Browse Source

Merge branch 'nlguillemot-master'

omar 8 years ago
parent
commit
5665f1d3e3

+ 5 - 2
examples/opengl3_example/imgui_impl_glfw_gl3.cpp

@@ -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;
 
 // 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:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// 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. 
+// 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)
 {
     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@@ -48,6 +48,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
     glActiveTexture(GL_TEXTURE0);
     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
@@ -87,6 +88,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
     glUniform1i(g_AttribLocationTex, 0);
     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
     glBindVertexArray(g_VaoHandle);
+    glBindSampler(0, 0); // Rely on combined texture/sampler state.
 
     for (int n = 0; n < draw_data->CmdListsCount; n++)
     {
@@ -119,6 +121,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
     // Restore modified GL state
     glUseProgram(last_program);
     glBindTexture(GL_TEXTURE_2D, last_texture);
+    glBindSampler(0, last_sampler);
     glActiveTexture(last_active_texture);
     glBindVertexArray(last_vertex_array);
     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);

+ 5 - 2
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp

@@ -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;
 
 // 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:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+// 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. 
+// 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)
 {
     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@@ -42,6 +42,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
     glActiveTexture(GL_TEXTURE0);
     GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
     GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+    GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
     GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
     GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
     GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
@@ -81,6 +82,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
     glUniform1i(g_AttribLocationTex, 0);
     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
     glBindVertexArray(g_VaoHandle);
+    glBindSampler(0, 0); // Rely on combined texture/sampler state.
 
     for (int n = 0; n < draw_data->CmdListsCount; n++)
     {
@@ -113,6 +115,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
     // Restore modified GL state
     glUseProgram(last_program);
     glBindTexture(GL_TEXTURE_2D, last_texture);
+    glBindSampler(0, last_sampler);
     glActiveTexture(last_active_texture);
     glBindVertexArray(last_vertex_array);
     glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);