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}