mirror of https://github.com/ocornut/imgui
Examples: OpenGL2/3: Save/setup/restore viewport as part of render function. Update SDL example to match GL2 one. (fix #392)
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@ -43,6 +43,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
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GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
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GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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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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@ -62,7 +63,8 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Setup orthographic projection matrix
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
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const float ortho_projection[4][4] =
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{
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{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
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@ -114,6 +116,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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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_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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}
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static const char* ImGui_ImplGlfwGL3_GetClipboardText()
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@ -30,8 +30,8 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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{
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -49,7 +49,8 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Setup orthographic projection matrix
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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@ -97,6 +98,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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}
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static const char* ImGui_ImplGlfw_GetClipboardText()
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@ -22,8 +22,9 @@ static GLuint g_FontTexture = 0;
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void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
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{
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -36,13 +37,17 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
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glEnable(GL_TEXTURE_2D);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
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// Setup orthographic projection matrix
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const float width = ImGui::GetIO().DisplaySize.x;
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const float height = ImGui::GetIO().DisplaySize.y;
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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ImGuiIO& io = ImGui::GetIO();
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float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
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glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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@ -68,7 +73,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
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else
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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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));
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
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}
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idx_buffer += pcmd->ElemCount;
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@ -80,12 +85,13 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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}
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static const char* ImGui_ImplSdl_GetClipboardText()
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