imgui_impl_opengl2.cpp 14 KB

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  1. // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
  2. // This needs to be used along with a Platform Backend (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!
  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 examples/ folder for examples of using this.
  7. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  8. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  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. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  19. // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
  20. // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
  21. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  22. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  23. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  24. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  25. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  26. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  27. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
  28. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  29. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  30. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  31. #include "imgui.h"
  32. #include "imgui_impl_opengl2.h"
  33. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  34. #include <stddef.h> // intptr_t
  35. #else
  36. #include <stdint.h> // intptr_t
  37. #endif
  38. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  39. #if defined(_WIN32) && !defined(APIENTRY)
  40. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  41. #endif
  42. #if defined(_WIN32) && !defined(WINGDIAPI)
  43. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  44. #endif
  45. #if defined(__APPLE__)
  46. #define GL_SILENCE_DEPRECATION
  47. #include <OpenGL/gl.h>
  48. #else
  49. #include <GL/gl.h>
  50. #endif
  51. // OpenGL Data
  52. static GLuint g_FontTexture = 0;
  53. // Forward Declarations
  54. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  55. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  56. // Functions
  57. bool ImGui_ImplOpenGL2_Init()
  58. {
  59. // Setup backend capabilities flags
  60. ImGuiIO& io = ImGui::GetIO();
  61. io.BackendRendererName = "imgui_impl_opengl2";
  62. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  63. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  64. ImGui_ImplOpenGL2_InitPlatformInterface();
  65. return true;
  66. }
  67. void ImGui_ImplOpenGL2_Shutdown()
  68. {
  69. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  70. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  71. }
  72. void ImGui_ImplOpenGL2_NewFrame()
  73. {
  74. if (!g_FontTexture)
  75. ImGui_ImplOpenGL2_CreateDeviceObjects();
  76. }
  77. static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
  78. {
  79. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  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. glDisable(GL_STENCIL_TEST);
  85. glDisable(GL_LIGHTING);
  86. glDisable(GL_COLOR_MATERIAL);
  87. glEnable(GL_SCISSOR_TEST);
  88. glEnableClientState(GL_VERTEX_ARRAY);
  89. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  90. glEnableClientState(GL_COLOR_ARRAY);
  91. glDisableClientState(GL_NORMAL_ARRAY);
  92. glEnable(GL_TEXTURE_2D);
  93. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  94. glShadeModel(GL_SMOOTH);
  95. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  96. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  97. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
  98. // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
  99. // GLint last_program;
  100. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  101. // glUseProgram(0);
  102. // ImGui_ImplOpenGL2_RenderDrawData(...);
  103. // glUseProgram(last_program)
  104. // There are potentially many more states you could need to clear/setup that we can't access from default headers.
  105. // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
  106. // Setup viewport, orthographic projection matrix
  107. // 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.
  108. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  109. glMatrixMode(GL_PROJECTION);
  110. glPushMatrix();
  111. glLoadIdentity();
  112. 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);
  113. glMatrixMode(GL_MODELVIEW);
  114. glPushMatrix();
  115. glLoadIdentity();
  116. }
  117. // OpenGL2 Render function.
  118. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  119. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  120. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  121. {
  122. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  123. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  124. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  125. if (fb_width == 0 || fb_height == 0)
  126. return;
  127. // Backup GL state
  128. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  129. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  130. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  131. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  132. GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
  133. GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
  134. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  135. // Setup desired GL state
  136. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  137. // Will project scissor/clipping rectangles into framebuffer space
  138. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  139. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  140. // Render command lists
  141. for (int n = 0; n < draw_data->CmdListsCount; n++)
  142. {
  143. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  144. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  145. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  146. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  147. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  148. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  149. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  150. {
  151. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  152. if (pcmd->UserCallback)
  153. {
  154. // User callback, registered via ImDrawList::AddCallback()
  155. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  156. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  157. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  158. else
  159. pcmd->UserCallback(cmd_list, pcmd);
  160. }
  161. else
  162. {
  163. // Project scissor/clipping rectangles into framebuffer space
  164. ImVec4 clip_rect;
  165. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  166. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  167. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  168. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  169. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  170. {
  171. // Apply scissor/clipping rectangle
  172. 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));
  173. // Bind texture, Draw
  174. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  175. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  176. }
  177. }
  178. idx_buffer += pcmd->ElemCount;
  179. }
  180. }
  181. // Restore modified GL state
  182. glDisableClientState(GL_COLOR_ARRAY);
  183. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  184. glDisableClientState(GL_VERTEX_ARRAY);
  185. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  186. glMatrixMode(GL_MODELVIEW);
  187. glPopMatrix();
  188. glMatrixMode(GL_PROJECTION);
  189. glPopMatrix();
  190. glPopAttrib();
  191. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  192. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  193. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  194. glShadeModel(last_shade_model);
  195. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
  196. }
  197. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  198. {
  199. // Build texture atlas
  200. ImGuiIO& io = ImGui::GetIO();
  201. unsigned char* pixels;
  202. int width, height;
  203. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
  204. // Upload texture to graphics system
  205. GLint last_texture;
  206. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  207. glGenTextures(1, &g_FontTexture);
  208. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  209. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  210. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  211. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  212. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  213. // Store our identifier
  214. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  215. // Restore state
  216. glBindTexture(GL_TEXTURE_2D, last_texture);
  217. return true;
  218. }
  219. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  220. {
  221. if (g_FontTexture)
  222. {
  223. ImGuiIO& io = ImGui::GetIO();
  224. glDeleteTextures(1, &g_FontTexture);
  225. io.Fonts->TexID = 0;
  226. g_FontTexture = 0;
  227. }
  228. }
  229. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  230. {
  231. return ImGui_ImplOpenGL2_CreateFontsTexture();
  232. }
  233. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  234. {
  235. ImGui_ImplOpenGL2_DestroyFontsTexture();
  236. }
  237. //--------------------------------------------------------------------------------------------------------
  238. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  239. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  240. // 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..
  241. //--------------------------------------------------------------------------------------------------------
  242. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  243. {
  244. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  245. {
  246. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  247. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  248. glClear(GL_COLOR_BUFFER_BIT);
  249. }
  250. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  251. }
  252. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  253. {
  254. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  255. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  256. }
  257. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  258. {
  259. ImGui::DestroyPlatformWindows();
  260. }