imgui_impl_opengl2.cpp 14 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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  6. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  7. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  8. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  9. // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
  10. // **Prefer using the code in imgui_impl_opengl3.cpp**
  11. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
  12. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
  13. // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
  14. // confuse your GPU driver.
  15. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 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).
  19. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  20. // 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.
  21. // 2020-01-23: OpenGL: 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. #include "imgui.h"
  33. #include "imgui_impl_opengl2.h"
  34. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  35. #include <stddef.h> // intptr_t
  36. #else
  37. #include <stdint.h> // intptr_t
  38. #endif
  39. // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
  40. #if defined(_WIN32) && !defined(APIENTRY)
  41. #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
  42. #endif
  43. #if defined(_WIN32) && !defined(WINGDIAPI)
  44. #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
  45. #endif
  46. #if defined(__APPLE__)
  47. #define GL_SILENCE_DEPRECATION
  48. #include <OpenGL/gl.h>
  49. #else
  50. #include <GL/gl.h>
  51. #endif
  52. struct ImGui_ImplOpenGL2_Data
  53. {
  54. GLuint FontTexture;
  55. ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
  56. };
  57. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  58. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  59. static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
  60. {
  61. return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  62. }
  63. // Functions
  64. bool ImGui_ImplOpenGL2_Init()
  65. {
  66. ImGuiIO& io = ImGui::GetIO();
  67. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  68. // Setup backend capabilities flags
  69. ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
  70. io.BackendRendererUserData = (void*)bd;
  71. io.BackendRendererName = "imgui_impl_opengl2";
  72. return true;
  73. }
  74. void ImGui_ImplOpenGL2_Shutdown()
  75. {
  76. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  77. IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
  78. ImGuiIO& io = ImGui::GetIO();
  79. ImGui_ImplOpenGL2_DestroyDeviceObjects();
  80. io.BackendRendererName = NULL;
  81. io.BackendRendererUserData = NULL;
  82. IM_DELETE(bd);
  83. }
  84. void ImGui_ImplOpenGL2_NewFrame()
  85. {
  86. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  87. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
  88. if (!bd->FontTexture)
  89. ImGui_ImplOpenGL2_CreateDeviceObjects();
  90. }
  91. static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
  92. {
  93. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
  94. glEnable(GL_BLEND);
  95. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  96. //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
  97. glDisable(GL_CULL_FACE);
  98. glDisable(GL_DEPTH_TEST);
  99. glDisable(GL_STENCIL_TEST);
  100. glDisable(GL_LIGHTING);
  101. glDisable(GL_COLOR_MATERIAL);
  102. glEnable(GL_SCISSOR_TEST);
  103. glEnableClientState(GL_VERTEX_ARRAY);
  104. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  105. glEnableClientState(GL_COLOR_ARRAY);
  106. glDisableClientState(GL_NORMAL_ARRAY);
  107. glEnable(GL_TEXTURE_2D);
  108. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  109. glShadeModel(GL_SMOOTH);
  110. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  111. // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
  112. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
  113. // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
  114. // GLint last_program;
  115. // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  116. // glUseProgram(0);
  117. // ImGui_ImplOpenGL2_RenderDrawData(...);
  118. // glUseProgram(last_program)
  119. // There are potentially many more states you could need to clear/setup that we can't access from default headers.
  120. // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
  121. // Setup viewport, orthographic projection matrix
  122. // 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.
  123. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  124. glMatrixMode(GL_PROJECTION);
  125. glPushMatrix();
  126. glLoadIdentity();
  127. 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);
  128. glMatrixMode(GL_MODELVIEW);
  129. glPushMatrix();
  130. glLoadIdentity();
  131. }
  132. // OpenGL2 Render function.
  133. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
  134. // This is in order to be able to run within an OpenGL engine that doesn't do so.
  135. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
  136. {
  137. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  138. int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  139. int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  140. if (fb_width == 0 || fb_height == 0)
  141. return;
  142. // Backup GL state
  143. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  144. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  145. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  146. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  147. GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
  148. GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
  149. glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
  150. // Setup desired GL state
  151. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  152. // Will project scissor/clipping rectangles into framebuffer space
  153. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  154. ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
  155. // Render command lists
  156. for (int n = 0; n < draw_data->CmdListsCount; n++)
  157. {
  158. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  159. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  160. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  161. glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
  162. glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
  163. glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
  164. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  165. {
  166. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  167. if (pcmd->UserCallback)
  168. {
  169. // User callback, registered via ImDrawList::AddCallback()
  170. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  171. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  172. ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
  173. else
  174. pcmd->UserCallback(cmd_list, pcmd);
  175. }
  176. else
  177. {
  178. // Project scissor/clipping rectangles into framebuffer space
  179. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  180. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  181. if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
  182. continue;
  183. // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
  184. glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
  185. // Bind texture, Draw
  186. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
  187. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
  188. }
  189. idx_buffer += pcmd->ElemCount;
  190. }
  191. }
  192. // Restore modified GL state
  193. glDisableClientState(GL_COLOR_ARRAY);
  194. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  195. glDisableClientState(GL_VERTEX_ARRAY);
  196. glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
  197. glMatrixMode(GL_MODELVIEW);
  198. glPopMatrix();
  199. glMatrixMode(GL_PROJECTION);
  200. glPopMatrix();
  201. glPopAttrib();
  202. glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
  203. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  204. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  205. glShadeModel(last_shade_model);
  206. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
  207. }
  208. bool ImGui_ImplOpenGL2_CreateFontsTexture()
  209. {
  210. // Build texture atlas
  211. ImGuiIO& io = ImGui::GetIO();
  212. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  213. unsigned char* pixels;
  214. int width, height;
  215. 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.
  216. // Upload texture to graphics system
  217. GLint last_texture;
  218. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  219. glGenTextures(1, &bd->FontTexture);
  220. glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
  221. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  222. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  223. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  224. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  225. // Store our identifier
  226. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  227. // Restore state
  228. glBindTexture(GL_TEXTURE_2D, last_texture);
  229. return true;
  230. }
  231. void ImGui_ImplOpenGL2_DestroyFontsTexture()
  232. {
  233. ImGuiIO& io = ImGui::GetIO();
  234. ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
  235. if (bd->FontTexture)
  236. {
  237. glDeleteTextures(1, &bd->FontTexture);
  238. io.Fonts->SetTexID(0);
  239. bd->FontTexture = 0;
  240. }
  241. }
  242. bool ImGui_ImplOpenGL2_CreateDeviceObjects()
  243. {
  244. return ImGui_ImplOpenGL2_CreateFontsTexture();
  245. }
  246. void ImGui_ImplOpenGL2_DestroyDeviceObjects()
  247. {
  248. ImGui_ImplOpenGL2_DestroyFontsTexture();
  249. }