Examples: OpenGL3: saving more of blend state (#347)

This commit is contained in:
ocornut 2015-09-27 22:21:11 +02:00
parent 9d89e03346
commit 963f6b782d

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@ -31,12 +31,15 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
{ {
// Backup GL state // Backup GL state
GLint last_program, last_texture, last_array_buffer, last_element_array_buffer, last_vertex_array; GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &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);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
@ -102,6 +105,8 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); 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_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);