mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-19 06:26:35 +00:00
Examples: SDL+OpenGL3: Various fixes to example to make it matches current GL3 example (#356)
This commit is contained in:
parent
9d0caa2e66
commit
ab7e91b65e
@ -1,11 +1,16 @@
|
|||||||
// ImGui SDL2 binding with OpenGL3
|
// ImGui SDL2 binding with OpenGL3
|
||||||
|
// You can copy and use unmodified imgui_impl_* files in your project.
|
||||||
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||||
|
// See main.cpp for an example of using this.
|
||||||
// https://github.com/ocornut/imgui
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
|
#include "imgui.h"
|
||||||
|
#include "imgui_impl_sdl_gl3.h"
|
||||||
|
|
||||||
|
// SDL,GL3W
|
||||||
#include <SDL.h>
|
#include <SDL.h>
|
||||||
#include <SDL_syswm.h>
|
#include <SDL_syswm.h>
|
||||||
#include <GL/gl3w.h>
|
#include <GL/gl3w.h>
|
||||||
#include "imgui.h"
|
|
||||||
#include "imgui_impl_sdl_gl3.h"
|
|
||||||
|
|
||||||
// Data
|
// Data
|
||||||
static SDL_Window* g_Window = NULL;
|
static SDL_Window* g_Window = NULL;
|
||||||
@ -33,6 +38,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
|
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_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
|
||||||
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
|
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
|
||||||
|
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||||
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);
|
||||||
@ -53,12 +59,13 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||||
|
|
||||||
// Setup orthographic projection matrix
|
// Setup orthographic projection matrix
|
||||||
|
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
|
||||||
const float ortho_projection[4][4] =
|
const float ortho_projection[4][4] =
|
||||||
{
|
{
|
||||||
{ 2.0f / io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
|
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
|
||||||
{ 0.0f, 2.0f / -io.DisplaySize.y, 0.0f, 0.0f },
|
{ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f },
|
||||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||||
{ -1.0f, 1.0f, 0.0f, 1.0f },
|
{-1.0f, 1.0f, 0.0f, 1.0f },
|
||||||
};
|
};
|
||||||
glUseProgram(g_ShaderHandle);
|
glUseProgram(g_ShaderHandle);
|
||||||
glUniform1i(g_AttribLocationTex, 0);
|
glUniform1i(g_AttribLocationTex, 0);
|
||||||
@ -86,7 +93,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
{
|
{
|
||||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||||
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));
|
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));
|
||||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset);
|
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||||
}
|
}
|
||||||
idx_buffer_offset += pcmd->ElemCount;
|
idx_buffer_offset += pcmd->ElemCount;
|
||||||
}
|
}
|
||||||
@ -104,6 +111,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
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);
|
||||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||||
|
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||||
}
|
}
|
||||||
|
|
||||||
static const char* ImGui_ImplSdlGL3_GetClipboardText()
|
static const char* ImGui_ImplSdlGL3_GetClipboardText()
|
||||||
@ -165,7 +173,7 @@ void ImGui_ImplSdlGL3_CreateFontsTexture()
|
|||||||
int width, height;
|
int width, height;
|
||||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||||
|
|
||||||
// Create OpenGL texture
|
// Create OpenGL texture
|
||||||
glGenTextures(1, &g_FontTexture);
|
glGenTextures(1, &g_FontTexture);
|
||||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
@ -259,12 +267,28 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
|
|||||||
|
|
||||||
void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
||||||
{
|
{
|
||||||
if (g_FontTexture)
|
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
|
||||||
{
|
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||||
glDeleteTextures(1, &g_FontTexture);
|
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
||||||
ImGui::GetIO().Fonts->TexID = 0;
|
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
|
||||||
g_FontTexture = 0;
|
|
||||||
}
|
glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||||
|
glDeleteShader(g_VertHandle);
|
||||||
|
g_VertHandle = 0;
|
||||||
|
|
||||||
|
glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||||
|
glDeleteShader(g_FragHandle);
|
||||||
|
g_FragHandle = 0;
|
||||||
|
|
||||||
|
