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174 lines
7.4 KiB
174 lines
7.4 KiB
// **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 the opengl3_example/ folder** |
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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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#include "imgui.h" |
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#include "imgui_impl_opengl2.h" |
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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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#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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// 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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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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// OpenGL2 Render function. |
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) |
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// 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. |
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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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ImGuiIO& io = ImGui::GetIO(); |
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int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x); |
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int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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draw_data->ScaleClipRects(io.DisplayFramebufferScale); |
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// We are using the OpenGL fixed pipeline to make the example code simpler to read! |
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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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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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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
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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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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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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound |
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// Setup viewport, orthographic projection matrix |
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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(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -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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// 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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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); |
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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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idx_buffer += pcmd->ElemCount; |
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} |
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} |
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// Restore modified 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, last_polygon_mode[0]); glPolygonMode(GL_BACK, 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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} |
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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-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. |
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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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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 = (void *)(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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