Backends: OpenGL2, OpenGL3: Backup and restore GL_SHADE_MODAL, GL_STENCIL_TEST, clear GL_NORMAL_ARRAY. Comments., (#3671, #3668)

This commit is contained in:
ocornut 2021-01-03 15:55:12 +01:00
parent 0a5f399805
commit 7d5d5711c2
4 changed files with 30 additions and 14 deletions

View File

@ -18,7 +18,8 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODAL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
@ -82,23 +83,29 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL); glDisable(GL_COLOR_MATERIAL);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function: // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
// GLint last_program; // GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0); // glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...); // ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program) // glUseProgram(last_program)
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
// Setup viewport, orthographic projection matrix // Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
@ -128,6 +135,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@ -196,6 +204,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
glShadeModel(last_shade_model);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
} }

View File

@ -13,7 +13,8 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2020-10-23: OpenGL: Save and restore current GL_PRIMITIVE_RESTART state. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 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) // 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)
// 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. // 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.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
@ -249,6 +250,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (g_GlVersion >= 310) if (g_GlVersion >= 310)
@ -343,6 +345,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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);
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
@ -431,6 +434,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_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);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }

View File

@ -117,7 +117,10 @@ Other Changes:
- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width. - Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...) - Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn] when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
- Backends: OpenGL2: Backup and restore GL_SHADE_MODAL and disable GL_NORMAL_ARRAY state to increase compatibility
with legacy code. (#3671)
- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon] - Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
- Backends: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. (@3579) [@bdero] - Backends: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. (@3579) [@bdero]
- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed. - Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise] - Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]

View File

@ -136,7 +136,7 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the commented lines below. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
//GLint last_program; //GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0); //glUseProgram(0);