mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-05 12:38:46 +02:00
Merge branch 'master' into navigation
# Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
@ -31,8 +31,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr
|
||||
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 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:
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
@ -48,9 +48,11 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
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);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
@ -64,13 +66,14 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
@ -85,6 +88,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
glBindSampler(0, 0); // Rely on combined texture/sampler state.
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
@ -117,6 +121,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindSampler(0, last_sampler);
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
@ -127,6 +132,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
|
||||
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]);
|
||||
}
|
||||
|
@ -67,9 +67,8 @@ int main(int, char**)
|
||||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Text("Hello");
|
||||
ImGui::Text("Hello from another window!");
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user