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 in imgui.cpp.
  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. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  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_ImplGlfwGL2_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. #include <OpenGL/gl.h>
  43. #else
  44. #include <GL/gl.h>
  45. #endif
  46. // OpenGL Data
  47. static GLuint g_FontTexture = 0;
  48. // Forward Declarations
  49. static void ImGui_ImplOpenGL2_InitPlatformInterface();
  50. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  51. // Functions
  52. bool ImGui_ImplOpenGL2_Init()
  53. {
  54. // Setup back-end capabilities flags
  55. ImGuiIO& io = ImGui::GetIO();
  56. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  57. io.BackendRendererName = "imgui_impl_opengl2";
  58. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  59. ImGui_ImplOpenGL2_InitPlatformInterface();
  60. return true;
  61. }
  62. void ImGui_ImplOpenGL2_Shutdown()
  63. {
  64. ImGui_ImplOpenGL2_ShutdownPlatformInterface();
  65. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  66. }
  67. void ImGui_ImplOpenGL2_NewFrame()
  68. {
  69. if (!g_FontTexture)
  70. ImGui_ImplOpenGL2_CreateDeviceObjects();
  71. }
  72. // OpenGL2 Render function.
  73. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  74. // 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.
  75. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  76. {
  77. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  78. ImGuiIO& io = ImGui::GetIO();
  79. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  80. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  81. if (fb_width == 0 || fb_height == 0)
  82. return;
  83. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  84. // We are using the OpenGL fixed pipeline to make the example code simpler to read!
  85. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  86. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  87. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  88. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  89. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  90. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  91. glEnable(GL_BLEND);
  92. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  93. glDisable(GL_CULL_FACE);
  94. glDisable(GL_DEPTH_TEST);
  95. glDisable(GL_LIGHTING);
  96. glDisable(GL_COLOR_MATERIAL);
  97. glEnable(GL_SCISSOR_TEST);
  98. glEnableClientState(GL_VERTEX_ARRAY);
  99. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  100. glEnableClientState(GL_COLOR_ARRAY);
  101. glEnable(GL_TEXTURE_2D);
  102. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  103. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  104. // 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:
  105. // GLint last_program;
  106. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  107. // glUseProgram(0);
  108. // ImGui_ImplOpenGL2_RenderDrawData(...);
  109. // glUseProgram(last_program)
  110. // Setup viewport, orthographic projection matrix
  111. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  112. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  113. glMatrixMode(GL_PROJECTION);
  114. glPushMatrix();
  115. glLoadIdentity();
  116. 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);
  117. glMatrixMode(GL_MODELVIEW);
  118. glPushMatrix();
  119. glLoadIdentity();
  120. // Render command lists
  121. ImVec2 pos = draw_data->DisplayPos;
  122. for (int n = 0; n < draw_data->CmdListsCount; n++)
  123. {
  124. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  125. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  126. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  127. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  128. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  129. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  130. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  131. {
  132. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  133. if (pcmd->UserCallback)
  134. {
  135. // User callback (registered via ImDrawList::AddCallback)
  136. pcmd->UserCallback(cmd_list, pcmd);
  137. }
  138. else
  139. {
  140. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  141. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  142. {
  143. // Apply scissor/clipping rectangle
  144. 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));
  145. // Bind texture, Draw
  146. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  147. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  148. }
  149. }
  150. idx_buffer += pcmd->ElemCount;
  151. }
  152. }
  153. // Restore modified state
  154. glDisableClientState(GL_COLOR_ARRAY);
  155. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  156. glDisableClientState(GL_VERTEX_ARRAY);
  157. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  158. glMatrixMode(GL_MODELVIEW);
  159. glPopMatrix();
  160. glMatrixMode(GL_PROJECTION);
  161. glPopMatrix();
  162. glPopAttrib();
  163. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  164. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  165. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  166. }
  167. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  168. {
  169. // Build texture atlas
  170. ImGuiIO& io = ImGui::GetIO();
  171. unsigned char* pixels;
  172. int width, height;
  173. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (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.
  174. // Upload texture to graphics system
  175. GLint last_texture;
  176. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  177. glGenTextures(1, &g_FontTexture);
  178. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  179. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  180. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  181. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  182. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  183. // Store our identifier
  184. io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
  185. // Restore state
  186. glBindTexture(GL_TEXTURE_2D, last_texture);
  187. return true;
  188. }
  189. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  190. {
  191. if (g_FontTexture)
  192. {
  193. ImGuiIO& io = ImGui::GetIO();
  194. glDeleteTextures(1, &g_FontTexture);
  195. io.Fonts->TexID = 0;
  196. g_FontTexture = 0;
  197. }
  198. }
  199. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  200. {
  201. return ImGui_ImplOpenGL2_CreateFontsTexture();
  202. }
  203. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  204. {
  205. ImGui_ImplOpenGL2_DestroyFontsTexture();
  206. }
  207. //--------------------------------------------------------------------------------------------------------
  208. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  209. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  210. // 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..
  211. //--------------------------------------------------------------------------------------------------------
  212. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  213. {
  214. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  215. {
  216. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  217. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  218. glClear(GL_COLOR_BUFFER_BIT);
  219. }
  220. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  221. }
  222. static void ImGui_ImplOpenGL2_InitPlatformInterface()
  223. {
  224. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  225. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  226. }
  227. static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
  228. {
  229. ImGui::DestroyPlatformWindows();
  230. }