imgui_impl_opengl2.cpp 9.5 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] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  6. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  7. // https://github.com/ocornut/imgui
  8. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  9. // **Prefer using the code in imgui_impl_opengl3.cpp**
  10. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  11. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  12. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  13. // confuse your GPU driver.
  14. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  15. // CHANGELOG
  16. // (minor and older changes stripped away, please see git history for details)
  17. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  18. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  19. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  20. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  21. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  22. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  23. #include "imgui.h"
  24. #include "imgui_impl_opengl2.h"
  25. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  26. #if defined(_WIN32) && !defined(APIENTRY)
  27. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  28. #endif
  29. #if defined(_WIN32) && !defined(WINGDIAPI)
  30. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  31. #endif
  32. #if defined(__APPLE__)
  33. #include <OpenGL/gl.h>
  34. #else
  35. #include <GL/gl.h>
  36. #endif
  37. // OpenGL Data
  38. static GLuint g_FontTexture = 0;
  39. // Functions
  40. bool ImGui_ImplOpenGL2_Init()
  41. {
  42. return true;
  43. }
  44. void ImGui_ImplOpenGL2_Shutdown()
  45. {
  46. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  47. }
  48. void ImGui_ImplOpenGL2_NewFrame()
  49. {
  50. if (!g_FontTexture)
  51. ImGui_ImplOpenGL2_CreateDeviceObjects();
  52. }
  53. // OpenGL2 Render function.
  54. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  55. // 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.
  56. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  57. {
  58. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  59. ImGuiIO& io = ImGui::GetIO();
  60. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  61. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  62. if (fb_width == 0 || fb_height == 0)
  63. return;
  64. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  65. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  66. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  67. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  68. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  69. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  70. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  71. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  72. glEnable(GL_BLEND);
  73. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  74. glDisable(GL_CULL_FACE);
  75. glDisable(GL_DEPTH_TEST);
  76. glEnable(GL_SCISSOR_TEST);
  77. glEnableClientState(GL_VERTEX_ARRAY);
  78. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  79. glEnableClientState(GL_COLOR_ARRAY);
  80. glEnable(GL_TEXTURE_2D);
  81. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  82. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  83. // Setup viewport, orthographic projection matrix
  84. // 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.
  85. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  86. glMatrixMode(GL_PROJECTION);
  87. glPushMatrix();
  88. glLoadIdentity();
  89. 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);
  90. glMatrixMode(GL_MODELVIEW);
  91. glPushMatrix();
  92. glLoadIdentity();
  93. // Render command lists
  94. ImVec2 pos = draw_data->DisplayPos;
  95. for (int n = 0; n < draw_data->CmdListsCount; n++)
  96. {
  97. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  98. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  99. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  100. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  101. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  102. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  103. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  104. {
  105. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  106. if (pcmd->UserCallback)
  107. {
  108. // User callback (registered via ImDrawList::AddCallback)
  109. pcmd->UserCallback(cmd_list, pcmd);
  110. }
  111. else
  112. {
  113. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  114. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  115. {
  116. // Apply scissor/clipping rectangle
  117. 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));
  118. // Bind texture, Draw
  119. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  120. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  121. }
  122. }
  123. idx_buffer += pcmd->ElemCount;
  124. }
  125. }
  126. // Restore modified state
  127. glDisableClientState(GL_COLOR_ARRAY);
  128. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  129. glDisableClientState(GL_VERTEX_ARRAY);
  130. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  131. glMatrixMode(GL_MODELVIEW);
  132. glPopMatrix();
  133. glMatrixMode(GL_PROJECTION);
  134. glPopMatrix();
  135. glPopAttrib();
  136. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  137. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  138. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  139. }
  140. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  141. {
  142. // Build texture atlas
  143. ImGuiIO& io = ImGui::GetIO();
  144. unsigned char* pixels;
  145. int width, height;
  146. 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.
  147. // Upload texture to graphics system
  148. GLint last_texture;
  149. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  150. glGenTextures(1, &g_FontTexture);
  151. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  152. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  153. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  154. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  155. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  156. // Store our identifier
  157. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  158. // Restore state
  159. glBindTexture(GL_TEXTURE_2D, last_texture);
  160. return true;
  161. }
  162. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  163. {
  164. if (g_FontTexture)
  165. {
  166. ImGuiIO& io = ImGui::GetIO();
  167. glDeleteTextures(1, &g_FontTexture);
  168. io.Fonts->TexID = 0;
  169. g_FontTexture = 0;
  170. }
  171. }
  172. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  173. {
  174. return ImGui_ImplOpenGL2_CreateFontsTexture();
  175. }
  176. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  177. {
  178. ImGui_ImplOpenGL2_DestroyFontsTexture();
  179. }