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Examples: DirectX10, DirectX11, OpenGL2, OpenGL3: Added support for io.DisplayPos.
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@ -6,6 +6,10 @@
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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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// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
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#include "imgui.h"
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#include "imgui_impl_opengl2.h"
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@ -75,11 +79,12 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from io.DisplayPos (top left) to io.DisplayPos+io.DisplaySize (bottom right). io.DisplayPos is typically (0,0) for single viewport applications.
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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(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
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glOrtho(io.DisplayPos.x, io.DisplayPos.x + io.DisplaySize.x, io.DisplayPos.y + io.DisplaySize.y, io.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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@ -99,13 +104,21 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback (registered via ImDrawList::AddCallback)
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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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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ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - io.DisplayPos.x, pcmd->ClipRect.y - io.DisplayPos.y, pcmd->ClipRect.z - io.DisplayPos.x, pcmd->ClipRect.w - io.DisplayPos.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)
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{
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// Apply scissor/clipping rectangle
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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));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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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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}
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}
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idx_buffer += pcmd->ElemCount;
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}
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