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- // dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
- // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
- // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
- // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
- // https://github.com/ocornut/imgui
- // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
- // **Prefer using the code in imgui_impl_opengl3.cpp**
- // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
- // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
- // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
- // confuse your GPU driver.
- // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
- // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
- // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
- // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
- // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
- // 2017-09-01: OpenGL: Save and restore current polygon mode.
- // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
- // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
- #include "imgui.h"
- #include "imgui_impl_opengl2.h"
- #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
- #include <stddef.h> // intptr_t
- #else
- #include <stdint.h> // intptr_t
- #endif
- // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
- #if defined(_WIN32) && !defined(APIENTRY)
- #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
- #endif
- #if defined(_WIN32) && !defined(WINGDIAPI)
- #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
- #endif
- #if defined(__APPLE__)
- #include <OpenGL/gl.h>
- #else
- #include <GL/gl.h>
- #endif
- // OpenGL Data
- static GLuint g_FontTexture = 0;
- // Functions
- bool ImGui_ImplOpenGL2_Init()
- {
- ImGuiIO& io = ImGui::GetIO();
- io.BackendRendererName = "imgui_impl_opengl2";
- return true;
- }
- void ImGui_ImplOpenGL2_Shutdown()
- {
- ImGui_ImplOpenGL2_DestroyDeviceObjects();
- }
- void ImGui_ImplOpenGL2_NewFrame()
- {
- if (!g_FontTexture)
- ImGui_ImplOpenGL2_CreateDeviceObjects();
- }
- // OpenGL2 Render function.
- // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
- // 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.
- void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
- {
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO& io = ImGui::GetIO();
- int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
- // We are using the OpenGL fixed pipeline to make the example code simpler to read!
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
- GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
- glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glEnable(GL_SCISSOR_TEST);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glEnable(GL_TEXTURE_2D);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
- // Setup viewport, orthographic projection matrix
- // 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.
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- 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);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- // Render command lists
- ImVec2 pos = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
- const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- // User callback (registered via ImDrawList::AddCallback)
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
- if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
- {
- // Apply scissor/clipping rectangle
- 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));
- // Bind texture, Draw
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
- }
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
- // Restore modified state
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
- glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
- }
- bool ImGui_ImplOpenGL2_CreateFontsTexture()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- 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.
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- // Store our identifier
- io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- return true;
- }
- void ImGui_ImplOpenGL2_DestroyFontsTexture()
- {
- if (g_FontTexture)
- {
- ImGuiIO& io = ImGui::GetIO();
- glDeleteTextures(1, &g_FontTexture);
- io.Fonts->TexID = 0;
- g_FontTexture = 0;
- }
- }
- bool ImGui_ImplOpenGL2_CreateDeviceObjects()
- {
- return ImGui_ImplOpenGL2_CreateFontsTexture();
- }
- void ImGui_ImplOpenGL2_DestroyDeviceObjects()
- {
- ImGui_ImplOpenGL2_DestroyFontsTexture();
- }
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