1 // dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
2 // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
3 
4 // Implemented features:
5 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
6 //  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
7 
8 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
9 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
10 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
11 // Read online: https://github.com/ocornut/imgui/tree/master/docs
12 
13 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
14 // **Prefer using the code in imgui_impl_opengl3.cpp**
15 // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
16 // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
17 // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
18 // confuse your GPU driver.
19 // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
20 
21 // CHANGELOG
22 // (minor and older changes stripped away, please see git history for details)
23 //  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
24 //  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).
25 //  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
26 //  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.
27 //  2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
28 //  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
29 //  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
30 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
31 //  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
32 //  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
33 //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
34 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
35 //  2017-09-01: OpenGL: Save and restore current polygon mode.
36 //  2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
37 //  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
38 
39 #include "imgui.h"
40 #include "imgui_impl_opengl2.h"
41 #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
42 #include <stddef.h>     // intptr_t
43 #else
44 #include <stdint.h>     // intptr_t
45 #endif
46 
47 // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
48 #if defined(_WIN32) && !defined(APIENTRY)
49 #define APIENTRY __stdcall                  // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms.  Additionally, the Windows OpenGL header needs APIENTRY.
50 #endif
51 #if defined(_WIN32) && !defined(WINGDIAPI)
52 #define WINGDIAPI __declspec(dllimport)     // Some Windows OpenGL headers need this
53 #endif
54 #if defined(__APPLE__)
55 #define GL_SILENCE_DEPRECATION
56 #include <OpenGL/gl.h>
57 #else
58 #include <GL/gl.h>
59 #endif
60 
61 struct ImGui_ImplOpenGL2_Data
62 {
63     GLuint       FontTexture;
64 
ImGui_ImplOpenGL2_DataImGui_ImplOpenGL2_Data65     ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
66 };
67 
68 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
69 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
ImGui_ImplOpenGL2_GetBackendData()70 static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
71 {
72     return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
73 }
74 
75 // Forward Declarations
76 static void ImGui_ImplOpenGL2_InitPlatformInterface();
77 static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
78 
79 // Functions
ImGui_ImplOpenGL2_Init()80 bool    ImGui_ImplOpenGL2_Init()
81 {
82     ImGuiIO& io = ImGui::GetIO();
83     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
84 
85     // Setup backend capabilities flags
86     ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
87     io.BackendRendererUserData = (void*)bd;
88     io.BackendRendererName = "imgui_impl_opengl2";
89     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
90 
91     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
92         ImGui_ImplOpenGL2_InitPlatformInterface();
93 
94     return true;
95 }
96 
ImGui_ImplOpenGL2_Shutdown()97 void    ImGui_ImplOpenGL2_Shutdown()
98 {
99     ImGuiIO& io = ImGui::GetIO();
100     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
101 
102     ImGui_ImplOpenGL2_ShutdownPlatformInterface();
103     ImGui_ImplOpenGL2_DestroyDeviceObjects();
104     io.BackendRendererName = NULL;
105     io.BackendRendererUserData = NULL;
106     IM_DELETE(bd);
107 }
108 
ImGui_ImplOpenGL2_NewFrame()109 void    ImGui_ImplOpenGL2_NewFrame()
110 {
111     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
112     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
113 
114     if (!bd->FontTexture)
115         ImGui_ImplOpenGL2_CreateDeviceObjects();
116 }
117 
ImGui_ImplOpenGL2_SetupRenderState(ImDrawData * draw_data,int fb_width,int fb_height)118 static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
119 {
120     // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
121     glEnable(GL_BLEND);
122     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
123     //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
124     glDisable(GL_CULL_FACE);
125     glDisable(GL_DEPTH_TEST);
126     glDisable(GL_STENCIL_TEST);
127     glDisable(GL_LIGHTING);
128     glDisable(GL_COLOR_MATERIAL);
129     glEnable(GL_SCISSOR_TEST);
130     glEnableClientState(GL_VERTEX_ARRAY);
131     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
132     glEnableClientState(GL_COLOR_ARRAY);
133     glDisableClientState(GL_NORMAL_ARRAY);
134     glEnable(GL_TEXTURE_2D);
135     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
136     glShadeModel(GL_SMOOTH);
137     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
138 
139     // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
140     // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
141     // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
142     //   GLint last_program;
143     //   glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
144     //   glUseProgram(0);
145     //   ImGui_ImplOpenGL2_RenderDrawData(...);
146     //   glUseProgram(last_program)
147     // There are potentially many more states you could need to clear/setup that we can't access from default headers.
148     // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
149 
150     // Setup viewport, orthographic projection matrix
151     // 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.
