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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 | + |
| 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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 8 | +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 9 | +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
| 10 | +// Read online: https://github.com/ocornut/imgui/tree/master/docs |
| 11 | + |
| 12 | +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
| 13 | +// **Prefer using the code in imgui_impl_opengl3.cpp** |
| 14 | +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. |
| 15 | +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more |
| 16 | +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might |
| 17 | +// confuse your GPU driver. |
| 18 | +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. |
| 19 | + |
| 20 | +// CHANGELOG |
| 21 | +// (minor and older changes stripped away, please see git history for details) |
| 22 | +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
| 23 | +// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. |
| 24 | +// 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). |
| 25 | +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
| 26 | +// 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. |
| 27 | +// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. |
| 28 | +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
| 29 | +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. |
| 30 | +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
| 31 | +// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. |
| 32 | +// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. |
| 33 | +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. |
| 34 | +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. |
| 35 | +// 2017-09-01: OpenGL: Save and restore current polygon walkMode. |
| 36 | +// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). |
| 37 | +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. |
| 38 | + |
| 39 | +#include "imgui.h" |
| 40 | +#include "imgui_impl_opengl2.h" |
| 41 | +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier |
| 42 | +#include <stddef.h> // intptr_t |
| 43 | +#else |
| 44 | +#include <stdint.h> // intptr_t |
| 45 | +#endif |
| 46 | + |
| 47 | +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling |
| 48 | +#if defined(_WIN32) && !defined(APIENTRY) |
| 49 | +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. |
| 50 | +#endif |
| 51 | +#if defined(_WIN32) && !defined(WINGDIAPI) |
| 52 | +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this |
| 53 | +#endif |
| 54 | +#if defined(__APPLE__) |
| 55 | +#define GL_SILENCE_DEPRECATION |
| 56 | +#include <OpenGL/gl.h> |
| 57 | +#else |
| 58 | +#include <GL/gl.h> |
| 59 | +#endif |
| 60 | + |
| 61 | +struct ImGui_ImplOpenGL2_Data |
| 62 | +{ |
| 63 | + GLuint FontTexture; |
| 64 | + |
| 65 | + ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } |
| 66 | +}; |
| 67 | + |
| 68 | +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
| 69 | +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| 70 | +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { |
| 71 | + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
| 72 | +} |
| 73 | + |
| 74 | +// Functions |
| 75 | +bool ImGui_ImplOpenGL2_Init() { |
| 76 | + ImGuiIO& io = ImGui::GetIO(); |
| 77 | + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
| 78 | + |
| 79 | + // Setup backend capabilities flags |
| 80 | + ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); |
| 81 | + io.BackendRendererUserData = (void*)bd; |
| 82 | + io.BackendRendererName = "imgui_impl_opengl2"; |
| 83 | + |
| 84 | + return true; |
| 85 | +} |
| 86 | + |
| 87 | +void ImGui_ImplOpenGL2_Shutdown() { |
| 88 | + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); |
| 89 | + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
| 90 | + ImGuiIO& io = ImGui::GetIO(); |
| 91 | + |
| 92 | + ImGui_ImplOpenGL2_DestroyDeviceObjects(); |
| 93 | + io.BackendRendererName = nullptr; |
| 94 | + io.BackendRendererUserData = nullptr; |
| 95 | + IM_DELETE(bd); |
| 96 | +} |
| 97 | + |
| 98 | +void ImGui_ImplOpenGL2_NewFrame() { |
| 99 | + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); |
| 100 | + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); |
| 101 | + |
| 102 | + if (!bd->FontTexture) |
| 103 | + ImGui_ImplOpenGL2_CreateDeviceObjects(); |
| 104 | +} |
| 105 | + |
| 106 | +static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) { |
| 107 | + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. |
| 108 | + glEnable(GL_BLEND); |
| 109 | + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| 110 | + //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 |
| 111 | + glDisable(GL_CULL_FACE); |
| 112 | + glDisable(GL_DEPTH_TEST); |
| 113 | + glDisable(GL_STENCIL_TEST); |
| 114 | + glDisable(GL_LIGHTING); |
| 115 | + glDisable(GL_COLOR_MATERIAL); |
| 116 | + glEnable(GL_SCISSOR_TEST); |
| 117 | + glEnableClientState(GL_VERTEX_ARRAY); |
| 118 | + glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| 119 | + glEnableClientState(GL_COLOR_ARRAY); |
| 120 | + glDisableClientState(GL_NORMAL_ARRAY); |
| 121 | + glEnable(GL_TEXTURE_2D); |
| 122 | + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| 123 | + glShadeModel(GL_SMOOTH); |
| 124 | + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| 125 | + |
| 126 | + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), |
| 127 | + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. |
| 128 | + // (DO NOT MODIFY THIS FILE! Add the code in your calling function) |
| 129 | + // GLint last_program; |
| 130 | + // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); |
| 131 | + // glUseProgram(0); |
| 132 | + // ImGui_ImplOpenGL2_RenderDrawData(...); |
| 133 | + // glUseProgram(last_program) |
| 134 | + // There are potentially many more states you could need to clear/setup that we can't access from default headers. |
| 135 | + // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). |
| 136 | + |
| 137 | + // Setup viewport, orthographic projection matrix |
| 138 | + // 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. |
