Simplified to not combine vert buffers like the opengl3 example

This commit is contained in:
Joel Davis 2015-07-08 09:01:10 -07:00
parent ca042134ae
commit 81cebb9c85

View File

@ -613,9 +613,6 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES // NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data) static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{ {
if (draw_data->CmdListsCount == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
GLint last_program, last_texture; GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
@ -642,49 +639,29 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
glUseProgram(g_ShaderHandle); glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0); glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
int needed_vtx_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
}
// Copy and convert all vertices into a single contiguous buffer
unsigned char* buffer_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, g_VboSize, GL_MAP_WRITE_BIT);
if (!buffer_data)
return;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(buffer_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(g_VaoHandle); glBindVertexArray(g_VaoHandle);
int vtx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
ImDrawList* cmd_list = draw_data->CmdLists[n]; ImDrawList* cmd_list = draw_data->CmdLists[n];
ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
// OpenGL ES doesn't support glDrawElementsBaseVertex, so glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
// we have to modify the index buffer to add the base vertex int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
// index for each command. if (g_VboSize < needed_vtx_size)
for (ImDrawIdx *idx = cmd_list->IdxBuffer.begin();
idx != cmd_list->IdxBuffer.end(); idx++)
{ {
(*idx) += vtx_offset; // Grow our buffer if needed
g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
} }
const ImDrawCmd* pcmd_end = cmd_list->CmdBuffer.end(); unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != pcmd_end; pcmd++) if (!vtx_data)
continue;
memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
glUnmapBuffer(GL_ARRAY_BUFFER);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
{ {
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
@ -701,11 +678,11 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
} }
idx_buffer += pcmd->ElemCount; idx_buffer += pcmd->ElemCount;
} }
vtx_offset += cmd_list->VtxBuffer.size();
} }
// Restore modified state // Restore modified state
glBindVertexArray(0); glBindVertexArray(0);
glBindBuffer( GL_ARRAY_BUFFER, 0);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glUseProgram(last_program); glUseProgram(last_program);