glDeleteProgram(g_ShaderHandle);
|
||||||
|
g_ShaderHandle = 0;
|
||||||
|
|
||||||
|
if (g_FontTexture)
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, &g_FontTexture);
|
||||||
|
ImGui::GetIO().Fonts->TexID = 0;
|
||||||
|
g_FontTexture = 0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
|
bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
|
||||||
@ -308,32 +332,11 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
|
|||||||
|
|
||||||
void ImGui_ImplSdlGL3_Shutdown()
|
void ImGui_ImplSdlGL3_Shutdown()
|
||||||
{
|
{
|
||||||
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
|
ImGui_ImplSdlGL3_InvalidateDeviceObjects();
|
||||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
|
||||||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
|
||||||
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
|
|
||||||
|
|
||||||
glDetachShader(g_ShaderHandle, g_VertHandle);
|
|
||||||
glDeleteShader(g_VertHandle);
|
|
||||||
g_VertHandle = 0;
|
|
||||||
|
|
||||||
glDetachShader(g_ShaderHandle, g_FragHandle);
|
|
||||||
glDeleteShader(g_FragHandle);
|
|
||||||
g_FragHandle = 0;
|
|
||||||
|
|
||||||
glDeleteProgram(g_ShaderHandle);
|
|
||||||
g_ShaderHandle = 0;
|
|
||||||
|
|
||||||
if (g_FontTexture)
|
|
||||||
{
|
|
||||||
glDeleteTextures(1, &g_FontTexture);
|
|
||||||
ImGui::GetIO().Fonts->TexID = 0;
|
|
||||||
g_FontTexture = 0;
|
|
||||||
}
|
|
||||||
ImGui::Shutdown();
|
ImGui::Shutdown();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window)
|
void ImGui_ImplSdlGL3_NewFrame()
|
||||||
{
|
{
|
||||||
if (!g_FontTexture)
|
if (!g_FontTexture)
|
||||||
ImGui_ImplSdlGL3_CreateDeviceObjects();
|
ImGui_ImplSdlGL3_CreateDeviceObjects();
|
||||||
@ -342,11 +345,9 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window)
|
|||||||
|
|
||||||
// Setup display size (every frame to accommodate for window resizing)
|
// Setup display size (every frame to accommodate for window resizing)
|
||||||
int w, h;
|
int w, h;
|
||||||
int display_w, display_h;
|
SDL_GetWindowSize(g_Window, &w, &h);
|
||||||
SDL_GetWindowSize(window, &w, &h);
|
|
||||||
SDL_GetWindowSize(window, &display_w, &display_h);
|
|
||||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
|
||||||
|
|
||||||
// Setup time step
|
// Setup time step
|
||||||
Uint32 time = SDL_GetTicks();
|
Uint32 time = SDL_GetTicks();
|
||||||
@ -358,7 +359,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window)
|
|||||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||||
int mx, my;
|
int mx, my;
|
||||||
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
|
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
|
||||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
|
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
|
||||||
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
else
|
else
|
||||||
io.MousePos = ImVec2(-1, -1);
|
io.MousePos = ImVec2(-1, -1);
|
||||||
@ -376,4 +377,4 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window)
|
|||||||
|
|
||||||
// Start the frame
|
// Start the frame
|
||||||
ImGui::NewFrame();
|
ImGui::NewFrame();
|
||||||
}
|
}
|
||||||
|
@ -1,4 +1,7 @@
|
|||||||
// ImGui SDL2 binding with OpenGL3
|
// ImGui SDL2 binding with OpenGL3
|
||||||
|
// You can copy and use unmodified imgui_impl_* files in your project.
|
||||||
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||||
|
// See main.cpp for an example of using this.
|
||||||
// https://github.com/ocornut/imgui
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
struct SDL_Window;
|
struct SDL_Window;
|
||||||
@ -6,7 +9,7 @@ typedef union SDL_Event SDL_Event;
|
|||||||
|
|
||||||
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
|
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
|
||||||
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
|
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
|
||||||
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window *window);
|
IMGUI_API void ImGui_ImplSdlGL3_NewFrame();
|
||||||
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
|
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
|
@ -61,7 +61,7 @@ int main(int, char**)
|
|||||||
if (event.type == SDL_QUIT)
|
if (event.type == SDL_QUIT)
|
||||||
done = true;
|
done = true;
|
||||||
}
|
}
|
||||||
ImGui_ImplSdlGL3_NewFrame(window);
|
ImGui_ImplSdlGL3_NewFrame();
|
||||||
|
|
||||||
// 1. Show a simple window
|
// 1. Show a simple window
|
||||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
|
Loading…
Reference in New Issue
Block a user