // GLES 2 154 } 155 156 // Setup back-end capabilities flags 157 ImGuiIO* io = igGetIO(); 158 io.BackendRendererName = "imgui_impl_opengl3"; 159 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET) 160 { 161 if (g_GlVersion >= 320) 162 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. 163 } 164 io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; 165 166 // Store GLSL version string so we can refer to it later in case we recreate shaders. 167 // Note: GLSL version is NOT the same as GL version. Leave this to null if unsure. 168 version(IMGUI_IMPL_OPENGL_ES2) 169 { 170 if (glsl_version == "") 171 glsl_version = "#version 100"; 172 } 173 version(IMGUI_IMPL_OPENGL_ES3) 174 { 175 if (glsl_version == "") 176 glsl_version = "#version 300 es"; 177 } 178 version(__APPLE__) 179 { 180 if (glsl_version == "") 181 glsl_version = "#version 150"; 182 } 183 else 184 { 185 if (glsl_version == "") 186 glsl_version = "#version 130"; 187 } 188 import std.conv:to; 189 IM_ASSERT(cast(int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); 190 strcpy(g_GlslVersionString.ptr, glsl_version); 191 strcat(g_GlslVersionString.ptr, "\n"); 192 193 // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. 194 // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! 195 // If auto-detection fails or doesn't select the same GL loader file as used by your application, 196 // you are likely to get a crash below. 197 // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. 198 const (char)* gl_loader = "bindbc-opengl"; 199 200 // Make an arbitrary GL call (we don't actually need the result) 201 // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. 202 // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. 203 GLint current_texture; 204 glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); 205 206 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) 207 ImGui_ImplOpenGL3_InitPlatformInterface(); 208 209 return true; 210 } 211 212 void ImGui_ImplOpenGL3_Shutdown() 213 { 214 ImGui_ImplOpenGL3_ShutdownPlatformInterface(); 215 ImGui_ImplOpenGL3_DestroyDeviceObjects(); 216 } 217 218 void ImGui_ImplOpenGL3_NewFrame() 219 { 220 if (!g_ShaderHandle) 221 ImGui_ImplOpenGL3_CreateDeviceObjects(); 222 } 223 224 static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) 225 { 226 // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill 227 glEnable(GL_BLEND); 228 glBlendEquation(GL_FUNC_ADD); 229 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 230 glDisable(GL_CULL_FACE); 231 glDisable(GL_DEPTH_TEST); 232 glEnable(GL_SCISSOR_TEST); 233 static if(GL_POLYGON_MODE) 234 { 235 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 236 } 237 238 // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) 239 bool clip_origin_lower_left = true; 240 static if (GL_CLIP_ORIGIN) 241 { 242 GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, cast(GLint*)¤t_clip_origin); 243 if (current_clip_origin == GL_UPPER_LEFT) 244 clip_origin_lower_left = false; 245 } 246 247 // Setup viewport, orthographic projection matrix 248 // 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. 249 glViewport(0, 0, cast(GLsizei)fb_width, cast(GLsizei)fb_height); 250 float L = draw_data.DisplayPos.x; 251 float R = draw_data.DisplayPos.x + draw_data.DisplaySize.x; 252 float T = draw_data.DisplayPos.y; 253 float B = draw_data.DisplayPos.y + draw_data.DisplaySize.y; 254 if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left 255 const float[4][4] ortho_projection = 256 [ 257 [ 2.0f/(R-L), 0.0f, 0.0f, 0.0f ], 258 [ 0.0f, 2.0f/(T-B), 0.0f, 0.0f ], 259 [ 0.0f, 0.0f, -1.0f, 0.0f ], 260 [ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f ], 261 ]; 262 glUseProgram(g_ShaderHandle); 263 glUniform1i(g_AttribLocationTex, 0); 264 glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); 265 266 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) 267 { 268 if (g_GlVersion >= 330) 269 glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. 