imgui_impl_opengl2.cpp 10 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. // 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. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  18. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  19. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  20. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  21. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
  22. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  23. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  24. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  25. #include "imgui.h"
  26. #include "imgui_impl_opengl2.h"
  27. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  28. #include <stddef.h> // intptr_t
  29. #else
  30. #include <stdint.h> // intptr_t
  31. #endif
  32. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  33. #if defined(_WIN32) && !defined(APIENTRY)
  34. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  35. #endif
  36. #if defined(_WIN32) && !defined(WINGDIAPI)
  37. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  38. #endif
  39. #if defined(__APPLE__)
  40. #include <OpenGL/gl.h>
  41. #else
  42. #include <GL/gl.h>
  43. #endif
  44. // OpenGL Data
  45. static GLuint g_FontTexture = 0;
  46. // Functions
  47. bool ImGui_ImplOpenGL2_Init()
  48. {
  49. ImGuiIO& io = ImGui::GetIO();
  50. io.BackendRendererName = "imgui_impl_opengl2";
  51. return true;
  52. }
  53. void ImGui_ImplOpenGL2_Shutdown()
  54. {
  55. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  56. }
  57. void ImGui_ImplOpenGL2_NewFrame()
  58. {
  59. if (!g_FontTexture)
  60. ImGui_ImplOpenGL2_CreateDeviceObjects();
  61. }
  62. // OpenGL2 Render function.
  63. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  64. // 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.
  65. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  66. {
  67. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  68. ImGuiIO& io = ImGui::GetIO();
  69. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  70. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  71. if (fb_width == 0 || fb_height == 0)
  72. return;
  73. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  74. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  75. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  76. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  77. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  78. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  79. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  80. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  81. glEnable(GL_BLEND);
  82. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  83. glDisable(GL_CULL_FACE);
  84. glDisable(GL_DEPTH_TEST);
  85. glDisable(GL_LIGHTING);
  86. glDisable(GL_COLOR_MATERIAL);
  87. glEnable(GL_SCISSOR_TEST);
  88. glEnableClientState(GL_VERTEX_ARRAY);
  89. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  90. glEnableClientState(GL_COLOR_ARRAY);
  91. glEnable(GL_TEXTURE_2D);
  92. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  93. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
  94. // Setup viewport, orthographic projection matrix
  95. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
  96. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  97. glMatrixMode(GL_PROJECTION);
  98. glPushMatrix();
  99. glLoadIdentity();
  100. 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);
  101. glMatrixMode(GL_MODELVIEW);
  102. glPushMatrix();
  103. glLoadIdentity();
  104. // Render command lists
  105. ImVec2 pos = draw_data->DisplayPos;
  106. for (int n = 0; n < draw_data->CmdListsCount; n++)
  107. {
  108. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  109. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  110. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  111. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  112. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  113. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  114. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  115. {
  116. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  117. if (pcmd->UserCallback)
  118. {
  119. // User callback (registered via ImDrawList::AddCallback)
  120. pcmd->UserCallback(cmd_list, pcmd);
  121. }
  122. else
  123. {
  124. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  125. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  126. {
  127. // Apply scissor/clipping rectangle
  128. 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));
  129. // Bind texture, Draw
  130. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  131. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  132. }
  133. }
  134. idx_buffer += pcmd->ElemCount;
  135. }
  136. }
  137. // Restore modified state
  138. glDisableClientState(GL_COLOR_ARRAY);
  139. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  140. glDisableClientState(GL_VERTEX_ARRAY);
  141. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  142. glMatrixMode(GL_MODELVIEW);
  143. glPopMatrix();
  144. glMatrixMode(GL_PROJECTION);
  145. glPopMatrix();
  146. glPopAttrib();
  147. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  148. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  149. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  150. }
  151. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  152. {
  153. // Build texture atlas
  154. ImGuiIO& io = ImGui::GetIO();
  155. unsigned char* pixels;
  156. int width, height;
  157. 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.
  158. // Upload texture to graphics system
  159. GLint last_texture;
  160. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  161. glGenTextures(1, &g_FontTexture);
  162. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  163. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  164. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  165. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  166. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  167. // Store our identifier
  168. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  169. // Restore state
  170. glBindTexture(GL_TEXTURE_2D, last_texture);
  171. return true;
  172. }
  173. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  174. {
  175. if (g_FontTexture)
  176. {
  177. ImGuiIO& io = ImGui::GetIO();
  178. glDeleteTextures(1, &g_FontTexture);
  179. io.Fonts->TexID = 0;
  180. g_FontTexture = 0;
  181. }
  182. }
  183. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  184. {
  185. return ImGui_ImplOpenGL2_CreateFontsTexture();
  186. }
  187. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  188. {
  189. ImGui_ImplOpenGL2_DestroyFontsTexture();
  190. }