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Merge branch 'features/backends_context' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # examples/example_apple_opengl2/main.mm
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@ -5,7 +5,7 @@
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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@ -21,6 +21,7 @@
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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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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
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// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
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@ -57,8 +58,18 @@
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#include <GL/gl.h>
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#endif
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// OpenGL Data
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static GLuint g_FontTexture = 0;
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struct ImGui_ImplOpenGL2_Data
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{
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GLuint FontTexture;
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ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplOpenGL2_Data* g_Data;
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL2_Data); return g_Data; }
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplOpenGL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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// Forward Declarations
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static void ImGui_ImplOpenGL2_InitPlatformInterface();
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@ -67,25 +78,36 @@ static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
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// Functions
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bool ImGui_ImplOpenGL2_Init()
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{
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_CreateBackendData();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_opengl2";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplOpenGL2_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplOpenGL2_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_ShutdownPlatformInterface();
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ImGui_ImplOpenGL2_DestroyDeviceObjects();
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplOpenGL2_DestroyBackendData();
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}
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void ImGui_ImplOpenGL2_NewFrame()
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{
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if (!g_FontTexture)
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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if (!bd->FontTexture)
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ImGui_ImplOpenGL2_CreateDeviceObjects();
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}
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@ -226,6 +248,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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@ -233,15 +256,15 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glGenTextures(1, &bd->FontTexture);
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glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
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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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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture);
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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@ -251,12 +274,13 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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void ImGui_ImplOpenGL2_DestroyFontsTexture()
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{
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if (g_FontTexture)
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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if (bd->FontTexture)
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{
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ImGuiIO& io = ImGui::GetIO();
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glDeleteTextures(1, &g_FontTexture);
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glDeleteTextures(1, &bd->FontTexture);
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io.Fonts->SetTexID(0);
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g_FontTexture = 0;
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bd->FontTexture = 0;
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}
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}
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