270 } 271 cast(void)vertex_array_object; 272 static if(!IMGUI_IMPL_OPENGL_ES2) 273 { 274 glBindVertexArray(vertex_array_object); 275 } 276 277 // Bind vertex/index buffers and setup attributes for ImDrawVert 278 glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); 279 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); 280 glEnableVertexAttribArray(g_AttribLocationVtxPos); 281 glEnableVertexAttribArray(g_AttribLocationVtxUV); 282 glEnableVertexAttribArray(g_AttribLocationVtxColor); 283 glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(GLvoid*)IM_OFFSETOF!(ImDrawVert.pos)); 284 glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(GLvoid*)IM_OFFSETOF!(ImDrawVert.uv)); 285 glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(GLvoid*)IM_OFFSETOF!(ImDrawVert.col)); 286 } 287 288 // OpenGL3 Render function. 289 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) 290 // 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. 291 void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) 292 { 293 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) 294 int fb_width = cast(int)(draw_data.DisplaySize.x * draw_data.FramebufferScale.x); 295 int fb_height = cast(int)(draw_data.DisplaySize.y * draw_data.FramebufferScale.y); 296 if (fb_width <= 0 || fb_height <= 0) 297 return; 298 299 // Backup GL state 300 GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, cast(GLint*)&last_active_texture); 301 glActiveTexture(GL_TEXTURE0); 302 GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, cast(GLint*)&last_program); 303 GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, cast(GLint*)&last_texture); 304 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) 305 { 306 GLuint last_sampler; 307 if (g_GlVersion >= 330) 308 glGetIntegerv(GL_SAMPLER_BINDING, cast(GLint*)&last_sampler); 309 else 310 last_sampler = 0; 311 } 312 GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, cast(GLint*)&last_array_buffer); 313 static if(!IMGUI_IMPL_OPENGL_ES2) 314 { 315 GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, cast(GLint*)&last_vertex_array_object); 316 } 317 static if(GL_POLYGON_MODE) 318 { 319 GLint[2] last_polygon_mode; 320 glGetIntegerv(GL_POLYGON_MODE, &last_polygon_mode[0]); 321 } 322 GLint[4] last_viewport; glGetIntegerv(GL_VIEWPORT, &last_viewport[0]); 323 GLint[4] last_scissor_box; glGetIntegerv(GL_SCISSOR_BOX, &last_scissor_box[0]); 324 GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, cast(GLint*)&last_blend_src_rgb); 325 GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, cast(GLint*)&last_blend_dst_rgb); 326 GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(GLint*)&last_blend_src_alpha); 327 GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, cast(GLint*)&last_blend_dst_alpha); 328 GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(GLint*)&last_blend_equation_rgb); 329 GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(GLint*)&last_blend_equation_alpha); 330 GLboolean last_enable_blend = glIsEnabled(GL_BLEND); 331 GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); 332 GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); 333 GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); 334 335 // Setup desired GL state 336 // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) 337 // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. 