cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

imgui_impl_opengl2.cpp (12251B)


      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
      4// Implemented features:
      5//  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
      6
      7// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
      8// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
      9// https://github.com/ocornut/imgui
     10
     11// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
     12// **Prefer using the code in imgui_impl_opengl3.cpp**
     13// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
     14// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
     15// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
     16// confuse your GPU driver.
     17// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
     18
     19// CHANGELOG
     20// (minor and older changes stripped away, please see git history for details)
     21//  2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
     22//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
     23//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
     24//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
     25//  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
     26//  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
     27//  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
     28//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
     29//  2017-09-01: OpenGL: Save and restore current polygon mode.
     30//  2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
     31//  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
     32
     33#include "imgui.h"
     34#include "imgui_impl_opengl2.h"
     35#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
     36#include <stddef.h>     // intptr_t
     37#else
     38#include <stdint.h>     // intptr_t
     39#endif
     40
     41// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
     42#if defined(_WIN32) && !defined(APIENTRY)
     43#define APIENTRY __stdcall                  // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
     44#endif
     45#if defined(_WIN32) && !defined(WINGDIAPI)
     46#define WINGDIAPI __declspec(dllimport)     // Some Windows OpenGL headers need this
     47#endif
     48#if defined(__APPLE__)
     49#define GL_SILENCE_DEPRECATION
     50#include <OpenGL/gl.h>
     51#else
     52#include <GL/gl.h>
     53#endif
     54
     55// OpenGL Data
     56static GLuint       g_FontTexture = 0;
     57
     58// Functions
     59bool    ImGui_ImplOpenGL2_Init()
     60{
     61    // Setup back-end capabilities flags
     62    ImGuiIO& io = ImGui::GetIO();
     63    io.BackendRendererName = "imgui_impl_opengl2";
     64    return true;
     65}
     66
     67void    ImGui_ImplOpenGL2_Shutdown()
     68{
     69    ImGui_ImplOpenGL2_DestroyDeviceObjects();
     70}
     71
     72void    ImGui_ImplOpenGL2_NewFrame()
     73{
     74    if (!g_FontTexture)
     75        ImGui_ImplOpenGL2_CreateDeviceObjects();
     76}
     77
     78static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
     79{
     80    // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
     81    glEnable(GL_BLEND);
     82    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     83    glDisable(GL_CULL_FACE);
     84    glDisable(GL_DEPTH_TEST);
     85    glDisable(GL_LIGHTING);
     86    glDisable(GL_COLOR_MATERIAL);
     87    glEnable(GL_SCISSOR_TEST);
     88    glEnableClientState(GL_VERTEX_ARRAY);
     89    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
     90    glEnableClientState(GL_COLOR_ARRAY);
     91    glEnable(GL_TEXTURE_2D);
     92    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
     93    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
     94
     95    // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
     96    // 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:
     97    //  GLint last_program;
     98    //  glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
     99    //  glUseProgram(0);
    100    //  ImGui_ImplOpenGL2_RenderDrawData(...);
    101    //  glUseProgram(last_program)
    102
    103    // Setup viewport, orthographic projection matrix
    104    // 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.
    105    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
    106    glMatrixMode(GL_PROJECTION);
    107    glPushMatrix();
    108    glLoadIdentity();
    109    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);
    110    glMatrixMode(GL_MODELVIEW);
    111    glPushMatrix();
    112    glLoadIdentity();
    113}
    114
    115// OpenGL2 Render function.
    116// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
    117// 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.
    118void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
    119{
    120    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
    121    int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
    122    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
    123    if (fb_width == 0 || fb_height == 0)
    124        return;
    125
    126    // Backup GL state
    127    GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    128    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
    129    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
    130    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
    131    GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
    132    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
    133
    134    // Setup desired GL state
    135    ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
    136
    137    // Will project scissor/clipping rectangles into framebuffer space
    138    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
    139    ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
    140
    141    // Render command lists
    142    for (int n = 0; n < draw_data->CmdListsCount; n++)
    143    {
    144        const ImDrawList* cmd_list = draw_data->CmdLists[n];
    145        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
    146        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
    147        glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
    148        glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
    149        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
    150
    151        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
    152        {
    153            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
    154            if (pcmd->UserCallback)
    155            {
    156                // User callback, registered via ImDrawList::AddCallback()
    157                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
    158                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
    159                    ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
    160                else
    161                    pcmd->UserCallback(cmd_list, pcmd);
    162            }
    163            else
    164            {
    165                // Project scissor/clipping rectangles into framebuffer space
    166                ImVec4 clip_rect;
    167                clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
    168                clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
    169                clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
    170                clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
    171
    172                if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
    173                {
    174                    // Apply scissor/clipping rectangle
    175                    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));
    176
    177                    // Bind texture, Draw
    178                    glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
    179                    glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
    180                }
    181            }
    182            idx_buffer += pcmd->ElemCount;
    183        }
    184    }
    185
    186    // Restore modified GL state
    187    glDisableClientState(GL_COLOR_ARRAY);
    188    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    189    glDisableClientState(GL_VERTEX_ARRAY);
    190    glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
    191    glMatrixMode(GL_MODELVIEW);
    192    glPopMatrix();
    193    glMatrixMode(GL_PROJECTION);
    194    glPopMatrix();
    195    glPopAttrib();
    196    glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
    197    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
    198    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
    199    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
    200}
    201
    202bool ImGui_ImplOpenGL2_CreateFontsTexture()
    203{
    204    // Build texture atlas
    205    ImGuiIO& io = ImGui::GetIO();
    206    unsigned char* pixels;
    207    int width, height;
    208    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.
    209
    210    // Upload texture to graphics system
    211    GLint last_texture;
    212    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
    213    glGenTextures(1, &g_FontTexture);
    214    glBindTexture(GL_TEXTURE_2D, g_FontTexture);
    215    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    216    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    217    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
    218    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    219
    220    // Store our identifier
    221    io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
    222
    223    // Restore state
    224    glBindTexture(GL_TEXTURE_2D, last_texture);
    225
    226    return true;
    227}
    228
    229void ImGui_ImplOpenGL2_DestroyFontsTexture()
    230{
    231    if (g_FontTexture)
    232    {
    233        ImGuiIO& io = ImGui::GetIO();
    234        glDeleteTextures(1, &g_FontTexture);
    235        io.Fonts->TexID = 0;
    236        g_FontTexture = 0;
    237    }
    238}
    239
    240bool    ImGui_ImplOpenGL2_CreateDeviceObjects()
    241{
    242    return ImGui_ImplOpenGL2_CreateFontsTexture();
    243}
    244
    245void    ImGui_ImplOpenGL2_DestroyDeviceObjects()
    246{
    247    ImGui_ImplOpenGL2_DestroyFontsTexture();
    248}