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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_opengl3.cpp # imgui.cpp
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@@ -15,6 +15,7 @@
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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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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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@@ -122,12 +123,16 @@
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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#ifndef GLFW_INCLUDE_NONE
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#endif
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#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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#ifndef GLFW_INCLUDE_NONE
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#endif
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#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
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#include <glbinding/gl/gl.h>
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using namespace gl;
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@@ -254,6 +259,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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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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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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#endif
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// Setup viewport, orthographic projection matrix
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// 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.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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@@ -261,6 +274,7 @@ 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 (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
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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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@@ -329,12 +343,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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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_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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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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GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
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if (last_clip_origin == GL_UPPER_LEFT)
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clip_origin_lower_left = false;
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#endif
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// Setup desired GL state
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// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
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@@ -382,10 +390,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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// Apply scissor/clipping rectangle
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if (clip_origin_lower_left)
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glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
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else
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glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
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glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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