Created a RenderState for ImGuiRenderPass
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@@ -1,6 +1,7 @@
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#include <imgui/imgui.h>
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#include "../OpenGL.h"
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#include "IRenderer.h"
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#include "RenderState.h"
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#include "../Core/EventBroker.h"
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#include "../Core/EMousePress.h"
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#include "../Core/EMouseRelease.h"
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@@ -10,6 +11,22 @@
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#include "../Core/EKeyUp.h"
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#include "../Core/EKeyboardChar.h"
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class ImGuiRenderState : public RenderState
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{
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public:
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ImGuiRenderState()
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: RenderState()
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{
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BindFramebuffer(0);
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Enable(GL_BLEND);
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BlendEquation(GL_FUNC_ADD);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Disable(GL_CULL_FACE);
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Disable(GL_DEPTH_TEST);
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Enable(GL_SCISSOR_TEST);
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}
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};
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class ImGuiRenderPass
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{
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public:
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@@ -69,29 +69,8 @@ void ImGuiRenderPass::Draw()
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ImDrawData* draw_data = ImGui::GetDrawData();
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// Backup GL state
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
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GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
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GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
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GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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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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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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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// Set up render state
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ImGuiRenderState state;
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glActiveTexture(GL_TEXTURE0);
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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@@ -134,20 +113,6 @@ void ImGuiRenderPass::Draw()
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}
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}
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// Restore modified GL state
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glUseProgram(last_program);
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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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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glBindVertexArray(last_vertex_array);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFunc(last_blend_src, last_blend_dst);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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// Start next frame
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newFrame();
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}
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