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	Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
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							| @@ -0,0 +1,200 @@ | ||||
| // ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline) | ||||
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in 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) | ||||
| //  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_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. | ||||
|  | ||||
| #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 | ||||
|  | ||||
| // OpenGL Data | ||||
| 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)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); | ||||
|     int fb_height = (int)(draw_data->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 | ||||
|     // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (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(); | ||||
|  | ||||
|     // Render command lists | ||||
|     ImVec2 pos = draw_data->DisplayPos; | ||||
|     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) | ||||
|             { | ||||
|                 // User callback (registered via ImDrawList::AddCallback) | ||||
|                 pcmd->UserCallback(cmd_list, pcmd); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.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); | ||||
|                 } | ||||
|             } | ||||
|             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(); | ||||
|     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]); | ||||
| } | ||||
|  | ||||
| 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); | ||||
|     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->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(); | ||||
| } | ||||
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