dear-imgui-impl-opengl3 (empty) → 1.0.0
raw patch · 13 files changed
+2804/−0 lines, 13 filesdep +basedep +dear-imgui-rawdep +text
Dependencies added: base, dear-imgui-raw, text, unliftio-core
Files
- CHANGELOG.md +13/−0
- LICENSE +26/−0
- README.md +6/−0
- cbits/DearImGuiWrappers.cpp +3/−0
- cbits/DearImGuiWrappers.h +16/−0
- cbits/dcimgui_impl_opengl3.cpp +143/−0
- cbits/dcimgui_impl_opengl3.h +113/−0
- cbits/imgui_impl_opengl3.cpp +1238/−0
- cbits/imgui_impl_opengl3.h +85/−0
- cbits/imgui_impl_opengl3_loader.h +959/−0
- dear-imgui-impl-opengl3.cabal +59/−0
- src/DearImGui/Impl/OpenGL3.hs +38/−0
- src/DearImGui/Raw/Impl/OpenGL3.hsc +105/−0
+ CHANGELOG.md view
@@ -0,0 +1,13 @@+# Changelog for `dear-imgui-impl-opengl3`++All notable changes to this package will be documented in this file.++The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),+and this project adheres to the+[Haskell Package Versioning Policy](https://pvp.haskell.org/).++## 1.0.0 - 2026-10-21++Initial release.++- Generated with dear_bindings `v0.26` from Dear ImGui `v1.93.0-docking`.
+ LICENSE view
@@ -0,0 +1,26 @@+Copyright 2026 IC Rainbow++Redistribution and use in source and binary forms, with or without+modification, are permitted provided that the following conditions are met:++1. Redistributions of source code must retain the above copyright notice, this+ list of conditions and the following disclaimer.++2. Redistributions in binary form must reproduce the above copyright notice,+ this list of conditions and the following disclaimer in the documentation+ and/or other materials provided with the distribution.++3. Neither the name of the copyright holder nor the names of its contributors+ may be used to endorse or promote products derived from this software+ without specific prior written permission.++THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ README.md view
@@ -0,0 +1,6 @@+# dear-imgui-impl-opengl3++Renderer backend for [Dear ImGui] on modern, shader-based OpenGL.+Pair it with a platform backend.++[Dear ImGui]: https://github.com/ocornut/imgui
+ cbits/DearImGuiWrappers.cpp view
@@ -0,0 +1,3 @@+// Generated by dear-bindings-ffi. Do not edit.+#include "DearImGuiWrappers.h"+
+ cbits/DearImGuiWrappers.h view
@@ -0,0 +1,16 @@+// Generated by dear-bindings-ffi. Do not edit.+#ifndef DEAR_IMGUI_WRAPPERS_H+#define DEAR_IMGUI_WRAPPERS_H++#include "dcimgui_impl_opengl3.h"++#ifdef __cplusplus+extern "C" {+#endif+++#ifdef __cplusplus+}+#endif++#endif
+ cbits/dcimgui_impl_opengl3.cpp view
@@ -0,0 +1,143 @@+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.+// **DO NOT EDIT DIRECTLY**+// https://github.com/dearimgui/dear_bindings++#include "imgui.h"+#include "imgui_impl_opengl3.h"++#include <stdio.h>++// Wrap this in a namespace to keep it separate from the C++ API+// This define prevents #defines in the header getting defined again (as they are already in the normal header above),+// and thus generating redefinition warnings+#define DEAR_BINDINGS_INTERNAL_GLUE_CODE+namespace cimgui+{+#include "dcimgui_impl_opengl3.h"+}+#undef DEAR_BINDINGS_INTERNAL_GLUE_CODE++// By-value struct conversions++static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)+{+ cimgui::ImVec2 dest;+ dest.x = src.x;+ dest.y = src.y;+ return dest;+}++static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)+{+ ::ImVec2 dest;+ dest.x = src.x;+ dest.y = src.y;+ return dest;+}++static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)+{+ cimgui::ImVec4 dest;+ dest.x = src.x;+ dest.y = src.y;+ dest.z = src.z;+ dest.w = src.w;+ return dest;+}++static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)+{+ ::ImVec4 dest;+ dest.x = src.x;+ dest.y = src.y;+ dest.z = src.z;+ dest.w = src.w;+ return dest;+}++static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)+{+ cimgui::ImTextureRef dest;+ dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);+ dest._TexID = src._TexID;+ return dest;+}++static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)+{+ ::ImTextureRef dest;+ dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);+ dest._TexID = src._TexID;+ return dest;+}++static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)+{+ cimgui::ImColor dest;+ dest.Value.x = src.Value.x;+ dest.Value.y = src.Value.y;+ dest.Value.z = src.Value.z;+ dest.Value.w = src.Value.w;+ return dest;+}++static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)+{+ ::ImColor dest;+ dest.Value.x = src.Value.x;+ dest.Value.y = src.Value.y;+ dest.Value.z = src.Value.z;+ dest.Value.w = src.Value.w;+ return dest;+}++// Function stubs++#ifndef IMGUI_DISABLE++CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL3_Init(const char* glsl_version)+{+ return ::ImGui_ImplOpenGL3_Init(glsl_version);+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_Shutdown(void)+{+ ::ImGui_ImplOpenGL3_Shutdown();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_NewFrame(void)+{+ ::ImGui_ImplOpenGL3_NewFrame();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_RenderDrawData(cimgui::ImDrawData* draw_data)+{+ ::ImGui_ImplOpenGL3_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data));+}++CIMGUI_IMPL_API bool cimgui::cImGui_ImplOpenGL3_CreateDeviceObjects(void)+{+ return ::ImGui_ImplOpenGL3_CreateDeviceObjects();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_DestroyDeviceObjects(void)+{+ ::ImGui_ImplOpenGL3_DestroyDeviceObjects();+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_UpdateTexture(cimgui::ImTextureData* tex)+{+ ::ImGui_ImplOpenGL3_UpdateTexture(reinterpret_cast<::ImTextureData*>(tex));+}++CIMGUI_IMPL_API void cimgui::cImGui_ImplOpenGL3_SetClipOrigin(unsigned int gl_clip_origin)+{+ ::ImGui_ImplOpenGL3_SetClipOrigin(gl_clip_origin);+}++CIMGUI_IMPL_API cimgui::ImGui_ImplOpenGL3_RenderState* cimgui::cImGui_ImplOpenGL3_GetRenderState(void)+{+ return reinterpret_cast<::cimgui::ImGui_ImplOpenGL3_RenderState*>(::ImGui_ImplOpenGL3_GetRenderState());+}++#endif // #ifndef IMGUI_DISABLE
+ cbits/dcimgui_impl_opengl3.h view
@@ -0,0 +1,113 @@+// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.+// **DO NOT EDIT DIRECTLY**+// https://github.com/dearimgui/dear_bindings++// Dear Bindings version as a string+#ifndef DEAR_BINDINGS_VERSION+#define DEAR_BINDINGS_VERSION "0.26"+#endif++// Dear Bindings version as an integer+#ifndef DEAR_BINDINGS_VERSION_NUMBER+#define DEAR_BINDINGS_VERSION_NUMBER 26+#endif++// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline+// Auto-generated forward declarations for C header+typedef struct ImGui_ImplOpenGL3_RenderState_t ImGui_ImplOpenGL3_RenderState;+// ImDrawIdx: vertex index. [Compile-time configurable type]+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.+#ifndef ImDrawIdx+typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)+#endif // #ifndef ImDrawIdx+// - 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!+// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).+// [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplOpenGL3_GetRenderState().+// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.++// 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++// About GLSL version:+// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.+// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"+// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.++#pragma once++#ifdef __cplusplus+extern "C"+{+#endif+#include "dcimgui.h"+#ifndef IMGUI_DISABLE+typedef struct ImDrawData_t ImDrawData;+// Follow "Getting Started" link and check examples/ folder to learn about using backends!+CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_Init(const char* glsl_version /* = nullptr */);+CIMGUI_IMPL_API void cImGui_ImplOpenGL3_Shutdown(void);+CIMGUI_IMPL_API void cImGui_ImplOpenGL3_NewFrame(void);+CIMGUI_IMPL_API void cImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);++// (Optional) Called by Init/NewFrame/Shutdown+CIMGUI_IMPL_API bool cImGui_ImplOpenGL3_CreateDeviceObjects(void);+CIMGUI_IMPL_API void cImGui_ImplOpenGL3_DestroyDeviceObjects(void);++// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.+CIMGUI_IMPL_API void cImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);++// (Advanced) Specify clip origin, same value as glClipControl() or 0 for auto-detection.+CIMGUI_IMPL_API void cImGui_ImplOpenGL3_SetClipOrigin(unsigned int gl_clip_origin);++// Configuration flags to add in your imconfig file:+//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)+//#define IMGUI_IMPL_OPENGL_ES3 // 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 !defined(IMGUI_IMPL_OPENGL_ES2)\+ &&!defined(IMGUI_IMPL_OPENGL_ES3)+// Try to detect GLES on matching platforms+#if defined(__APPLE__)+#include <TargetConditionals.h>+#endif // #if defined(__APPLE__)+#if (defined(__APPLE__)&&(TARGET_OS_IOS || TARGET_OS_TV))||(defined(__ANDROID__))+#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"+#else+#if defined(__EMSCRIPTEN__)|| defined(__amigaos4__)+#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"+#else+// Otherwise imgui_impl_opengl3_loader.h will be used.+#endif // #if defined(__EMSCRIPTEN__)|| defined(__amigaos4__)+#endif // #if (defined(__APPLE__)&&(TARGET_OS_IOS || TARGET_OS_TV))||(defined(__ANDROID__))+#endif // #if !defined(IMGUI_IMPL_OPENGL_ES2) &&!defined(IMGUI_IMPL_OPENGL_ES3)+// [BETA] Selected render state data shared with callbacks.+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call.+// (Please open an issue if you feel you need access to more data)+struct ImGui_ImplOpenGL3_RenderState_t+{+ bool UseBindSampler;+ bool UseTexParameterFilter;+ unsigned int CurrentSampler; // (GLuint) Used if UseBindSampler == true (and are available), otherwise always 0+ unsigned int CurrentTexParameterFilter; // (GLuint) Used if UseTexParameterFilter == true+};+CIMGUI_IMPL_API ImGui_ImplOpenGL3_RenderState* cImGui_ImplOpenGL3_GetRenderState(void);+#endif// #ifndef IMGUI_DISABLE+#ifdef __cplusplus+} // End of extern "C" block+#endif
+ cbits/imgui_impl_opengl3.cpp view
