Examples: all supports TextureID in renderer, added LoadFontTexture() function.

This commit is contained in:
ocornut
2015-01-11 17:17:43 +00:00
parent 40f7b67ef1
commit 20bb6270bc
4 changed files with 129 additions and 83 deletions

View File

@ -17,7 +17,6 @@
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
// Shader variables
@ -43,10 +42,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
// Setup texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fontTex);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
@ -96,6 +92,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
glBindTexture(GL_TEXTURE_2D, (GLuint)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
@ -242,6 +239,19 @@ void InitGL()
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void LoadFontTexture(ImFont* font)
{
IM_ASSERT(font && font->IsLoaded());
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, font->TexWidth, font->TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, font->TexPixels);
font->TexID = (void *)tex_id;
}
void InitImGui()
{
ImGuiIO& io = ImGui::GetIO();
@ -274,15 +284,7 @@ void InitImGui()
io.Font->LoadDefault();
//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
//io.Font->DisplayOffset.y += 0.0f;
IM_ASSERT(io.Font->IsLoaded());
// Copy font texture
glGenTextures(1, &fontTex);
glBindTexture(GL_TEXTURE_2D, fontTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
IM_ASSERT(io.Font->IsLoaded());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, io.Font->TexWidth, io.Font->TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, io.Font->TexPixels);
LoadFontTexture(io.Font);
}
void UpdateImGui()
@ -342,6 +344,11 @@ int main(int argc, char** argv)
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
static ImFont* font2 = NULL;
if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (float)font2->TexHeight));
//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;