338 GLuint vertex_array_object = 0; 339 static if(!IMGUI_IMPL_OPENGL_ES2) 340 { 341 glGenVertexArrays(1, &vertex_array_object); 342 } 343 ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); 344 345 // Will project scissor/clipping rectangles into framebuffer space 346 ImVec2 clip_off = draw_data.DisplayPos; // (0,0) unless using multi-viewports 347 ImVec2 clip_scale = draw_data.FramebufferScale; // (1,1) unless using retina display which are often (2,2) 348 349 // Render command lists 350 for (int n = 0; n < draw_data.CmdListsCount; n++) 351 { 352 ImDrawList* cmd_list = draw_data.CmdLists[n]; //Const was there 353 354 // Upload vertex/index buffers 355 glBufferData(GL_ARRAY_BUFFER, cast(GLsizeiptr)cmd_list.VtxBuffer.Size * cast(int)ImDrawVert.sizeof, cast(const GLvoid*)cmd_list.VtxBuffer.Data, GL_STREAM_DRAW); 356 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); 357 358 for (int cmd_i = 0; cmd_i < cmd_list.CmdBuffer.Size; cmd_i++) 359 { 360 const (ImDrawCmd)* pcmd = &(cmd_list.CmdBuffer.Data[cmd_i]); 361 if (pcmd.UserCallback != null) 362 { 363 // User callback, registered via ImDrawList::AddCallback() 364 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) 365 if (pcmd.UserCallback == ImDrawCallback_ResetRenderState) 366 ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); 367 else 368 pcmd.UserCallback(cmd_list, pcmd); 369 } 370 else 371 { 372 // Project scissor/clipping rectangles into framebuffer space 373 ImVec4 clip_rect; 374 clip_rect.x = (pcmd.ClipRect.x - clip_off.x) * clip_scale.x; 375 clip_rect.y = (pcmd.ClipRect.y - clip_off.y) * clip_scale.y; 376 clip_rect.z = (pcmd.ClipRect.z - clip_off.x) * clip_scale.x; 377 clip_rect.w = (pcmd.ClipRect.w - clip_off.y) * clip_scale.y; 378 379 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) 380 { 381 // Apply scissor/clipping rectangle 382 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)); 383 384 // Bind texture, Draw 385 glBindTexture(GL_TEXTURE_2D, cast(GLuint)cast(intptr_t)pcmd.TextureId); 386 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET) 387 { 388 if (g_GlVersion >= 320) 389 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); 390 } 391 //If not drawelement base vertex 392 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)); 393 } 394 } 395 } 396 } 397 398 // Destroy the temporary VAO 399 static if(!IMGUI_IMPL_OPENGL_ES2) 400 { 401 glDeleteVertexArrays(1, &vertex_array_object); 402 } 403 404 // Restore modified GL state 405 glUseProgram(last_program); 406 glBindTexture(GL_TEXTURE_2D, last_texture); 407 static if(IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER) 408 { 409 if (g_GlVersion >= 330) 410 glBindSampler(0, last_sampler); 411 } 412 glActiveTexture(last_active_texture); 413 static if(!IMGUI_IMPL_OPENGL_ES2) 414 { 415 glBindVertexArray(last_vertex_array_object); 416 } 417 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); 418 glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); 419 glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); 420 if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); 421 if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); 422 if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); 423 if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); 424 static if(GL_POLYGON_MODE) 425 { 426 glPolygonMode(GL_FRONT_AND_BACK, cast(GLenum)last_polygon_mode[0]); 427 } 428 glViewport(last_viewport[0], last_viewport[1], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]); 429 glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]); 430 } 431 432 bool ImGui_ImplOpenGL3_CreateFontsTexture() 433 { 434 // Build texture atlas 435 ImGuiIO* io = igGetIO(); 436 ubyte* pixels = null; 437 int width, height; 438 static int bytePerPixel = 4; 439 440 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. 