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https://github.com/ocornut/imgui.git
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WIP - Backends: OpenGL3: added ImGuiBackendFlags_RendererHasTextures support.
This commit is contained in:
parent
a5fccb498e
commit
0cf0bd27f7
3 changed files with 106 additions and 54 deletions
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@ -4,8 +4,9 @@
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
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// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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@ -232,7 +233,7 @@ struct ImGui_ImplOpenGL3_Data
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bool GlProfileIsES3;
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bool GlProfileIsCompat;
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GLint GlProfileMask;
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GLuint FontTexture;
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GLint MaxTextureSize;
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GLuint ShaderHandle;
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GLint AttribLocationTex; // Uniforms location
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GLint AttribLocationProjMtx;
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@ -245,6 +246,7 @@ struct ImGui_ImplOpenGL3_Data
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bool HasPolygonMode;
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bool HasClipOrigin;
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bool UseBufferSubData;
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ImVector<char> TempBuffer;
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ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -336,6 +338,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
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bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
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#endif
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
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#if defined(IMGUI_IMPL_OPENGL_ES3)
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bd->GlProfileIsES3 = true;
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@ -363,7 +366,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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if (bd->GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
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@ -419,7 +426,7 @@ void ImGui_ImplOpenGL3_Shutdown()
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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IM_DELETE(bd);
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}
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@ -432,8 +439,6 @@ void ImGui_ImplOpenGL3_NewFrame()
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if (!bd->ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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if (!bd->FontTexture)
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ImGui_ImplOpenGL3_CreateFontsTexture();
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}
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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@ -525,6 +530,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Catch up with texture updates. Most of the times, the list will have 1 element will an OK status, aka nothing to do.
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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if (tex->Status != ImTextureStatus_OK)
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ImGui_ImplOpenGL3_UpdateTexture(tex);
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// Backup GL state
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GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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@ -693,49 +703,78 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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(void)bd; // Not all compilation paths use this
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}
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bool ImGui_ImplOpenGL3_CreateFontsTexture()
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void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Build texture atlas
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GL_CALL(glGenTextures(1, &bd->FontTexture));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#endif
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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// Store identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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// Restore state
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GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
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return true;
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}
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void ImGui_ImplOpenGL3_DestroyFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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if (bd->FontTexture)
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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glDeleteTextures(1, &bd->FontTexture);
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io.Fonts->SetTexID(0);
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bd->FontTexture = 0;
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// Create and upload new texture to graphics system
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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const void* pixels = tex->GetPixels();
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GLuint gl_texture_id = 0;
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GL_CALL(glGenTextures(1, &gl_texture_id));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#endif
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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// Store identifiers
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tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
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tex->Status = ImTextureStatus_OK;
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// Restore state
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GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
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}
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else if (tex->Status == ImTextureStatus_WantUpdates)
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{
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// Update selected blocks. We only ever write to textures regions which have never been used before!
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// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
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GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
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#if 0// GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
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for (ImTextureRect& r : tex->Updates)
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GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#else
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// GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line.
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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for (ImTextureRect& r : tex->Updates)
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{
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const int src_pitch = r.w * tex->BytesPerPixel;
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bd->TempBuffer.resize(r.h * src_pitch);
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char* out_p = bd->TempBuffer.Data;
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for (int y = 0; y < r.h; y++, out_p += src_pitch)
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memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch);
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IM_ASSERT(out_p == bd->TempBuffer.end());
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GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data));
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}
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#endif
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tex->Status = ImTextureStatus_OK;
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GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
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}
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else if (tex->Status == ImTextureStatus_WantDestroy)
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{
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GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
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glDeleteTextures(1, &gl_tex_id);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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tex->Status = ImTextureStatus_Destroyed;
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}
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}
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@ -959,8 +998,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glGenBuffers(1, &bd->VboHandle);
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glGenBuffers(1, &bd->ElementsHandle);
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ImGui_ImplOpenGL3_CreateFontsTexture();
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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@ -980,7 +1017,14 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
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if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
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if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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// Destroy all textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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if (tex->RefCount == 1)
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{
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tex->Status = ImTextureStatus_WantDestroy;
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ImGui_ImplOpenGL3_UpdateTexture(tex);
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}
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}
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//--------------------------------------------------------------------------------------------------------
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@ -4,8 +4,9 @@
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// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
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// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// About WebGL/ES:
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@ -37,11 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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// (Optional) Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you want to start updating textures after ImGui::Render() without waiting for the RenderDrawData call.
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
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// Configuration flags to add in your imconfig file:
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//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
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//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
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@ -167,6 +167,7 @@ typedef khronos_uint8_t GLubyte;
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#define GL_SCISSOR_TEST 0x0C11
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#define GL_PACK_ALIGNMENT 0x0D05
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#define GL_MAX_TEXTURE_SIZE 0x0D33
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#define GL_TEXTURE_2D 0x0DE1
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#define GL_UNSIGNED_BYTE 0x1401
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#define GL_UNSIGNED_SHORT 0x1403
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typedef double GLclampd;
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#define GL_TEXTURE_BINDING_2D 0x8069
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typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
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typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
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typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
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typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
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typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
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#ifdef GL_GLEXT_PROTOTYPES
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GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
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GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
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GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
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GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
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GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
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@ -478,7 +481,7 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
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/* gl3w internal state */
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union ImGL3WProcs {
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GL3WglProc ptr[59];
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GL3WglProc ptr[60];
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struct {
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PFNGLACTIVETEXTUREPROC ActiveTexture;
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PFNGLATTACHSHADERPROC AttachShader;
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PFNGLSHADERSOURCEPROC ShaderSource;
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PFNGLTEXIMAGE2DPROC TexImage2D;
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PFNGLTEXPARAMETERIPROC TexParameteri;
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PFNGLTEXSUBIMAGE2DPROC TexSubImage2D;
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PFNGLUNIFORM1IPROC Uniform1i;
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PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
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PFNGLUSEPROGRAMPROC UseProgram;
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#define glShaderSource imgl3wProcs.gl.ShaderSource
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#define glTexImage2D imgl3wProcs.gl.TexImage2D
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#define glTexParameteri imgl3wProcs.gl.TexParameteri
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#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D
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#define glUniform1i imgl3wProcs.gl.Uniform1i
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#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
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#define glUseProgram imgl3wProcs.gl.UseProgram
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"glShaderSource",
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"glTexImage2D",
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"glTexParameteri",
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"glTexSubImage2D",
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"glUniform1i",
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"glUniformMatrix4fv",
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"glUseProgram",
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