2018-02-16 22:01:48 +01:00
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the opengl3_example/ folder**
// 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.
2018-02-18 21:09:28 +01:00
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
2018-02-20 16:18:02 +01:00
// 2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
// 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.
2018-02-18 21:09:28 +01:00
2018-02-16 22:01:48 +01:00
# include "imgui.h"
# include "imgui_impl_opengl2.h"
// 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__)
# include <OpenGL/gl.h>
# else
# include <GL/GL.h>
# endif
2018-02-20 16:18:02 +01:00
// OpenGL Data
2018-02-16 22:01:48 +01:00
static GLuint g_FontTexture = 0 ;
// Functions
bool ImGui_ImplOpenGL2_Init ( )
{
return true ;
}
void ImGui_ImplOpenGL2_Shutdown ( )
{
ImGui_ImplOpenGL2_DestroyDeviceObjects ( ) ;
}
void ImGui_ImplOpenGL2_NewFrame ( )
{
if ( ! g_FontTexture )
ImGui_ImplOpenGL2_CreateDeviceObjects ( ) ;
}
// 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)
ImGuiIO & io = ImGui : : GetIO ( ) ;
int fb_width = ( int ) ( io . DisplaySize . x * io . DisplayFramebufferScale . x ) ;
int fb_height = ( int ) ( io . DisplaySize . y * io . DisplayFramebufferScale . y ) ;
if ( fb_width = = 0 | | fb_height = = 0 )
return ;
draw_data - > ScaleClipRects ( io . DisplayFramebufferScale ) ;
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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 ) ;
glEnable ( GL_BLEND ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
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 ) ;
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
2018-02-18 21:09:28 +01:00
// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
2018-02-16 22:01:48 +01:00
glViewport ( 0 , 0 , ( GLsizei ) fb_width , ( GLsizei ) fb_height ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
2018-02-18 21:09:28 +01:00
glOrtho ( io . DisplayPos . x , io . DisplayPos . x + io . DisplaySize . x , io . DisplayPos . y + io . DisplaySize . y , io . DisplayPos . y , - 1.0f , + 1.0f ) ;
2018-02-16 22:01:48 +01:00
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
// 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 )
{
2018-02-18 21:09:28 +01:00
// User callback (registered via ImDrawList::AddCallback)
2018-02-16 22:01:48 +01:00
pcmd - > UserCallback ( cmd_list , pcmd ) ;
}
else
{
2018-02-18 21:09:28 +01:00
ImVec4 clip_rect = ImVec4 ( pcmd - > ClipRect . x - io . DisplayPos . x , pcmd - > ClipRect . y - io . DisplayPos . y , pcmd - > ClipRect . z - io . DisplayPos . x , pcmd - > ClipRect . w - io . DisplayPos . 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 ) ;
}
2018-02-16 22:01:48 +01:00
}
idx_buffer + = pcmd - > ElemCount ;
}
}
// Restore modified 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 ( ) ;
2018-02-20 16:18:02 +01:00
glPolygonMode ( GL_FRONT , ( GLenum ) last_polygon_mode [ 0 ] ) ; glPolygonMode ( GL_BACK , ( GLenum ) last_polygon_mode [ 1 ] ) ;
2018-02-16 22:01:48 +01:00
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 ) ;
2018-02-16 22:22:10 +01:00
glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 ) ;
2018-02-16 22:01:48 +01:00
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , width , height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , pixels ) ;
// Store our identifier
io . Fonts - > TexID = ( void * ) ( 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 ( ) ;
}