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	Backends: OpenGL2, OpenGL3: Backup and restore GL_SHADE_MODAL, GL_STENCIL_TEST, clear GL_NORMAL_ARRAY. Comments., (#3671, #3668)
This commit is contained in:
		@@ -18,7 +18,8 @@
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// CHANGELOG
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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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					// (minor and older changes stripped away, please see git history for details)
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//  2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
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					//  2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODAL 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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//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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					//  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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					//  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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					//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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@@ -82,23 +83,29 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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					    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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    glDisable(GL_CULL_FACE);
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					    glDisable(GL_CULL_FACE);
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    glDisable(GL_DEPTH_TEST);
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					    glDisable(GL_DEPTH_TEST);
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					    glDisable(GL_STENCIL_TEST);
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    glDisable(GL_LIGHTING);
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					    glDisable(GL_LIGHTING);
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    glDisable(GL_COLOR_MATERIAL);
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					    glDisable(GL_COLOR_MATERIAL);
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    glEnable(GL_SCISSOR_TEST);
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					    glEnable(GL_SCISSOR_TEST);
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    glEnableClientState(GL_VERTEX_ARRAY);
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					    glEnableClientState(GL_VERTEX_ARRAY);
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    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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					    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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    glEnableClientState(GL_COLOR_ARRAY);
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					    glEnableClientState(GL_COLOR_ARRAY);
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					    glDisableClientState(GL_NORMAL_ARRAY);
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    glEnable(GL_TEXTURE_2D);
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					    glEnable(GL_TEXTURE_2D);
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    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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					    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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					    glShadeModel(GL_SMOOTH);
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    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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					    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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    // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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					    // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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    // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
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					    // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
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					    // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
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    //   GLint last_program;
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					    //   GLint last_program;
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    //   glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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					    //   glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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    //   glUseProgram(0);
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					    //   glUseProgram(0);
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    //   ImGui_ImplOpenGL2_RenderDrawData(...);
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					    //   ImGui_ImplOpenGL2_RenderDrawData(...);
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    //   glUseProgram(last_program)
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					    //   glUseProgram(last_program)
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					    // There are potentially many more states you could need to clear/setup that we can't access from default headers.
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					    // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
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    // Setup viewport, orthographic projection matrix
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					    // Setup viewport, orthographic projection matrix
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    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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					    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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@@ -128,6 +135,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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					    GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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					    GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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					    GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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					    GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
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    GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
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					    GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
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    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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					    glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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@@ -196,6 +204,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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    glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
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					    glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
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    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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					    glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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					    glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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					    glShadeModel(last_shade_model);
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    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
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					    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
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}
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					}
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@@ -13,7 +13,8 @@
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// CHANGELOG
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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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					// (minor and older changes stripped away, please see git history for details)
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//  2020-10-23: OpenGL: Save and restore current GL_PRIMITIVE_RESTART state.
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					//  2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
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					//  2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
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//  2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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					//  2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
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//  2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
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					//  2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
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//  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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					//  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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@@ -249,6 +250,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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					    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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    glDisable(GL_CULL_FACE);
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					    glDisable(GL_CULL_FACE);
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    glDisable(GL_DEPTH_TEST);
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					    glDisable(GL_DEPTH_TEST);
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					    glDisable(GL_STENCIL_TEST);
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    glEnable(GL_SCISSOR_TEST);
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					    glEnable(GL_SCISSOR_TEST);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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					#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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    if (g_GlVersion >= 310)
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					    if (g_GlVersion >= 310)
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@@ -343,6 +345,7 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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					    GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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					    GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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					    GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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					    GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
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    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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					    GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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					#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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    GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
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					    GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
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@@ -431,6 +434,7 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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					    if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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					    if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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					    if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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					    if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
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    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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					    if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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					#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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    if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
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					    if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
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@@ -117,7 +117,10 @@ Other Changes:
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- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
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					- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
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- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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					- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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  when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
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					  when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
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					- Backends: OpenGL2: Backup and restore GL_SHADE_MODAL and disable GL_NORMAL_ARRAY state to increase compatibility
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					  with legacy code. (#3671)
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- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
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					- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
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					- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
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- Backends: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. (@3579) [@bdero]
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					- Backends: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. (@3579) [@bdero]
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- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
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					- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
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- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
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					- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
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@@ -136,7 +136,7 @@ int main(int, char**)
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        glClear(GL_COLOR_BUFFER_BIT);
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					        glClear(GL_COLOR_BUFFER_BIT);
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        // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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					        // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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        // you may need to backup/reset/restore current shader using the commented lines below.
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					        // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
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        //GLint last_program;
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					        //GLint last_program;
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        //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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					        //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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        //glUseProgram(0);
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					        //glUseProgram(0);
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