@@ -0,0 +1,1238 @@+// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!+// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).+// [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplOpenGL3_GetRenderState().+// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.++// 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)+// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.+// 2026-10-01: OpenGL: Added ImGui_ImplOpenGL3_SetClipOrigin() to specify clip origins (GL_LOWER_LEFT/GL_UPPER_LEFT, or use 0 to autodetect). (#2186, #3998, #3146, #3143, #8640)+// (Breaking): we now default to GL_LOWER_LEFT instead of 0=autodetect. Because 1) detection is not reliable and 2) is slow.+// 2026-10-01: OpenGL: Avoid querying glGetIntegerv(GL_CLIP_ORIGIN) multiple times when using DrawCallback_ResetRenderState. (#2186, #3998, #3146, #3143, #8640)+// 2026-09-17: OpenGL: Added support for platform_io.DrawCallback_SetSamplerFromTex. (#9378)+// 2026-09-07: OpenGL: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628)+// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)+// 2026-06-17: OpenGL: Expose selected render state in ImGui_ImplOpenGL3_RenderState, Allowing to dynamically select between use of glBindSampler() and glTexParameter(). You can access in 'void* platform_io.Renderer_RenderState' during rendering.+// 2026-06-03: OpenGL: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)+// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)+// (Breaking): this change prioritize using glBindSampler() when available, which would override glTexParameter() settings you may have set on custom textures.+// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)+// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)+// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.+// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)+// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy.+// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().+// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664)+// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)+// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.+// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)+// 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 nullptr. (#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+//----------------------------------------++#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)+#define _CRT_SECURE_NO_WARNINGS+#endif++#include "imgui.h"+#ifndef IMGUI_DISABLE+#include "imgui_impl_opengl3.h"+#include <stdio.h>+#include <stdint.h> // intptr_t+#if defined(__APPLE__)+#include <TargetConditionals.h>+#endif++// Clang/GCC warnings with -Weverything+#if defined(__clang__)+#pragma clang diagnostic push+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness+#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"+#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)+#endif+#if defined(__GNUC__)+#pragma GCC diagnostic push+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind+#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'+#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)+#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1+#endif++// GL includes+#if defined(IMGUI_IMPL_OPENGL_ES2)+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))+#include <OpenGLES/ES2/gl.h> // Use GL ES 2+#else+#include <GLES2/gl2.h> // Use GL ES 2+#endif+#if defined(__EMSCRIPTEN__)+#ifndef GL_GLEXT_PROTOTYPES+#define GL_GLEXT_PROTOTYPES+#endif+#include <GLES2/gl2ext.h>+#endif+#elif defined(IMGUI_IMPL_OPENGL_ES3)+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))+#include <OpenGLES/ES3/gl.h> // Use GL ES 3+#else+#include <GLES3/gl3.h> // Use GL ES 3+#endif+#elif !defined(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+// Typically you would run: python3 ./gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt+// - 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.+#define IMGL3W_IMPL+#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W+#include "imgui_impl_opengl3_loader.h"+#endif+#ifndef GL_LOWER_LEFT+#define GL_LOWER_LEFT 0x8CA1+#define GL_UPPER_LEFT 0x8CA2+#endif++// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension+#ifndef IMGUI_IMPL_OPENGL_ES2+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+#elif defined(__EMSCRIPTEN__)+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+#define glBindVertexArray glBindVertexArrayOES+#define glGenVertexArrays glGenVertexArraysOES+#define glDeleteVertexArrays glDeleteVertexArraysOES+#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES+#endif++// 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 !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)+#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)+#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode()+#endif++// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.+#if !defined(IMGUI_IMPL_OPENGL_ES2)+#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK+#endif++// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)+#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART+#endif++// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)+#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET+#endif++// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()+#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))+#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+#endif++// [Debugging]+//#define IMGUI_IMPL_OPENGL_DEBUG+#ifdef IMGUI_IMPL_OPENGL_DEBUG+#include <stdio.h>+#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check+#else+#define GL_CALL(_CALL) _CALL // Call without error check+#endif++// OpenGL Data+struct ImGui_ImplOpenGL3_Data+{+ GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)+ char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.+ bool GlProfileIsES2;+ bool GlProfileIsES3;+ bool GlProfileIsCompat;+ GLint GlProfileMask;+ GLint MaxTextureSize;+ GLuint ShaderHandle;+ GLint AttribLocationTex; // Uniforms location+ GLint AttribLocationProjMtx;+ GLuint AttribLocationVtxPos; // Vertex attributes location+ GLuint AttribLocationVtxUV;+ GLuint AttribLocationVtxColor;+ unsigned int VboHandle, ElementsHandle;+ GLsizeiptr VertexBufferSize;+ GLsizeiptr IndexBufferSize;+ bool HasPolygonMode;+ bool HasBindSampler;+ bool HasClipOrigin;+ GLenum ClipOriginRequest; // Default = GL_LOWER_LEFT. Change using ImGui_ImplOpenGL3_SetClipOrigin().+ GLenum ClipOriginCurrent;+ bool UseBufferSubData;+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest)+#endif++ ImVector<char> TempBuffer;++ ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }+};++// 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.+static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()+{+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;+}++ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState()+{+ return (ImGui_ImplOpenGL3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;+}++// Forward Declarations+static void ImGui_ImplOpenGL3_InitMultiViewportSupport();+static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();++// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+struct ImGui_ImplOpenGL3_VtxAttribState+{+ GLint Enabled, Size, Type, Normalized, Stride;+ GLvoid* Ptr;++ void GetState(GLint index)+ {+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);+ glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);+ }+ void SetState(GLint index)+ {+ glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);+ if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);+ }+};+#endif++// Not static to allow third-party code to use that if they want to (but undocumented)+bool ImGui_ImplOpenGL3_InitLoader();+bool ImGui_ImplOpenGL3_InitLoader()+{+ // Lazily initialize our loader if not already done+ // (to facilitate handling multiple DLL boundaries and multiple context shutdowns we call this from all main entry points)+#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W+ if (glGetIntegerv == nullptr && imgl3wInit() != 0)+ {+ fprintf(stderr, "Failed to initialize OpenGL loader!\n");+ return false;+ }+#endif+ return true;+}++static void ImGui_ImplOpenGL3_ShutdownLoader()+{+#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W+ imgl3wShutdown();+#endif+}++// Functions+void ImGui_ImplOpenGL3_NewFrame()+{+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");++ ImGui_ImplOpenGL3_InitLoader();+ if (!bd->ShaderHandle)+ if (!ImGui_ImplOpenGL3_CreateDeviceObjects())+ IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");+}++static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplOpenGL3_RenderState* render_state, int fb_width, int fb_height, GLuint vertex_array_object)+{+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();++ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill+ glEnable(GL_BLEND);+ glBlendEquation(GL_FUNC_ADD);+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);+ glDisable(GL_CULL_FACE);+ glDisable(GL_DEPTH_TEST);+ glDisable(GL_STENCIL_TEST);+ glEnable(GL_SCISSOR_TEST);+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART+ if (!bd->GlProfileIsES3 && bd->GlVersion >= 310)+ glDisable(GL_PRIMITIVE_RESTART);+#endif+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE+ if (bd->HasPolygonMode)+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);+#endif++ // Setup viewport, orthographic projection matrix+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.+ GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));+ float L = draw_data->DisplayPos.x;+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;+ float T = draw_data->DisplayPos.y;+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;+ if (bd->ClipOriginCurrent == GL_UPPER_LEFT) { float tmp = T; T = B; B = tmp; } // Swap top and bottom+ const float ortho_projection[4][4] =+ {+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },+ { 0.0f, 0.0f, -1.0f, 0.0f },+ { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },+ };+ glUseProgram(bd->ShaderHandle);+ glUniform1i(bd->AttribLocationTex, 0);+ glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);++ render_state->UseBindSampler = bd->HasBindSampler;+ render_state->UseTexParameterFilter = false;+ render_state->CurrentSampler = 0;+ render_state->CurrentTexParameterFilter = 0;+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ if (bd->HasBindSampler && render_state->UseBindSampler)+ {+ render_state->CurrentSampler = bd->TexSamplers[0];+ glBindSampler(0, render_state->CurrentSampler); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.