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248 lines
12 KiB
248 lines
12 KiB
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) |
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) |
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// Implemented features: |
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** |
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// **Prefer using the code in imgui_impl_opengl3.cpp** |
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. |
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more |
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might |
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// confuse your GPU driver. |
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. |
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// CHANGELOG |
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// (minor and older changes stripped away, please see git history for details) |
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// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. |
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. |
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
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// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. |
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// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. |
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. |
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. |
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// 2017-09-01: OpenGL: Save and restore current polygon mode. |
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// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). |
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. |
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#include "imgui.h" |
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#include "imgui_impl_opengl2.h" |
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier |
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#include <stddef.h> // intptr_t |
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#else |
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#include <stdint.h> // intptr_t |
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#endif |
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// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling |
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#if defined(_WIN32) && !defined(APIENTRY) |
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#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. |
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#endif |
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#if defined(_WIN32) && !defined(WINGDIAPI) |
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#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this |
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#endif |
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#if defined(__APPLE__) |
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#define GL_SILENCE_DEPRECATION |
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#include <OpenGL/gl.h> |
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#else |
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#include <GL/gl.h> |
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#endif |
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// OpenGL Data |
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static GLuint g_FontTexture = 0; |
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// Functions |
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bool ImGui_ImplOpenGL2_Init() |
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{ |
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// Setup backend capabilities flags |
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ImGuiIO& io = ImGui::GetIO(); |
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io.BackendRendererName = "imgui_impl_opengl2"; |
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return true; |
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} |
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void ImGui_ImplOpenGL2_Shutdown() |
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{ |
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ImGui_ImplOpenGL2_DestroyDeviceObjects(); |
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} |
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void ImGui_ImplOpenGL2_NewFrame() |
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{ |
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if (!g_FontTexture) |
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ImGui_ImplOpenGL2_CreateDeviceObjects(); |
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} |
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static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) |
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{ |
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_DEPTH_TEST); |
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glDisable(GL_LIGHTING); |
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glDisable(GL_COLOR_MATERIAL); |
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glEnable(GL_SCISSOR_TEST); |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glEnable(GL_TEXTURE_2D); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), |
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// 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: |
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// GLint last_program; |
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// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); |
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// glUseProgram(0); |
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// ImGui_ImplOpenGL2_RenderDrawData(...); |
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// glUseProgram(last_program) |
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// Setup viewport, orthographic projection matrix |
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// 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. |
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); |
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glMatrixMode(GL_PROJECTION); |
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glPushMatrix(); |
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glLoadIdentity(); |
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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); |
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glMatrixMode(GL_MODELVIEW); |
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glPushMatrix(); |
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glLoadIdentity(); |
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} |
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// OpenGL2 Render function. |
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. |
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// This is in order to be able to run within an OpenGL engine that doesn't do so. |
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void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) |
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{ |
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); |
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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// Backup GL state |
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); |
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); |
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GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); |
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
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// Setup desired GL state |
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); |
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// Will project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports |
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) |
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// Render command lists |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; |
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); |
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); |
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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// User callback, registered via ImDrawList::AddCallback() |
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); |
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else |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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// Project scissor/clipping rectangles into framebuffer space |
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ImVec4 clip_rect; |
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; |
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; |
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; |
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; |
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) |
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{ |
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// Apply scissor/clipping rectangle |
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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)); |
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// Bind texture, Draw |
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); |
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} |
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} |
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idx_buffer += pcmd->ElemCount; |
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} |
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} |
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// Restore modified GL state |
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glDisableClientState(GL_COLOR_ARRAY); |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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glDisableClientState(GL_VERTEX_ARRAY); |
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); |
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glMatrixMode(GL_MODELVIEW); |
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glPopMatrix(); |
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glMatrixMode(GL_PROJECTION); |
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glPopMatrix(); |
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glPopAttrib(); |
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glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); |
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); |
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); |
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} |
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bool ImGui_ImplOpenGL2_CreateFontsTexture() |
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{ |
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// Build texture atlas |
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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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. |
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// Upload texture to graphics system |
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GLint last_texture; |
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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glGenTextures(1, &g_FontTexture); |
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glBindTexture(GL_TEXTURE_2D, g_FontTexture); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
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// Store our identifier |
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io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; |
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// Restore state |
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glBindTexture(GL_TEXTURE_2D, last_texture); |
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return true; |
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} |
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void ImGui_ImplOpenGL2_DestroyFontsTexture() |
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{ |
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if (g_FontTexture) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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glDeleteTextures(1, &g_FontTexture); |
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io.Fonts->TexID = 0; |
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g_FontTexture = 0; |
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} |
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} |
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bool ImGui_ImplOpenGL2_CreateDeviceObjects() |
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{ |
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return ImGui_ImplOpenGL2_CreateFontsTexture(); |
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} |
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void ImGui_ImplOpenGL2_DestroyDeviceObjects() |
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{ |
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ImGui_ImplOpenGL2_DestroyFontsTexture(); |
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}
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