326 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			326 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // 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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| 
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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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| //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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| 
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| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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| // Read online: https://github.com/ocornut/imgui/tree/master/docs
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| 
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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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| 
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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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| //  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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| //  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.
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| //  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).
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| //  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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| //  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.
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| //  2020-01-23: OpenGL: 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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| 
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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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| 
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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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| 
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| struct ImGui_ImplOpenGL2_Data
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| {
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|     GLuint       FontTexture;
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| 
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|     ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
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| };
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| 
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| // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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| static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
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| {
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|     return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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| }
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| 
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| // Forward Declarations
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| static void ImGui_ImplOpenGL2_InitPlatformInterface();
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| static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
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| 
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| // Functions
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| bool    ImGui_ImplOpenGL2_Init()
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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| 
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|     // Setup backend capabilities flags
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|     ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
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|     io.BackendRendererUserData = (void*)bd;
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|     io.BackendRendererName = "imgui_impl_opengl2";
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|     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
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| 
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|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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|         ImGui_ImplOpenGL2_InitPlatformInterface();
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| 
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|     return true;
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| }
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| 
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| void    ImGui_ImplOpenGL2_Shutdown()
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| {
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|     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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|     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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|     ImGuiIO& io = ImGui::GetIO();
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| 
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|     ImGui_ImplOpenGL2_ShutdownPlatformInterface();
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|     ImGui_ImplOpenGL2_DestroyDeviceObjects();
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|     io.BackendRendererName = NULL;
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|     io.BackendRendererUserData = NULL;
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|     IM_DELETE(bd);
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| }
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| 
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| void    ImGui_ImplOpenGL2_NewFrame()
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| {
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|     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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|     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
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| 
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|     if (!bd->FontTexture)
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|         ImGui_ImplOpenGL2_CreateDeviceObjects();
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| }
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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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|     //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
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|     glDisable(GL_CULL_FACE);
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|     glDisable(GL_DEPTH_TEST);
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|     glDisable(GL_STENCIL_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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|     glDisableClientState(GL_NORMAL_ARRAY);
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|     glEnable(GL_TEXTURE_2D);
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|     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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|     glShadeModel(GL_SMOOTH);
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|     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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| 
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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 other state, e.g. for current shader using the commented lines below.
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|     // (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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|     // There are potentially many more states you could need to clear/setup that we can't access from default headers.
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|     // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
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| 
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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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| 
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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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| 
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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_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
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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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| 
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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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| 
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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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| 
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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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| 
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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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|                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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|                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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|                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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|                     continue;
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| 
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|                 // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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|                 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));
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| 
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|                 // Bind texture, Draw
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|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
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|                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
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|             }
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|         }
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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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|     glShadeModel(last_shade_model);
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|     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
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| }
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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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|     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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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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| 
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|     // Upload texture to graphics system
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|     // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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|     GLint last_texture;
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|     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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|     glGenTextures(1, &bd->FontTexture);
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|     glBindTexture(GL_TEXTURE_2D, bd->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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| 
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|     // Store our identifier
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|     io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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| 
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|     // Restore state
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|     glBindTexture(GL_TEXTURE_2D, last_texture);
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| 
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|     return true;
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| }
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| 
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| void ImGui_ImplOpenGL2_DestroyFontsTexture()
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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|     if (bd->FontTexture)
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|     {
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|         glDeleteTextures(1, &bd->FontTexture);
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|         io.Fonts->SetTexID(0);
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|         bd->FontTexture = 0;
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|     }
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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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| 
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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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| 
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| //--------------------------------------------------------------------------------------------------------
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| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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| // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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| // 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..
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| //--------------------------------------------------------------------------------------------------------
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| 
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| static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
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| {
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|     if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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|     {
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|         ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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|         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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|         glClear(GL_COLOR_BUFFER_BIT);
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|     }
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|     ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
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| }
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| 
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| static void ImGui_ImplOpenGL2_InitPlatformInterface()
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| {
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|     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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|     platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
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| }
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| 
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| static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
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| {
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|     ImGui::DestroyPlatformWindows();
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| }
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