+ }+#endif++ (void)vertex_array_object;+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ glBindVertexArray(vertex_array_object);+#endif++ // Bind vertex/index buffers and setup attributes for ImDrawVert+ GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));+ GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));+}++static void ImGui_ImplOpenGL3_DrawCallback_SetSampler(unsigned int sampler_idx, unsigned int tex_parameter_filter)+{+ ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();+ IM_UNUSED(sampler_idx);+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+ if (bd->HasBindSampler && render_state->UseBindSampler)+ {+ render_state->CurrentSampler = bd->TexSamplers[sampler_idx];+ render_state->UseTexParameterFilter = false;+ glBindSampler(0, render_state->CurrentSampler);+ }+ else+#endif+ {+ render_state->UseTexParameterFilter = true;+ render_state->CurrentTexParameterFilter = tex_parameter_filter;+ }+}++// Draw callbacks+// - IMPORTANT: Using DrawCallback_SetSamplerLinear/DrawCallback_SetSamplerNearest will trash glTexParameteri() values for the texture if used on a GL context not supporting glBindSampler()!!+// We cannot decently backup/restore that state because glGetTexParameteriv() is slow on many setups.+// - Using DrawCallback_SetSamplerFromTex will basically instruct the backend to use existing glTexParameteri() values without modifying anything.+static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.+static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_DrawCallback_SetSampler(0, GL_LINEAR); }+static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_DrawCallback_SetSampler(1, GL_NEAREST); }+static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerFromTex(const ImDrawList*, const ImDrawCmd*)+{+ ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+ if (bd->HasBindSampler)+ {+ render_state->CurrentSampler = 0;+ glBindSampler(0, 0);+ }+#endif+ render_state->UseBindSampler = false;+ render_state->UseTexParameterFilter = false;+}++// Default is GL_LOWER_LEFT since 2026/10/01. Used to be auto.+void ImGui_ImplOpenGL3_SetClipOrigin(unsigned int clip_origin)+{+ IM_ASSERT(clip_origin == 0 || clip_origin == GL_UPPER_LEFT || clip_origin == GL_LOWER_LEFT);+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+ bd->ClipOriginRequest = clip_origin;+}++// OpenGL3 Render function.+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.+// This is in order to be able to run within an OpenGL engine that doesn't do so.+void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)+{+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f);+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f);+ if (fb_width <= 0 || fb_height <= 0)+ return;++ ImGui_ImplOpenGL3_InitLoader();++ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();++ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).+ if (draw_data->Textures != nullptr)+ for (ImTextureData* tex : *draw_data->Textures)+ if (tex->Status != ImTextureStatus_OK)+ ImGui_ImplOpenGL3_UpdateTexture(tex);++ // Backup GL state+ GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);+ glActiveTexture(GL_TEXTURE0);+ GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);+ GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ GLuint last_sampler; if (bd->HasBindSampler) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }+#endif+ GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.+ GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);+#endif+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);+#endif+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE+ GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); }+#endif+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);+ GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);+ GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);+ GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);+ GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);+ GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);+ GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);+ GLboolean last_enable_blend = glIsEnabled(GL_BLEND);+ GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);+ GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);+ GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);+ GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART+ GLboolean last_enable_primitive_restart = (!bd->GlProfileIsES3 && bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;+#endif++ // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)+ bd->ClipOriginCurrent = bd->ClipOriginRequest;+ if (bd->ClipOriginCurrent == 0)+ {+ bd->ClipOriginCurrent = GL_LOWER_LEFT;+#ifdef GL_CLIP_ORIGIN+ if (bd->HasClipOrigin)+ glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&bd->ClipOriginCurrent);+#endif+ }++ // Setup desired GL state+ // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)+ // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.+ GLuint vertex_array_object = 0;+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ GL_CALL(glGenVertexArrays(1, &vertex_array_object));+#endif++ // Setup render state structure (for callbacks and custom texture bindings)+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();+ ImGui_ImplOpenGL3_RenderState render_state = {};+ platform_io.Renderer_RenderState = &render_state;++ ImGui_ImplOpenGL3_SetupRenderState(draw_data, &render_state, fb_width, fb_height, vertex_array_object);++ // Will project scissor/clipping rectangles into framebuffer space+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)++ // Render command lists+ for (const ImDrawList* draw_list : draw_data->CmdLists)+ {+ // 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.+ const GLsizeiptr vtx_buffer_size = (GLsizeiptr)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);+ const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);+ if (bd->UseBufferSubData)+ {+ if (bd->VertexBufferSize < vtx_buffer_size)+ {+ bd->VertexBufferSize = vtx_buffer_size;+ GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));+ }+ if (bd->IndexBufferSize < idx_buffer_size)+ {+ bd->IndexBufferSize = idx_buffer_size;+ GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));+ }+ GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data));+ GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data));+ }+ else+ {+ GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data, GL_STREAM_DRAW));+ GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data, GL_STREAM_DRAW));+ }++ for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)+ {+ const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];+ if (pcmd->UserCallback != nullptr)+ {+ // User callback, registered via ImDrawList::AddCallback()+ if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState)+ ImGui_ImplOpenGL3_SetupRenderState(draw_data, &render_state, fb_width, fb_height, vertex_array_object);+ else+ pcmd->UserCallback(draw_list, pcmd);+ }+ else+ {+ // Project scissor/clipping rectangles into framebuffer space+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)+ continue;++ // Apply scissor/clipping rectangle (Y is inverted in OpenGL)+ GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));++ // Bind texture, Draw+ GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));++ // Emulate sampler change (even though it is technically part of texture data)+ // As a sort of hack/workaround, we only start writing using glTexParameter() if sampler is ever changed explicitly.+ if (render_state.UseTexParameterFilter)+ {+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, render_state.CurrentTexParameterFilter);+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, render_state.CurrentTexParameterFilter);+ }++#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET+ if (bd->GlVersion >= 320)+ GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));+ else+#endif+ GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));+ }+ }+ }+ platform_io.Renderer_RenderState = nullptr;++ // Destroy the temporary VAO+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));+#endif++ // 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);+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ if (bd->HasBindSampler)+ glBindSampler(0, last_sampler);+#endif+ glActiveTexture(last_active_texture);+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ glBindVertexArray(last_vertex_array_object);+#endif+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);+ last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);+ last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);+ last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);+#endif+ glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);+ glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);+ if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);+ if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);+ if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);+ if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);+ if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART+ if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }+#endif++#ifdef 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, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } }+#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE++ glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);+ glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);+ (void)bd; // Not all compilation paths use this+}++static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex)+{+ GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;+ glDeleteTextures(1, &gl_tex_id);++ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)+ tex->SetTexID(ImTextureID_Invalid);+ tex->SetStatus(ImTextureStatus_Destroyed);+}++void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)+{+ // Backup GL_UNPACK state that we modify, restore on exit.+ GLint last_unpack_row_length = 0; (void)last_unpack_row_length;+ GLint last_unpack_alignment = 0; (void)last_unpack_alignment;+ const bool last_unpack_state_save_and_restore = (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);+ if (last_unpack_state_save_and_restore)+ {+#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES+ GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));+ GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));+#endif+ }++ if (tex->Status == ImTextureStatus_WantCreate)+ {+ // Create and upload new texture to graphics system+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);+ const void* pixels = tex->GetPixels();+ GLuint gl_texture_id = 0;++ // Upload texture to graphics system (bilinear sampling is required).