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https://github.com/Drezil/imgui.git
synced 2025-07-05 04:28:47 +02:00
Tidying up example applications
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@ -18,6 +18,7 @@ static GLuint fontTex;
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static GLint uniMVP;
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static GLint uniClipRect;
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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 structuer)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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size_t total_vtx_count = 0;
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@ -26,12 +27,34 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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if (total_vtx_count == 0)
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return;
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int read_pos_clip_rect_buf = 0; // offset in 'clip_rect_buffer'. each PushClipRect command consume 1 of those.
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// Copy all vertices into a single contiguous GL buffer
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindVertexArray(vao);
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glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
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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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return;
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int vtx_consumed = 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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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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vtx_consumed += cmd_list->vtx_buffer.size();
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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// Setup render state: alpha-blending enabled, no face culling, no depth testing
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glEnable(GL_BLEND);
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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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ImVector<ImVec4> clip_rect_stack;
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
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// Bind texture and enable our shader
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glBindTexture(GL_TEXTURE_2D, fontTex);
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glUseProgram(shaderProgram);
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// Setup orthographic projection
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// Setup orthographic projection matrix
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const float L = 0.0f;
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const float R = ImGui::GetIO().DisplaySize.x;
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const float B = ImGui::GetIO().DisplaySize.y;
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@ -43,48 +66,23 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ -(R+L)/(R-L), -(T+B)/(T-B), 0.0f, 1.0f },
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindVertexArray(vao);
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glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
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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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return;
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int vtx_consumed = 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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if (!cmd_list->vtx_buffer.empty())
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{
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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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vtx_consumed += cmd_list->vtx_buffer.size();
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}
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUseProgram(shaderProgram);
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glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
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// Setup render state: alpha-blending enabled, no face culling, no depth testing
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glEnable(GL_BLEND);
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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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glBindTexture(GL_TEXTURE_2D, fontTex);
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// Render command lists
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vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those
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bool clip_rect_dirty = true;
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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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if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
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continue;
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// Setup stack of clipping rectangles
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bool clip_rect_dirty = true;
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int clip_rect_buf_consumed = 0;
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ImVector<ImVec4> clip_rect_stack;
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
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// Render command list
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const ImDrawCmd* pcmd = &cmd_list->commands.front();
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const ImDrawCmd* pcmd_end = &cmd_list->commands.back();
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int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those.
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while (pcmd <= pcmd_end)
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{
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const ImDrawCmd& cmd = *pcmd++;
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@ -132,7 +130,6 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
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}
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// Shader sources
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// FIXME-OPT: clip at vertex level
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const GLchar* vertexSource =
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"#version 150 core\n"
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"uniform mat4 MVP;"
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@ -164,6 +161,7 @@ const GLchar* fragmentSource =
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" o_col.w *= (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w));" // Clipping: branch-less, set alpha 0.0f
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"}";
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// GLFW callbacks to get events
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static void glfw_error_callback(int error, const char* description)
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{
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fputs(description, stderr);
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@ -251,7 +249,6 @@ void InitImGui()
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Setup graphics backend
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GLint status = GL_TRUE;
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GLenum err = GL_NO_ERROR;
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@ -394,7 +391,7 @@ int main(int argc, char** argv)
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ImGui::End();
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}
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// 3) Render
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// 3) Rendering
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glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui::Render();
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@ -403,6 +400,5 @@ int main(int argc, char** argv)
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}
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Shutdown();
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return 0;
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}
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