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// 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..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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
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// confuse your GPU driver.
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// 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
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// (minor and older changes stripped away, please see git history for details)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 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).
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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 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.
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// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
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// 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.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
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// 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"
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# if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
# include <stddef.h> // intptr_t
# else
# include <stdint.h> // intptr_t
# endif
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// 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__)
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# define GL_SILENCE_DEPRECATION
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# include <OpenGL/gl.h>
# else
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# include <GL/gl.h>
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# endif
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struct ImGui_ImplOpenGL2_Data
{
GLuint FontTexture ;
ImGui_ImplOpenGL2_Data ( ) { memset ( this , 0 , sizeof ( * this ) ) ; }
} ;
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// 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.
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static ImGui_ImplOpenGL2_Data * ImGui_ImplOpenGL2_GetBackendData ( )
{
return ImGui : : GetCurrentContext ( ) ? ( ImGui_ImplOpenGL2_Data * ) ImGui : : GetIO ( ) . BackendRendererUserData : NULL ;
}
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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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ImGuiIO & io = ImGui : : GetIO ( ) ;
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IM_ASSERT ( io . BackendRendererUserData = = NULL & & " Already initialized a renderer backend! " ) ;
// Setup backend capabilities flags
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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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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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ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGui_ImplOpenGL2_Data * bd = ImGui_ImplOpenGL2_GetBackendData ( ) ;
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ImGui_ImplOpenGL2_ShutdownPlatformInterface ( ) ;
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ImGui_ImplOpenGL2_DestroyDeviceObjects ( ) ;
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io . BackendRendererName = NULL ;
io . BackendRendererUserData = NULL ;
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IM_DELETE ( bd ) ;
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}
void ImGui_ImplOpenGL2_NewFrame ( )
{
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ImGui_ImplOpenGL2_Data * bd = ImGui_ImplOpenGL2_GetBackendData ( ) ;
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IM_ASSERT ( bd ! = NULL & & " Did you call ImGui_ImplOpenGL2_Init()? " ) ;
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if ( ! bd - > FontTexture )
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ImGui_ImplOpenGL2_CreateDeviceObjects ( ) ;
}
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static void ImGui_ImplOpenGL2_SetupRenderState ( ImDrawData * draw_data , int fb_width , int fb_height )
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{
// 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 ) ;
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//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
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glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
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glDisable ( GL_STENCIL_TEST ) ;
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glDisable ( GL_LIGHTING ) ;
glDisable ( GL_COLOR_MATERIAL ) ;
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glEnable ( GL_SCISSOR_TEST ) ;
glEnableClientState ( GL_VERTEX_ARRAY ) ;
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
glEnableClientState ( GL_COLOR_ARRAY ) ;
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glDisableClientState ( GL_NORMAL_ARRAY ) ;
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glEnable ( GL_TEXTURE_2D ) ;
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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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// 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).
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// Setup viewport, orthographic projection matrix
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// 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.
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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 ( ) ;
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}
// OpenGL2 Render function.
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// 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.
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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 ;
// 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 ) ;
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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 ) ;
// Setup desired GL state
ImGui_ImplOpenGL2_SetupRenderState ( draw_data , fb_width , fb_height ) ;
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// 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)
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// Render command lists
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()
// (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 ( cmd_list , pcmd ) ;
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}
else
{
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// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect ;
clip_rect . x = ( pcmd - > ClipRect . x - clip_off . x ) * clip_scale . x ;
clip_rect . y = ( pcmd - > ClipRect . y - clip_off . y ) * clip_scale . y ;
clip_rect . z = ( pcmd - > ClipRect . z - clip_off . x ) * clip_scale . x ;
clip_rect . w = ( pcmd - > ClipRect . w - clip_off . y ) * clip_scale . 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
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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 ) ;
}
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}
idx_buffer + = pcmd - > ElemCount ;
}
}
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// Restore modified GL state
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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 ] ) ;
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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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}
bool ImGui_ImplOpenGL2_CreateFontsTexture ( )
{
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGui_ImplOpenGL2_Data * bd = ImGui_ImplOpenGL2_GetBackendData ( ) ;
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unsigned char * pixels ;
int width , height ;
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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.
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// Upload texture to graphics system
GLint last_texture ;
glGetIntegerv ( GL_TEXTURE_BINDING_2D , & last_texture ) ;
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glGenTextures ( 1 , & bd - > FontTexture ) ;
glBindTexture ( GL_TEXTURE_2D , bd - > FontTexture ) ;
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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
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io . Fonts - > SetTexID ( ( ImTextureID ) ( intptr_t ) bd - > FontTexture ) ;
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// Restore state
glBindTexture ( GL_TEXTURE_2D , last_texture ) ;
return true ;
}
void ImGui_ImplOpenGL2_DestroyFontsTexture ( )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplOpenGL2_Data * bd = ImGui_ImplOpenGL2_GetBackendData ( ) ;
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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}
}
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
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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// 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 ( )
{
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ImGui : : DestroyPlatformWindows ( ) ;
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}