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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # imgui.cpp
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@ -15,7 +15,8 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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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// 2020-09-17: 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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@ -260,6 +261,7 @@ 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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glDisable(GL_CULL_FACE);
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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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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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if (g_GlVersion >= 310)
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@ -270,8 +272,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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#endif
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// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
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bool clip_origin_lower_left = true;
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#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
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bool clip_origin_lower_left = true;
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GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
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if (current_clip_origin == GL_UPPER_LEFT)
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clip_origin_lower_left = false;
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@ -284,7 +286,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
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if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
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#endif
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const float ortho_projection[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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@ -295,12 +299,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (g_GlVersion >= 330)
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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(void)vertex_array_object;
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(vertex_array_object);
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@ -354,6 +358,7 @@ 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_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_stencil_test = glIsEnabled(GL_STENCIL_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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GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
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@ -442,6 +447,7 @@ 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_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_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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#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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