mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Examples: all supports TextureID in renderer, added LoadFontTexture() function.
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@ -17,7 +17,6 @@
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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static GLFWwindow* window;
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static GLuint fontTex;
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static bool mousePressed[2] = { false, false };
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@ -41,9 +40,6 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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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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// Setup texture
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glBindTexture(GL_TEXTURE_2D, fontTex);
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glEnable(GL_TEXTURE_2D);
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// Setup orthographic projection matrix
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@ -70,6 +66,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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glBindTexture(GL_TEXTURE_2D, (GLuint)pcmd->texture_id);
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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));
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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vtx_offset += pcmd->vtx_count;
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@ -151,6 +148,19 @@ void InitGL()
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glewInit();
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}
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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GLuint tex_id;
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, font->TexWidth, font->TexHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, font->TexPixels);
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font->TexID = (void *)tex_id;
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}
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void InitImGui()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -183,15 +193,7 @@ void InitImGui()
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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IM_ASSERT(io.Font->IsLoaded());
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// Copy font texture
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glGenTextures(1, &fontTex);
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glBindTexture(GL_TEXTURE_2D, fontTex);
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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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IM_ASSERT(io.Font->IsLoaded());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, io.Font->TexWidth, io.Font->TexHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, io.Font->TexPixels);
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LoadFontTexture(io.Font);
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}
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void UpdateImGui()
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@ -250,6 +252,11 @@ int main(int argc, char** argv)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (float)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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