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							283 lines
						
					
					
						
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				| // dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline) | |
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | |
|  | |
| // Implemented features: | |
| //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | |
| //  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | |
|  | |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. | |
| // https://github.com/ocornut/imgui | |
|  | |
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** | |
| // **Prefer using the code in imgui_impl_opengl3.cpp** | |
| // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. | |
| // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more | |
| // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might | |
| // confuse your GPU driver. | |
| // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. | |
|  | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. | |
| //  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. | |
| //  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. | |
| //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. | |
| //  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. | |
| //  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. | |
| //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. | |
| //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. | |
| //  2017-09-01: OpenGL: Save and restore current polygon mode. | |
| //  2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). | |
| //  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_opengl2.h" | |
| #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier | |
| #include <stddef.h>     // intptr_t | |
| #else | |
| #include <stdint.h>     // intptr_t | |
| #endif | |
|  | |
| // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling | |
| #if defined(_WIN32) && !defined(APIENTRY) | |
| #define APIENTRY __stdcall                  // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms.  Additionally, the Windows OpenGL header needs APIENTRY. | |
| #endif | |
| #if defined(_WIN32) && !defined(WINGDIAPI) | |
| #define WINGDIAPI __declspec(dllimport)     // Some Windows OpenGL headers need this | |
| #endif | |
| #if defined(__APPLE__) | |
| #define GL_SILENCE_DEPRECATION | |
| #include <OpenGL/gl.h> | |
| #else | |
| #include <GL/gl.h> | |
| #endif | |
|  | |
| // OpenGL Data | |
| static GLuint       g_FontTexture = 0; | |
| 
 | |
| // Forward Declarations | |
| static void ImGui_ImplOpenGL2_InitPlatformInterface(); | |
| static void ImGui_ImplOpenGL2_ShutdownPlatformInterface(); | |
| 
 | |
| // Functions | |
| bool    ImGui_ImplOpenGL2_Init() | |
| { | |
|     // Setup back-end capabilities flags | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.BackendRendererName = "imgui_impl_opengl2"; | |
|     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional) | |
|  | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         ImGui_ImplOpenGL2_InitPlatformInterface(); | |
|     return true; | |
| } | |
| 
 | |
| void    ImGui_ImplOpenGL2_Shutdown() | |
| { | |
|     ImGui_ImplOpenGL2_ShutdownPlatformInterface(); | |
|     ImGui_ImplOpenGL2_DestroyDeviceObjects(); | |
| } | |
| 
 | |
| void    ImGui_ImplOpenGL2_NewFrame() | |
| { | |
|     if (!g_FontTexture) | |
|         ImGui_ImplOpenGL2_CreateDeviceObjects(); | |
| } | |
| 
 | |
| static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) | |
| { | |
|     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. | |
|     glEnable(GL_BLEND); | |
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
|     glDisable(GL_CULL_FACE); | |
|     glDisable(GL_DEPTH_TEST); | |
|     glDisable(GL_LIGHTING); | |
|     glDisable(GL_COLOR_MATERIAL); | |
|     glEnable(GL_SCISSOR_TEST); | |
|     glEnableClientState(GL_VERTEX_ARRAY); | |
|     glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |
|     glEnableClientState(GL_COLOR_ARRAY); | |
|     glEnable(GL_TEXTURE_2D); | |
|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
| 
 | |
|     // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), | |
|     // 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: | |
|     //  GLint last_program; | |
|     //  glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); | |
|     //  glUseProgram(0); | |
|     //  ImGui_ImplOpenGL2_RenderDrawData(...); | |
|     //  glUseProgram(last_program) | |
|  | |
|     // Setup viewport, orthographic projection matrix | |
|     // 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. | |
|     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); | |
|     glMatrixMode(GL_PROJECTION); | |
|     glPushMatrix(); | |
|     glLoadIdentity(); | |
|     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); | |
|     glMatrixMode(GL_MODELVIEW); | |
|     glPushMatrix(); | |
|     glLoadIdentity(); | |
| } | |
| 
 | |
| // OpenGL2 Render function. | |
| // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) | |
| // 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. | |
| void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) | |
| { | |
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | |
|     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); | |
|     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); | |
|     if (fb_width == 0 || fb_height == 0) | |
|         return; | |
| 
 | |
|     // Backup GL state | |
|     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | |
|     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); | |
|     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); | |
|     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); | |
|     glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); | |
| 
 | |
|     // Setup desired GL state | |