+ GLint last_texture;+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));+ GL_CALL(glGenTextures(1, &gl_texture_id));+ GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));+#if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));+#endif+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));++ // Store identifiers+ tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);+ tex->SetStatus(ImTextureStatus_OK);++ // Restore state+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));+ }+ else if (tex->Status == ImTextureStatus_WantUpdates)+ {+ // Update selected blocks. We only ever write to textures regions which have never been used before!+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.+ GLint last_texture;+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));++ GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;+ GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));+#if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));+ for (ImTextureRect& r : tex->Updates)+ GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));+#else+ // GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line.+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+ for (ImTextureRect& r : tex->Updates)+ {+ const int src_pitch = r.w * tex->BytesPerPixel;+ bd->TempBuffer.resize(r.h * src_pitch);+ char* out_p = bd->TempBuffer.Data;+ for (int y = 0; y < r.h; y++, out_p += src_pitch)+ memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch);+ IM_ASSERT(out_p == bd->TempBuffer.end());+ GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data));+ }+#endif+ tex->SetStatus(ImTextureStatus_OK);+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state+ }+ else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)+ ImGui_ImplOpenGL3_DestroyTexture(tex);++ // Restore GL_UNPACK state+ if (last_unpack_state_save_and_restore)+ {+#ifdef GL_UNPACK_ROW_LENGTH+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));+#endif+ }+}++// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.+static bool CheckShader(GLuint handle, const char* desc)+{+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+ GLint status = 0, log_length = 0;+ glGetShaderiv(handle, GL_COMPILE_STATUS, &status);+ glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);+ if ((GLboolean)status == GL_FALSE)+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);+ if (log_length > 1)+ {+ ImVector<char> buf;+ buf.resize((int)(log_length + 1));+ glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());+ fprintf(stderr, "%s\n", buf.begin());+ }+ return (GLboolean)status == GL_TRUE;+}++// If you get an error please report on GitHub. You may try different GL context version or GLSL version.+static bool CheckProgram(GLuint handle, const char* desc)+{+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+ GLint status = 0, log_length = 0;+ glGetProgramiv(handle, GL_LINK_STATUS, &status);+ glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);+ if ((GLboolean)status == GL_FALSE)+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);+ if (log_length > 1)+ {+ ImVector<char> buf;+ buf.resize((int)(log_length + 1));+ glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());+ fprintf(stderr, "%s\n", buf.begin());+ }+ return (GLboolean)status == GL_TRUE;+}++bool ImGui_ImplOpenGL3_CreateDeviceObjects()+{+ ImGui_ImplOpenGL3_InitLoader();+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();++ // Backup GL state+ GLint last_texture, last_array_buffer;+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK+ GLint last_pixel_unpack_buffer = 0;+ if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }+#endif+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ GLint last_vertex_array;+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);+#endif++ // Parse GLSL version string+ int glsl_version = 130;+ sscanf(bd->GlslVersionString, "#version %d", &glsl_version);++ const GLchar* vertex_shader_glsl_120 =+ "uniform mat4 ProjMtx;\n"+ "attribute vec2 Position;\n"+ "attribute vec2 UV;\n"+ "attribute vec4 Color;\n"+ "varying vec2 Frag_UV;\n"+ "varying vec4 Frag_Color;\n"+ "void main()\n"+ "{\n"+ " Frag_UV = UV;\n"+ " Frag_Color = Color;\n"+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"+ "}\n";++ const GLchar* vertex_shader_glsl_130 =+ "uniform mat4 ProjMtx;\n"+ "in vec2 Position;\n"+ "in vec2 UV;\n"+ "in vec4 Color;\n"+ "out vec2 Frag_UV;\n"+ "out vec4 Frag_Color;\n"+ "void main()\n"+ "{\n"+ " Frag_UV = UV;\n"+ " Frag_Color = Color;\n"+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"+ "}\n";++ const GLchar* vertex_shader_glsl_300_es =+ "precision highp float;\n"+ "layout (location = 0) in vec2 Position;\n"+ "layout (location = 1) in vec2 UV;\n"+ "layout (location = 2) in vec4 Color;\n"+ "uniform mat4 ProjMtx;\n"+ "out vec2 Frag_UV;\n"+ "out vec4 Frag_Color;\n"+ "void main()\n"+ "{\n"+ " Frag_UV = UV;\n"+ " Frag_Color = Color;\n"+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"+ "}\n";++ const GLchar* vertex_shader_glsl_410_core =+ "layout (location = 0) in vec2 Position;\n"+ "layout (location = 1) in vec2 UV;\n"+ "layout (location = 2) in vec4 Color;\n"+ "uniform mat4 ProjMtx;\n"+ "out vec2 Frag_UV;\n"+ "out vec4 Frag_Color;\n"+ "void main()\n"+ "{\n"+ " Frag_UV = UV;\n"+ " Frag_Color = Color;\n"+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"+ "}\n";++ const GLchar* fragment_shader_glsl_120 =+ "#ifdef GL_ES\n"+ " precision mediump float;\n"+ "#endif\n"+ "uniform sampler2D Texture;\n"+ "varying vec2 Frag_UV;\n"+ "varying vec4 Frag_Color;\n"+ "void main()\n"+ "{\n"+ " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"+ "}\n";++ const GLchar* fragment_shader_glsl_130 =+ "uniform sampler2D Texture;\n"+ "in vec2 Frag_UV;\n"+ "in vec4 Frag_Color;\n"+ "out vec4 Out_Color;\n"+ "void main()\n"+ "{\n"+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"+ "}\n";++ const GLchar* fragment_shader_glsl_300_es =+ "precision mediump float;\n"+ "uniform sampler2D Texture;\n"+ "in vec2 Frag_UV;\n"+ "in vec4 Frag_Color;\n"+ "layout (location = 0) out vec4 Out_Color;\n"+ "void main()\n"+ "{\n"+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"+ "}\n";++ const GLchar* fragment_shader_glsl_410_core =+ "in vec2 Frag_UV;\n"+ "in vec4 Frag_Color;\n"+ "uniform sampler2D Texture;\n"+ "layout (location = 0) out vec4 Out_Color;\n"+ "void main()\n"+ "{\n"+ " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"+ "}\n";++ // Select shaders matching our GLSL versions+ const GLchar* vertex_shader = nullptr;+ const GLchar* fragment_shader = nullptr;+ if (glsl_version < 130)+ {+ vertex_shader = vertex_shader_glsl_120;+ fragment_shader = fragment_shader_glsl_120;+ }+ else if (glsl_version >= 410)+ {+ vertex_shader = vertex_shader_glsl_410_core;+ fragment_shader = fragment_shader_glsl_410_core;+ }+ else if (glsl_version == 300)+ {+ vertex_shader = vertex_shader_glsl_300_es;+ fragment_shader = fragment_shader_glsl_300_es;+ }+ else+ {+ vertex_shader = vertex_shader_glsl_130;+ fragment_shader = fragment_shader_glsl_130;+ }++ // Create shaders+ const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };+ GLuint vert_handle;+ GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));+ glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);+ glCompileShader(vert_handle);+ if (!CheckShader(vert_handle, "vertex shader"))+ return false;++ const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };+ GLuint frag_handle;+ GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));+ glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);+ glCompileShader(frag_handle);+ if (!CheckShader(frag_handle, "fragment shader"))+ return false;++ // Link+ bd->ShaderHandle = glCreateProgram();+ glAttachShader(bd->ShaderHandle, vert_handle);+ glAttachShader(bd->ShaderHandle, frag_handle);+ glLinkProgram(bd->ShaderHandle);+ if (!CheckProgram(bd->ShaderHandle, "shader program"))+ return false;++ glDetachShader(bd->ShaderHandle, vert_handle);+ glDetachShader(bd->ShaderHandle, frag_handle);+ glDeleteShader(vert_handle);+ glDeleteShader(frag_handle);++ bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");+ bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");+ bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");+ bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");+ bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");++ // Create buffers+ glGenBuffers(1, &bd->VboHandle);+ glGenBuffers(1, &bd->ElementsHandle);++#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ if (bd->HasBindSampler)+ {+ glGenSamplers(2, &bd->TexSamplers[0]);+ for (int sampler_n = 0; sampler_n < 2; sampler_n++)+ {+ GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MIN_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));+ GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MAG_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));+ GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));+ GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));+ }+ }+#endif++ // Restore modified GL state+ glBindTexture(GL_TEXTURE_2D, last_texture);+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK+ if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }+#endif+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY+ glBindVertexArray(last_vertex_array);+#endif++ return true;+}++void ImGui_ImplOpenGL3_DestroyDeviceObjects()+{+ ImGui_ImplOpenGL3_InitLoader();+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }+#endif+ 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; }++ // Destroy all textures+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)+ if (tex->RefCount == 1)+ ImGui_ImplOpenGL3_DestroyTexture(tex);+}++bool ImGui_ImplOpenGL3_Init(const char* glsl_version)+{+ ImGuiIO& io = ImGui::GetIO();+ IMGUI_CHECKVERSION();+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");++ // Initialize loader+ if (!ImGui_ImplOpenGL3_InitLoader())+ return false;++ // Setup backend capabilities flags+ ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();+ io.BackendRendererUserData = (void*)bd;+ io.BackendRendererName = "imgui_impl_opengl3";++ // Query for GL version (e.g. 320 for GL 3.2)+ const char* gl_version_str = (const char*)glGetString(GL_VERSION);+#if defined(IMGUI_IMPL_OPENGL_ES2)+ // GLES 2+ bd->GlVersion = 200;+ bd->GlProfileIsES2 = true;+ IM_UNUSED(gl_version_str);+#else+ // Desktop or GLES 3+ GLint major = 0;+ GLint minor = 0;+ glGetIntegerv(GL_MAJOR_VERSION, &major);+ glGetIntegerv(GL_MINOR_VERSION, &minor);+ if (major == 0 && minor == 0)+ sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"+ bd->GlVersion = (GLuint)(major * 100 + minor * 10);+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);++#if defined(IMGUI_IMPL_OPENGL_ES3)+ bd->GlProfileIsES3 = true;+#else+ if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)+ bd->GlProfileIsES3 = true;+#endif++#if defined(GL_CONTEXT_PROFILE_MASK)+ if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)+ glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);+ bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;+#endif++ 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+ */+#endif++#ifdef IMGUI_IMPL_OPENGL_DEBUG+ printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]+#endif++#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET+ if (bd->GlVersion >= 320)+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.