imgui_impl_opengl2.cpp 11 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] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
  6. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  7. // **Prefer using the code in imgui_impl_opengl3.cpp**
  8. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  9. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  10. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  11. // confuse your GPU driver.
  12. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  13. // CHANGELOG
  14. // (minor and older changes stripped away, please see git history for details)
  15. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  16. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  17. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  18. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  19. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  20. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  21. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  22. #include "imgui.h"
  23. #include "imgui_impl_opengl2.h"
  24. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  25. #if defined(_WIN32) && !defined(APIENTRY)
  26. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  27. #endif
  28. #if defined(_WIN32) && !defined(WINGDIAPI)
  29. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  30. #endif
  31. #if defined(__APPLE__)
  32. #include <OpenGL/gl.h>
  33. #else
  34. #include <GL/gl.h>
  35. #endif
  36. // OpenGL Data
  37. static GLuint g_FontTexture = 0;
  38. // Forward Declarations
  39. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  40. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  41. // Functions
  42. bool ImGui_ImplOpenGL2_Init()
  43. {
  44. // Setup back-end capabilities flags
  45. ImGuiIO& io = ImGui::GetIO();
  46. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  47. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  48. ImGui_ImplOpenGL2_InitPlatformInterface();
  49. return true;
  50. }
  51. void ImGui_ImplOpenGL2_Shutdown()
  52. {
  53. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  54. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  55. }
  56. void ImGui_ImplOpenGL2_NewFrame()
  57. {
  58. if (!g_FontTexture)
  59. ImGui_ImplOpenGL2_CreateDeviceObjects();
  60. }
  61. // OpenGL2 Render function.
  62. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  63. // 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.
  64. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  65. {
  66. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  67. ImGuiIO& io = ImGui::GetIO();
  68. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  69. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  70. if (fb_width == 0 || fb_height == 0)
  71. return;
  72. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  73. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  74. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  75. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  76. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  77. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  78. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  79. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  80. glEnable(GL_BLEND);
  81. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  82. glDisable(GL_CULL_FACE);
  83. glDisable(GL_DEPTH_TEST);
  84. glEnable(GL_SCISSOR_TEST);
  85. glEnableClientState(GL_VERTEX_ARRAY);
  86. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  87. glEnableClientState(GL_COLOR_ARRAY);
  88. glEnable(GL_TEXTURE_2D);
  89. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  90. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  91. // Setup viewport, orthographic projection matrix
  92. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  93. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  94. glMatrixMode(GL_PROJECTION);
  95. glPushMatrix();
  96. glLoadIdentity();
  97. 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);
  98. glMatrixMode(GL_MODELVIEW);
  99. glPushMatrix();
  100. glLoadIdentity();
  101. // Render command lists
  102. ImVec2 pos = draw_data->DisplayPos;
  103. for (int n = 0; n < draw_data->CmdListsCount; n++)
  104. {
  105. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  106. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  107. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  108. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  109. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  110. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  111. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  112. {
  113. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  114. if (pcmd->UserCallback)
  115. {
  116. // User callback (registered via ImDrawList::AddCallback)
  117. pcmd->UserCallback(cmd_list, pcmd);
  118. }
  119. else
  120. {
  121. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  122. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  123. {
  124. // Apply scissor/clipping rectangle
  125. 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));
  126. // Bind texture, Draw
  127. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  128. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  129. }
  130. }
  131. idx_buffer += pcmd->ElemCount;
  132. }
  133. }
  134. // Restore modified state
  135. glDisableClientState(GL_COLOR_ARRAY);
  136. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  137. glDisableClientState(GL_VERTEX_ARRAY);
  138. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  139. glMatrixMode(GL_MODELVIEW);
  140. glPopMatrix();
  141. glMatrixMode(GL_PROJECTION);
  142. glPopMatrix();
  143. glPopAttrib();
  144. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  145. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  146. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  147. }
  148. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  149. {
  150. // Build texture atlas
  151. ImGuiIO& io = ImGui::GetIO();
  152. unsigned char* pixels;
  153. int width, height;
  154. 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.
  155. // Upload texture to graphics system
  156. GLint last_texture;
  157. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  158. glGenTextures(1, &g_FontTexture);
  159. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  160. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  161. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  162. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  163. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  164. // Store our identifier
  165. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  166. // Restore state
  167. glBindTexture(GL_TEXTURE_2D, last_texture);
  168. return true;
  169. }
  170. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  171. {
  172. if (g_FontTexture)
  173. {
  174. ImGuiIO& io = ImGui::GetIO();
  175. glDeleteTextures(1, &g_FontTexture);
  176. io.Fonts->TexID = 0;
  177. g_FontTexture = 0;
  178. }
  179. }
  180. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  181. {
  182. return ImGui_ImplOpenGL2_CreateFontsTexture();
  183. }
  184. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  185. {
  186. ImGui_ImplOpenGL2_DestroyFontsTexture();
  187. }
  188. //--------------------------------------------------------------------------------------------------------
  189. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  190. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  191. // 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..
  192. //--------------------------------------------------------------------------------------------------------
  193. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  194. {
  195. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  196. {
  197. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  198. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  199. glClear(GL_COLOR_BUFFER_BIT);
  200. }
  201. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  202. }
  203. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  204. {
  205. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  206. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  207. }
  208. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  209. {
  210. ImGui::DestroyPlatformWindows();
  211. }