|     ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); | |
| 
 | |
|     // Will project scissor/clipping rectangles into framebuffer space | |
|     ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports | |
|     ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) | |
|  | |
|     // Render command lists | |
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | |
|     { | |
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | |
|         const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; | |
|         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; | |
|         glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); | |
|         glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); | |
|         glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); | |
| 
 | |
|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | |
|         { | |
|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | |
|             if (pcmd->UserCallback) | |
|             { | |
|                 // User callback, registered via ImDrawList::AddCallback() | |
|                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) | |
|                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | |
|                     ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); | |
|                 else | |
|                     pcmd->UserCallback(cmd_list, pcmd); | |
|             } | |
|             else | |
|             { | |
|                 // Project scissor/clipping rectangles into framebuffer space | |
|                 ImVec4 clip_rect; | |
|                 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; | |
|                 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; | |
|                 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; | |
|                 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; | |
| 
 | |
|                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) | |
|                 { | |
|                     // Apply scissor/clipping rectangle | |
|                     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)); | |
| 
 | |
|                     // Bind texture, Draw | |
|                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | |
|                     glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer); | |
|                 } | |
|             } | |
|             idx_buffer += pcmd->ElemCount; | |
|         } | |
|     } | |
| 
 | |
|     // Restore modified GL state | |
|     glDisableClientState(GL_COLOR_ARRAY); | |
|     glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |
|     glDisableClientState(GL_VERTEX_ARRAY); | |
|     glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); | |
|     glMatrixMode(GL_MODELVIEW); | |
|     glPopMatrix(); | |
|     glMatrixMode(GL_PROJECTION); | |
|     glPopMatrix(); | |
|     glPopAttrib(); | |
|     glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); | |
|     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); | |
|     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); | |
| } | |
| 
 | |
| bool ImGui_ImplOpenGL2_CreateFontsTexture() | |
| { | |
|     // Build texture atlas | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     unsigned char* pixels; | |
|     int width, height; | |
|     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bits (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. | |
|  | |
|     // Upload texture to graphics system | |
|     GLint last_texture; | |
|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | |
|     glGenTextures(1, &g_FontTexture); | |
|     glBindTexture(GL_TEXTURE_2D, g_FontTexture); | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
|     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
|     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | |
|     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | |
| 
 | |
|     // Store our identifier | |
|     io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; | |
| 
 | |
|     // Restore state | |
|     glBindTexture(GL_TEXTURE_2D, last_texture); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplOpenGL2_DestroyFontsTexture() | |
| { | |
|     if (g_FontTexture) | |
|     { | |
|         ImGuiIO& io = ImGui::GetIO(); | |
|         glDeleteTextures(1, &g_FontTexture); | |
|         io.Fonts->TexID = 0; | |
|         g_FontTexture = 0; | |
|     } | |
| } | |
| 
 | |
| bool    ImGui_ImplOpenGL2_CreateDeviceObjects() | |
| { | |
|     return ImGui_ImplOpenGL2_CreateFontsTexture(); | |
| } | |
| 
 | |
| void    ImGui_ImplOpenGL2_DestroyDeviceObjects() | |
| { | |
|     ImGui_ImplOpenGL2_DestroyFontsTexture(); | |
| } | |
| 
 | |
| //-------------------------------------------------------------------------------------------------------- | |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT | |
| // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. | |
| // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. | |
| //-------------------------------------------------------------------------------------------------------- | |
|  | |
| static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) | |
| { | |
|     if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) | |
|     { | |
|         ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); | |
|         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); | |
|         glClear(GL_COLOR_BUFFER_BIT); | |
|     } | |
|     ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); | |
| } | |
| 
 | |
| static void ImGui_ImplOpenGL2_InitPlatformInterface() | |
| { | |
|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
|     platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; | |
| } | |
| 
 | |
| static void ImGui_ImplOpenGL2_ShutdownPlatformInterface() | |
| { | |
|     ImGui::DestroyPlatformWindows(); | |
| }
 | |
| 
 |