mirror of
https://github.com/xemu-project/imgui.git
synced 2024-11-24 02:39:58 +00:00
Examples: all supports TextureID in renderer, added LoadFontTexture() function.
This commit is contained in:
parent
40f7b67ef1
commit
20bb6270bc
@ -26,7 +26,6 @@ static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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@ -122,7 +121,6 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
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g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
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// Setup render state
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@ -139,6 +137,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
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vtx_offset += pcmd->vtx_count;
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@ -324,7 +323,8 @@ void CleanupDevice()
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// InitImGui
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if (g_pFontSampler) g_pFontSampler->Release();
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if (g_pFontTextureView) g_pFontTextureView->Release();
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if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Font->TexID)
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font_texture_view->Release();
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if (g_pVB) g_pVB->Release();
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// InitDeviceD3D
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@ -379,6 +379,45 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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// Create texture
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = font->TexWidth;
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desc.Height = font->TexHeight;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = font->TexPixels;
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subResource.SysMemPitch = desc.Width * 1;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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ID3D11ShaderResourceView* font_texture_view = NULL;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
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pTexture->Release();
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// Store ID
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font->TexID = (void *)font_texture_view;
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}
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void InitImGui()
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{
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RECT rect;
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@ -430,39 +469,7 @@ void InitImGui()
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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IM_ASSERT(io.Font->IsLoaded());
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// Copy font texture
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{
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = io.Font->TexWidth;
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desc.Height = io.Font->TexHeight;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = io.Font->TexPixels;
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subResource.SysMemPitch = desc.Width * 1;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
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pTexture->Release();
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}
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LoadFontTexture(io.Font);
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// Create texture sampler
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{
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@ -563,6 +570,11 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (FLOAT)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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@ -14,7 +14,6 @@ static HWND hWnd;
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static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
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static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
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struct CUSTOMVERTEX
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{
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D3DXVECTOR3 pos;
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@ -70,16 +69,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
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// Setup texture
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g_pd3dDevice->SetTexture( 0, g_pTexture );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
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// Setup orthographic projection matrix
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D3DXMATRIXA16 mat;
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@ -99,6 +95,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
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vtx_offset += pcmd->vtx_count;
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@ -133,7 +130,8 @@ void CleanupDevice()
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if (g_pVB) g_pVB->Release();
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// InitDeviceD3D
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if (g_pTexture) g_pTexture->Release();
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if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Font->TexID)
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tex->Release();
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if (g_pd3dDevice) g_pd3dDevice->Release();
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if (g_pD3D) g_pD3D->Release();
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}
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@ -176,6 +174,31 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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LPDIRECT3DTEXTURE9 pTexture = NULL;
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if (D3DXCreateTexture(g_pd3dDevice, font->TexWidth, font->TexHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
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{
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IM_ASSERT(0);
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return;
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}
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// Copy pixels
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D3DLOCKED_RECT tex_locked_rect;
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if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
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{
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IM_ASSERT(0);
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return;
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}
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for (int y = 0; y < font->TexHeight; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, font->TexPixels + font->TexWidth * y, font->TexWidth);
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pTexture->UnlockRect(0);
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font->TexID = (void *)pTexture;
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}
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void InitImGui()
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{
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RECT rect;
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@ -219,15 +242,7 @@ void InitImGui()
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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IM_ASSERT(io.Font->IsLoaded());
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// Copy font texture
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if (D3DXCreateTexture(g_pd3dDevice, io.Font->TexWidth, io.Font->TexHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_pTexture) < 0) { IM_ASSERT(0); return; }
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D3DLOCKED_RECT tex_locked_rect;
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if (g_pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) { IM_ASSERT(0); return; }
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for (int y = 0; y < io.Font->TexHeight; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, io.Font->TexPixels + io.Font->TexWidth * y, io.Font->TexWidth);
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g_pTexture->UnlockRect(0);
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LoadFontTexture(io.Font);
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}
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INT64 ticks_per_second = 0;
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@ -313,6 +328,11 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (FLOAT)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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@ -17,7 +17,6 @@
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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static GLFWwindow* window;
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static GLuint fontTex;
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static bool mousePressed[2] = { false, false };
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// Shader variables
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@ -43,10 +42,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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// Setup texture
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fontTex);
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// Setup orthographic projection matrix
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const float width = ImGui::GetIO().DisplaySize.x;
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@ -96,6 +92,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)pcmd->texture_id);
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glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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vtx_offset += pcmd->vtx_count;
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@ -242,6 +239,19 @@ void InitGL()
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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GLuint tex_id;
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, font->TexWidth, font->TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, font->TexPixels);
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font->TexID = (void *)tex_id;
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}
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void InitImGui()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -274,15 +284,7 @@ void InitImGui()
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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IM_ASSERT(io.Font->IsLoaded());
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// Copy font texture
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glGenTextures(1, &fontTex);
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glBindTexture(GL_TEXTURE_2D, fontTex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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IM_ASSERT(io.Font->IsLoaded());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, io.Font->TexWidth, io.Font->TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, io.Font->TexPixels);
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LoadFontTexture(io.Font);
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}
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void UpdateImGui()
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@ -342,6 +344,11 @@ int main(int argc, char** argv)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (float)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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@ -17,7 +17,6 @@
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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static GLFWwindow* window;
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static GLuint fontTex;
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static bool mousePressed[2] = { false, false };
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@ -41,9 +40,6 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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// Setup texture
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glBindTexture(GL_TEXTURE_2D, fontTex);
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glEnable(GL_TEXTURE_2D);
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// Setup orthographic projection matrix
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@ -70,6 +66,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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glBindTexture(GL_TEXTURE_2D, (GLuint)pcmd->texture_id);
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glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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||||
vtx_offset += pcmd->vtx_count;
|
||||
@ -151,6 +148,19 @@ void InitGL()
|
||||
glewInit();
|
||||
}
|
||||
|
||||
void LoadFontTexture(ImFont* font)
|
||||
{
|
||||
IM_ASSERT(font && font->IsLoaded());
|
||||
|
||||
GLuint tex_id;
|
||||
glGenTextures(1, &tex_id);
|
||||
glBindTexture(GL_TEXTURE_2D, tex_id);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, font->TexWidth, font->TexHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, font->TexPixels);
|
||||
font->TexID = (void *)tex_id;
|
||||
}
|
||||
|
||||
void InitImGui()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -183,15 +193,7 @@ void InitImGui()
|
||||
io.Font->LoadDefault();
|
||||
//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
|
||||
//io.Font->DisplayOffset.y += 0.0f;
|
||||
IM_ASSERT(io.Font->IsLoaded());
|
||||
|
||||
// Copy font texture
|
||||
glGenTextures(1, &fontTex);
|
||||
glBindTexture(GL_TEXTURE_2D, fontTex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
IM_ASSERT(io.Font->IsLoaded());
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, io.Font->TexWidth, io.Font->TexHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, io.Font->TexPixels);
|
||||
LoadFontTexture(io.Font);
|
||||
}
|
||||
|
||||
void UpdateImGui()
|
||||
@ -250,6 +252,11 @@ int main(int argc, char** argv)
|
||||
show_test_window ^= ImGui::Button("Test Window");
|
||||
show_another_window ^= ImGui::Button("Another Window");
|
||||
|
||||
static ImFont* font2 = NULL;
|
||||
if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
|
||||
ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (float)font2->TexHeight));
|
||||
//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
|
||||
|
||||
// Calculate and show frame rate
|
||||
static float ms_per_frame[120] = { 0 };
|
||||
static int ms_per_frame_idx = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user