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https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
Indexed rendering. Not in main branch because breaks rendering code too much. Will merge in trunk along with more major graphics changes lat
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@ -23,7 +23,7 @@ static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static size_t g_VboMaxSize = 20000;
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static size_t g_VboSize = 0;
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
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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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@ -62,32 +62,33 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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for (int n = 0; n < cmd_lists_count; n++)
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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if (neededBufferSize > g_VboMaxSize)
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size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
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if (g_VboSize < needed_vtx_size)
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{
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g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
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glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW);
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g_VboSize = needed_vtx_size + 8192; // Grow buffer
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glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
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}
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// Copy and convert all vertices into a single contiguous buffer
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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!buffer_data)
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unsigned char* vtx_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!vtx_data)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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memcpy(vtx_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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vtx_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(g_VaoHandle);
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int cmd_offset = 0;
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int vtx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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int vtx_offset = cmd_offset;
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const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
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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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@ -99,11 +100,11 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)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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glDrawElementsBaseVertex(GL_TRIANGLES, pcmd->idx_count, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
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}
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vtx_offset += pcmd->vtx_count;
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idx_buffer += pcmd->idx_count;
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}
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cmd_offset = vtx_offset;
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vtx_offset += cmd_list->vtx_buffer.size();
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}
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// Restore modified state
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@ -217,8 +218,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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glGenBuffers(1, &g_VboHandle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
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glGenVertexArrays(1, &g_VaoHandle);
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glBindVertexArray(g_VaoHandle);
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