| 139 | + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); |
| 140 | + glMatrixMode(GL_PROJECTION); |
| 141 | + glPushMatrix(); |
| 142 | + glLoadIdentity(); |
| 143 | + 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); |
| 144 | + glMatrixMode(GL_MODELVIEW); |
| 145 | + glPushMatrix(); |
| 146 | + glLoadIdentity(); |
| 147 | +} |
| 148 | + |
| 149 | +// OpenGL2 Render function. |
| 150 | +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. |
| 151 | +// This is in order to be able to run within an OpenGL engine that doesn't do so. |
| 152 | +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) { |
| 153 | + if (!draw_data->Valid) |
| 154 | + return; |
| 155 | + |
| 156 | + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
| 157 | + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); |
| 158 | + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); |
| 159 | + if (fb_width == 0 || fb_height == 0) |
| 160 | + return; |
| 161 | + |
| 162 | + // Backup GL state |
| 163 | + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| 164 | + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); |
| 165 | + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
| 166 | + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); |
| 167 | + GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); |
| 168 | + GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); |
| 169 | + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
| 170 | + |
| 171 | + // Setup desired GL state |
| 172 | + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); |
| 173 | + |
| 174 | + // Will project scissor/clipping rectangles into framebuffer space |
| 175 | + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports |
| 176 | + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) |
| 177 | + |
| 178 | + // Render command lists |
| 179 | + for (int n = 0; n < draw_data->CmdListsCount; n++) |
| 180 | + { |
| 181 | + const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| 182 | + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; |
| 183 | + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
| 184 | + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); |
| 185 | + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); |
| 186 | + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); |
| 187 | + |
| 188 | + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
| 189 | + { |
| 190 | + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
| 191 | + if (pcmd->UserCallback) |
| 192 | + { |
| 193 | + // User callback, registered via ImDrawList::AddCallback() |
| 194 | + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
| 195 | + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
| 196 | + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); |
| 197 | + else |
| 198 | + pcmd->UserCallback(cmd_list, pcmd); |
| 199 | + } |
| 200 | + else |
| 201 | + { |
| 202 | + // Project scissor/clipping rectangles into framebuffer space |
| 203 | + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
| 204 | + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
| 205 | + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
| 206 | + continue; |
| 207 | + |
| 208 | + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) |
| 209 | + 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)); |
| 210 | + |
| 211 | + // Bind texture, Draw |
| 212 | + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); |
| 213 | + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); |
| 214 | + } |
| 215 | + } |
| 216 | + } |
| 217 | + |
| 218 | + // Restore modified GL state |
| 219 | + glDisableClientState(GL_COLOR_ARRAY); |
| 220 | + glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| 221 | + glDisableClientState(GL_VERTEX_ARRAY); |
| 222 | + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); |
| 223 | + glMatrixMode(GL_MODELVIEW); |
| 224 | + glPopMatrix(); |
| 225 | + glMatrixMode(GL_PROJECTION); |
| 226 | + glPopMatrix(); |
| 227 | + glPopAttrib(); |
| 228 | + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); |
| 229 | + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); |
| 230 | + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); |
| 231 | + glShadeModel(last_shade_model); |
| 232 | + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); |
| 233 | +} |
| 234 | + |
| 235 | +bool ImGui_ImplOpenGL2_CreateFontsTexture() { |
| 236 | + // Build texture atlas |
| 237 | + ImGuiIO& io = ImGui::GetIO(); |
| 238 | + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); |
| 239 | + unsigned char* pixels; |
| 240 | + int width, height; |
| 241 | + 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. |
| 242 | + |
| 243 | + // Upload texture to graphics system |
| 244 | + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) |
| 245 | + GLint last_texture; |
| 246 | + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
| 247 | + glGenTextures(1, &bd->FontTexture); |
| 248 | + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); |
| 249 | + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 250 | + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 251 | + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| 252 | + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| 253 | + |
| 254 | + // Store our identifier |
| 255 | + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); |
| 256 | + |
| 257 | + // Restore state |
| 258 | + glBindTexture(GL_TEXTURE_2D, last_texture); |
| 259 | + |
| 260 | + return true; |
| 261 | +} |
| 262 | + |
| 263 | +void ImGui_ImplOpenGL2_DestroyFontsTexture() { |
| 264 | + ImGuiIO& io = ImGui::GetIO(); |
| 265 | + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); |
| 266 | + if (bd->FontTexture) |
| 267 | + { |
| 268 | + glDeleteTextures(1, &bd->FontTexture); |
| 269 | + io.Fonts->SetTexID(0); |
| 270 | + bd->FontTexture = 0; |
| 271 | + } |
| 272 | +} |
| 273 | + |
| 274 | +bool ImGui_ImplOpenGL2_CreateDeviceObjects() { |
| 275 | + return ImGui_ImplOpenGL2_CreateFontsTexture(); |
| 276 | +} |
| 277 | + |
| 278 | +void ImGui_ImplOpenGL2_DestroyDeviceObjects() { |
| 279 | + ImGui_ImplOpenGL2_DestroyFontsTexture(); |
| 280 | +} |
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