Examples: OpenGL 2/3 examples cleanup to match DirectX9/11 structure.

This commit is contained in:
ocornut 2015-03-09 15:02:22 +00:00
parent f9c833b4a5
commit 5879f3f5ac
6 changed files with 44 additions and 32 deletions

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@ -19,7 +19,7 @@ static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static bool g_FontTextureLoaded = false;
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
@ -145,7 +145,7 @@ void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c)
io.AddInputCharacter((unsigned short)c);
}
void ImGui_ImplGlfwGL3_InitFontsTexture()
void ImGui_ImplGlfwGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
@ -153,20 +153,17 @@ void ImGui_ImplGlfwGL3_InitFontsTexture()
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
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);
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)tex_id;
g_FontTextureLoaded = true;
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
}
static void InitGL()
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
{
const GLchar *vertex_shader =
"#version 330\n"
@ -229,12 +226,15 @@ static void InitGL()
#undef OFFSETOF
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ImGui_ImplGlfwGL3_CreateFontsTexture();
return true;
}
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
{
g_Window = window;
InitGL();
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -291,18 +291,19 @@ void ImGui_ImplGlfwGL3_Shutdown()
glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (GLuint tex_id = (GLuint)(intptr_t)ImGui::GetIO().Fonts->TexID)
if (g_FontTexture)
{
glDeleteTextures(1, &tex_id);
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
ImGui::Shutdown();
}
void ImGui_ImplGlfwGL3_NewFrame()
{
if (!g_FontTextureLoaded)
ImGui_ImplGlfwGL3_InitFontsTexture();
if (!g_FontTexture)
ImGui_ImplGlfwGL3_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();

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@ -4,10 +4,13 @@
struct GLFWwindow;
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
void ImGui_ImplGlfwGL3_InitFontsTexture();
void ImGui_ImplGlfwGL3_Shutdown();
void ImGui_ImplGlfwGL3_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.

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@ -32,7 +32,6 @@ int main(int argc, char** argv)
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
ImGui_ImplGlfwGL3_InitFontsTexture();
bool show_test_window = true;
bool show_another_window = false;

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@ -18,7 +18,7 @@ static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static bool g_FontTextureLoaded = false;
static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@ -125,25 +125,36 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
io.AddInputCharacter((unsigned short)c);
}
void ImGui_ImplGlfw_InitFontsTexture()
bool ImGui_ImplGlfw_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
// Create 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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id;
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
g_FontTextureLoaded = true;
return true;
}
void ImGui_ImplGlfw_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
}
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
@ -189,18 +200,14 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown()
{
if (GLuint tex_id = (GLuint)(intptr_t)ImGui::GetIO().Fonts->TexID)
{
glDeleteTextures(1, &tex_id);
ImGui::GetIO().Fonts->TexID = 0;
}
ImGui_ImplGlfw_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplGlfw_NewFrame()
{
if (!g_FontTextureLoaded)
ImGui_ImplGlfw_InitFontsTexture();
if (!g_FontTexture)
ImGui_ImplGlfw_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();

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@ -4,10 +4,13 @@
struct GLFWwindow;
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
void ImGui_ImplGlfw_InitFontsTexture();
void ImGui_ImplGlfw_Shutdown();
void ImGui_ImplGlfw_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplGlfw_InvalidateDeviceObjects();
bool ImGui_ImplGlfw_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.

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@ -27,7 +27,6 @@ int main(int argc, char** argv)
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
ImGui_ImplGlfw_InitFontsTexture();
bool show_test_window = true;
bool show_another_window = false;