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// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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// 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.
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// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by draw_data->DisplayPos (which will be non-zero for multi-viewport applications).
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// 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.
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# 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
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# include <GL/gl.h>
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# endif
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// OpenGL Data
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static GLuint g_FontTexture = 0 ;
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// Forward Declarations
static void ImGui_ImplOpenGL2_InitPlatformInterface ( ) ;
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface ( ) ;
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// Functions
bool ImGui_ImplOpenGL2_Init ( )
{
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// Setup back-end capabilities flags
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . BackendFlags | = ImGuiBackendFlags_RendererHasViewports ; // We can create multi-viewports on the Renderer side (optional)
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if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
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ImGui_ImplOpenGL2_InitPlatformInterface ( ) ;
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return true ;
}
void ImGui_ImplOpenGL2_Shutdown ( )
{
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ImGui_ImplOpenGL2_ShutdownPlatformInterface ( ) ;
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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 ( ) ;
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int fb_width = ( int ) ( draw_data - > DisplaySize . x * io . DisplayFramebufferScale . x ) ;
int fb_height = ( int ) ( draw_data - > DisplaySize . y * io . DisplayFramebufferScale . y ) ;
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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
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// 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.
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glViewport ( 0 , 0 , ( GLsizei ) fb_width , ( GLsizei ) fb_height ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
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 ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
// Render command lists
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ImVec2 display_pos = draw_data - > DisplayPos ;
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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 )
{
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// User callback (registered via ImDrawList::AddCallback)
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pcmd - > UserCallback ( cmd_list , pcmd ) ;
}
else
{
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ImVec4 clip_rect = ImVec4 ( pcmd - > ClipRect . x - display_pos . x , pcmd - > ClipRect . y - display_pos . y , pcmd - > ClipRect . z - display_pos . x , pcmd - > ClipRect . w - display_pos . y ) ;
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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 ) ;
}
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}
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 ( ) ;
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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 ] ) ;
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 ) ;
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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 ) ;
// 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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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// 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..
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//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow ( ImGuiViewport * viewport , void * )
{
if ( ! ( viewport - > Flags & ImGuiViewportFlags_NoRendererClear ) )
{
ImVec4 clear_color = ImVec4 ( 0.0f , 0.0f , 0.0f , 1.0f ) ;
glClearColor ( clear_color . x , clear_color . y , clear_color . z , clear_color . w ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
}
ImGui_ImplOpenGL2_RenderDrawData ( viewport - > DrawData ) ;
}
static void ImGui_ImplOpenGL2_InitPlatformInterface ( )
{
ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
platform_io . Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow ;
}
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface ( )
{
ImGui : : DestroyPlatformWindows ( ) ;
}