+#endif+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.+ io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)++ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();+ platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;+ platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState;+ platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear;+ platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest;+ platform_io.DrawCallback_SetSamplerFromTex = ImGui_ImplOpenGL3_DrawCallback_SetSamplerFromTex;++ // 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 == nullptr)+ {+#if defined(IMGUI_IMPL_OPENGL_ES2)+ glsl_version = "#version 100";+#elif defined(IMGUI_IMPL_OPENGL_ES3)+ glsl_version = "#version 300 es";+#elif defined(__APPLE__)+ glsl_version = "#version 150";+#else+ if (bd->GlVersion >= 410)+ glsl_version = "#version 410";+ else+ glsl_version = "#version 130";+#endif+ }+ IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString));+ strcpy(bd->GlslVersionString, glsl_version);+ strcat(bd->GlslVersionString, "\n");++ // Make an arbitrary GL call (we don't actually need the result)+ // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!+ GLint current_texture;+ glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);++ // Detect extensions we support+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE+ bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);+#endif+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER+ bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);+#endif+ bd->HasClipOrigin = (bd->GlVersion >= 450);+#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS+ GLint num_extensions = 0;+ glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);+ for (GLint i = 0; i < num_extensions; i++)+ {+ const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);+ if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)+ bd->HasClipOrigin = true;+ }+#endif+ bd->ClipOriginCurrent = bd->ClipOriginRequest = GL_LOWER_LEFT;++ ImGui_ImplOpenGL3_InitMultiViewportSupport();++ return true;+}++void ImGui_ImplOpenGL3_Shutdown()+{+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");+ ImGuiIO& io = ImGui::GetIO();+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();++ ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();+ ImGui_ImplOpenGL3_DestroyDeviceObjects();++ io.BackendRendererName = nullptr;+ io.BackendRendererUserData = nullptr;+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);+ platform_io.ClearRendererHandlers();+ IM_DELETE(bd);++ ImGui_ImplOpenGL3_ShutdownLoader();+}++//--------------------------------------------------------------------------------------------------------+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..+//--------------------------------------------------------------------------------------------------------++static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)+{+ if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))+ {+ ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);+ glClear(GL_COLOR_BUFFER_BIT);+ }+ ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);+}++static void ImGui_ImplOpenGL3_InitMultiViewportSupport()+{+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();+ platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;+}++static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport()+{+ ImGui::DestroyPlatformWindows();+}++//-----------------------------------------------------------------------------++#if defined(__GNUC__)+#pragma GCC diagnostic pop+#endif+#if defined(__clang__)+#pragma clang diagnostic pop+#endif++#endif // #ifndef IMGUI_DISABLE
+ cbits/imgui_impl_opengl3.h view
@@ -0,0 +1,85 @@+// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!+// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).+// [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplOpenGL3_GetRenderState().+// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.++// 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++// About GLSL version:+// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.+// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"+// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.++#pragma once+#include "imgui.h" // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE++// Follow "Getting Started" link and check examples/ folder to learn about using backends!+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);+IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();+IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();+IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);++// (Optional) Called by Init/NewFrame/Shutdown+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();++// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.+IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);++// (Advanced) Specify clip origin, same value as glClipControl() or 0 for auto-detection.+IMGUI_IMPL_API void ImGui_ImplOpenGL3_SetClipOrigin(unsigned int gl_clip_origin);++// Configuration flags to add in your imconfig file:+//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)+//#define IMGUI_IMPL_OPENGL_ES3 // 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 !defined(IMGUI_IMPL_OPENGL_ES2) \+ && !defined(IMGUI_IMPL_OPENGL_ES3)++// Try to detect GLES on matching platforms+#if defined(__APPLE__)+#include <TargetConditionals.h>+#endif+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))+#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"+#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)+#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"+#else+// Otherwise imgui_impl_opengl3_loader.h will be used.+#endif++#endif++// [BETA] Selected render state data shared with callbacks.+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call.+// (Please open an issue if you feel you need access to more data)+struct ImGui_ImplOpenGL3_RenderState+{+ bool UseBindSampler;+ bool UseTexParameterFilter;+ unsigned int CurrentSampler; // (GLuint) Used if UseBindSampler == true (and are available), otherwise always 0+ unsigned int CurrentTexParameterFilter; // (GLuint) Used if UseTexParameterFilter == true+};+IMGUI_IMPL_API ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState();++#endif // #ifndef IMGUI_DISABLE
+ cbits/imgui_impl_opengl3_loader.h view
@@ -0,0 +1,959 @@+//-----------------------------------------------------------------------------+// About imgui_impl_opengl3_loader.h:+//+// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,+// which proved to be endless problems for users.+// Our loader is custom-generated, based on gl3w but automatically filtered to only include+// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.+//+// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.+// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.+//+// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):+// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'+// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.+// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)+// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.+// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp+// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.+//+// Regenerate with:+// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt+//+// More info:+// https://github.com/dearimgui/gl3w_stripped+// https://github.com/ocornut/imgui/issues/4445+//-----------------------------------------------------------------------------++/*+ * This file was generated with gl3w_gen.py, part of imgl3w+ * (hosted at https://github.com/dearimgui/gl3w_stripped)+ *+ * This is free and unencumbered software released into the public domain.+ *+ * Anyone is free to copy, modify, publish, use, compile, sell, or+ * distribute this software, either in source code form or as a compiled+ * binary, for any purpose, commercial or non-commercial, and by any+ * means.+ *+ * In jurisdictions that recognize copyright laws, the author or authors+ * of this software dedicate any and all copyright interest in the+ * software to the public domain. We make this dedication for the benefit+ * of the public at large and to the detriment of our heirs and+ * successors. We intend this dedication to be an overt act of+ * relinquishment in perpetuity of all present and future rights to this+ * software under copyright law.+ *+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.+ * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR+ * OTHER DEALINGS IN THE SOFTWARE.+ */++#ifndef __gl3w_h_+#define __gl3w_h_++// Adapted from KHR/khrplatform.h to avoid including entire file.+#ifndef __khrplatform_h_+typedef float khronos_float_t;+typedef signed char khronos_int8_t;+typedef unsigned char khronos_uint8_t;+typedef signed short int khronos_int16_t;+typedef unsigned short int khronos_uint16_t;+#ifdef _WIN64+typedef signed long long int khronos_intptr_t;+typedef signed long long int khronos_ssize_t;+#else+typedef signed long int khronos_intptr_t;+typedef signed long int khronos_ssize_t;+#endif++#if defined(_MSC_VER) && !defined(__clang__)+typedef signed __int64 khronos_int64_t;+typedef unsigned __int64 khronos_uint64_t;+#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)+#include <stdint.h>+typedef int64_t khronos_int64_t;+typedef uint64_t khronos_uint64_t;+#else+typedef signed long long khronos_int64_t;+typedef unsigned long long khronos_uint64_t;+#endif+#endif // __khrplatform_h_++#ifndef __gl_glcorearb_h_+#define __gl_glcorearb_h_ 1+#ifdef __cplusplus+extern "C" {+#endif+/*+** Copyright 2013-2020 The Khronos Group Inc.