imgui_impl_opengl2.cpp 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387
  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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
  5. // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  6. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // Missing features or Issues:
  8. // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // Learn about Dear ImGui:
  12. // - FAQ https://dearimgui.com/faq
  13. // - Getting Started https://dearimgui.com/getting-started
  14. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  15. // - Introduction, links and more at the top of imgui.cpp
  16. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  17. // **Prefer using the code in imgui_impl_opengl3.cpp**
  18. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  19. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  20. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  21. // confuse your GPU driver.
  22. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  23. // CHANGELOG
  24. // (minor and older changes stripped away, please see git history for details)
  25. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  26. // 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
  27. // 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
  28. // 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  29. // 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
  30. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  31. // 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
  32. // 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).
  33. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  34. // 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.
  35. // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
  36. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  37. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  38. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  39. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  40. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  41. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  42. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
  43. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  44. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  45. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  46. #include "imgui.h"
  47. #ifndef IMGUI_DISABLE
  48. #include "imgui_impl_opengl2.h"
  49. #include <stdint.h> // intptr_t
  50. // Clang/GCC warnings with -Weverything
  51. #if defined(__clang__)
  52. #pragma clang diagnostic push
  53. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
  54. #pragma clang diagnostic ignored "-Wnonportable-system-include-path"
  55. #endif
  56. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  57. #if defined(_WIN32) && !defined(APIENTRY)
  58. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  59. #endif
  60. #if defined(_WIN32) && !defined(WINGDIAPI)
  61. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  62. #endif
  63. #if defined(__APPLE__)
  64. #define GL_SILENCE_DEPRECATION
  65. #include <OpenGL/gl.h>
  66. #else
  67. #include <GL/gl.h>
  68. #endif
  69. // [Debugging]
  70. //#define IMGUI_IMPL_OPENGL_DEBUG
  71. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  72. #include <stdio.h>
  73. #define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
  74. #else
  75. #define GL_CALL(_CALL) _CALL // Call without error check
  76. #endif
  77. // OpenGL data
  78. struct ImGui_ImplOpenGL2_Data
  79. {
  80. ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
  81. };
  82. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  83. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  84. static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
  85. {
  86. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  87. }
  88. // Forward Declarations
  89. static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
  90. static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
  91. // Functions
  92. bool ImGui_ImplOpenGL2_Init()
  93. {
  94. ImGuiIO& io = ImGui::GetIO();
  95. IMGUI_CHECKVERSION();
  96. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  97. // Setup backend capabilities flags
  98. ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
  99. io.BackendRendererUserData = (void*)bd;
  100. io.BackendRendererName = "imgui_impl_opengl2";
  101. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  102. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  103. ImGui_ImplOpenGL2_InitMultiViewportSupport();
  104. return true;
  105. }
  106. void ImGui_ImplOpenGL2_Shutdown()
  107. {
  108. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  109. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  110. ImGuiIO& io = ImGui::GetIO();
  111. ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
  112. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  113. io.BackendRendererName = nullptr;
  114. io.BackendRendererUserData = nullptr;
  115. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
  116. IM_DELETE(bd);
  117. }
  118. void ImGui_ImplOpenGL2_NewFrame()
  119. {
  120. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  121. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
  122. IM_UNUSED(bd);
  123. }
  124. static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
  125. {
  126. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  127. glEnable(GL_BLEND);
  128. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  129. //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
  130. glDisable(GL_CULL_FACE);
  131. glDisable(GL_DEPTH_TEST);
  132. glDisable(GL_STENCIL_TEST);
  133. glDisable(GL_LIGHTING);
  134. glDisable(GL_COLOR_MATERIAL);
  135. glEnable(GL_SCISSOR_TEST);
  136. glEnableClientState(GL_VERTEX_ARRAY);
  137. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  138. glEnableClientState(GL_COLOR_ARRAY);
  139. glDisableClientState(GL_NORMAL_ARRAY);
  140. glEnable(GL_TEXTURE_2D);
  141. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  142. glShadeModel(GL_SMOOTH);
  143. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  144. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  145. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
  146. // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
  147. // GLint last_program;
  148. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  149. // glUseProgram(0);
  150. // ImGui_ImplOpenGL2_RenderDrawData(...);
  151. // glUseProgram(last_program)
  152. // There are potentially many more states you could need to clear/setup that we can't access from default headers.
  153. // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
  154. // Setup viewport, orthographic projection matrix
  155. // 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.
