imgui_impl_opengl2.cpp (13115B)
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 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 examples/ folder for examples of using this. 8 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 9 // Read online: https://github.com/ocornut/imgui/tree/master/docs 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 // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) 22 // 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. 23 // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. 24 // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. 25 // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. 26 // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. 27 // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. 28 // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. 29 // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. 30 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. 31 // 2017-09-01: OpenGL: Save and restore current polygon mode. 32 // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). 33 // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. 34 35 #include "imgui.h" 36 #include "imgui_impl_opengl2.h" 37 #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier 38 #include <stddef.h> // intptr_t 39 #else 40 #include <stdint.h> // intptr_t 41 #endif 42 43 // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling 44 #if defined(_WIN32) && !defined(APIENTRY) 45 #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. 46 #endif 47 #if defined(_WIN32) && !defined(WINGDIAPI) 48 #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this 49 #endif 50 #if defined(__APPLE__) 51 #define GL_SILENCE_DEPRECATION 52 #include <OpenGL/gl.h> 53 #else 54 #include <GL/gl.h> 55 #endif 56 57 // OpenGL Data 58 static GLuint g_FontTexture = 0; 59 60 // Functions 61 bool ImGui_ImplOpenGL2_Init() 62 { 63 // Setup backend capabilities flags 64 ImGuiIO& io = ImGui::GetIO(); 65 io.BackendRendererName = "imgui_impl_opengl2"; 66 return true; 67 } 68 69 void ImGui_ImplOpenGL2_Shutdown() 70 { 71 ImGui_ImplOpenGL2_DestroyDeviceObjects(); 72 } 73 74 void ImGui_ImplOpenGL2_NewFrame() 75 { 76 if (!g_FontTexture) 77 ImGui_ImplOpenGL2_CreateDeviceObjects(); 78 } 79 80 static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) 81 { 82 // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. 83 glEnable(GL_BLEND); 84 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 85 //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 86 glDisable(GL_CULL_FACE); 87 glDisable(GL_DEPTH_TEST); 88 glDisable(GL_STENCIL_TEST); 89 glDisable(GL_LIGHTING); 90 glDisable(GL_COLOR_MATERIAL); 91 glEnable(GL_SCISSOR_TEST); 92 glEnableClientState(GL_VERTEX_ARRAY); 93 glEnableClientState(GL_TEXTURE_COORD_ARRAY); 94 glEnableClientState(GL_COLOR_ARRAY); 95 glDisableClientState(GL_NORMAL_ARRAY); 96 glEnable(GL_TEXTURE_2D); 97 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 98 glShadeModel(GL_SMOOTH); 99 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 100 101 // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), 102 // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. 103 // (DO NOT MODIFY THIS FILE! Add the code in your calling function) 104 // GLint last_program; 105 // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); 106 // glUseProgram(0); 107 // ImGui_ImplOpenGL2_RenderDrawData(...); 108 // glUseProgram(last_program) 109 // There are potentially many more states you could need to clear/setup that we can't access from default headers. 110 // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). 111 112 // Setup viewport, orthographic projection matrix 113 // 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. 114 glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); 115 glMatrixMode(GL_PROJECTION); 116 glPushMatrix(); 117 glLoadIdentity(); 118 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); 119 glMatrixMode(GL_MODELVIEW); 120 glPushMatrix(); 121 glLoadIdentity(); 122 } 123 124 // OpenGL2 Render function. 125 // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. 126 // This is in order to be able to run within an OpenGL engine that doesn't do so. 127 void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) 128 { 129 // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) 130 int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); 131 int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); 132 if (fb_width == 0 || fb_height == 0) 133 return; 134 135 // Backup GL state 136 GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); 137 GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); 138 GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); 139 GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); 140 GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); 141 GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); 142 glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); 143 144 // Setup desired GL state 145 ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); 146 147 // Will project scissor/clipping rectangles into framebuffer space 148 ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports 149 ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) 150 151 // Render command lists 152 for (int n = 0; n < draw_data->CmdListsCount; n++) 153 { 154 const ImDrawList* cmd_list = draw_data->CmdLists[n]; 155 const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; 156 const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; 157 glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); 158 glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); 159 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); 160 161 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) 162 { 163 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; 164 if (pcmd->UserCallback) 165 { 166 // User callback, registered via ImDrawList::AddCallback() 167 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) 168 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) 169 ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); 170 else 171 pcmd->UserCallback(cmd_list, pcmd); 172 } 173 else 174 { 175 // Project scissor/clipping rectangles into framebuffer space 176 ImVec4 clip_rect; 177 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; 178 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; 179 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; 180 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; 181 182 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) 183 { 184 // Apply scissor/clipping rectangle 185 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)); 186 187 // Bind texture, Draw 188 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); 189 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); 190 } 191 } 192 idx_buffer += pcmd->ElemCount; 193 } 194 } 195 196 // Restore modified GL state 197 glDisableClientState(GL_COLOR_ARRAY); 198 glDisableClientState(GL_TEXTURE_COORD_ARRAY); 199 glDisableClientState(GL_VERTEX_ARRAY); 200 glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); 201 glMatrixMode(GL_MODELVIEW); 202 glPopMatrix(); 203 glMatrixMode(GL_PROJECTION); 204 glPopMatrix(); 205 glPopAttrib(); 206 glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); 207 glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); 208 glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); 209 glShadeModel(last_shade_model); 210 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); 211 } 212 213 bool ImGui_ImplOpenGL2_CreateFontsTexture() 214 { 215 // Build texture atlas 216 ImGuiIO& io = ImGui::GetIO(); 217 unsigned char* pixels; 218 int width, height; 219 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. 220 221 // Upload texture to graphics system 222 GLint last_texture; 223 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); 224 glGenTextures(1, &g_FontTexture); 225 glBindTexture(GL_TEXTURE_2D, g_FontTexture); 226 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 227 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 228 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); 229 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); 230 231 // Store our identifier 232 io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture); 233 234 // Restore state 235 glBindTexture(GL_TEXTURE_2D, last_texture); 236 237 return true; 238 } 239 240 void ImGui_ImplOpenGL2_DestroyFontsTexture() 241 { 242 if (g_FontTexture) 243 { 244 ImGuiIO& io = ImGui::GetIO(); 245 glDeleteTextures(1, &g_FontTexture); 246 io.Fonts->SetTexID(0); 247 g_FontTexture = 0; 248 } 249 } 250 251 bool ImGui_ImplOpenGL2_CreateDeviceObjects() 252 { 253 return ImGui_ImplOpenGL2_CreateFontsTexture(); 254 } 255 256 void ImGui_ImplOpenGL2_DestroyDeviceObjects() 257 { 258 ImGui_ImplOpenGL2_DestroyFontsTexture(); 259 }