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- // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
- // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
- // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
- // Missing features or Issues:
- // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
- // **Prefer using the code in imgui_impl_opengl3.cpp**
- // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
- // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
- // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
- // confuse your GPU driver.
- // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
- // 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
- // 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
- // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
- // 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.
- // 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).
- // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
- // 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.
- // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
- // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
- // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
- // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
- // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
- // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
- // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
- // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
- // 2017-09-01: OpenGL: Save and restore current polygon mode.
- // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
- // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
- #include "imgui.h"
- #ifndef IMGUI_DISABLE
- #include "imgui_impl_opengl2.h"
- #include <stdint.h> // intptr_t
- // Clang/GCC warnings with -Weverything
- #if defined(__clang__)
- #pragma clang diagnostic push
- #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
- #pragma clang diagnostic ignored "-Wnonportable-system-include-path"
- #endif
- // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
- #if defined(_WIN32) && !defined(APIENTRY)
- #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
- #endif
- #if defined(_WIN32) && !defined(WINGDIAPI)
- #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
- #endif
- #if defined(__APPLE__)
- #define GL_SILENCE_DEPRECATION
- #include <OpenGL/gl.h>
- #else
- #include <GL/gl.h>
- #endif
- // [Debugging]
- //#define IMGUI_IMPL_OPENGL_DEBUG
- #ifdef IMGUI_IMPL_OPENGL_DEBUG
- #include <stdio.h>
- #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
- #else
- #define GL_CALL(_CALL) _CALL // Call without error check
- #endif
- // OpenGL data
- struct ImGui_ImplOpenGL2_Data
- {
- ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
- };
- // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
- }
- // Functions
- bool ImGui_ImplOpenGL2_Init()
- {
- ImGuiIO& io = ImGui::GetIO();
- IMGUI_CHECKVERSION();
- IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
- // Setup backend capabilities flags
- ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_opengl2";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
- return true;
- }
- void ImGui_ImplOpenGL2_Shutdown()
- {
- ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
- IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplOpenGL2_DestroyDeviceObjects();
- io.BackendRendererName = nullptr;
- io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
- IM_DELETE(bd);
- }
- void ImGui_ImplOpenGL2_NewFrame()
- {
- ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
- IM_UNUSED(bd);
- }
- static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
- {
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- //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
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glEnable(GL_SCISSOR_TEST);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- glEnable(GL_TEXTURE_2D);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glShadeModel(GL_SMOOTH);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
- // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
- // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
- // GLint last_program;
- // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- // glUseProgram(0);
- // ImGui_ImplOpenGL2_RenderDrawData(...);
- // glUseProgram(last_program)
- // There are potentially many more states you could need to clear/setup that we can't access from default headers.
- // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
- // Setup viewport, orthographic projection matrix
- // 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.
- GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- 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);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- }
- // OpenGL2 Render function.
- // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
- // This is in order to be able to run within an OpenGL engine that doesn't do so.
- void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
- {
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
- // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
- // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
- if (draw_data->Textures != nullptr)
- for (ImTextureData* tex : *draw_data->Textures)
- if (tex->Status != ImTextureStatus_OK)
- ImGui_ImplOpenGL2_UpdateTexture(tex);
- // Backup GL state
- GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
- GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
- GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
- GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
- GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
- glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
- // Setup desired GL state
- ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
- // Will project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
- ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
- // Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* draw_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
- const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
- for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- // User callback, registered via ImDrawList::AddCallback()
- // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
- if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
- else
- pcmd->UserCallback(draw_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
- ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
- if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
- continue;
- // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
- 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));
- // Bind texture, Draw
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
- }
- }
- }
- // Restore modified GL state
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
- glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
- glShadeModel(last_shade_model);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
- }
- void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
- {
- if (tex->Status == ImTextureStatus_WantCreate)
- {
- // Create and upload new texture to graphics system
- //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
- IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
- IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
- const void* pixels = tex->GetPixels();
- GLuint gl_texture_id = 0;
- // Upload texture to graphics system
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- GLint last_texture;
- GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
- GL_CALL(glGenTextures(1, &gl_texture_id));
- GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
- GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
- GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
- // Store identifiers
- tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
- tex->SetStatus(ImTextureStatus_OK);
- // Restore state
- GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
- }
- else if (tex->Status == ImTextureStatus_WantUpdates)
- {
- // Update selected blocks. We only ever write to textures regions which have never been used before!
- // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
- GLint last_texture;
- GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
- GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
- GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
- GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
- for (ImTextureRect& r : tex->Updates)
- 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)));
- GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
- GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
- tex->SetStatus(ImTextureStatus_OK);
- }
- else if (tex->Status == ImTextureStatus_WantDestroy)
- {
- GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
- glDeleteTextures(1, &gl_tex_id);
- // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
- tex->SetTexID(ImTextureID_Invalid);
- tex->SetStatus(ImTextureStatus_Destroyed);
- }
- }
- bool ImGui_ImplOpenGL2_CreateDeviceObjects()
- {
- return true;
- }
- void ImGui_ImplOpenGL2_DestroyDeviceObjects()
- {
- for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
- if (tex->RefCount == 1)
- {
- tex->SetStatus(ImTextureStatus_WantDestroy);
- ImGui_ImplOpenGL2_UpdateTexture(tex);
- }
- }
- //-----------------------------------------------------------------------------
- #if defined(__clang__)
- #pragma clang diagnostic pop
- #endif
- #endif // #ifndef IMGUI_DISABLE
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