imgui_impl_opengl2.cpp 7.4 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. #include "imgui.h"
  9. #include "imgui_impl_opengl2.h"
  10. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  11. #if defined(_WIN32) && !defined(APIENTRY)
  12. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  13. #endif
  14. #if defined(_WIN32) && !defined(WINGDIAPI)
  15. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  16. #endif
  17. #if defined(__APPLE__)
  18. #include <OpenGL/gl.h>
  19. #else
  20. #include <GL/GL.h>
  21. #endif
  22. // Data
  23. static GLuint g_FontTexture = 0;
  24. // Functions
  25. bool ImGui_ImplOpenGL2_Init()
  26. {
  27. return true;
  28. }
  29. void ImGui_ImplOpenGL2_Shutdown()
  30. {
  31. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  32. }
  33. void ImGui_ImplOpenGL2_NewFrame()
  34. {
  35. if (!g_FontTexture)
  36. ImGui_ImplOpenGL2_CreateDeviceObjects();
  37. }
  38. // OpenGL2 Render function.
  39. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  40. // 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.
  41. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  42. {
  43. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  44. ImGuiIO& io = ImGui::GetIO();
  45. int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
  46. int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
  47. if (fb_width == 0 || fb_height == 0)
  48. return;
  49. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  50. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  51. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  52. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  53. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  54. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  55. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  56. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  57. glEnable(GL_BLEND);
  58. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  59. glDisable(GL_CULL_FACE);
  60. glDisable(GL_DEPTH_TEST);
  61. glEnable(GL_SCISSOR_TEST);
  62. glEnableClientState(GL_VERTEX_ARRAY);
  63. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  64. glEnableClientState(GL_COLOR_ARRAY);
  65. glEnable(GL_TEXTURE_2D);
  66. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  67. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  68. // Setup viewport, orthographic projection matrix
  69. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  70. glMatrixMode(GL_PROJECTION);
  71. glPushMatrix();
  72. glLoadIdentity();
  73. glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
  74. glMatrixMode(GL_MODELVIEW);
  75. glPushMatrix();
  76. glLoadIdentity();
  77. // Render command lists
  78. for (int n = 0; n < draw_data->CmdListsCount; n++)
  79. {
  80. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  81. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  82. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  83. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  84. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  85. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  86. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  87. {
  88. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  89. if (pcmd->UserCallback)
  90. {
  91. pcmd->UserCallback(cmd_list, pcmd);
  92. }
  93. else
  94. {
  95. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  96. glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
  97. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  98. }
  99. idx_buffer += pcmd->ElemCount;
  100. }
  101. }
  102. // Restore modified state
  103. glDisableClientState(GL_COLOR_ARRAY);
  104. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  105. glDisableClientState(GL_VERTEX_ARRAY);
  106. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  107. glMatrixMode(GL_MODELVIEW);
  108. glPopMatrix();
  109. glMatrixMode(GL_PROJECTION);
  110. glPopMatrix();
  111. glPopAttrib();
  112. glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
  113. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  114. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  115. }
  116. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  117. {
  118. // Build texture atlas
  119. ImGuiIO& io = ImGui::GetIO();
  120. unsigned char* pixels;
  121. int width, height;
  122. 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.
  123. // Upload texture to graphics system
  124. GLint last_texture;
  125. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  126. glGenTextures(1, &g_FontTexture);
  127. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  128. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  129. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  130. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  131. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  132. // Store our identifier
  133. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  134. // Restore state
  135. glBindTexture(GL_TEXTURE_2D, last_texture);
  136. return true;
  137. }
  138. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  139. {
  140. if (g_FontTexture)
  141. {
  142. ImGuiIO& io = ImGui::GetIO();
  143. glDeleteTextures(1, &g_FontTexture);
  144. io.Fonts->TexID = 0;
  145. g_FontTexture = 0;
  146. }
  147. }
  148. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  149. {
  150. return ImGui_ImplOpenGL2_CreateFontsTexture();
  151. }
  152. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  153. {
  154. ImGui_ImplOpenGL2_DestroyFontsTexture();
  155. }