summaryrefslogtreecommitdiffstats
path: root/lib/imgui-1.90.7/backends/imgui_impl_opengl2.cpp
blob: 3eb092afd6155ab49ed130e468130772eb208828 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
// 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!

// 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)
//  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.

#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl2.h"
#include <stdint.h>     // intptr_t

// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-macros"                      // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#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

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();
}

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.
    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* 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 + 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 < 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
                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);
    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();
}

//-----------------------------------------------------------------------------

#if defined(__clang__)
#pragma clang diagnostic pop
#endif

#endif // #ifndef IMGUI_DISABLE