imgui_impl_opengl2.cpp 9.3 KB

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  1. // ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  6. // **Prefer using the code in imgui_impl_opengl3.cpp**
  7. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  8. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  9. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  10. // confuse your GPU driver.
  11. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  12. // CHANGELOG
  13. // (minor and older changes stripped away, please see git history for details)
  14. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  15. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  16. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  17. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  18. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  19. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  20. #include "imgui.h"
  21. #include "imgui_impl_opengl2.h"
  22. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  23. #if defined(_WIN32) && !defined(APIENTRY)
  24. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  25. #endif
  26. #if defined(_WIN32) && !defined(WINGDIAPI)
  27. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  28. #endif
  29. #if defined(__APPLE__)
  30. #include <OpenGL/gl.h>
  31. #else
  32. #include <GL/gl.h>
  33. #endif
  34. // OpenGL Data
  35. static GLuint g_FontTexture = 0;
  36. // Functions
  37. bool ImGui_ImplOpenGL2_Init()
  38. {
  39. return true;
  40. }
  41. void ImGui_ImplOpenGL2_Shutdown()
  42. {
  43. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  44. }
  45. void ImGui_ImplOpenGL2_NewFrame()
  46. {
  47. if (!g_FontTexture)
  48. ImGui_ImplOpenGL2_CreateDeviceObjects();
  49. }
  50. // OpenGL2 Render function.
  51. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  52. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
  53. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  54. {
  55. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  56. ImGuiIO& io = ImGui::GetIO();
  57. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  58. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  59. if (fb_width == 0 || fb_height == 0)
  60. return;
  61. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  62. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  63. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  64. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  65. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  66. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  67. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  68. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  69. glEnable(GL_BLEND);
  70. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  71. glDisable(GL_CULL_FACE);
  72. glDisable(GL_DEPTH_TEST);
  73. glEnable(GL_SCISSOR_TEST);
  74. glEnableClientState(GL_VERTEX_ARRAY);
  75. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  76. glEnableClientState(GL_COLOR_ARRAY);
  77. glEnable(GL_TEXTURE_2D);
  78. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  79. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  80. // Setup viewport, orthographic projection matrix
  81. // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
  82. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  83. glMatrixMode(GL_PROJECTION);
  84. glPushMatrix();
  85. glLoadIdentity();
  86. glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
  87. glMatrixMode(GL_MODELVIEW);
  88. glPushMatrix();
  89. glLoadIdentity();
  90. // Render command lists
  91. ImVec2 pos = draw_data->DisplayPos;
  92. for (int n = 0; n < draw_data->CmdListsCount; n++)
  93. {
  94. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  95. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  96. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  97. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  98. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  99. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  100. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  101. {
  102. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  103. if (pcmd->UserCallback)
  104. {
  105. // User callback (registered via ImDrawList::AddCallback)
  106. pcmd->UserCallback(cmd_list, pcmd);
  107. }
  108. else
  109. {
  110. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  111. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  112. {
  113. // Apply scissor/clipping rectangle
  114. glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
  115. // Bind texture, Draw
  116. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  117. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  118. }
  119. }
  120. idx_buffer += pcmd->ElemCount;
  121. }
  122. }
  123. // Restore modified state
  124. glDisableClientState(GL_COLOR_ARRAY);
  125. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  126. glDisableClientState(GL_VERTEX_ARRAY);
  127. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  128. glMatrixMode(GL_MODELVIEW);
  129. glPopMatrix();
  130. glMatrixMode(GL_PROJECTION);
  131. glPopMatrix();
  132. glPopAttrib();
  133. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  134. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  135. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  136. }
  137. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  138. {
  139. // Build texture atlas
  140. ImGuiIO& io = ImGui::GetIO();
  141. unsigned char* pixels;
  142. int width, height;
  143. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
  144. // Upload texture to graphics system
  145. GLint last_texture;
  146. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  147. glGenTextures(1, &g_FontTexture);
  148. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  149. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  150. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  151. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  152. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  153. // Store our identifier
  154. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  155. // Restore state
  156. glBindTexture(GL_TEXTURE_2D, last_texture);
  157. return true;
  158. }
  159. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  160. {
  161. if (g_FontTexture)
  162. {
  163. ImGuiIO& io = ImGui::GetIO();
  164. glDeleteTextures(1, &g_FontTexture);
  165. io.Fonts->TexID = 0;
  166. g_FontTexture = 0;
  167. }
  168. }
  169. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  170. {
  171. return ImGui_ImplOpenGL2_CreateFontsTexture();
  172. }
  173. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  174. {
  175. ImGui_ImplOpenGL2_DestroyFontsTexture();
  176. }