imgui_impl_opengl2.cpp 12 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!
  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. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  18. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  19. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  20. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  21. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  22. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  23. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
  24. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  25. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  26. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  27. #include "imgui.h"
  28. #include "imgui_impl_opengl2.h"
  29. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  30. #include <stddef.h> // intptr_t
  31. #else
  32. #include <stdint.h> // intptr_t
  33. #endif
  34. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  35. #if defined(_WIN32) && !defined(APIENTRY)
  36. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  37. #endif
  38. #if defined(_WIN32) && !defined(WINGDIAPI)
  39. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  40. #endif
  41. #if defined(__APPLE__)
  42. #define GL_SILENCE_DEPRECATION
  43. #include <OpenGL/gl.h>
  44. #else
  45. #include <GL/gl.h>
  46. #endif
  47. // OpenGL Data
  48. static GLuint g_FontTexture = 0;
  49. // Functions
  50. bool ImGui_ImplOpenGL2_Init()
  51. {
  52. // Setup back-end capabilities flags
  53. ImGuiIO& io = ImGui::GetIO();
  54. io.BackendRendererName = "imgui_impl_opengl2";
  55. return true;
  56. }
  57. void ImGui_ImplOpenGL2_Shutdown()
  58. {
  59. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  60. }
  61. void ImGui_ImplOpenGL2_NewFrame()
  62. {
  63. if (!g_FontTexture)
  64. ImGui_ImplOpenGL2_CreateDeviceObjects();
  65. }
  66. static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
  67. {
  68. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  69. glEnable(GL_BLEND);
  70. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  71. glDisable(GL_CULL_FACE);
  72. glDisable(GL_DEPTH_TEST);
  73. glDisable(GL_LIGHTING);
  74. glDisable(GL_COLOR_MATERIAL);
  75. glEnable(GL_SCISSOR_TEST);
  76. glEnableClientState(GL_VERTEX_ARRAY);
  77. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  78. glEnableClientState(GL_COLOR_ARRAY);
  79. glEnable(GL_TEXTURE_2D);
  80. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  81. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  82. // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
  83. // GLint last_program;
  84. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  85. // glUseProgram(0);
  86. // ImGui_ImplOpenGL2_RenderDrawData(...);
  87. // glUseProgram(last_program)
  88. // Setup viewport, orthographic projection matrix
  89. // 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.
  90. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  91. glMatrixMode(GL_PROJECTION);
  92. glPushMatrix();
  93. glLoadIdentity();
  94. 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);
  95. glMatrixMode(GL_MODELVIEW);
  96. glPushMatrix();
  97. glLoadIdentity();
  98. }
  99. // OpenGL2 Render function.
  100. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  101. // 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.
  102. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  103. {
  104. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  105. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  106. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  107. if (fb_width == 0 || fb_height == 0)
  108. return;
  109. // Backup GL state
  110. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  111. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  112. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  113. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  114. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  115. // Setup desired GL state
  116. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  117. // Will project scissor/clipping rectangles into framebuffer space
  118. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  119. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  120. // Render command lists
  121. for (int n = 0; n < draw_data->CmdListsCount; n++)
  122. {
  123. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  124. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  125. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  126. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  127. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  128. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  129. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  130. {
  131. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  132. if (pcmd->UserCallback)
  133. {
  134. // User callback, registered via ImDrawList::AddCallback()
  135. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  136. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  137. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  138. else
  139. pcmd->UserCallback(cmd_list, pcmd);
  140. }
  141. else
  142. {
  143. // Project scissor/clipping rectangles into framebuffer space
  144. ImVec4 clip_rect;
  145. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  146. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  147. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  148. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  149. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  150. {
  151. // Apply scissor/clipping rectangle
  152. 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));
  153. // Bind texture, Draw
  154. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  155. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  156. }
  157. }
  158. idx_buffer += pcmd->ElemCount;
  159. }
  160. }
  161. // Restore modified GL state
  162. glDisableClientState(GL_COLOR_ARRAY);
  163. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  164. glDisableClientState(GL_VERTEX_ARRAY);
  165. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  166. glMatrixMode(GL_MODELVIEW);
  167. glPopMatrix();
  168. glMatrixMode(GL_PROJECTION);
  169. glPopMatrix();
  170. glPopAttrib();
  171. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  172. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  173. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  174. }
  175. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  176. {
  177. // Build texture atlas
  178. ImGuiIO& io = ImGui::GetIO();
  179. unsigned char* pixels;
  180. int width, height;
  181. 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.
  182. // Upload texture to graphics system
  183. GLint last_texture;
  184. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  185. glGenTextures(1, &g_FontTexture);
  186. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  187. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  188. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  189. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  190. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  191. // Store our identifier
  192. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  193. // Restore state
  194. glBindTexture(GL_TEXTURE_2D, last_texture);
  195. return true;
  196. }
  197. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  198. {
  199. if (g_FontTexture)
  200. {
  201. ImGuiIO& io = ImGui::GetIO();
  202. glDeleteTextures(1, &g_FontTexture);
  203. io.Fonts->TexID = 0;
  204. g_FontTexture = 0;
  205. }
  206. }
  207. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  208. {
  209. return ImGui_ImplOpenGL2_CreateFontsTexture();
  210. }
  211. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  212. {
  213. ImGui_ImplOpenGL2_DestroyFontsTexture();
  214. }