imgui_impl_opengl2.cpp 18 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. // Missing features or Issues:
  7. // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // Learn about Dear ImGui:
  11. // - FAQ https://dearimgui.com/faq
  12. // - Getting Started https://dearimgui.com/getting-started
  13. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  14. // - Introduction, links and more at the top of imgui.cpp
  15. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  16. // **Prefer using the code in imgui_impl_opengl3.cpp**
  17. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  18. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  19. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  20. // confuse your GPU driver.
  21. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  22. // CHANGELOG
  23. // (minor and older changes stripped away, please see git history for details)
  24. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  25. // 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  26. // 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
  27. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  28. // 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.
  29. // 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).
  30. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  31. // 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.
  32. // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
  33. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  34. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
  35. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  36. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
  37. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
  38. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  39. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
  40. // 2017-09-01: OpenGL: Save and restore current polygon mode.
  41. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
  42. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  43. #include "imgui.h"
  44. #ifndef IMGUI_DISABLE
  45. #include "imgui_impl_opengl2.h"
  46. #include <stdint.h> // intptr_t
  47. // Clang/GCC warnings with -Weverything
  48. #if defined(__clang__)
  49. #pragma clang diagnostic push
  50. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
  51. #pragma clang diagnostic ignored "-Wnonportable-system-include-path"
  52. #endif
  53. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  54. #if defined(_WIN32) && !defined(APIENTRY)
  55. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  56. #endif
  57. #if defined(_WIN32) && !defined(WINGDIAPI)
  58. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  59. #endif
  60. #if defined(__APPLE__)
  61. #define GL_SILENCE_DEPRECATION
  62. #include <OpenGL/gl.h>
  63. #else
  64. #include <GL/gl.h>
  65. #endif
  66. // [Debugging]
  67. //#define IMGUI_IMPL_OPENGL_DEBUG
  68. #ifdef IMGUI_IMPL_OPENGL_DEBUG
  69. #include <stdio.h>
  70. #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
  71. #else
  72. #define GL_CALL(_CALL) _CALL // Call without error check
  73. #endif
  74. // OpenGL data
  75. struct ImGui_ImplOpenGL2_Data
  76. {
  77. GLuint FontTexture;
  78. ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
  79. };
  80. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  81. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  82. static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
  83. {
  84. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  85. }
  86. // Forward Declarations
  87. static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
  88. static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
  89. // Functions
  90. bool ImGui_ImplOpenGL2_Init()
  91. {
  92. ImGuiIO& io = ImGui::GetIO();
  93. IMGUI_CHECKVERSION();
  94. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  95. // Setup backend capabilities flags
  96. ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
  97. io.BackendRendererUserData = (void*)bd;
  98. io.BackendRendererName = "imgui_impl_opengl2";
  99. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  100. ImGui_ImplOpenGL2_InitMultiViewportSupport();
  101. return true;
  102. }
  103. void ImGui_ImplOpenGL2_Shutdown()
  104. {
  105. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  106. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  107. ImGuiIO& io = ImGui::GetIO();
  108. ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
  109. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  110. io.BackendRendererName = nullptr;
  111. io.BackendRendererUserData = nullptr;
  112. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
  113. IM_DELETE(bd);
  114. }
  115. void ImGui_ImplOpenGL2_NewFrame()
  116. {
  117. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  118. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
  119. if (!bd->FontTexture)
  120. ImGui_ImplOpenGL2_CreateDeviceObjects();
  121. if (!bd->FontTexture)
  122. ImGui_ImplOpenGL2_CreateFontsTexture();
  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. // Backup GL state
  176. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  177. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  178. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  179. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  180. GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
  181. GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
  182. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  183. // Setup desired GL state
  184. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  185. // Will project scissor/clipping rectangles into framebuffer space
  186. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  187. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  188. // Render command lists
  189. for (int n = 0; n < draw_data->CmdListsCount; n++)
  190. {
  191. const ImDrawList* draw_list = draw_data->CmdLists[n];
  192. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  193. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  194. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
  195. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
  196. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
  197. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  198. {
  199. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  200. if (pcmd->UserCallback)
  201. {
  202. // User callback, registered via ImDrawList::AddCallback()
  203. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  204. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  205. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  206. else
  207. pcmd->UserCallback(draw_list, pcmd);
  208. }
  209. else
  210. {
  211. // Project scissor/clipping rectangles into framebuffer space
  212. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  213. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  214. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  215. continue;
  216. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  217. 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));
  218. // Bind texture, Draw
  219. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  220. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
  221. }
  222. }
  223. }
  224. // Restore modified GL state
  225. glDisableClientState(GL_COLOR_ARRAY);
  226. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  227. glDisableClientState(GL_VERTEX_ARRAY);
  228. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  229. glMatrixMode(GL_MODELVIEW);
  230. glPopMatrix();
  231. glMatrixMode(GL_PROJECTION);
  232. glPopMatrix();
  233. glPopAttrib();
  234. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  235. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  236. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  237. glShadeModel(last_shade_model);
  238. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
  239. }
  240. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  241. {
  242. // Build texture atlas
  243. ImGuiIO& io = ImGui::GetIO();
  244. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  245. unsigned char* pixels;
  246. int width, height;
  247. 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.
  248. // Upload texture to graphics system
  249. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  250. GLint last_texture;
  251. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  252. glGenTextures(1, &bd->FontTexture);
  253. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  254. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  255. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  256. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  257. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  258. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  259. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  260. // Store our identifier
  261. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  262. // Restore state
  263. glBindTexture(GL_TEXTURE_2D, last_texture);
  264. return true;
  265. }
  266. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  267. {
  268. ImGuiIO& io = ImGui::GetIO();
  269. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  270. if (bd->FontTexture)
  271. {
  272. glDeleteTextures(1, &bd->FontTexture);
  273. io.Fonts->SetTexID(0);
  274. bd->FontTexture = 0;
  275. }
  276. }
  277. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  278. {
  279. return ImGui_ImplOpenGL2_CreateFontsTexture();
  280. }
  281. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  282. {
  283. ImGui_ImplOpenGL2_DestroyFontsTexture();
  284. }
  285. //--------------------------------------------------------------------------------------------------------
  286. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  287. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  288. // 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..
  289. //--------------------------------------------------------------------------------------------------------
  290. static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
  291. {
  292. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  293. {
  294. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  295. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  296. glClear(GL_COLOR_BUFFER_BIT);
  297. }
  298. ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
  299. }
  300. static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
  301. {
  302. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  303. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
  304. }
  305. static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
  306. {
  307. ImGui::DestroyPlatformWindows();
  308. }
  309. //-----------------------------------------------------------------------------
  310. #if defined(__clang__)
  311. #pragma clang diagnostic pop
  312. #endif
  313. #endif // #ifndef IMGUI_DISABLE