imgui_impl_opengl2.cpp 13 KB

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  1. // dear 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. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  10. // **Prefer using the code in imgui_impl_opengl3.cpp**
  11. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  12. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  13. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  14. // confuse your GPU driver.
  15. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  19. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  20. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  21. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  22. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  23. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  24. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  25. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  26. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  27. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  28. #include "imgui.h"
  29. #include "imgui_impl_opengl2.h"
  30. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  31. #include <stddef.h> // intptr_t
  32. #else
  33. #include <stdint.h> // intptr_t
  34. #endif
  35. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  36. #if defined(_WIN32) && !defined(APIENTRY)
  37. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  38. #endif
  39. #if defined(_WIN32) && !defined(WINGDIAPI)
  40. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  41. #endif
  42. #if defined(__APPLE__)
  43. #include <OpenGL/gl.h>
  44. #else
  45. #include <GL/gl.h>
  46. #endif
  47. // OpenGL Data
  48. static GLuint g_FontTexture = 0;
  49. // Forward Declarations
  50. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  51. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  52. // Functions
  53. bool ImGui_ImplOpenGL2_Init()
  54. {
  55. // Setup back-end capabilities flags
  56. ImGuiIO& io = ImGui::GetIO();
  57. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  58. io.BackendRendererName = "imgui_impl_opengl2";
  59. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  60. ImGui_ImplOpenGL2_InitPlatformInterface();
  61. return true;
  62. }
  63. void ImGui_ImplOpenGL2_Shutdown()
  64. {
  65. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  66. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  67. }
  68. void ImGui_ImplOpenGL2_NewFrame()
  69. {
  70. if (!g_FontTexture)
  71. ImGui_ImplOpenGL2_CreateDeviceObjects();
  72. }
  73. // OpenGL2 Render function.
  74. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  75. // 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.
  76. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  77. {
  78. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  79. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  80. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  81. if (fb_width == 0 || fb_height == 0)
  82. return;
  83. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  84. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  85. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  86. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  87. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  88. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  89. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  90. glEnable(GL_BLEND);
  91. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  92. glDisable(GL_CULL_FACE);
  93. glDisable(GL_DEPTH_TEST);
  94. glDisable(GL_LIGHTING);
  95. glDisable(GL_COLOR_MATERIAL);
  96. glEnable(GL_SCISSOR_TEST);
  97. glEnableClientState(GL_VERTEX_ARRAY);
  98. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  99. glEnableClientState(GL_COLOR_ARRAY);
  100. glEnable(GL_TEXTURE_2D);
  101. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  102. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  103. // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
  104. // GLint last_program;
  105. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  106. // glUseProgram(0);
  107. // ImGui_ImplOpenGL2_RenderDrawData(...);
  108. // glUseProgram(last_program)
  109. // Setup viewport, orthographic projection matrix
  110. // 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.
  111. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  112. glMatrixMode(GL_PROJECTION);
  113. glPushMatrix();
  114. glLoadIdentity();
  115. 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);
  116. glMatrixMode(GL_MODELVIEW);
  117. glPushMatrix();
  118. glLoadIdentity();
  119. // Will project scissor/clipping rectangles into framebuffer space
  120. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  121. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  122. // Render command lists
  123. for (int n = 0; n < draw_data->CmdListsCount; n++)
  124. {
  125. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  126. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  127. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  128. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  129. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  130. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  131. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  132. {
  133. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  134. if (pcmd->UserCallback)
  135. {
  136. // User callback (registered via ImDrawList::AddCallback)
  137. pcmd->UserCallback(cmd_list, pcmd);
  138. }
  139. else
  140. {
  141. // Project scissor/clipping rectangles into framebuffer space
  142. ImVec4 clip_rect;
  143. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  144. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  145. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  146. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  147. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  148. {
  149. // Apply scissor/clipping rectangle
  150. 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));
  151. // Bind texture, Draw
  152. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  153. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  154. }
  155. }
  156. idx_buffer += pcmd->ElemCount;
  157. }
  158. }
  159. // Restore modified state
  160. glDisableClientState(GL_COLOR_ARRAY);
  161. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  162. glDisableClientState(GL_VERTEX_ARRAY);
  163. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  164. glMatrixMode(GL_MODELVIEW);
  165. glPopMatrix();
  166. glMatrixMode(GL_PROJECTION);
  167. glPopMatrix();
  168. glPopAttrib();
  169. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  170. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  171. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  172. }
  173. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  174. {
  175. // Build texture atlas
  176. ImGuiIO& io = ImGui::GetIO();
  177. unsigned char* pixels;
  178. int width, height;
  179. 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.
  180. // Upload texture to graphics system
  181. GLint last_texture;
  182. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  183. glGenTextures(1, &g_FontTexture);
  184. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  185. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  186. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  187. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  188. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  189. // Store our identifier
  190. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  191. // Restore state
  192. glBindTexture(GL_TEXTURE_2D, last_texture);
  193. return true;
  194. }
  195. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  196. {
  197. if (g_FontTexture)
  198. {
  199. ImGuiIO& io = ImGui::GetIO();
  200. glDeleteTextures(1, &g_FontTexture);
  201. io.Fonts->TexID = 0;
  202. g_FontTexture = 0;
  203. }
  204. }
  205. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  206. {
  207. return ImGui_ImplOpenGL2_CreateFontsTexture();
  208. }
  209. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  210. {
  211. ImGui_ImplOpenGL2_DestroyFontsTexture();
  212. }
  213. //--------------------------------------------------------------------------------------------------------
  214. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  215. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  216. // 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..
  217. //--------------------------------------------------------------------------------------------------------
  218. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  219. {
  220. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  221. {
  222. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  223. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  224. glClear(GL_COLOR_BUFFER_BIT);
  225. }
  226. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  227. }
  228. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  229. {
  230. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  231. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  232. }
  233. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  234. {
  235. ImGui::DestroyPlatformWindows();
  236. }