152     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
153     glMatrixMode(GL_PROJECTION);
154     glPushMatrix();
155     glLoadIdentity();
156     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);
157     glMatrixMode(GL_MODELVIEW);
158     glPushMatrix();
159     glLoadIdentity();
160 }
161 
162 // OpenGL2 Render function.
163 // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
164 // This is in order to be able to run within an OpenGL engine that doesn't do so.
ImGui_ImplOpenGL2_RenderDrawData(ImDrawData * draw_data)165 void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
166 {
167     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
168     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
169     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
170     if (fb_width == 0 || fb_height == 0)
171         return;
172 
173     // Backup GL state
174     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
175     GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
176     GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
177     GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
178     GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
179     GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
180     glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
181 
182     // Setup desired GL state
183     ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
184 
185     // Will project scissor/clipping rectangles into framebuffer space
186     ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
187     ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
188 
189     // Render command lists
190     for (int n = 0; n < draw_data->CmdListsCount; n++)
191     {
192         const ImDrawList* cmd_list = draw_data->CmdLists[n];
193         const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
194         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
195         glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
196         glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
197         glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
198 
199         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
200         {
201             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
202             if (pcmd->UserCallback)
203             {
204                 // User callback, registered via ImDrawList::AddCallback()
205                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
206                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
207                     ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
208                 else
209                     pcmd->UserCallback(cmd_list, pcmd);
210             }
211             else
212             {
213                 // Project scissor/clipping rectangles into framebuffer space
214                 ImVec4 clip_rect;
215                 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
216                 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
217                 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
218                 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
219 
220                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
221                 {
222                     // Apply scissor/clipping rectangle
223                     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));
224 
225                     // Bind texture, Draw
226                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
227                     glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
228                 }
229             }
230             idx_buffer += pcmd->ElemCount;
231         }
232     }
233 
234     // Restore modified GL state
235     glDisableClientState(GL_COLOR_ARRAY);
236     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
237     glDisableClientState(GL_VERTEX_ARRAY);
238     glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
239     glMatrixMode(GL_MODELVIEW);
240     glPopMatrix();
241     glMatrixMode(GL_PROJECTION);
242     glPopMatrix();
243     glPopAttrib();
244     glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
245     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
246     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
247     glShadeModel(last_shade_model);
248     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
249 }
250 
ImGui_ImplOpenGL2_CreateFontsTexture()251 bool ImGui_ImplOpenGL2_CreateFontsTexture()
252 {
253     // Build texture atlas
254     ImGuiIO& io = ImGui::GetIO();
255     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
256     unsigned char* pixels;
257     int width, height;
258     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.
259 
260     // Upload texture to graphics system
261     GLint last_texture;
262     glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
263     glGenTextures(1, &bd->FontTexture);
264     glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
265     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
266     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
267     glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
268     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
269 
270     // Store our identifier
271     io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
272 
273     // Restore state
274     glBindTexture(GL_TEXTURE_2D, last_texture);
275 
276     return true;
277 }
278 
ImGui_ImplOpenGL2_DestroyFontsTexture()279 void ImGui_ImplOpenGL2_DestroyFontsTexture()
280 {
281     ImGuiIO& io = ImGui::GetIO();
282     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
283     if (bd->FontTexture)
284     {
285         glDeleteTextures(1, &bd->FontTexture);
286         io.Fonts->SetTexID(0);
287         bd->FontTexture = 0;
288     }
289 }
290 
ImGui_ImplOpenGL2_CreateDeviceObjects()291 bool    ImGui_ImplOpenGL2_CreateDeviceObjects()
292 {
293     return ImGui_ImplOpenGL2_CreateFontsTexture();
294 }
295 
ImGui_ImplOpenGL2_DestroyDeviceObjects()296 void    ImGui_ImplOpenGL2_DestroyDeviceObjects()
297 {
298     ImGui_ImplOpenGL2_DestroyFontsTexture();
299 }
300 
301 //--------------------------------------------------------------------------------------------------------
302 // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
303 // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
304 // 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..
305 //--------------------------------------------------------------------------------------------------------
306 
ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport * viewport,void *)307 static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
308 {
309     if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
310     {
311         ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
312         glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
313         glClear(GL_COLOR_BUFFER_BIT);
314     }
315     ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
316 }
317 
ImGui_ImplOpenGL2_InitPlatformInterface()318 static void ImGui_ImplOpenGL2_InitPlatformInterface()
319 {
320     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
321     platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
322 }
323 
ImGui_ImplOpenGL2_ShutdownPlatformInterface()324 static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
325 {
326     ImGui::DestroyPlatformWindows();
327 }
328