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Examples: SDL+OpenGL3: Various fixes to example to make it matches current GL3 example (#356)
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@ -1,11 +1,16 @@
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// ImGui SDL2 binding with OpenGL3
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// ImGui SDL2 binding with OpenGL3
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#include "imgui.h"
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#include "imgui_impl_sdl_gl3.h"
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// SDL,GL3W
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#include <SDL.h>
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#include <SDL.h>
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#include <SDL_syswm.h>
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#include <SDL_syswm.h>
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#include <GL/gl3w.h>
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#include <GL/gl3w.h>
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#include "imgui.h"
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#include "imgui_impl_sdl_gl3.h"
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// Data
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// Data
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static SDL_Window* g_Window = NULL;
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static SDL_Window* g_Window = NULL;
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@ -33,6 +38,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
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GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
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GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
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GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
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GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
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GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
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GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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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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@ -53,6 +59,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Setup orthographic projection matrix
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// Setup orthographic projection matrix
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
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const float ortho_projection[4][4] =
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const float ortho_projection[4][4] =
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{
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{
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{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
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{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
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@ -86,7 +93,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
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{
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset);
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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}
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}
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idx_buffer_offset += pcmd->ElemCount;
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idx_buffer_offset += pcmd->ElemCount;
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}
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}
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@ -104,6 +111,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
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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_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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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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}
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}
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static const char* ImGui_ImplSdlGL3_GetClipboardText()
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static const char* ImGui_ImplSdlGL3_GetClipboardText()
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@ -259,6 +267,22 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
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void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
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void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
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{
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{
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if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
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g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
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glDetachShader(g_ShaderHandle, g_VertHandle);
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glDeleteShader(g_VertHandle);
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g_VertHandle = 0;
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glDetachShader(g_ShaderHandle, g_FragHandle);
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glDeleteShader(g_FragHandle);
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g_FragHandle = 0;
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glDeleteProgram(g_ShaderHandle);
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g_ShaderHandle = 0;
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if (g_FontTexture)
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if (g_FontTexture)
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{
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{
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glDeleteTextures(1, &g_FontTexture);
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glDeleteTextures(1, &g_FontTexture);
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@ -308,32 +332,11 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
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void ImGui_ImplSdlGL3_Shutdown()
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void ImGui_ImplSdlGL3_Shutdown()
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{
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{
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if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
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ImGui_ImplSdlGL3_InvalidateDeviceObjects();
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
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g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
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glDetachShader(g_ShaderHandle, g_VertHandle);
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glDeleteShader(g_VertHandle);
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g_VertHandle = 0;
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glDetachShader(g_ShaderHandle, g_FragHandle);
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glDeleteShader(g_FragHandle);
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g_FragHandle = 0;
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glDeleteProgram(g_ShaderHandle);
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g_ShaderHandle = 0;
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if (g_FontTexture)
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{
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glDeleteTextures(1, &g_FontTexture);
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ImGui::GetIO().Fonts->TexID = 0;
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g_FontTexture = 0;
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}
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ImGui::Shutdown();
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ImGui::Shutdown();
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}
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}
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void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window)
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void ImGui_ImplSdlGL3_NewFrame()
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{
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{
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if (!g_FontTexture)
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if (!g_FontTexture)
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ImGui_ImplSdlGL3_CreateDeviceObjects();
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ImGui_ImplSdlGL3_CreateDeviceObjects();
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@ -342,11 +345,9 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window)
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// Setup display size (every frame to accommodate for window resizing)
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(g_Window, &w, &h);
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetWindowSize(window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
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// Setup time step
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// Setup time step
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Uint32 time = SDL_GetTicks();
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Uint32 time = SDL_GetTicks();
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@ -358,7 +359,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window)
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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int mx, my;
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int mx, my;
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Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
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Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
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if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
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io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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else
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else
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io.MousePos = ImVec2(-1, -1);
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io.MousePos = ImVec2(-1, -1);
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@ -1,4 +1,7 @@
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// ImGui SDL2 binding with OpenGL3
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// ImGui SDL2 binding with OpenGL3
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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struct SDL_Window;
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struct SDL_Window;
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@ -6,7 +9,7 @@ typedef union SDL_Event SDL_Event;
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IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
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IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
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IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
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IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
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IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window);
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IMGUI_API void ImGui_ImplSdlGL3_NewFrame();
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IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
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IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing ImGui state.
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if (event.type == SDL_QUIT)
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if (event.type == SDL_QUIT)
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done = true;
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done = true;
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}
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}
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ImGui_ImplSdlGL3_NewFrame(window);
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ImGui_ImplSdlGL3_NewFrame();
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// 1. Show a simple window
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// 1. Show a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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