  156. GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
  157. glMatrixMode(GL_PROJECTION);
  158. glPushMatrix();
  159. glLoadIdentity();
  160. 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);
  161. glMatrixMode(GL_MODELVIEW);
  162. glPushMatrix();
  163. glLoadIdentity();
  164. }
  165. // OpenGL2 Render function.
  166. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  167. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  168. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  169. {
  170. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  171. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  172. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  173. if (fb_width == 0 || fb_height == 0)
  174. return;
  175. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  176. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  177. if (draw_data->Textures != nullptr)
  178. for (ImTextureData* tex : *draw_data->Textures)
  179. if (tex->Status != ImTextureStatus_OK)
  180. ImGui_ImplOpenGL2_UpdateTexture(tex);
  181. // Backup GL state
  182. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  183. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  184. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  185. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  186. GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
  187. GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
  188. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  189. // Setup desired GL state
  190. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  191. // Will project scissor/clipping rectangles into framebuffer space
  192. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  193. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  194. // Render command lists
  195. for (const ImDrawList* draw_list : draw_data->CmdLists)
  196. {
  197. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  198. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  199. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
  200. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
  201. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
  202. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  203. {
  204. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  205. if (pcmd->UserCallback)
  206. {
  207. // User callback, registered via ImDrawList::AddCallback()
  208. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  209. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  210. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  211. else
  212. pcmd->UserCallback(draw_list, pcmd);
  213. }
  214. else
  215. {
  216. // Project scissor/clipping rectangles into framebuffer space
  217. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  218. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  219. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  220. continue;
  221. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  222. 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));
  223. // Bind texture, Draw
  224. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  225. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
  226. }
  227. }
  228. }
  229. // Restore modified GL state
  230. glDisableClientState(GL_COLOR_ARRAY);
  231. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  232. glDisableClientState(GL_VERTEX_ARRAY);
  233. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  234. glMatrixMode(GL_MODELVIEW);
  235. glPopMatrix();
  236. glMatrixMode(GL_PROJECTION);
  237. glPopMatrix();
  238. glPopAttrib();
  239. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  240. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  241. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  242. glShadeModel(last_shade_model);
  243. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
  244. }
  245. void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
  246. {
  247. if (tex->Status == ImTextureStatus_WantCreate)
  248. {
  249. // Create and upload new texture to graphics system
  250. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  251. IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
  252. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  253. const void* pixels = tex->GetPixels();
  254. GLuint gl_texture_id = 0;
  255. // Upload texture to graphics system
  256. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  257. GLint last_texture;
  258. GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
  259. GL_CALL(glGenTextures(1, &gl_texture_id));
  260. GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
  261. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
  262. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
  263. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
  264. GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
  265. GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
  266. GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
  267. GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
  268. // Store identifiers
  269. tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
  270. tex->SetStatus(ImTextureStatus_OK);
  271. // Restore state
  272. GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
  273. }
  274. else if (tex->Status == ImTextureStatus_WantUpdates)
  275. {
  276. // Update selected blocks. We only ever write to textures regions which have never been used before!
  277. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  278. GLint last_texture;
  279. GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
  280. GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
  281. GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
  282. GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
  283. GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
  284. for (ImTextureRect& r : tex->Updates)
  285. GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
  286. GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
  287. GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
  288. tex->SetStatus(ImTextureStatus_OK);
  289. }
  290. else if (tex->Status == ImTextureStatus_WantDestroy)
  291. {
  292. GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
  293. glDeleteTextures(1, &gl_tex_id);
  294. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  295. tex->SetTexID(ImTextureID_Invalid);
  296. tex->SetStatus(ImTextureStatus_Destroyed);
  297. }
  298. }
  299. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  300. {
  301. return true;
  302. }
  303. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  304. {
  305. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  306. if (tex->RefCount == 1)
  307. {
  308. tex->SetStatus(ImTextureStatus_WantDestroy);
  309. ImGui_ImplOpenGL2_UpdateTexture(tex);
  310. }
  311. }
  312. //--------------------------------------------------------------------------------------------------------
  313. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  314. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  315. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  316. //--------------------------------------------------------------------------------------------------------
  317. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  318. {
  319. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  320. {
  321. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  322. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  323. glClear(GL_COLOR_BUFFER_BIT);
  324. }
  325. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  326. }
  327. static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
  328. {
  329. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  330. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  331. }
  332. static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
  333. {
  334. ImGui::DestroyPlatformWindows();
  335. }
  336. //-----------------------------------------------------------------------------
  337. #if defined(__clang__)
  338. #pragma clang diagnostic pop
  339. #endif
  340. #endif // #ifndef IMGUI_DISABLE