diff options
| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
| commit | 432f24319319fe040e142059eb83279c53f90ab8 (patch) | |
| tree | 5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/backends/imgui_impl_opengl2.cpp | |
| parent | 5d34aff5888d3f0c624251f15bedb96c347978d6 (diff) | |
refactor 2
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_opengl2.cpp')
| -rw-r--r-- | imgui-1.92.1/backends/imgui_impl_opengl2.cpp | 346 |
1 files changed, 0 insertions, 346 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_opengl2.cpp b/imgui-1.92.1/backends/imgui_impl_opengl2.cpp deleted file mode 100644 index afcafe8..0000000 --- a/imgui-1.92.1/backends/imgui_impl_opengl2.cpp +++ /dev/null @@ -1,346 +0,0 @@ -// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! -// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). -// 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) -// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture(). -// 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. - -#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 - -// [Debugging] -//#define IMGUI_IMPL_OPENGL_DEBUG -#ifdef IMGUI_IMPL_OPENGL_DEBUG -#include <stdio.h> -#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check -#else -#define GL_CALL(_CALL) _CALL // Call without error check -#endif - -// OpenGL data -struct ImGui_ImplOpenGL2_Data -{ - 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"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - - 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; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures); - 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()?"); - IM_UNUSED(bd); -} - -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; - - // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. - // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). - if (draw_data->Textures != nullptr) - for (ImTextureData* tex : *draw_data->Textures) - if (tex->Status != ImTextureStatus_OK) - ImGui_ImplOpenGL2_UpdateTexture(tex); - - // 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); -} - -void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex) -{ - if (tex->Status == ImTextureStatus_WantCreate) - { - // Create and upload new texture to graphics system - //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); - IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); - IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); - const void* pixels = tex->GetPixels(); - GLuint gl_texture_id = 0; - - // 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; - GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); - GL_CALL(glGenTextures(1, &gl_texture_id)); - GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)); - GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); - GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); - - // Store identifiers - tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); - tex->SetStatus(ImTextureStatus_OK); - - // Restore state - GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); - } - else if (tex->Status == ImTextureStatus_WantUpdates) - { - // Update selected blocks. We only ever write to textures regions which have never been used before! - // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. - GLint last_texture; - GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); - - GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; - GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); - GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); - for (ImTextureRect& r : tex->Updates) - GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); - GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); - GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state - tex->SetStatus(ImTextureStatus_OK); - } - else if (tex->Status == ImTextureStatus_WantDestroy) - { - GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; - glDeleteTextures(1, &gl_tex_id); - - // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) - tex->SetTexID(ImTextureID_Invalid); - tex->SetStatus(ImTextureStatus_Destroyed); - } -} - -bool ImGui_ImplOpenGL2_CreateDeviceObjects() -{ - return true; -} - -void ImGui_ImplOpenGL2_DestroyDeviceObjects() -{ - for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) - if (tex->RefCount == 1) - { - tex->SetStatus(ImTextureStatus_WantDestroy); - ImGui_ImplOpenGL2_UpdateTexture(tex); - } -} - -//----------------------------------------------------------------------------- - -#if defined(__clang__) -#pragma clang diagnostic pop -#endif - -#endif // #ifndef IMGUI_DISABLE |
