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| // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) | |
| // This needs to be used along with a Platform Backend (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! | |
| // Missing features or Issues: | |
| // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). | |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | |
| // Learn about Dear ImGui: | |
| // - FAQ https://dearimgui.com/faq | |
| // - Getting Started https://dearimgui.com/getting-started | |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
| // **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) | |
| // 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. | |
| // 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748) | |
| // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. | |
| // 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. | |
| // 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). | |
| // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) | |
| // 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. | |
| // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. | |
| // 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_ImplOpenGL2_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. | |
| // Clang/GCC warnings with -Weverything | |
| // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling | |
| // [Debugging] | |
| //#define IMGUI_IMPL_OPENGL_DEBUG | |
| // OpenGL data | |
| struct ImGui_ImplOpenGL2_Data | |
| { | |
| GLuint FontTexture; | |
| ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } | |
| }; | |
| // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts | |
| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. | |
| static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() | |
| { | |
| return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; | |
| } | |
| // Functions | |
| bool ImGui_ImplOpenGL2_Init() | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| IMGUI_CHECKVERSION(); | |
| IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | |
| // Setup backend capabilities flags | |
| ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); | |
| io.BackendRendererUserData = (void*)bd; | |
| io.BackendRendererName = "imgui_impl_opengl2"; | |
| return true; | |
| } | |
| void ImGui_ImplOpenGL2_Shutdown() | |
| { | |
| ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGui_ImplOpenGL2_DestroyDeviceObjects(); | |
| io.BackendRendererName = nullptr; | |
| io.BackendRendererUserData = nullptr; | |
| IM_DELETE(bd); | |
| } | |
| void ImGui_ImplOpenGL2_NewFrame() | |
| { | |
| ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); | |
| if (!bd->FontTexture) | |
| ImGui_ImplOpenGL2_CreateDeviceObjects(); | |
| if (!bd->FontTexture) | |
| ImGui_ImplOpenGL2_CreateFontsTexture(); | |
| } | |
| 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); | |
| //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 | |
| glDisable(GL_CULL_FACE); | |
| glDisable(GL_DEPTH_TEST); | |
| glDisable(GL_STENCIL_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); | |
| glDisableClientState(GL_NORMAL_ARRAY); | |
| glEnable(GL_TEXTURE_2D); | |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
| glShadeModel(GL_SMOOTH); | |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); | |
| // 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 other state, e.g. for current shader using the commented 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) | |
| // There are potentially many more states you could need to clear/setup that we can't access from default headers. | |
| // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). | |
| // 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. | |
| GL_CALL(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. | |
| // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. | |
| // This is in order to be able to run within an 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); | |
| GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); | |
| GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); | |
| 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* draw_list = draw_data->CmdLists[n]; | |
| const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; | |
| const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; | |
| glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); | |
| glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); | |
| glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); | |
| for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) | |
| { | |
| const ImDrawCmd* pcmd = &draw_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(draw_list, pcmd); | |
| } | |
| else | |
| { | |
| // Project scissor/clipping rectangles into framebuffer space | |
| ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | |
| ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | |
| if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | |
| continue; | |
| // Apply scissor/clipping rectangle (Y is inverted in OpenGL) | |
| 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)); | |
| // Bind texture, Draw | |
| glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); | |
| glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); | |
| } | |
| } | |
| } | |
| // 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]); | |
| glShadeModel(last_shade_model); | |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); | |
| } | |
| bool ImGui_ImplOpenGL2_CreateFontsTexture() | |
| { | |
| // Build texture atlas | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | |
| unsigned char* pixels; | |
| int width, height; | |
| 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. | |
| // Upload texture to graphics system | |
| // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) | |
| GLint last_texture; | |
| glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); | |
| glGenTextures(1, &bd->FontTexture); | |
| glBindTexture(GL_TEXTURE_2D, bd->FontTexture); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); | |
| 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->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); | |
| // Restore state | |
| glBindTexture(GL_TEXTURE_2D, last_texture); | |
| return true; | |
| } | |
| void ImGui_ImplOpenGL2_DestroyFontsTexture() | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); | |
| if (bd->FontTexture) | |
| { | |
| glDeleteTextures(1, &bd->FontTexture); | |
| io.Fonts->SetTexID(0); | |
| bd->FontTexture = 0; | |
| } | |
| } | |
| bool ImGui_ImplOpenGL2_CreateDeviceObjects() | |
| { | |
| return ImGui_ImplOpenGL2_CreateFontsTexture(); | |
| } | |
| void ImGui_ImplOpenGL2_DestroyDeviceObjects() | |
| { | |
| ImGui_ImplOpenGL2_DestroyFontsTexture(); | |
| } | |
| //----------------------------------------------------------------------------- | |