imgui_impl_opengl2.cpp 15 KB

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  1. // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
  2. // This needs to be used along with a Platform Backend (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!
  5. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  6. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  7. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  8. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  9. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  10. // **Prefer using the code in imgui_impl_opengl3.cpp**
  11. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  12. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  13. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  14. // confuse your GPU driver.
  15. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  19. // 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
  20. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  21. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  22. // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
  23. // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
  24. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  25. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  26. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  27. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  28. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  29. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  30. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
  31. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  32. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  33. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  34. #include "imgui.h"
  35. #include "imgui_impl_opengl2.h"
  36. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  37. #include <stddef.h> // intptr_t
  38. #else
  39. #include <stdint.h> // intptr_t
  40. #endif
  41. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  42. #if defined(_WIN32) && !defined(APIENTRY)
  43. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  44. #endif
  45. #if defined(_WIN32) && !defined(WINGDIAPI)
  46. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  47. #endif
  48. #if defined(__APPLE__)
  49. #define GL_SILENCE_DEPRECATION
  50. #include <OpenGL/gl.h>
  51. #else
  52. #include <GL/gl.h>
  53. #endif
  54. struct ImGui_ImplOpenGL2_Data
  55. {
  56. GLuint FontTexture;
  57. ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
  58. };
  59. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  60. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  61. static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
  62. {
  63. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  64. }
  65. // Functions
  66. bool ImGui_ImplOpenGL2_Init()
  67. {
  68. ImGuiIO& io = ImGui::GetIO();
  69. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  70. // Setup backend capabilities flags
  71. ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
  72. io.BackendRendererUserData = (void*)bd;
  73. io.BackendRendererName = "imgui_impl_opengl2";
  74. return true;
  75. }
  76. void ImGui_ImplOpenGL2_Shutdown()
  77. {
  78. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  79. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  80. ImGuiIO& io = ImGui::GetIO();
  81. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  82. io.BackendRendererName = nullptr;
  83. io.BackendRendererUserData = nullptr;
  84. IM_DELETE(bd);
  85. }
  86. void ImGui_ImplOpenGL2_NewFrame()
  87. {
  88. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  89. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
  90. if (!bd->FontTexture)
  91. ImGui_ImplOpenGL2_CreateDeviceObjects();
  92. }
  93. static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
  94. {
  95. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  96. glEnable(GL_BLEND);
  97. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  98. //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
  99. glDisable(GL_CULL_FACE);
  100. glDisable(GL_DEPTH_TEST);
  101. glDisable(GL_STENCIL_TEST);
  102. glDisable(GL_LIGHTING);
  103. glDisable(GL_COLOR_MATERIAL);
  104. glEnable(GL_SCISSOR_TEST);
  105. glEnableClientState(GL_VERTEX_ARRAY);
  106. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  107. glEnableClientState(GL_COLOR_ARRAY);
  108. glDisableClientState(GL_NORMAL_ARRAY);
  109. glEnable(GL_TEXTURE_2D);
  110. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  111. glShadeModel(GL_SMOOTH);
  112. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  113. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  114. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
  115. // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
  116. // GLint last_program;
  117. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  118. // glUseProgram(0);
  119. // ImGui_ImplOpenGL2_RenderDrawData(...);
  120. // glUseProgram(last_program)
  121. // There are potentially many more states you could need to clear/setup that we can't access from default headers.
  122. // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
  123. // Setup viewport, orthographic projection matrix
  124. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
  125. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  126. glMatrixMode(GL_PROJECTION);
  127. glPushMatrix();
  128. glLoadIdentity();
  129. 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);
  130. glMatrixMode(GL_MODELVIEW);
  131. glPushMatrix();
  132. glLoadIdentity();
  133. }
  134. // OpenGL2 Render function.
  135. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  136. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  137. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  138. {
  139. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  140. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  141. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  142. if (fb_width == 0 || fb_height == 0)
  143. return;
  144. // Backup GL state
  145. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  146. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  147. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  148. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  149. GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
  150. GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
  151. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  152. // Setup desired GL state
  153. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  154. // Will project scissor/clipping rectangles into framebuffer space
  155. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  156. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  157. // Render command lists
  158. for (int n = 0; n < draw_data->CmdListsCount; n++)
  159. {
  160. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  161. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  162. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  163. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  164. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  165. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  166. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  167. {
  168. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  169. if (pcmd->UserCallback)
  170. {
  171. // User callback, registered via ImDrawList::AddCallback()
  172. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  173. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  174. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  175. else
  176. pcmd->UserCallback(cmd_list, pcmd);
  177. }
  178. else
  179. {
  180. // Project scissor/clipping rectangles into framebuffer space
  181. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  182. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  183. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  184. continue;
  185. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  186. glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
  187. // Bind texture, Draw
  188. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  189. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
  190. }
  191. }
  192. }
  193. // Restore modified GL state
  194. glDisableClientState(GL_COLOR_ARRAY);
  195. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  196. glDisableClientState(GL_VERTEX_ARRAY);
  197. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  198. glMatrixMode(GL_MODELVIEW);
  199. glPopMatrix();
  200. glMatrixMode(GL_PROJECTION);
  201. glPopMatrix();
  202. glPopAttrib();
  203. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  204. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  205. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  206. glShadeModel(last_shade_model);
  207. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
  208. }
  209. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  210. {
  211. // Build texture atlas
  212. ImGuiIO& io = ImGui::GetIO();
  213. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  214. unsigned char* pixels;
  215. int width, height;
  216. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (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.
  217. // Upload texture to graphics system
  218. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  219. GLint last_texture;
  220. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  221. glGenTextures(1, &bd->FontTexture);
  222. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  223. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  224. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  225. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  226. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  227. // Store our identifier
  228. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  229. // Restore state
  230. glBindTexture(GL_TEXTURE_2D, last_texture);
  231. return true;
  232. }
  233. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  234. {
  235. ImGuiIO& io = ImGui::GetIO();
  236. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  237. if (bd->FontTexture)
  238. {
  239. glDeleteTextures(1, &bd->FontTexture);
  240. io.Fonts->SetTexID(0);
  241. bd->FontTexture = 0;
  242. }
  243. }
  244. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  245. {
  246. return ImGui_ImplOpenGL2_CreateFontsTexture();
  247. }
  248. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  249. {
  250. ImGui_ImplOpenGL2_DestroyFontsTexture();
  251. }