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Backends: moved global to a data structure to facilitate support for multi-contexts. (#586, #1851, #2004, #3012, #3934, #4141)
This is NOT enable multi-contexts for any backends - in order to make this commit as harmless as possible, while containing all the cruft/renaming -
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@ -19,6 +19,7 @@
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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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// 2021-06-29: 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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@ -55,26 +56,47 @@
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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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// 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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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_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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@ -215,6 +237,7 @@ 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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@ -222,15 +245,15 @@ 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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@ -240,12 +263,13 @@ 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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