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imgui_impl_opengl2.cpp 17 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. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  7. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  8. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  9. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  10. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  11. // **Prefer using the code in imgui_impl_opengl3.cpp**
  12. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  13. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  14. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  15. // confuse your GPU driver.
  16. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  17. // CHANGELOG
  18. // (minor and older changes stripped away, please see git history for details)
  19. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  20. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  21. // 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.
  22. // 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).
  23. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  24. // 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.
  25. // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
  26. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  27. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  28. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  29. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  30. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  31. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  32. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
  33. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  34. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  35. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  36. #include "imgui.h"
  37. #ifndef IMGUI_DISABLE
  38. #include "imgui_impl_opengl2.h"
  39. #include <stdint.h> // intptr_t
  40. // Clang/GCC warnings with -Weverything
  41. #if defined(__clang__)
  42. #pragma clang diagnostic push
  43. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
  44. #pragma clang diagnostic ignored "-Wnonportable-system-include-path"
  45. #endif
  46. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  47. #if defined(_WIN32) && !defined(APIENTRY)
  48. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  49. #endif
  50. #if defined(_WIN32) && !defined(WINGDIAPI)
  51. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  52. #endif
  53. #if defined(__APPLE__)
  54. #define GL_SILENCE_DEPRECATION
  55. #include <OpenGL/gl.h>
  56. #else
  57. #include <GL/gl.h>
  58. #endif
  59. struct ImGui_ImplOpenGL2_Data
  60. {
  61. GLuint FontTexture;
  62. ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
  63. };
  64. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  65. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  66. static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
  67. {
  68. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  69. }
  70. // Forward Declarations
  71. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  72. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  73. // Functions
  74. bool ImGui_ImplOpenGL2_Init()
  75. {
  76. ImGuiIO& io = ImGui::GetIO();
  77. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  78. // Setup backend capabilities flags
  79. ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
  80. io.BackendRendererUserData = (void*)bd;
  81. io.BackendRendererName = "imgui_impl_opengl2";
  82. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  83. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  84. ImGui_ImplOpenGL2_InitPlatformInterface();
  85. return true;
  86. }
  87. void ImGui_ImplOpenGL2_Shutdown()
  88. {
  89. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  90. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  91. ImGuiIO& io = ImGui::GetIO();
  92. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  93. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  94. io.BackendRendererName = nullptr;
  95. io.BackendRendererUserData = nullptr;
  96. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
  97. IM_DELETE(bd);
  98. }
  99. void ImGui_ImplOpenGL2_NewFrame()
  100. {
  101. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  102. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
  103. if (!bd->FontTexture)
  104. ImGui_ImplOpenGL2_CreateDeviceObjects();
  105. }
  106. static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
  107. {
  108. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  109. glEnable(GL_BLEND);
  110. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  111. //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
  112. glDisable(GL_CULL_FACE);
  113. glDisable(GL_DEPTH_TEST);
  114. glDisable(GL_STENCIL_TEST);
  115. glDisable(GL_LIGHTING);
  116. glDisable(GL_COLOR_MATERIAL);
  117. glEnable(GL_SCISSOR_TEST);
  118. glEnableClientState(GL_VERTEX_ARRAY);
  119. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  120. glEnableClientState(GL_COLOR_ARRAY);
  121. glDisableClientState(GL_NORMAL_ARRAY);
  122. glEnable(GL_TEXTURE_2D);
  123. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  124. glShadeModel(GL_SMOOTH);
  125. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  126. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  127. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
  128. // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
  129. // GLint last_program;
  130. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  131. // glUseProgram(0);
  132. // ImGui_ImplOpenGL2_RenderDrawData(...);
  133. // glUseProgram(last_program)
  134. // There are potentially many more states you could need to clear/setup that we can't access from default headers.
  135. // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
  136. // Setup viewport, orthographic projection matrix
  137. // 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.
  138. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  139. glMatrixMode(GL_PROJECTION);
  140. glPushMatrix();
  141. glLoadIdentity();
  142. 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);
  143. glMatrixMode(GL_MODELVIEW);
  144. glPushMatrix();
  145. glLoadIdentity();
  146. }
  147. // OpenGL2 Render function.
  148. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  149. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  150. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  151. {
  152. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  153. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  154. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  155. if (fb_width == 0 || fb_height == 0)
  156. return;
  157. // Backup GL state
  158. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  159. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  160. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  161. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  162. GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
  163. GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
  164. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  165. // Setup desired GL state
  166. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  167. // Will project scissor/clipping rectangles into framebuffer space
  168. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  169. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  170. // Render command lists
  171. for (int n = 0; n < draw_data->CmdListsCount; n++)
  172. {
  173. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  174. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  175. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  176. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  177. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  178. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  179. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  180. {
  181. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  182. if (pcmd->UserCallback)
  183. {
  184. // User callback, registered via ImDrawList::AddCallback()
  185. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  186. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  187. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  188. else
  189. pcmd->UserCallback(cmd_list, pcmd);
  190. }
  191. else
  192. {
  193. // Project scissor/clipping rectangles into framebuffer space
  194. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  195. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  196. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  197. continue;
  198. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  199. 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));
  200. // Bind texture, Draw
  201. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  202. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
  203. }
  204. }
  205. }
  206. // Restore modified GL state
  207. glDisableClientState(GL_COLOR_ARRAY);
  208. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  209. glDisableClientState(GL_VERTEX_ARRAY);
  210. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  211. glMatrixMode(GL_MODELVIEW);
  212. glPopMatrix();
  213. glMatrixMode(GL_PROJECTION);
  214. glPopMatrix();
  215. glPopAttrib();
  216. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  217. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  218. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  219. glShadeModel(last_shade_model);
  220. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
  221. }
  222. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  223. {
  224. // Build texture atlas
  225. ImGuiIO& io = ImGui::GetIO();
  226. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  227. unsigned char* pixels;
  228. int width, height;
  229. 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.
  230. // Upload texture to graphics system
  231. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  232. GLint last_texture;
  233. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  234. glGenTextures(1, &bd->FontTexture);
  235. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  236. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  237. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  238. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  239. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  240. // Store our identifier
  241. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  242. // Restore state
  243. glBindTexture(GL_TEXTURE_2D, last_texture);
  244. return true;
  245. }
  246. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  247. {
  248. ImGuiIO& io = ImGui::GetIO();
  249. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  250. if (bd->FontTexture)
  251. {
  252. glDeleteTextures(1, &bd->FontTexture);
  253. io.Fonts->SetTexID(0);
  254. bd->FontTexture = 0;
  255. }
  256. }
  257. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  258. {
  259. return ImGui_ImplOpenGL2_CreateFontsTexture();
  260. }
  261. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  262. {
  263. ImGui_ImplOpenGL2_DestroyFontsTexture();
  264. }
  265. //--------------------------------------------------------------------------------------------------------
  266. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  267. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  268. // 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..
  269. //--------------------------------------------------------------------------------------------------------
  270. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  271. {
  272. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  273. {
  274. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  275. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  276. glClear(GL_COLOR_BUFFER_BIT);
  277. }
  278. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  279. }
  280. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  281. {
  282. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  283. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  284. }
  285. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  286. {
  287. ImGui::DestroyPlatformWindows();
  288. }
  289. //-----------------------------------------------------------------------------
  290. #if defined(__clang__)
  291. #pragma clang diagnostic pop
  292. #endif
  293. #endif // #ifndef IMGUI_DISABLE