imgui_impl_opengl2.cpp 9.1 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. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  4. // **Prefer using the code in imgui_impl_opengl3.cpp**
  5. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  6. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  7. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  8. // confuse your GPU driver.
  9. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by draw_data->DisplayPos (which will be non-zero for multi-viewport applications).
  13. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  14. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  15. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  16. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  17. #include "imgui.h"
  18. #include "imgui_impl_opengl2.h"
  19. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  20. #if defined(_WIN32) && !defined(APIENTRY)
  21. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  22. #endif
  23. #if defined(_WIN32) && !defined(WINGDIAPI)
  24. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  25. #endif
  26. #if defined(__APPLE__)
  27. #include <OpenGL/gl.h>
  28. #else
  29. #include <GL/gl.h>
  30. #endif
  31. // OpenGL Data
  32. static GLuint g_FontTexture = 0;
  33. // Functions
  34. bool ImGui_ImplOpenGL2_Init()
  35. {
  36. return true;
  37. }
  38. void ImGui_ImplOpenGL2_Shutdown()
  39. {
  40. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  41. }
  42. void ImGui_ImplOpenGL2_NewFrame()
  43. {
  44. if (!g_FontTexture)
  45. ImGui_ImplOpenGL2_CreateDeviceObjects();
  46. }
  47. // OpenGL2 Render function.
  48. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  49. // 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.
  50. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  51. {
  52. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  53. ImGuiIO& io = ImGui::GetIO();
  54. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  55. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  56. if (fb_width == 0 || fb_height == 0)
  57. return;
  58. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  59. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  60. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  61. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  62. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  63. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  64. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  65. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  66. glEnable(GL_BLEND);
  67. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  68. glDisable(GL_CULL_FACE);
  69. glDisable(GL_DEPTH_TEST);
  70. glEnable(GL_SCISSOR_TEST);
  71. glEnableClientState(GL_VERTEX_ARRAY);
  72. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  73. glEnableClientState(GL_COLOR_ARRAY);
  74. glEnable(GL_TEXTURE_2D);
  75. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  76. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  77. // Setup viewport, orthographic projection matrix
  78. // 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.
  79. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  80. glMatrixMode(GL_PROJECTION);
  81. glPushMatrix();
  82. glLoadIdentity();
  83. 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);
  84. glMatrixMode(GL_MODELVIEW);
  85. glPushMatrix();
  86. glLoadIdentity();
  87. // Render command lists
  88. ImVec2 display_pos = draw_data->DisplayPos;
  89. for (int n = 0; n < draw_data->CmdListsCount; n++)
  90. {
  91. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  92. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  93. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  94. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  95. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  96. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  97. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  98. {
  99. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  100. if (pcmd->UserCallback)
  101. {
  102. // User callback (registered via ImDrawList::AddCallback)
  103. pcmd->UserCallback(cmd_list, pcmd);
  104. }
  105. else
  106. {
  107. 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);
  108. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  109. {
  110. // Apply scissor/clipping rectangle
  111. 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));
  112. // Bind texture, Draw
  113. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  114. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  115. }
  116. }
  117. idx_buffer += pcmd->ElemCount;
  118. }
  119. }
  120. // Restore modified state
  121. glDisableClientState(GL_COLOR_ARRAY);
  122. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  123. glDisableClientState(GL_VERTEX_ARRAY);
  124. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  125. glMatrixMode(GL_MODELVIEW);
  126. glPopMatrix();
  127. glMatrixMode(GL_PROJECTION);
  128. glPopMatrix();
  129. glPopAttrib();
  130. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  131. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  132. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  133. }
  134. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  135. {
  136. // Build texture atlas
  137. ImGuiIO& io = ImGui::GetIO();
  138. unsigned char* pixels;
  139. int width, height;
  140. 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.
  141. // Upload texture to graphics system
  142. GLint last_texture;
  143. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  144. glGenTextures(1, &g_FontTexture);
  145. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  146. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  147. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  148. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  149. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  150. // Store our identifier
  151. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  152. // Restore state
  153. glBindTexture(GL_TEXTURE_2D, last_texture);
  154. return true;
  155. }
  156. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  157. {
  158. if (g_FontTexture)
  159. {
  160. ImGuiIO& io = ImGui::GetIO();
  161. glDeleteTextures(1, &g_FontTexture);
  162. io.Fonts->TexID = 0;
  163. g_FontTexture = 0;
  164. }
  165. }
  166. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  167. {
  168. return ImGui_ImplOpenGL2_CreateFontsTexture();
  169. }
  170. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  171. {
  172. ImGui_ImplOpenGL2_DestroyFontsTexture();
  173. }