441 442 import std.stdio; 443 // Upload texture to graphics system 444 GLint last_texture; 445 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); 446 glGenTextures(1, &g_FontTexture); 447 glBindTexture(GL_TEXTURE_2D, g_FontTexture); 448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 450 static if(GL_UNPACK_ROW_LENGTH) 451 { 452 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); 453 } 454 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); 455 456 // Store our identifier 457 io.Fonts.TexID = cast(ImTextureID)cast(intptr_t)g_FontTexture; 458 459 // Restore state 460 glBindTexture(GL_TEXTURE_2D, last_texture); 461 462 return true; 463 } 464 465 void ImGui_ImplOpenGL3_DestroyFontsTexture() 466 { 467 if (g_FontTexture) 468 { 469 ImGuiIO* io = igGetIO(); 470 glDeleteTextures(1, &g_FontTexture); 471 io.Fonts.TexID = null; //Same as 0 472 g_FontTexture = 0; 473 } 474 } 475 476 // 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. 477 static bool CheckShader(GLuint handle, const (char)* desc) 478 { 479 GLint status = 0, log_length = 0; 480 glGetShaderiv(handle, GL_COMPILE_STATUS, &status); 481 glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); 482 483 if (cast(GLboolean)status == GL_FALSE) 484 fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); 485 if (log_length > 1) 486 { 487 488 // ImVector_char buf; 489 // buf.resize(cast(int)(log_length + 1)); 490 // glGetShaderInfoLog(handle, log_length, null, cast(GLchar*)buf.begin()); 491 // fprintf(stderr, "%s\n", buf.begin()); 492 } 493 return cast(GLboolean)status == GL_TRUE; 494 } 495 496 // If you get an error please report on GitHub. You may try different GL context version or GLSL version. 497 static bool CheckProgram(GLuint handle, const (char)* desc) 498 { 499 GLint status = 0, log_length = 0; 500 glGetProgramiv(handle, GL_LINK_STATUS, &status); 501 glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); 502 if (cast(GLboolean)status == GL_FALSE) 503 fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, &g_GlslVersionString[0]); 504 if (log_length > 1) 505 { 506 // ImVector_char buf; 507 // buf.resize(cast(int)(log_length + 1)); 508 // glGetProgramInfoLog(handle, log_length, null, cast(GLchar*)buf.begin()); 509 // fprintf(stderr, "%s\n", buf.begin()); 510 } 511 return cast(GLboolean)status == GL_TRUE; 512 } 513 514 bool ImGui_ImplOpenGL3_CreateDeviceObjects() 515 { 516 // Backup GL state 517 GLint last_texture, last_array_buffer; 518 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); 519 glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); 520 static if(!IMGUI_IMPL_OPENGL_ES2) 521 { 522 GLint last_vertex_array; 523 glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); 524 } 525 526 527 528 // Parse GLSL version string 529 int glsl_version = 130; 530 sscanf(&g_GlslVersionString[0], "#version %d", &glsl_version); 531 532 const (GLchar)* vertex_shader_glsl_120 = 533 "uniform mat4 ProjMtx;\n"~ 534 "attribute vec2 Position;\n"~ 535 "attribute vec2 UV;\n"~ 536 "attribute vec4 Color;\n"~ 537 "varying vec2 Frag_UV;\n"~ 538 "varying vec4 Frag_Color;\n"~ 539 "void main()\n"~ 540 "{\n"~ 541 " Frag_UV = UV;\n"~ 542 " Frag_Color = Color;\n"~ 543 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"~ 544 "}\n"; 545 546 const (GLchar)* vertex_shader_glsl_130 = 547 "uniform mat4 ProjMtx;\n"~ 548 "in vec2 Position;\n"~ 549 "in vec2 UV;\n"~ 550 "in vec4 Color;\n"~ 551 "out vec2 Frag_UV;\n"~ 552 "out vec4 Frag_Color;\n"~ 553 "void main()\n"~ 554 "{\n"~ 555 " Frag_UV = UV;\n"~ 556 " Frag_Color = Color;\n"~ 557 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"~ 558 "}\n"; 559 560 const (GLchar)* vertex_shader_glsl_300_es = 561 "precision mediump float;\n"~ 562 "layout (location = 0) in vec2 Position;\n"~ 563 "layout (location = 1) in vec2 UV;\n"~ 564 "layout (location = 2) in vec4 Color;\n"~ 565 "uniform mat4 ProjMtx;\n"~ 566 "out vec2 Frag_UV;\n"~ 567 "out vec4 Frag_Color;\n"~ 568 "void main()\n"~ 569 "{\n"~ 570 " Frag_UV = UV;\n"~ 571 " Frag_Color = Color;\n"~ 572 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"~ 573 "}\n"; 574 575 const (GLchar)* vertex_shader_glsl_410_core = 576 "layout (location = 0) in vec2 Position;\n"~ 577 "layout (location = 1) in vec2 UV;\n"~ 578 "layout (location = 2) in vec4 Color;\n"~ 579 "uniform mat4 ProjMtx;\n"~ 