imgui_impl_opengl2.cpp 8.4 KB

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  1. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  2. // **Prefer using the code in the opengl3_example/ folder**
  3. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  4. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  5. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  6. // confuse your GPU driver.
  7. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  8. // CHANGELOG
  9. // (minor and older changes stripped away, please see git history for details)
  10. // 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
  11. #include "imgui.h"
  12. #include "imgui_impl_opengl2.h"
  13. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  14. #if defined(_WIN32) && !defined(APIENTRY)
  15. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  16. #endif
  17. #if defined(_WIN32) && !defined(WINGDIAPI)
  18. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  19. #endif
  20. #if defined(__APPLE__)
  21. #include <OpenGL/gl.h>
  22. #else
  23. #include <GL/GL.h>
  24. #endif
  25. // Data
  26. static GLuint g_FontTexture = 0;
  27. // Functions
  28. bool ImGui_ImplOpenGL2_Init()
  29. {
  30. return true;
  31. }
  32. void ImGui_ImplOpenGL2_Shutdown()
  33. {
  34. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  35. }
  36. void ImGui_ImplOpenGL2_NewFrame()
  37. {
  38. if (!g_FontTexture)
  39. ImGui_ImplOpenGL2_CreateDeviceObjects();
  40. }
  41. // OpenGL2 Render function.
  42. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  43. // 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.
  44. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  45. {
  46. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  47. ImGuiIO& io = ImGui::GetIO();
  48. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  49. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  50. if (fb_width == 0 || fb_height == 0)
  51. return;
  52. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  53. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  54. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  55. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  56. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  57. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  58. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  59. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  60. glEnable(GL_BLEND);
  61. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  62. glDisable(GL_CULL_FACE);
  63. glDisable(GL_DEPTH_TEST);
  64. glEnable(GL_SCISSOR_TEST);
  65. glEnableClientState(GL_VERTEX_ARRAY);
  66. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  67. glEnableClientState(GL_COLOR_ARRAY);
  68. glEnable(GL_TEXTURE_2D);
  69. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  70. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  71. // Setup viewport, orthographic projection matrix
  72. // Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
  73. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  74. glMatrixMode(GL_PROJECTION);
  75. glPushMatrix();
  76. glLoadIdentity();
  77. glOrtho(io.DisplayPos.x, io.DisplayPos.x + io.DisplaySize.x, io.DisplayPos.y + io.DisplaySize.y, io.DisplayPos.y, -1.0f, +1.0f);
  78. glMatrixMode(GL_MODELVIEW);
  79. glPushMatrix();
  80. glLoadIdentity();
  81. // Render command lists
  82. for (int n = 0; n < draw_data->CmdListsCount; n++)
  83. {
  84. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  85. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  86. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  87. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  88. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  89. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  90. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  91. {
  92. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  93. if (pcmd->UserCallback)
  94. {
  95. // User callback (registered via ImDrawList::AddCallback)
  96. pcmd->UserCallback(cmd_list, pcmd);
  97. }
  98. else
  99. {
  100. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - io.DisplayPos.x, pcmd->ClipRect.y - io.DisplayPos.y, pcmd->ClipRect.z - io.DisplayPos.x, pcmd->ClipRect.w - io.DisplayPos.y);
  101. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  102. {
  103. // Apply scissor/clipping rectangle
  104. 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));
  105. // Bind texture, Draw
  106. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  107. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  108. }
  109. }
  110. idx_buffer += pcmd->ElemCount;
  111. }
  112. }
  113. // Restore modified state
  114. glDisableClientState(GL_COLOR_ARRAY);
  115. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  116. glDisableClientState(GL_VERTEX_ARRAY);
  117. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  118. glMatrixMode(GL_MODELVIEW);
  119. glPopMatrix();
  120. glMatrixMode(GL_PROJECTION);
  121. glPopMatrix();
  122. glPopAttrib();
  123. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  124. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  125. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  126. }
  127. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  128. {
  129. // Build texture atlas
  130. ImGuiIO& io = ImGui::GetIO();
  131. unsigned char* pixels;
  132. int width, height;
  133. 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.
  134. // Upload texture to graphics system
  135. GLint last_texture;
  136. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  137. glGenTextures(1, &g_FontTexture);
  138. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  139. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  140. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  141. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  142. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  143. // Store our identifier
  144. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  145. // Restore state
  146. glBindTexture(GL_TEXTURE_2D, last_texture);
  147. return true;
  148. }
  149. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  150. {
  151. if (g_FontTexture)
  152. {
  153. ImGuiIO& io = ImGui::GetIO();
  154. glDeleteTextures(1, &g_FontTexture);
  155. io.Fonts->TexID = 0;
  156. g_FontTexture = 0;
  157. }
  158. }
  159. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  160. {
  161. return ImGui_ImplOpenGL2_CreateFontsTexture();
  162. }
  163. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  164. {
  165. ImGui_ImplOpenGL2_DestroyFontsTexture();
  166. }