+** SPDX-License-Identifier: MIT+**+** This header is generated from the Khronos OpenGL / OpenGL ES XML+** API Registry. The current version of the Registry, generator scripts+** used to make the header, and the header can be found at+** https://github.com/KhronosGroup/OpenGL-Registry+*/+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)+#ifndef WIN32_LEAN_AND_MEAN+#define WIN32_LEAN_AND_MEAN 1+#endif+#include <windows.h>+#endif+#ifndef APIENTRY+#define APIENTRY+#endif+#ifndef APIENTRYP+#define APIENTRYP APIENTRY *+#endif+#ifndef GLAPI+#define GLAPI extern+#endif+/* glcorearb.h is for use with OpenGL core profile implementations.+** It should be placed in the same directory as gl.h and+** included as <GL/glcorearb.h>.+**+** glcorearb.h includes only APIs in the latest OpenGL core profile+** implementation together with APIs in newer ARB extensions which +** can be supported by the core profile. It does not, and never will+** include functionality removed from the core profile, such as+** fixed-function vertex and fragment processing.+**+** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or+** <GL/glext.h> in the same source file.+*/+/* Generated C header for:+ * API: gl+ * Profile: core+ * Versions considered: .*+ * Versions emitted: .*+ * Default extensions included: glcore+ * Additional extensions included: _nomatch_^+ * Extensions removed: _nomatch_^+ */+#ifndef GL_VERSION_1_0+typedef void GLvoid;+typedef unsigned int GLenum;++typedef khronos_float_t GLfloat;+typedef int GLint;+typedef int GLsizei;+typedef unsigned int GLbitfield;+typedef double GLdouble;+typedef unsigned int GLuint;+typedef unsigned char GLboolean;+typedef khronos_uint8_t GLubyte;+#define GL_COLOR_BUFFER_BIT 0x00004000+#define GL_FALSE 0+#define GL_TRUE 1+#define GL_TRIANGLES 0x0004+#define GL_ONE 1+#define GL_SRC_ALPHA 0x0302+#define GL_ONE_MINUS_SRC_ALPHA 0x0303+#define GL_FRONT 0x0404+#define GL_BACK 0x0405+#define GL_FRONT_AND_BACK 0x0408+#define GL_POLYGON_MODE 0x0B40+#define GL_CULL_FACE 0x0B44+#define GL_DEPTH_TEST 0x0B71+#define GL_STENCIL_TEST 0x0B90+#define GL_VIEWPORT 0x0BA2+#define GL_BLEND 0x0BE2+#define GL_SCISSOR_BOX 0x0C10+#define GL_SCISSOR_TEST 0x0C11+#define GL_UNPACK_ROW_LENGTH 0x0CF2+#define GL_UNPACK_ALIGNMENT 0x0CF5+#define GL_PACK_ALIGNMENT 0x0D05+#define GL_MAX_TEXTURE_SIZE 0x0D33+#define GL_TEXTURE_2D 0x0DE1+#define GL_UNSIGNED_BYTE 0x1401+#define GL_UNSIGNED_SHORT 0x1403+#define GL_UNSIGNED_INT 0x1405+#define GL_FLOAT 0x1406+#define GL_RGBA 0x1908+#define GL_FILL 0x1B02+#define GL_VENDOR 0x1F00+#define GL_RENDERER 0x1F01+#define GL_VERSION 0x1F02+#define GL_EXTENSIONS 0x1F03+#define GL_NEAREST 0x2600+#define GL_LINEAR 0x2601+#define GL_TEXTURE_MAG_FILTER 0x2800+#define GL_TEXTURE_MIN_FILTER 0x2801+#define GL_TEXTURE_WRAP_S 0x2802+#define GL_TEXTURE_WRAP_T 0x2803+#define GL_REPEAT 0x2901+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);+typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);+typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);+typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);+typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);+typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);+typedef void (APIENTRYP PFNGLFLUSHPROC) (void);+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);+typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);+typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);+typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);+typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);+GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);+GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);+GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);+GLAPI void APIENTRY glClear (GLbitfield mask);+GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);+GLAPI void APIENTRY glDisable (GLenum cap);+GLAPI void APIENTRY glEnable (GLenum cap);+GLAPI void APIENTRY glFlush (void);+GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);+GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);+GLAPI GLenum APIENTRY glGetError (void);+GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);+GLAPI const GLubyte *APIENTRY glGetString (GLenum name);+GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);+GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);+#endif+#endif /* GL_VERSION_1_0 */+#ifndef GL_VERSION_1_1+typedef khronos_float_t GLclampf;+typedef double GLclampd;+#define GL_TEXTURE_BINDING_2D 0x8069+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);+typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);+GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);+GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);+GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);+GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);+#endif+#endif /* GL_VERSION_1_1 */+#ifndef GL_VERSION_1_2+#define GL_CLAMP_TO_EDGE 0x812F+#endif /* GL_VERSION_1_2 */+#ifndef GL_VERSION_1_3+#define GL_TEXTURE0 0x84C0+#define GL_ACTIVE_TEXTURE 0x84E0+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI void APIENTRY glActiveTexture (GLenum texture);+#endif+#endif /* GL_VERSION_1_3 */+#ifndef GL_VERSION_1_4+#define GL_BLEND_DST_RGB 0x80C8+#define GL_BLEND_SRC_RGB 0x80C9+#define GL_BLEND_DST_ALPHA 0x80CA+#define GL_BLEND_SRC_ALPHA 0x80CB+#define GL_FUNC_ADD 0x8006+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);+GLAPI void APIENTRY glBlendEquation (GLenum mode);+#endif+#endif /* GL_VERSION_1_4 */+#ifndef GL_VERSION_1_5+typedef khronos_ssize_t GLsizeiptr;+typedef khronos_intptr_t GLintptr;+#define GL_ARRAY_BUFFER 0x8892+#define GL_ELEMENT_ARRAY_BUFFER 0x8893+#define GL_ARRAY_BUFFER_BINDING 0x8894+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895+#define GL_STREAM_DRAW 0x88E0+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);+GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);+GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);+GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);+GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);+#endif+#endif /* GL_VERSION_1_5 */+#ifndef GL_VERSION_2_0+typedef char GLchar;+typedef khronos_int16_t GLshort;+typedef khronos_int8_t GLbyte;+typedef khronos_uint16_t GLushort;+#define GL_BLEND_EQUATION_RGB 0x8009+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645+#define GL_BLEND_EQUATION_ALPHA 0x883D+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A+#define GL_FRAGMENT_SHADER 0x8B30+#define GL_VERTEX_SHADER 0x8B31+#define GL_COMPILE_STATUS 0x8B81+#define GL_LINK_STATUS 0x8B82+#define GL_INFO_LOG_LENGTH 0x8B84+#define GL_CURRENT_PROGRAM 0x8B8D+#define GL_LOWER_LEFT 0x8CA1+#define GL_UPPER_LEFT 0x8CA2+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);+GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);+GLAPI void APIENTRY glCompileShader (GLuint shader);+GLAPI GLuint APIENTRY glCreateProgram (void);+GLAPI GLuint APIENTRY glCreateShader (GLenum type);+GLAPI void APIENTRY glDeleteProgram (GLuint program);+GLAPI void APIENTRY glDeleteShader (GLuint shader);+GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);+GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);+GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);+GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);+GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);+GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);+GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);+GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);+GLAPI GLboolean APIENTRY glIsProgram (GLuint program);+GLAPI void APIENTRY glLinkProgram (GLuint program);+GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);+GLAPI void APIENTRY glUseProgram (GLuint program);+GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);+GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);+GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);+#endif+#endif /* GL_VERSION_2_0 */+#ifndef GL_VERSION_2_1+#define GL_PIXEL_UNPACK_BUFFER 0x88EC+#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF+#endif /* GL_VERSION_2_1 */+#ifndef GL_VERSION_3_0+typedef khronos_uint16_t GLhalf;+#define GL_MAJOR_VERSION 0x821B+#define GL_MINOR_VERSION 0x821C+#define GL_NUM_EXTENSIONS 0x821D+#define GL_FRAMEBUFFER_SRGB 0x8DB9+#define GL_VERTEX_ARRAY_BINDING 0x85B5+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);+GLAPI void APIENTRY glBindVertexArray (GLuint array);+GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);+GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);+#endif+#endif /* GL_VERSION_3_0 */+#ifndef GL_VERSION_3_1+#define GL_VERSION_3_1 1+#define GL_PRIMITIVE_RESTART 0x8F9D+#endif /* GL_VERSION_3_1 */+#ifndef GL_VERSION_3_2+#define GL_VERSION_3_2 1+typedef struct __GLsync *GLsync;+typedef khronos_uint64_t GLuint64;+typedef khronos_int64_t GLint64;+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002+#define GL_CONTEXT_PROFILE_MASK 0x9126+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);+#endif+#endif /* GL_VERSION_3_2 */+#ifndef GL_VERSION_3_3+#define GL_VERSION_3_3 1+#define GL_SAMPLER_BINDING 0x8919+typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers);+typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers);+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);+#ifdef GL_GLEXT_PROTOTYPES+GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers);+GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers);+GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);+GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param);+#endif+#endif /* GL_VERSION_3_3 */+#ifndef GL_VERSION_4_1+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);+#endif /* GL_VERSION_4_1 */+#ifndef GL_VERSION_4_3+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);+#endif /* GL_VERSION_4_3 */+#ifndef GL_VERSION_4_5+#define GL_CLIP_ORIGIN 0x935C+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);+#endif /* GL_VERSION_4_5 */+#ifndef GL_ARB_bindless_texture+typedef khronos_uint64_t GLuint64EXT;+#endif /* GL_ARB_bindless_texture */+#ifndef GL_ARB_cl_event+struct _cl_context;+struct _cl_event;+#endif /* GL_ARB_cl_event */+#ifndef GL_ARB_clip_control+#define GL_ARB_clip_control 1+#endif /* GL_ARB_clip_control */+#ifndef GL_ARB_debug_output+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);+#endif /* GL_ARB_debug_output */+#ifndef GL_EXT_EGL_image_storage+typedef void *GLeglImageOES;+#endif /* GL_EXT_EGL_image_storage */+#ifndef