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_EnableViewports 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-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by draw_data->DisplayPos (which will be non-zero for multi-viewport applications).
  17. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  18. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  19. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  20. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  21. #include "imgui.h"
  22. #include "imgui_impl_opengl2.h"
  23. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  24. #if defined(_WIN32) && !defined(APIENTRY)
  25. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  26. #endif
  27. #if defined(_WIN32) && !defined(WINGDIAPI)
  28. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  29. #endif
  30. #if defined(__APPLE__)
  31. #include <OpenGL/gl.h>
  32. #else
  33. #include <GL/gl.h>
  34. #endif
  35. // OpenGL Data
  36. static GLuint g_FontTexture = 0;
  37. // Forward Declarations
  38. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  39. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  40. // Functions
  41. bool ImGui_ImplOpenGL2_Init()
  42. {
  43. // Setup back-end capabilities flags
  44. ImGuiIO& io = ImGui::GetIO();
  45. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  46. if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
  47. ImGui_ImplOpenGL2_InitPlatformInterface();
  48. return true;
  49. }
  50. void ImGui_ImplOpenGL2_Shutdown()
  51. {
  52. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  53. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  54. }
  55. void ImGui_ImplOpenGL2_NewFrame()
  56. {
  57. if (!g_FontTexture)
  58. ImGui_ImplOpenGL2_CreateDeviceObjects();
  59. }
  60. // OpenGL2 Render function.
  61. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  62. // 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.
  63. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  64. {
  65. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  66. ImGuiIO& io = ImGui::GetIO();
  67. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  68. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  69. if (fb_width == 0 || fb_height == 0)
  70. return;
  71. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  72. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  73. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  74. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  75. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  76. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  77. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  78. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  79. glEnable(GL_BLEND);
  80. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  81. glDisable(GL_CULL_FACE);
  82. glDisable(GL_DEPTH_TEST);
  83. glEnable(GL_SCISSOR_TEST);
  84. glEnableClientState(GL_VERTEX_ARRAY);
  85. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  86. glEnableClientState(GL_COLOR_ARRAY);
  87. glEnable(GL_TEXTURE_2D);
  88. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  89. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  90. // Setup viewport, orthographic projection matrix
  91. // 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.
  92. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  93. glMatrixMode(GL_PROJECTION);
  94. glPushMatrix();
  95. glLoadIdentity();
  96. 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);
  97. glMatrixMode(GL_MODELVIEW);
  98. glPushMatrix();
  99. glLoadIdentity();
  100. // Render command lists
  101. ImVec2 display_pos = draw_data->DisplayPos;
  102. for (int n = 0; n < draw_data->CmdListsCount; n++)
  103. {
  104. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  105. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  106. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  107. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  108. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  109. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  110. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  111. {
  112. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  113. if (pcmd->UserCallback)
  114. {
  115. // User callback (registered via ImDrawList::AddCallback)
  116. pcmd->UserCallback(cmd_list, pcmd);
  117. }
  118. else
  119. {
  120. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - display_pos.x, pcmd->ClipRect.y - display_pos.y, pcmd->ClipRect.z - display_pos.x, pcmd->ClipRect.w - display_pos.y);
  121. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  122. {
  123. // Apply scissor/clipping rectangle
  124. 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));
  125. // Bind texture, Draw
  126. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  127. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  128. }
  129. }
  130. idx_buffer += pcmd->ElemCount;
  131. }
  132. }
  133. // Restore modified state
  134. glDisableClientState(GL_COLOR_ARRAY);
  135. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  136. glDisableClientState(GL_VERTEX_ARRAY);
  137. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  138. glMatrixMode(GL_MODELVIEW);
  139. glPopMatrix();
  140. glMatrixMode(GL_PROJECTION);
  141. glPopMatrix();
  142. glPopAttrib();
  143. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  144. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  145. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  146. }
  147. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  148. {
  149. // Build texture atlas
  150. ImGuiIO& io = ImGui::GetIO();
  151. unsigned char* pixels;
  152. int width, height;
  153. 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.
  154. // Upload texture to graphics system
  155. GLint last_texture;
  156. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  157. glGenTextures(1, &g_FontTexture);
  158. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  159. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  160. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  161. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  162. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  163. // Store our identifier
  164. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  165. // Restore state
  166. glBindTexture(GL_TEXTURE_2D, last_texture);
  167. return true;
  168. }
  169. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  170. {
  171. if (g_FontTexture)
  172. {
  173. ImGuiIO& io = ImGui::GetIO();
  174. glDeleteTextures(1, &g_FontTexture);
  175. io.Fonts->TexID = 0;
  176. g_FontTexture = 0;
  177. }
  178. }
  179. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  180. {
  181. return ImGui_ImplOpenGL2_CreateFontsTexture();
  182. }
  183. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  184. {
  185. ImGui_ImplOpenGL2_DestroyFontsTexture();
  186. }
  187. //--------------------------------------------------------------------------------------------------------
  188. // Platform Interface (Optional, for multi-viewport support)
  189. //--------------------------------------------------------------------------------------------------------
  190. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  191. {
  192. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  193. {
  194. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  195. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  196. glClear(GL_COLOR_BUFFER_BIT);
  197. }
  198. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  199. }
  200. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  201. {
  202. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  203. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  204. }
  205. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  206. {
  207. ImGui::DestroyPlatformWindows();
  208. }