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@ -9,7 +9,7 @@
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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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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// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
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// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
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@ -76,10 +76,17 @@
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// (About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual functions to be loaded manually.
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// Helper libraries are often used for this purpose! Here we are using gl3w.h, which requires a call to gl3wInit().
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// You may use another any other loader/header of your choice, such as glew, glext, glad, glLoadGen, etc.)
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#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h>
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//#include <glew.h>
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//#include <glext.h>
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//#include <glad/glad.h>
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h>
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h>
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEXT)
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#include <glext.h>
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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#endif
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// OpenGL Data
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@ -120,7 +127,7 @@ void ImGui_ImplOpenGL3_NewFrame()
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// OpenGL3 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// 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.
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// 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.
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void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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@ -136,7 +143,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glActiveTexture(GL_TEXTURE0);
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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#ifdef GL_SAMPLER_BINDING
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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#endif
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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#ifdef GL_POLYGON_MODE
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@ -186,7 +195,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#ifdef GL_SAMPLER_BINDING
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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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// Recreate the VAO every time
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// Recreate the VAO every time
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// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
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GLuint vao_handle = 0;
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glGenVertexArrays(1, &vao_handle);
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