GL_EXT_direct_state_access+typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);+typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);+typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);+typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);+typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);+#endif /* GL_EXT_direct_state_access */+#ifndef GL_NV_draw_vulkan_image+typedef void (APIENTRY *GLVULKANPROCNV)(void);+#endif /* GL_NV_draw_vulkan_image */+#ifndef GL_NV_gpu_shader5+typedef khronos_int64_t GLint64EXT;+#endif /* GL_NV_gpu_shader5 */+#ifndef GL_NV_vertex_buffer_unified_memory+typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);+#endif /* GL_NV_vertex_buffer_unified_memory */+#ifdef __cplusplus+}+#endif+#endif++#ifndef GL3W_API+#define GL3W_API+#endif++#ifndef __gl_h_+#define __gl_h_+#endif++#ifdef __cplusplus+extern "C" {+#endif++#define GL3W_OK 0+#define GL3W_ERROR_INIT -1+#define GL3W_ERROR_LIBRARY_OPEN -2+#define GL3W_ERROR_OPENGL_VERSION -3++typedef void (*GL3WglProc)(void);+typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);++/* gl3w api */+GL3W_API int imgl3wInit(void);+GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);+GL3W_API void imgl3wShutdown(void);+GL3W_API int imgl3wIsSupported(int major, int minor);+GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);++/* gl3w internal state */+union ImGL3WProcs {+ GL3WglProc ptr[63];+ struct {+ PFNGLACTIVETEXTUREPROC ActiveTexture;+ PFNGLATTACHSHADERPROC AttachShader;+ PFNGLBINDBUFFERPROC BindBuffer;+ PFNGLBINDSAMPLERPROC BindSampler;+ PFNGLBINDTEXTUREPROC BindTexture;+ PFNGLBINDVERTEXARRAYPROC BindVertexArray;+ PFNGLBLENDEQUATIONPROC BlendEquation;+ PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;+ PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;+ PFNGLBUFFERDATAPROC BufferData;+ PFNGLBUFFERSUBDATAPROC BufferSubData;+ PFNGLCLEARPROC Clear;+ PFNGLCLEARCOLORPROC ClearColor;+ PFNGLCOMPILESHADERPROC CompileShader;+ PFNGLCREATEPROGRAMPROC CreateProgram;+ PFNGLCREATESHADERPROC CreateShader;+ PFNGLDELETEBUFFERSPROC DeleteBuffers;+ PFNGLDELETEPROGRAMPROC DeleteProgram;+ PFNGLDELETESAMPLERSPROC DeleteSamplers;+ PFNGLDELETESHADERPROC DeleteShader;+ PFNGLDELETETEXTURESPROC DeleteTextures;+ PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;+ PFNGLDETACHSHADERPROC DetachShader;+ PFNGLDISABLEPROC Disable;+ PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;+ PFNGLDRAWELEMENTSPROC DrawElements;+ PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;+ PFNGLENABLEPROC Enable;+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;+ PFNGLFLUSHPROC Flush;+ PFNGLGENBUFFERSPROC GenBuffers;+ PFNGLGENSAMPLERSPROC GenSamplers;+ PFNGLGENTEXTURESPROC GenTextures;+ PFNGLGENVERTEXARRAYSPROC GenVertexArrays;+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;+ PFNGLGETERRORPROC GetError;+ PFNGLGETINTEGERVPROC GetIntegerv;+ PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;+ PFNGLGETPROGRAMIVPROC GetProgramiv;+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;+ PFNGLGETSHADERIVPROC GetShaderiv;+ PFNGLGETSTRINGPROC GetString;+ PFNGLGETSTRINGIPROC GetStringi;+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;+ PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;+ PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;+ PFNGLISENABLEDPROC IsEnabled;+ PFNGLISPROGRAMPROC IsProgram;+ PFNGLLINKPROGRAMPROC LinkProgram;+ PFNGLPIXELSTOREIPROC PixelStorei;+ PFNGLPOLYGONMODEPROC PolygonMode;+ PFNGLREADPIXELSPROC ReadPixels;+ PFNGLSAMPLERPARAMETERIPROC SamplerParameteri;+ PFNGLSCISSORPROC Scissor;+ PFNGLSHADERSOURCEPROC ShaderSource;+ PFNGLTEXIMAGE2DPROC TexImage2D;+ PFNGLTEXPARAMETERIPROC TexParameteri;+ PFNGLTEXSUBIMAGE2DPROC TexSubImage2D;+ PFNGLUNIFORM1IPROC Uniform1i;+ PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;+ PFNGLUSEPROGRAMPROC UseProgram;+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;+ PFNGLVIEWPORTPROC Viewport;+ } gl;+};++GL3W_API extern union ImGL3WProcs imgl3wProcs;++/* OpenGL functions */+#define glActiveTexture imgl3wProcs.gl.ActiveTexture+#define glAttachShader imgl3wProcs.gl.AttachShader+#define glBindBuffer imgl3wProcs.gl.BindBuffer+#define glBindSampler imgl3wProcs.gl.BindSampler+#define glBindTexture imgl3wProcs.gl.BindTexture+#define glBindVertexArray imgl3wProcs.gl.BindVertexArray+#define glBlendEquation imgl3wProcs.gl.BlendEquation+#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate+#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate+#define glBufferData imgl3wProcs.gl.BufferData+#define glBufferSubData imgl3wProcs.gl.BufferSubData+#define glClear imgl3wProcs.gl.Clear+#define glClearColor imgl3wProcs.gl.ClearColor+#define glCompileShader imgl3wProcs.gl.CompileShader+#define glCreateProgram imgl3wProcs.gl.CreateProgram+#define glCreateShader imgl3wProcs.gl.CreateShader+#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers+#define glDeleteProgram imgl3wProcs.gl.DeleteProgram+#define glDeleteSamplers imgl3wProcs.gl.DeleteSamplers+#define glDeleteShader imgl3wProcs.gl.DeleteShader+#define glDeleteTextures imgl3wProcs.gl.DeleteTextures+#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays+#define glDetachShader imgl3wProcs.gl.DetachShader+#define glDisable imgl3wProcs.gl.Disable+#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray+#define glDrawElements imgl3wProcs.gl.DrawElements+#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex+#define glEnable imgl3wProcs.gl.Enable+#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray+#define glFlush imgl3wProcs.gl.Flush+#define glGenBuffers imgl3wProcs.gl.GenBuffers+#define glGenSamplers imgl3wProcs.gl.GenSamplers+#define glGenTextures imgl3wProcs.gl.GenTextures+#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays+#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation+#define glGetError imgl3wProcs.gl.GetError+#define glGetIntegerv imgl3wProcs.gl.GetIntegerv+#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog+#define glGetProgramiv imgl3wProcs.gl.GetProgramiv+#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog+#define glGetShaderiv imgl3wProcs.gl.GetShaderiv+#define glGetString imgl3wProcs.gl.GetString+#define glGetStringi imgl3wProcs.gl.GetStringi+#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation+#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv+#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv+#define glIsEnabled imgl3wProcs.gl.IsEnabled+#define glIsProgram imgl3wProcs.gl.IsProgram+#define glLinkProgram imgl3wProcs.gl.LinkProgram+#define glPixelStorei imgl3wProcs.gl.PixelStorei+#define glPolygonMode imgl3wProcs.gl.PolygonMode+#define glReadPixels imgl3wProcs.gl.ReadPixels+#define glSamplerParameteri imgl3wProcs.gl.SamplerParameteri+#define glScissor imgl3wProcs.gl.Scissor+#define glShaderSource imgl3wProcs.gl.ShaderSource+#define glTexImage2D imgl3wProcs.gl.TexImage2D+#define glTexParameteri imgl3wProcs.gl.TexParameteri+#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D+#define glUniform1i imgl3wProcs.gl.Uniform1i+#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv+#define glUseProgram imgl3wProcs.gl.UseProgram+#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer+#define glViewport imgl3wProcs.gl.Viewport++#ifdef __cplusplus+}+#endif++#endif++#ifdef IMGL3W_IMPL+#ifdef __cplusplus+extern "C" {+#endif++#include <stdlib.h>++#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))++#if defined(_WIN32)+#ifndef WIN32_LEAN_AND_MEAN+#define WIN32_LEAN_AND_MEAN 1+#endif+#include <windows.h>++static HMODULE libgl = NULL;+typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);+static GL3WglGetProcAddr wgl_get_proc_address;++static int open_libgl(void)+{+ libgl = LoadLibraryA("opengl32.dll");+ if (!libgl)+ return GL3W_ERROR_LIBRARY_OPEN;+ wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");+ return GL3W_OK;+}++static void close_libgl(void) { FreeLibrary(libgl); libgl = NULL; }+static GL3WglProc get_proc(const char *proc)+{+ GL3WglProc res;+ res = (GL3WglProc)wgl_get_proc_address(proc);+ if (!res)+ res = (GL3WglProc)GetProcAddress(libgl, proc);+ return res;+}+#elif defined(__APPLE__)+#include <dlfcn.h>++static void *libgl = NULL;+static int open_libgl(void)+{+ libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);+ if (!libgl)+ return GL3W_ERROR_LIBRARY_OPEN;+ return GL3W_OK;+}++static void close_libgl(void) { dlclose(libgl); libgl = NULL; }++static GL3WglProc get_proc(const char *proc)+{+ GL3WglProc res;+ *(void **)(&res) = dlsym(libgl, proc);+ return res;+}+#else+#include <dlfcn.h>++static void* libgl; // OpenGL library+static void* libglx; // GLX library+static void* libegl; // EGL library+static GL3WGetProcAddressProc gl_get_proc_address;++static void close_libgl(void)+{+ if (libgl) {+ dlclose(libgl);+ libgl = NULL;+ }+ if (libegl) {+ dlclose(libegl);+ libegl = NULL;+ }+ if (libglx) {+ dlclose(libglx);+ libglx = NULL;+ }+}++static int is_library_loaded(const char* name, void** lib)+{+#if defined(__HAIKU__)+ *lib = NULL; // no support for RTLD_NOLOAD on Haiku.+#else+ *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);+#endif+ return *lib != NULL;+}++static int open_libs(void)+{+ // On Linux we have two APIs to get process addresses: EGL and GLX.+ // EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.++ libgl = NULL;+ libegl = NULL;+ libglx = NULL;++ // First check what's already loaded, the windowing library might have+ // already loaded either EGL or GLX and we want to use the same one.++ if (is_library_loaded("libEGL.so.1", &libegl) ||+ is_library_loaded("libGLX.so.0", &libglx)) {+ libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);+ if (libgl)+ return GL3W_OK;+ else+ close_libgl();+ }++ if (is_library_loaded("libGL.so", &libgl))+ return GL3W_OK;+ if (is_library_loaded("libGL.so.1", &libgl))+ return GL3W_OK;+ if (is_library_loaded("libGL.so.3", &libgl))+ return GL3W_OK;++ // Neither is already loaded, so we have to load one. Try EGL first+ // because it is supported under both X11 and Wayland.