580 "out vec2 Frag_UV;\n"~ 581 "out vec4 Frag_Color;\n"~ 582 "void main()\n"~ 583 "{\n"~ 584 " Frag_UV = UV;\n"~ 585 " Frag_Color = Color;\n"~ 586 " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"~ 587 "}\n"; 588 589 const (GLchar)* fragment_shader_glsl_120 = 590 "#ifdef GL_ES\n"~ 591 " precision mediump float;\n"~ 592 "#endif\n"~ 593 "uniform sampler2D Texture;\n"~ 594 "varying vec2 Frag_UV;\n"~ 595 "varying vec4 Frag_Color;\n"~ 596 "void main()\n"~ 597 "{\n"~ 598 " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"~ 599 "}\n"; 600 601 const (GLchar)* fragment_shader_glsl_130 = 602 "uniform sampler2D Texture;\n"~ 603 "in vec2 Frag_UV;\n"~ 604 "in vec4 Frag_Color;\n"~ 605 "out vec4 Out_Color;\n"~ 606 "void main()\n"~ 607 "{\n"~ 608 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"~ 609 "}\n"; 610 611 const (GLchar)* fragment_shader_glsl_300_es = 612 "precision mediump float;\n"~ 613 "uniform sampler2D Texture;\n"~ 614 "in vec2 Frag_UV;\n"~ 615 "in vec4 Frag_Color;\n"~ 616 "layout (location = 0) out vec4 Out_Color;\n"~ 617 "void main()\n"~ 618 "{\n"~ 619 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"~ 620 "}\n"; 621 622 const (GLchar)* fragment_shader_glsl_410_core = 623 "in vec2 Frag_UV;\n"~ 624 "in vec4 Frag_Color;\n"~ 625 "uniform sampler2D Texture;\n"~ 626 "layout (location = 0) out vec4 Out_Color;\n"~ 627 "void main()\n"~ 628 "{\n"~ 629 " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"~ 630 "}\n"; 631 632 // Select shaders matching our GLSL versions 633 const (GLchar)* vertex_shader = null; 634 const (GLchar)* fragment_shader = null; 635 if (glsl_version < 130) 636 { 637 vertex_shader = vertex_shader_glsl_120; 638 fragment_shader = fragment_shader_glsl_120; 639 } 640 else if (glsl_version >= 410) 641 { 642 vertex_shader = vertex_shader_glsl_410_core; 643 fragment_shader = fragment_shader_glsl_410_core; 644 } 645 else if (glsl_version == 300) 646 { 647 vertex_shader = vertex_shader_glsl_300_es; 648 fragment_shader = fragment_shader_glsl_300_es; 649 } 650 else 651 { 652 vertex_shader = vertex_shader_glsl_130; 653 fragment_shader = fragment_shader_glsl_130; 654 } 655 656 // Create shaders 657 const (GLchar)*[2] vertex_shader_with_version = [g_GlslVersionString.ptr, vertex_shader ]; 658 g_VertHandle = glCreateShader(GL_VERTEX_SHADER); 659 glShaderSource(g_VertHandle, 2, vertex_shader_with_version.ptr, null); 660 glCompileShader(g_VertHandle); 661 CheckShader(g_VertHandle, "vertex shader"); 662 663 const (GLchar)*[2] fragment_shader_with_version = [g_GlslVersionString.ptr, fragment_shader]; 664 g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); 665 glShaderSource(g_FragHandle, 2, fragment_shader_with_version.ptr, null); 666 glCompileShader(g_FragHandle); 667 CheckShader(g_FragHandle, "fragment shader"); 668 669 g_ShaderHandle = glCreateProgram(); 670 glAttachShader(g_ShaderHandle, g_VertHandle); 671 glAttachShader(g_ShaderHandle, g_FragHandle); 672 glLinkProgram(g_ShaderHandle); 673 CheckProgram(g_ShaderHandle, "shader program"); 674 675 g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); 676 g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); 677 g_AttribLocationVtxPos = cast(GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); 678 g_AttribLocationVtxUV = cast(GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); 679 g_AttribLocationVtxColor = cast(GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); 680 681 // Create buffers 682 glGenBuffers(1, &g_VboHandle); 683 glGenBuffers(1, &g_ElementsHandle); 684 685 ImGui_ImplOpenGL3_CreateFontsTexture(); 686 687 // Restore modified GL state 688 glBindTexture(GL_TEXTURE_2D, last_texture); 689 glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); 690 static if(!IMGUI_IMPL_OPENGL_ES2) 691 { 692 glBindVertexArray(last_vertex_array); 693 } 694 695 return true; 696 } 697 698 void