[OpenGL] Fix glClipControl(GL_UPPER_LEFT) rendering

pull/496/head
jackun 3 years ago
parent bc2d5556d7
commit 76b571bc11
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GPG Key ID: 119DB3F1D05A9ED3

@ -514,6 +514,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
if (!g_IsGLES && g_GlVersion >= 200)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
bool clip_origin_lower_left = true;
GLenum last_clip_origin = 0;
if (!g_IsGLES && /*g_GlVersion >= 450*/ (glad_glClipControl || glad_glClipControlEXT)) {
glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
if (last_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
}
// Setup viewport, orthographic projection matrix
// 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.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -521,6 +529,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@ -598,18 +607,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Disable and store SRGB state.
GLboolean last_srgb_enabled = glIsEnabled(GL_FRAMEBUFFER_SRGB);
bool clip_origin_lower_left = true;
GLenum last_clip_origin = 0;
GLenum last_clip_depth_mode = 0;
if (!g_IsGLES && /*g_GlVersion >= 450*/ (glad_glClipControl || glad_glClipControlEXT)) {
glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
glGetIntegerv(GL_CLIP_DEPTH_MODE, (GLint*)&last_clip_depth_mode);
if (last_clip_origin == GL_UPPER_LEFT) {
clip_origin_lower_left = false;
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
}
}
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
@ -656,10 +654,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
//if (clip_origin_lower_left)
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));
//else
// 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)
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));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
@ -705,10 +700,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_srgb_enabled)
glEnable(GL_FRAMEBUFFER_SRGB);
if (!g_IsGLES && /*g_GlVersion >= 450*/ glad_glClipControl)
if (!clip_origin_lower_left)
glClipControl(last_clip_origin, last_clip_depth_mode);
}
}

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