++ // Load OpenGL + EGL+ libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);+ libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);+ if (libgl && libegl)+ return GL3W_OK;+ else+ close_libgl();++ // Fall back to legacy libGL, which includes GLX+ // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983+ libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);+ if (!libgl)+ libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);+ if (!libgl)+ libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);++ if (libgl)+ return GL3W_OK;++ return GL3W_ERROR_LIBRARY_OPEN;+}++static int open_libgl(void)+{+ int res = open_libs();+ if (res)+ return res;++ if (libegl)+ *(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");+ else if (libglx)+ *(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");+ else+ *(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");++ if (!gl_get_proc_address) {+ close_libgl();+ return GL3W_ERROR_LIBRARY_OPEN;+ }++ return GL3W_OK;+}++static GL3WglProc get_proc(const char* proc)+{+ GL3WglProc res = NULL;++ // Before EGL version 1.5, eglGetProcAddress doesn't support querying core+ // functions and may return a dummy function if we try, so try to load the+ // function from the GL library directly first.+ if (libegl)+ *(void**)(&res) = dlsym(libgl, proc);++ if (!res)+ res = gl_get_proc_address(proc);++ if (!libegl && !res)+ *(void**)(&res) = dlsym(libgl, proc);++ return res;+}+#endif++static struct { int major, minor; } version;++static int parse_version(void)+{+ if (!glGetIntegerv)+ return GL3W_ERROR_INIT;+ glGetIntegerv(GL_MAJOR_VERSION, &version.major);+ glGetIntegerv(GL_MINOR_VERSION, &version.minor);+ if (version.major == 0 && version.minor == 0)+ {+ // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"+ if (const char* gl_version = (const char*)glGetString(GL_VERSION))+ sscanf(gl_version, "%d.%d", &version.major, &version.minor);+ }+ if (version.major < 2)+ return GL3W_ERROR_OPENGL_VERSION;+ return GL3W_OK;+}++static void load_procs(GL3WGetProcAddressProc proc);+static void clear_procs();++int imgl3wInit(void)+{+ int res = open_libgl();+ if (res)+ return res;+ atexit(close_libgl);+ return imgl3wInit2(get_proc);+}++int imgl3wInit2(GL3WGetProcAddressProc proc)+{+ load_procs(proc);+ return parse_version();+}++void imgl3wShutdown(void)+{+ close_libgl();+ clear_procs();+}++int imgl3wIsSupported(int major, int minor)+{+ if (major < 2)+ return 0;+ if (version.major == major)+ return version.minor >= minor;+ return version.major >= major;+}++GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }++static const char *proc_names[] = {+ "glActiveTexture",+ "glAttachShader",+ "glBindBuffer",+ "glBindSampler",+ "glBindTexture",+ "glBindVertexArray",+ "glBlendEquation",+ "glBlendEquationSeparate",+ "glBlendFuncSeparate",+ "glBufferData",+ "glBufferSubData",+ "glClear",+ "glClearColor",+ "glCompileShader",+ "glCreateProgram",+ "glCreateShader",+ "glDeleteBuffers",+ "glDeleteProgram",+ "glDeleteSamplers",+ "glDeleteShader",+ "glDeleteTextures",+ "glDeleteVertexArrays",+ "glDetachShader",+ "glDisable",+ "glDisableVertexAttribArray",+ "glDrawElements",+ "glDrawElementsBaseVertex",+ "glEnable",+ "glEnableVertexAttribArray",+ "glFlush",+ "glGenBuffers",+ "glGenSamplers",+ "glGenTextures",+ "glGenVertexArrays",+ "glGetAttribLocation",+ "glGetError",+ "glGetIntegerv",+ "glGetProgramInfoLog",+ "glGetProgramiv",+ "glGetShaderInfoLog",+ "glGetShaderiv",+ "glGetString",+ "glGetStringi",+ "glGetUniformLocation",+ "glGetVertexAttribPointerv",+ "glGetVertexAttribiv",+ "glIsEnabled",+ "glIsProgram",+ "glLinkProgram",+ "glPixelStorei",+ "glPolygonMode",+ "glReadPixels",+ "glSamplerParameteri",+ "glScissor",+ "glShaderSource",+ "glTexImage2D",+ "glTexParameteri",+ "glTexSubImage2D",+ "glUniform1i",+ "glUniformMatrix4fv",+ "glUseProgram",+ "glVertexAttribPointer",+ "glViewport",+};++GL3W_API union ImGL3WProcs imgl3wProcs;++static void load_procs(GL3WGetProcAddressProc proc)+{+ size_t i;+ for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)+ imgl3wProcs.ptr[i] = proc(proc_names[i]);+}++static void clear_procs()+{+ size_t i;+ for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)+ imgl3wProcs.ptr[i] = nullptr;+}++#ifdef __cplusplus+}+#endif+#endif
+ dear-imgui-impl-opengl3.cabal view
@@ -0,0 +1,59 @@+cabal-version: 2.2++-- This file has been generated from package.yaml by hpack version 0.39.6.+--+-- see: https://github.com/sol/hpack++name: dear-imgui-impl-opengl3+version: 1.0.0+synopsis: OpenGL3 backend bindings for dear-imgui-raw.+description: Generated with dear_bindings from the imgui_impl_opengl3 backend that ships with Dear ImGui.+category: GUI+maintainer: IC Rainbow <aenor.realm@gmail.com>+license: BSD-3-Clause+license-file: LICENSE+build-type: Simple+extra-source-files:+ cbits/dcimgui_impl_opengl3.h+ cbits/DearImGuiWrappers.h+ cbits/imgui_impl_opengl3.h+ cbits/imgui_impl_opengl3_loader.h+extra-doc-files:+ README.md+ CHANGELOG.md++library+ exposed-modules:+ DearImGui.Impl.OpenGL3+ DearImGui.Raw.Impl.OpenGL3+ other-modules:+ Paths_dear_imgui_impl_opengl3+ autogen-modules:+ Paths_dear_imgui_impl_opengl3+ hs-source-dirs:+ src+ default-extensions:+ BlockArguments+ DataKinds+ DuplicateRecordFields+ LambdaCase+ NoFieldSelectors+ OverloadedRecordDot+ OverloadedStrings+ StrictData+ ghc-options: -Wall -optc-Wno-discarded-qualifiers -optc-Wno-incompatible-pointer-types+ cxx-options: -std=c++11 -fpermissive+ include-dirs:+ cbits+ cxx-sources:+ cbits/dcimgui_impl_opengl3.cpp+ cbits/DearImGuiWrappers.cpp+ cbits/imgui_impl_opengl3.cpp+ build-tool-depends:+ hsc2hs:hsc2hs+ build-depends:+ base >=4.16 && <5+ , dear-imgui-raw ==1.0.*+ , text+ , unliftio-core+ default-language: GHC2021
+ src/DearImGui/Impl/OpenGL3.hs view
@@ -0,0 +1,38 @@+-- | "DearImGui.Raw.Impl.OpenGL3" over idiomatic 'Text' and 'Bool' types.+module DearImGui.Impl.OpenGL3+ ( init+ , withInit+ , createDeviceObjects+ , Raw.destroyDeviceObjects+ , Raw.newFrame+ , Raw.renderDrawData+ , Raw.shutdown+ , Raw.updateTexture+ ) where++import Prelude hiding (init)++import Control.Monad.IO.Unlift (MonadUnliftIO)+import Data.Text (Text)+import Data.Text.Foreign qualified as Text+import Foreign.Marshal.Utils (toBool)+import Foreign.Ptr (nullPtr)++import DearImGui.Impl.Init (withInitOrFail)+import DearImGui.Raw.Impl.OpenGL3 qualified as Raw++-- | 'Nothing' lets the backend pick a GLSL version for the current GL context.+init :: Maybe Text -> IO Bool+init glslVersion =+ toBool <$> case glslVersion of+ Nothing ->+ Raw.init nullPtr+ Just version ->+ Text.withCString version Raw.init++-- | 'init'-or-'InitFailed' before the body, 'Raw.shutdown' after it.+withInit :: (MonadUnliftIO m) => Maybe Text -> m a -> m a+withInit glslVersion = withInitOrFail "ImGui_ImplOpenGL3_Init" (init glslVersion) Raw.shutdown++createDeviceObjects :: IO Bool+createDeviceObjects = toBool <$> Raw.createDeviceObjects
+ src/DearImGui/Raw/Impl/OpenGL3.hsc view
@@ -0,0 +1,105 @@+{-# LANGUAGE CApiFFI #-}+{-# LANGUAGE PatternSynonyms #-}++-- This file was generated by dear-bindings-ffi. Do not edit by hand.++module DearImGui.Raw.Impl.OpenGL3+ ( ImGui_ImplOpenGL3_RenderState (..)+ , createDeviceObjects+ , destroyDeviceObjects+ , getRenderState+ , init+ , newFrame+ , renderDrawData+ , setClipOrigin+ , shutdown+ , updateTexture+ ) where++import DearImGui.Raw.ImDrawData (ImDrawData)+import DearImGui.Raw.ImTextureData (ImTextureData)+import Foreign.C.String (CString)+import Foreign.C.Types+import Foreign.Ptr (Ptr, plusPtr)+import Foreign.Storable (Storable (..))+import GHC.Records (HasField (..))+import Prelude hiding (init)++#include "dcimgui_impl_opengl3.h"++-- structs (opaque)++data {-# CTYPE "dcimgui_impl_opengl3.h" "ImGui_ImplOpenGL3_RenderState" #-} ImGui_ImplOpenGL3_RenderState = ImGui_ImplOpenGL3_RenderState+ { useBindSampler :: CBool+ , useTexParameterFilter :: CBool+ , currentSampler :: CUInt+ , currentTexParameterFilter :: CUInt+ }+ deriving (Eq, Show)+instance Storable ImGui_ImplOpenGL3_RenderState where+ sizeOf _ = #{size ImGui_ImplOpenGL3_RenderState}+ alignment _ = #{alignment ImGui_ImplOpenGL3_RenderState}+ peek p = ImGui_ImplOpenGL3_RenderState <$> #{peek ImGui_ImplOpenGL3_RenderState, UseBindSampler} p <*> #{peek ImGui_ImplOpenGL3_RenderState, UseTexParameterFilter} p <*> #{peek ImGui_ImplOpenGL3_RenderState, CurrentSampler} p <*> #{peek ImGui_ImplOpenGL3_RenderState, CurrentTexParameterFilter} p+ poke p v = do+ #{poke ImGui_ImplOpenGL3_RenderState, UseBindSampler} p v.useBindSampler+ #{poke ImGui_ImplOpenGL3_RenderState, UseTexParameterFilter} p v.useTexParameterFilter+ #{poke ImGui_ImplOpenGL3_RenderState, CurrentSampler} p v.currentSampler+ #{poke ImGui_ImplOpenGL3_RenderState, CurrentTexParameterFilter} p v.currentTexParameterFilter++instance HasField "useBindSampler" (Ptr ImGui_ImplOpenGL3_RenderState) (Ptr CBool) where+ getField = #{ptr ImGui_ImplOpenGL3_RenderState, UseBindSampler}++instance HasField "useTexParameterFilter" (Ptr ImGui_ImplOpenGL3_RenderState) (Ptr CBool) where+ getField = #{ptr ImGui_ImplOpenGL3_RenderState, UseTexParameterFilter}++instance HasField "currentSampler" (Ptr ImGui_ImplOpenGL3_RenderState) (Ptr CUInt) where+ getField = #{ptr ImGui_ImplOpenGL3_RenderState, CurrentSampler}++instance HasField "currentTexParameterFilter" (Ptr ImGui_ImplOpenGL3_RenderState) (Ptr CUInt) where+ getField = #{ptr ImGui_ImplOpenGL3_RenderState, CurrentTexParameterFilter}++-- functions++-- C: bool ImGui_ImplOpenGL3_CreateDeviceObjects()+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_CreateDeviceObjects"+ createDeviceObjects :: IO CBool++-- C: void ImGui_ImplOpenGL3_DestroyDeviceObjects()+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_DestroyDeviceObjects"+ destroyDeviceObjects :: IO ()++-- C: ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState()+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_GetRenderState"+ getRenderState :: IO (Ptr ImGui_ImplOpenGL3_RenderState)++-- C: bool ImGui_ImplOpenGL3_Init(const char* glsl_version)+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_Init"+ init+ :: CString -- ^ glsl_version+ -> IO CBool++-- C: void ImGui_ImplOpenGL3_NewFrame()+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_NewFrame"+ newFrame :: IO ()++-- C: void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_RenderDrawData"+ renderDrawData+ :: (Ptr ImDrawData) -- ^ draw_data+ -> IO ()++-- C: void ImGui_ImplOpenGL3_SetClipOrigin(unsigned int gl_clip_origin)+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_SetClipOrigin"+ setClipOrigin+ :: CUInt -- ^ gl_clip_origin+ -> IO ()++-- C: void ImGui_ImplOpenGL3_Shutdown()+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_Shutdown"+ shutdown :: IO ()++-- C: void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)+foreign import capi safe "dcimgui_impl_opengl3.h cImGui_ImplOpenGL3_UpdateTexture"+ updateTexture+ :: (Ptr ImTextureData) -- ^ tex+ -> IO ()