ImGui_ImplOpenGL3_DestroyDeviceObjects() 699 { 700 if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } 701 if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } 702 if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } 703 if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } 704 if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } 705 if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } 706 if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } 707 708 ImGui_ImplOpenGL3_DestroyFontsTexture(); 709 } 710 711 712 //-------------------------------------------------------------------------------------------------------- 713 // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT 714 // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. 715 // 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.. 716 //-------------------------------------------------------------------------------------------------------- 717 718 extern(C) static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) 719 { 720 //viewport = cast(ImGuiViewport*)param; 721 if (!(viewport.Flags & ImGuiViewportFlags_NoRendererClear)) 722 { 723 ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); 724 glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); 725 glClear(GL_COLOR_BUFFER_BIT); 726 } 727 ImGui_ImplOpenGL3_RenderDrawData(viewport.DrawData); 728 } 729 730 static void ImGui_ImplOpenGL3_InitPlatformInterface() 731 { 732 ImGuiPlatformIO* platform_io = igGetPlatformIO(); 733 platform_io.Renderer_RenderWindow = &ImGui_ImplOpenGL3_RenderWindow; 734 } 735 736 static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() 737 { 738 igDestroyPlatformWindows(); 739 } 740 741 } 742 else 743 { 744 extern(C) @nogc nothrow 745 { 746 alias pImGui_ImplOpenGL3_Init = bool function(const (char)* glsl_version); 747 alias pImGui_ImplOpenGL3_Shutdown = void function(); 748 alias pImGui_ImplOpenGL3_NewFrame = void function(); 749 alias pImGui_ImplOpenGL3_RenderDrawData = void function(ImDrawData* draw_data); 750 alias pImGui_ImplOpenGL3_CreateFontsTexture = bool function(); 751 alias pImGui_ImplOpenGL3_DestroyFontsTexture = void function(); 752 alias pImGui_ImplOpenGL3_CreateDeviceObjects = bool function(); 753 alias pImGui_ImplOpenGL3_DestroyDeviceObjects = void function(); 754 } 755 756 __gshared 757 { 758 pImGui_ImplOpenGL3_Init ImGui_ImplOpenGL3_Init; 759 pImGui_ImplOpenGL3_Shutdown ImGui_ImplOpenGL3_Shutdown; 760 pImGui_ImplOpenGL3_NewFrame ImGui_ImplOpenGL3_NewFrame; 761 pImGui_ImplOpenGL3_RenderDrawData ImGui_ImplOpenGL3_RenderDrawData; 762 pImGui_ImplOpenGL3_CreateFontsTexture ImGui_ImplOpenGL3_CreateFontsTexture; 763 pImGui_ImplOpenGL3_DestroyFontsTexture ImGui_ImplOpenGL3_DestroyFontsTexture; 764 pImGui_ImplOpenGL3_CreateDeviceObjects ImGui_ImplOpenGL3_CreateDeviceObjects; 765 pImGui_ImplOpenGL3_DestroyDeviceObjects ImGui_ImplOpenGL3_DestroyDeviceObjects; 766 } 767 import bindbc.loader:SharedLib, bindSymbol; 768 void bindGLImgui(SharedLib lib) 769 { 770 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_Init, "ImGui_ImplOpenGL3_Init"); 771 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_Shutdown, "ImGui_ImplOpenGL3_Shutdown"); 772 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_NewFrame, "ImGui_ImplOpenGL3_NewFrame"); 773 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_RenderDrawData, "ImGui_ImplOpenGL3_RenderDrawData"); 774 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_CreateFontsTexture, "ImGui_ImplOpenGL3_CreateFontsTexture"); 775 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_DestroyFontsTexture, "ImGui_ImplOpenGL3_DestroyFontsTexture"); 776 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_CreateDeviceObjects, "ImGui_ImplOpenGL3_CreateDeviceObjects"); 777 lib.bindSymbol(cast(void**)&ImGui_ImplOpenGL3_DestroyDeviceObjects, "ImGui_ImplOpenGL3_DestroyDeviceObjects"); 778 } 779 }