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#include "imgui.h" |
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#ifndef IMGUI_DISABLE |
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#include "imgui_impl_opengl2.h" |
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#include <stdint.h> |
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#if defined(__clang__) |
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#pragma clang diagnostic push |
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#pragma clang diagnostic ignored "-Wunused-macros" |
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#pragma clang diagnostic ignored "-Wnonportable-system-include-path" |
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#endif |
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#if defined(_WIN32) && !defined(APIENTRY) |
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#define APIENTRY __stdcall |
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#endif |
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#if defined(_WIN32) && !defined(WINGDIAPI) |
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#define WINGDIAPI __declspec(dllimport) |
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#endif |
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#if defined(__APPLE__) |
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#define GL_SILENCE_DEPRECATION |
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#include <OpenGL/gl.h> |
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#else |
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#include <GL/gl.h> |
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#endif |
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#ifdef IMGUI_IMPL_OPENGL_DEBUG |
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#include <stdio.h> |
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#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) |
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#else |
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#define GL_CALL(_CALL) _CALL |
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#endif |
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struct ImGui_ImplOpenGL2_Data |
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{ |
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GLuint FontTexture; |
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ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } |
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}; |
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
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} |
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bool ImGui_ImplOpenGL2_Init() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IMGUI_CHECKVERSION(); |
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
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ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); |
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io.BackendRendererUserData = (void*)bd; |
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io.BackendRendererName = "imgui_impl_opengl2"; |
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return true; |
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} |
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void ImGui_ImplOpenGL2_Shutdown() |
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{ |
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplOpenGL2_DestroyDeviceObjects(); |
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io.BackendRendererName = nullptr; |
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io.BackendRendererUserData = nullptr; |
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IM_DELETE(bd); |
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} |
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void ImGui_ImplOpenGL2_NewFrame() |
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{ |
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); |
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if (!bd->FontTexture) |
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ImGui_ImplOpenGL2_CreateDeviceObjects(); |
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if (!bd->FontTexture) |
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ImGui_ImplOpenGL2_CreateFontsTexture(); |
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} |
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static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) |
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{ |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glDisable(GL_CULL_FACE); |
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glDisable(GL_DEPTH_TEST); |
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glDisable(GL_STENCIL_TEST); |
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glDisable(GL_LIGHTING); |
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glDisable(GL_COLOR_MATERIAL); |
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glEnable(GL_SCISSOR_TEST); |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glDisableClientState(GL_NORMAL_ARRAY); |
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glEnable(GL_TEXTURE_2D); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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glShadeModel(GL_SMOOTH); |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); |
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glMatrixMode(GL_PROJECTION); |
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glPushMatrix(); |
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glLoadIdentity(); |
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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); |
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glMatrixMode(GL_MODELVIEW); |
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glPushMatrix(); |
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glLoadIdentity(); |
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} |
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void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) |
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{ |
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); |
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); |
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); |
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GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); |
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GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); |
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GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); |
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); |
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); |
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ImVec2 clip_off = draw_data->DisplayPos; |
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ImVec2 clip_scale = draw_data->FramebufferScale; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* draw_list = draw_data->CmdLists[n]; |
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const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; |
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const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; |
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); |
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); |
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); |
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); |
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else |
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pcmd->UserCallback(draw_list, pcmd); |
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} |
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else |
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{ |
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
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continue; |
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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)); |
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); |
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); |
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} |
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} |
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} |
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glDisableClientState(GL_COLOR_ARRAY); |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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glDisableClientState(GL_VERTEX_ARRAY); |
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); |
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glMatrixMode(GL_MODELVIEW); |
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glPopMatrix(); |
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glMatrixMode(GL_PROJECTION); |
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glPopMatrix(); |
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glPopAttrib(); |
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glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); |
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); |
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); |
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glShadeModel(last_shade_model); |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); |
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} |
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bool ImGui_ImplOpenGL2_CreateFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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GLint last_texture; |
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); |
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glGenTextures(1, &bd->FontTexture); |
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glBindTexture(GL_TEXTURE_2D, bd->FontTexture); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); |
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glBindTexture(GL_TEXTURE_2D, last_texture); |
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return true; |
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} |
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void ImGui_ImplOpenGL2_DestroyFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); |
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if (bd->FontTexture) |
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{ |
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glDeleteTextures(1, &bd->FontTexture); |
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io.Fonts->SetTexID(0); |
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bd->FontTexture = 0; |
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} |
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} |
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bool ImGui_ImplOpenGL2_CreateDeviceObjects() |
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{ |
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return ImGui_ImplOpenGL2_CreateFontsTexture(); |
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} |
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void ImGui_ImplOpenGL2_DestroyDeviceObjects() |
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{ |
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ImGui_ImplOpenGL2_DestroyFontsTexture(); |
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} |
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#if defined(__clang__) |
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#pragma clang diagnostic pop |
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#endif |
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#endif |
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