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. <<<<<<< HEAD
  5. // [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. =======
  8. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  9. >>>>>>> master
  10. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  11. // **Prefer using the code in imgui_impl_opengl3.cpp**
  12. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  13. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  14. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  15. // confuse your GPU driver.
  16. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  17. // CHANGELOG
  18. // (minor and older changes stripped away, please see git history for details)
  19. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  20. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  21. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  22. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  23. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  24. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  25. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  26. #include "imgui.h"
  27. #include "imgui_impl_opengl2.h"
  28. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  29. #if defined(_WIN32) && !defined(APIENTRY)
  30. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  31. #endif
  32. #if defined(_WIN32) && !defined(WINGDIAPI)
  33. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  34. #endif
  35. #if defined(__APPLE__)
  36. #include <OpenGL/gl.h>
  37. #else
  38. #include <GL/gl.h>
  39. #endif
  40. // OpenGL Data
  41. static GLuint g_FontTexture = 0;
  42. // Forward Declarations
  43. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  44. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  45. // Functions
  46. bool ImGui_ImplOpenGL2_Init()
  47. {
  48. // Setup back-end capabilities flags
  49. ImGuiIO& io = ImGui::GetIO();
  50. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  51. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  52. ImGui_ImplOpenGL2_InitPlatformInterface();
  53. return true;
  54. }
  55. void ImGui_ImplOpenGL2_Shutdown()
  56. {
  57. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  58. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  59. }
  60. void ImGui_ImplOpenGL2_NewFrame()
  61. {
  62. if (!g_FontTexture)
  63. ImGui_ImplOpenGL2_CreateDeviceObjects();
  64. }
  65. // OpenGL2 Render function.
  66. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  67. // 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.
  68. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  69. {
  70. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  71. ImGuiIO& io = ImGui::GetIO();
  72. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  73. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  74. if (fb_width == 0 || fb_height == 0)
  75. return;
  76. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  77. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  78. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  79. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  80. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  81. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  82. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  83. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  84. glEnable(GL_BLEND);
  85. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  86. glDisable(GL_CULL_FACE);
  87. glDisable(GL_DEPTH_TEST);
  88. glEnable(GL_SCISSOR_TEST);
  89. glEnableClientState(GL_VERTEX_ARRAY);
  90. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  91. glEnableClientState(GL_COLOR_ARRAY);
  92. glEnable(GL_TEXTURE_2D);
  93. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  94. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  95. // Setup viewport, orthographic projection matrix
  96. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  97. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  98. glMatrixMode(GL_PROJECTION);
  99. glPushMatrix();
  100. glLoadIdentity();
  101. 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);
  102. glMatrixMode(GL_MODELVIEW);
  103. glPushMatrix();
  104. glLoadIdentity();
  105. // Render command lists
  106. ImVec2 pos = draw_data->DisplayPos;
  107. for (int n = 0; n < draw_data->CmdListsCount; n++)
  108. {
  109. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  110. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  111. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  112. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  113. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  114. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  115. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  116. {
  117. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  118. if (pcmd->UserCallback)
  119. {
  120. // User callback (registered via ImDrawList::AddCallback)
  121. pcmd->UserCallback(cmd_list, pcmd);
  122. }
  123. else
  124. {
  125. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  126. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  127. {
  128. // Apply scissor/clipping rectangle
  129. 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));
  130. // Bind texture, Draw
  131. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  132. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  133. }
  134. }
  135. idx_buffer += pcmd->ElemCount;
  136. }
  137. }
  138. // Restore modified state
  139. glDisableClientState(GL_COLOR_ARRAY);
  140. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  141. glDisableClientState(GL_VERTEX_ARRAY);
  142. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  143. glMatrixMode(GL_MODELVIEW);
  144. glPopMatrix();
  145. glMatrixMode(GL_PROJECTION);
  146. glPopMatrix();
  147. glPopAttrib();
  148. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  149. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  150. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  151. }
  152. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  153. {
  154. // Build texture atlas
  155. ImGuiIO& io = ImGui::GetIO();
  156. unsigned char* pixels;
  157. int width, height;
  158. 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.
  159. // Upload texture to graphics system
  160. GLint last_texture;
  161. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  162. glGenTextures(1, &g_FontTexture);
  163. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  164. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  165. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  166. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  167. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  168. // Store our identifier
  169. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  170. // Restore state
  171. glBindTexture(GL_TEXTURE_2D, last_texture);
  172. return true;
  173. }
  174. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  175. {
  176. if (g_FontTexture)
  177. {
  178. ImGuiIO& io = ImGui::GetIO();
  179. glDeleteTextures(1, &g_FontTexture);
  180. io.Fonts->TexID = 0;
  181. g_FontTexture = 0;
  182. }
  183. }
  184. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  185. {
  186. return ImGui_ImplOpenGL2_CreateFontsTexture();
  187. }
  188. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  189. {
  190. ImGui_ImplOpenGL2_DestroyFontsTexture();
  191. }
  192. //--------------------------------------------------------------------------------------------------------
  193. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  194. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  195. // 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..
  196. //--------------------------------------------------------------------------------------------------------
  197. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  198. {
  199. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  200. {
  201. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  202. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  203. glClear(GL_COLOR_BUFFER_BIT);
  204. }
  205. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  206. }
  207. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  208. {
  209. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  210. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  211. }
  212. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  213. {
  214. ImGui::DestroyPlatformWindows();
  215. }