Examples: OpenGL3: simplified code using glBufferData for vertices as well (#277, #278)

This commit is contained in:
ocornut 2015-07-19 10:52:51 -06:00
parent dc1cb9e625
commit 0eb196d544

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@ -23,7 +23,6 @@ static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static int g_VboSize = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; 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) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
@ -64,22 +63,10 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
const ImDrawIdx* idx_buffer_offset = 0; const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
if (g_VboSize < needed_vtx_size)
{
// Grow our buffer if needed
g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
}
unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
if (!vtx_data)
continue;
memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
{ {