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	Examples: GL3: Comments, tweaks (#1145)
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		| @@ -31,8 +31,8 @@ static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr | |||||||
| static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; | static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; | ||||||
|  |  | ||||||
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | ||||||
| // If text or lines are blurry when integrating ImGui in your engine: | // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.  | ||||||
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | ||||||
| void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) | void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) | ||||||
| { | { | ||||||
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | ||||||
| @@ -88,6 +88,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) | |||||||
|     glUniform1i(g_AttribLocationTex, 0); |     glUniform1i(g_AttribLocationTex, 0); | ||||||
|     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); |     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); | ||||||
|     glBindVertexArray(g_VaoHandle); |     glBindVertexArray(g_VaoHandle); | ||||||
|  |     glBindSampler(0, 0); // Rely on combined texture/sampler state. | ||||||
|  |  | ||||||
|     for (int n = 0; n < draw_data->CmdListsCount; n++) |     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||||||
|     { |     { | ||||||
| @@ -110,7 +111,6 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) | |||||||
|             else |             else | ||||||
|             { |             { | ||||||
|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | ||||||
|                 glBindSampler(0, 0); // rely on combined texture/sampler state. |  | ||||||
|                 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, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); |                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); | ||||||
|             } |             } | ||||||
|   | |||||||
| @@ -25,8 +25,8 @@ static int          g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr | |||||||
| static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; | static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; | ||||||
|  |  | ||||||
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | ||||||
| // If text or lines are blurry when integrating ImGui in your engine: | // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.  | ||||||
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | ||||||
| void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) | void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) | ||||||
| { | { | ||||||
|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | ||||||
| @@ -82,6 +82,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) | |||||||
|     glUniform1i(g_AttribLocationTex, 0); |     glUniform1i(g_AttribLocationTex, 0); | ||||||
|     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); |     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); | ||||||
|     glBindVertexArray(g_VaoHandle); |     glBindVertexArray(g_VaoHandle); | ||||||
|  |     glBindSampler(0, 0); // Rely on combined texture/sampler state. | ||||||
|  |  | ||||||
|     for (int n = 0; n < draw_data->CmdListsCount; n++) |     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||||||
|     { |     { | ||||||
| @@ -104,7 +105,6 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) | |||||||
|             else |             else | ||||||
|             { |             { | ||||||
|                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); |                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); | ||||||
|                 glBindSampler(0, 0); // rely on combined texture/sampler state. |  | ||||||
|                 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, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); |                 glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); | ||||||
|             } |             } | ||||||
|   | |||||||
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