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. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  20. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  21. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  22. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  23. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  24. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  25. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  26. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  27. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  28. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  29. #include "imgui.h"
  30. #include "imgui_impl_opengl2.h"
  31. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  32. #include <stddef.h> // intptr_t
  33. #else
  34. #include <stdint.h> // intptr_t
  35. #endif
  36. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  37. #if defined(_WIN32) && !defined(APIENTRY)
  38. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  39. #endif
  40. #if defined(_WIN32) && !defined(WINGDIAPI)
  41. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  42. #endif
  43. #if defined(__APPLE__)
  44. #define GL_SILENCE_DEPRECATION
  45. #include <OpenGL/gl.h>
  46. #else
  47. #include <GL/gl.h>
  48. #endif
  49. // OpenGL Data
  50. static GLuint g_FontTexture = 0;
  51. // Forward Declarations
  52. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  53. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  54. // Functions
  55. bool ImGui_ImplOpenGL2_Init()
  56. {
  57. // Setup back-end capabilities flags
  58. ImGuiIO& io = ImGui::GetIO();
  59. io.BackendRendererName = "imgui_impl_opengl2";
  60. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  61. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  62. ImGui_ImplOpenGL2_InitPlatformInterface();
  63. return true;
  64. }
  65. void ImGui_ImplOpenGL2_Shutdown()
  66. {
  67. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  68. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  69. }
  70. void ImGui_ImplOpenGL2_NewFrame()
  71. {
  72. if (!g_FontTexture)
  73. ImGui_ImplOpenGL2_CreateDeviceObjects();
  74. }
  75. static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
  76. {
  77. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  78. glEnable(GL_BLEND);
  79. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  80. glDisable(GL_CULL_FACE);
  81. glDisable(GL_DEPTH_TEST);
  82. glDisable(GL_LIGHTING);
  83. glDisable(GL_COLOR_MATERIAL);
  84. glEnable(GL_SCISSOR_TEST);
  85. glEnableClientState(GL_VERTEX_ARRAY);
  86. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  87. glEnableClientState(GL_COLOR_ARRAY);
  88. glEnable(GL_TEXTURE_2D);
  89. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  90. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  91. // 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:
  92. // GLint last_program;
  93. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  94. // glUseProgram(0);
  95. // ImGui_ImplOpenGL2_RenderDrawData(...);
  96. // glUseProgram(last_program)
  97. // Setup viewport, orthographic projection matrix
  98. // 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.
  99. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  100. glMatrixMode(GL_PROJECTION);
  101. glPushMatrix();
  102. glLoadIdentity();
  103. 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);
  104. glMatrixMode(GL_MODELVIEW);
  105. glPushMatrix();
  106. glLoadIdentity();
  107. }
  108. // OpenGL2 Render function.
  109. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  110. // 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.
  111. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  112. {
  113. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  114. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  115. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  116. if (fb_width == 0 || fb_height == 0)
  117. return;
  118. // Backup GL state
  119. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  120. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  121. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  122. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  123. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  124. // Setup desired GL state
  125. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  126. // Will project scissor/clipping rectangles into framebuffer space
  127. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  128. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  129. // Render command lists
  130. for (int n = 0; n < draw_data->CmdListsCount; n++)
  131. {
  132. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  133. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  134. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  135. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  136. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  137. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  138. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  139. {
  140. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  141. if (pcmd->UserCallback)
  142. {
  143. // User callback, registered via ImDrawList::AddCallback()
  144. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  145. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  146. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  147. else
  148. pcmd->UserCallback(cmd_list, pcmd);
  149. }
  150. else
  151. {
  152. // Project scissor/clipping rectangles into framebuffer space
  153. ImVec4 clip_rect;
  154. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  155. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  156. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  157. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  158. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  159. {
  160. // Apply scissor/clipping rectangle
  161. 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));
  162. // Bind texture, Draw
  163. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  164. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  165. }
  166. }
  167. idx_buffer += pcmd->ElemCount;
  168. }
  169. }
  170. // Restore modified GL state
  171. glDisableClientState(GL_COLOR_ARRAY);
  172. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  173. glDisableClientState(GL_VERTEX_ARRAY);
  174. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  175. glMatrixMode(GL_MODELVIEW);
  176. glPopMatrix();
  177. glMatrixMode(GL_PROJECTION);
  178. glPopMatrix();
  179. glPopAttrib();
  180. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  181. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  182. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  183. }
  184. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  185. {
  186. // Build texture atlas
  187. ImGuiIO& io = ImGui::GetIO();
  188. unsigned char* pixels;
  189. int width, height;
  190. 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.
  191. // Upload texture to graphics system
  192. GLint last_texture;
  193. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  194. glGenTextures(1, &g_FontTexture);
  195. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  196. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  197. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  198. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  199. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  200. // Store our identifier
  201. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  202. // Restore state
  203. glBindTexture(GL_TEXTURE_2D, last_texture);
  204. return true;
  205. }
  206. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  207. {
  208. if (g_FontTexture)
  209. {
  210. ImGuiIO& io = ImGui::GetIO();
  211. glDeleteTextures(1, &g_FontTexture);
  212. io.Fonts->TexID = 0;
  213. g_FontTexture = 0;
  214. }
  215. }
  216. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  217. {
  218. return ImGui_ImplOpenGL2_CreateFontsTexture();
  219. }
  220. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  221. {
  222. ImGui_ImplOpenGL2_DestroyFontsTexture();
  223. }
  224. //--------------------------------------------------------------------------------------------------------
  225. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  226. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  227. // 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..
  228. //--------------------------------------------------------------------------------------------------------
  229. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  230. {
  231. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  232. {
  233. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  234. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  235. glClear(GL_COLOR_BUFFER_BIT);
  236. }
  237. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  238. }
  239. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  240. {
  241. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  242. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  243. }
  244. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  245. {
  246. ImGui::DestroyPlatformWindows();
  247. }