imgui_impl_opengl2.cpp 14 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. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  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. // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  19. // 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
  20. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  21. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  22. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  23. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  24. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  25. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  26. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
  27. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  28. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  29. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  30. #include "imgui.h"
  31. #include "imgui_impl_opengl2.h"
  32. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  33. #include <stddef.h> // intptr_t
  34. #else
  35. #include <stdint.h> // intptr_t
  36. #endif
  37. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  38. #if defined(_WIN32) && !defined(APIENTRY)
  39. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  40. #endif
  41. #if defined(_WIN32) && !defined(WINGDIAPI)
  42. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  43. #endif
  44. #if defined(__APPLE__)
  45. #define GL_SILENCE_DEPRECATION
  46. #include <OpenGL/gl.h>
  47. #else
  48. #include <GL/gl.h>
  49. #endif
  50. // OpenGL Data
  51. static GLuint g_FontTexture = 0;
  52. // Forward Declarations
  53. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  54. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  55. // Functions
  56. bool ImGui_ImplOpenGL2_Init()
  57. {
  58. // Setup back-end capabilities flags
  59. ImGuiIO& io = ImGui::GetIO();
  60. io.BackendRendererName = "imgui_impl_opengl2";
  61. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  62. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  63. ImGui_ImplOpenGL2_InitPlatformInterface();
  64. return true;
  65. }
  66. void ImGui_ImplOpenGL2_Shutdown()
  67. {
  68. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  69. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  70. }
  71. void ImGui_ImplOpenGL2_NewFrame()
  72. {
  73. if (!g_FontTexture)
  74. ImGui_ImplOpenGL2_CreateDeviceObjects();
  75. }
  76. static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
  77. {
  78. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  79. glEnable(GL_BLEND);
  80. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  81. glDisable(GL_CULL_FACE);
  82. glDisable(GL_DEPTH_TEST);
  83. glDisable(GL_LIGHTING);
  84. glDisable(GL_COLOR_MATERIAL);
  85. glEnable(GL_SCISSOR_TEST);
  86. glEnableClientState(GL_VERTEX_ARRAY);
  87. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  88. glEnableClientState(GL_COLOR_ARRAY);
  89. glEnable(GL_TEXTURE_2D);
  90. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  91. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  92. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  93. // 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:
  94. // GLint last_program;
  95. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  96. // glUseProgram(0);
  97. // ImGui_ImplOpenGL2_RenderDrawData(...);
  98. // glUseProgram(last_program)
  99. // Setup viewport, orthographic projection matrix
  100. // 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.
  101. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  102. glMatrixMode(GL_PROJECTION);
  103. glPushMatrix();
  104. glLoadIdentity();
  105. 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);
  106. glMatrixMode(GL_MODELVIEW);
  107. glPushMatrix();
  108. glLoadIdentity();
  109. }
  110. // OpenGL2 Render function.
  111. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  112. // 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.
  113. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  114. {
  115. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  116. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  117. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  118. if (fb_width == 0 || fb_height == 0)
  119. return;
  120. // Backup GL state
  121. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  122. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  123. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  124. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  125. GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
  126. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  127. // Setup desired GL state
  128. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  129. // Will project scissor/clipping rectangles into framebuffer space
  130. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  131. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  132. // Render command lists
  133. for (int n = 0; n < draw_data->CmdListsCount; n++)
  134. {
  135. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  136. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  137. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  138. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  139. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  140. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  141. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  142. {
  143. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  144. if (pcmd->UserCallback)
  145. {
  146. // User callback, registered via ImDrawList::AddCallback()
  147. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  148. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  149. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  150. else
  151. pcmd->UserCallback(cmd_list, pcmd);
  152. }
  153. else
  154. {
  155. // Project scissor/clipping rectangles into framebuffer space
  156. ImVec4 clip_rect;
  157. clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
  158. clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
  159. clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
  160. clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
  161. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  162. {
  163. // Apply scissor/clipping rectangle
  164. 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));
  165. // Bind texture, Draw
  166. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  167. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  168. }
  169. }
  170. idx_buffer += pcmd->ElemCount;
  171. }
  172. }
  173. // Restore modified GL state
  174. glDisableClientState(GL_COLOR_ARRAY);
  175. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  176. glDisableClientState(GL_VERTEX_ARRAY);
  177. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  178. glMatrixMode(GL_MODELVIEW);
  179. glPopMatrix();
  180. glMatrixMode(GL_PROJECTION);
  181. glPopMatrix();
  182. glPopAttrib();
  183. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  184. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  185. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  186. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
  187. }
  188. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  189. {
  190. // Build texture atlas
  191. ImGuiIO& io = ImGui::GetIO();
  192. unsigned char* pixels;
  193. int width, height;
  194. 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.
  195. // Upload texture to graphics system
  196. GLint last_texture;
  197. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  198. glGenTextures(1, &g_FontTexture);
  199. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  200. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  201. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  202. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  203. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  204. // Store our identifier
  205. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  206. // Restore state
  207. glBindTexture(GL_TEXTURE_2D, last_texture);
  208. return true;
  209. }
  210. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  211. {
  212. if (g_FontTexture)
  213. {
  214. ImGuiIO& io = ImGui::GetIO();
  215. glDeleteTextures(1, &g_FontTexture);
  216. io.Fonts->TexID = 0;
  217. g_FontTexture = 0;
  218. }
  219. }
  220. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  221. {
  222. return ImGui_ImplOpenGL2_CreateFontsTexture();
  223. }
  224. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  225. {
  226. ImGui_ImplOpenGL2_DestroyFontsTexture();
  227. }
  228. //--------------------------------------------------------------------------------------------------------
  229. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  230. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  231. // 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..
  232. //--------------------------------------------------------------------------------------------------------
  233. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  234. {
  235. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  236. {
  237. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  238. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  239. glClear(GL_COLOR_BUFFER_BIT);
  240. }
  241. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  242. }
  243. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  244. {
  245. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  246. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  247. }
  248. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  249. {
  250. ImGui::PlatformWindowsDestroy();
  251. }