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Tidying up example applications
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@ -83,45 +83,37 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
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// Render command lists
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int vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those
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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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// 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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int clip_rect_buf_offset = 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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while (pcmd <= pcmd_end)
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const ImDrawList* cmd_list = cmd_lists[n];
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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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const ImDrawCmd& cmd = *pcmd++;
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switch (cmd.cmd_type)
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switch (pcmd->cmd_type)
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{
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case ImDrawCmdType_DrawTriangleList:
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if (clip_rect_dirty)
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{
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const ImVec4& clip_rect = clip_rect_stack.back();
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const RECT r = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
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g_pd3dDevice->SetScissorRect(&r);
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clip_rect_dirty = false;
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
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vtx_offset += pcmd->vtx_count;
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}
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_consumed, cmd.vtx_count/3);
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vtx_consumed += cmd.vtx_count;
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break;
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case ImDrawCmdType_PushClipRect:
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]);
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clip_rect_dirty = true;
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
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break;
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case ImDrawCmdType_PopClipRect:
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clip_rect_stack.pop_back();
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clip_rect_dirty = true;
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break;
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}
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}
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@ -15,8 +15,6 @@ static GLuint vertexShader;
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static GLuint fragmentShader;
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static GLuint shaderProgram;
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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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@ -34,13 +32,11 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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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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@ -53,63 +49,59 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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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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const GLint uniMVP = glGetUniformLocation(shaderProgram, "MVP");
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const GLint uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
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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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const float T = 0.0f;
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const float width = ImGui::GetIO().DisplaySize.x;
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const float height = ImGui::GetIO().DisplaySize.y;
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const float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 2.0f/width, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
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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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{ -1.0f, 1.0f, 0.0f, 1.0f },
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};
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glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
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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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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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// 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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int clip_rect_buf_offset = 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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while (pcmd <= pcmd_end)
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const ImDrawList* cmd_list = cmd_lists[n];
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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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const ImDrawCmd& cmd = *pcmd++;
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switch (cmd.cmd_type)
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switch (pcmd->cmd_type)
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{
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case ImDrawCmdType_DrawTriangleList:
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if (clip_rect_dirty)
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{
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glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
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clip_rect_dirty = false;
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}
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glDrawArrays(GL_TRIANGLES, vtx_consumed, cmd.vtx_count);
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vtx_consumed += cmd.vtx_count;
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glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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vtx_offset += pcmd->vtx_count;
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break;
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case ImDrawCmdType_PushClipRect:
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]);
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clip_rect_dirty = true;
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
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break;
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case ImDrawCmdType_PopClipRect:
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clip_rect_stack.pop_back();
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clip_rect_dirty = true;
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break;
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}
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}
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}
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// Cleanup GL state
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glUseProgram(0);
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}
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static const char* ImImpl_GetClipboardTextFn()
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@ -122,6 +114,7 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
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if (!text_end)
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text_end = text + strlen(text);
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// Add a zero-terminator because glfw function doesn't take a size
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char* buf = (char*)malloc(text_end - text + 1);
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memcpy(buf, text, text_end-text);
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buf[text_end-text] = '\0';
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@ -283,9 +276,6 @@ void InitImGui()
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
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IM_ASSERT(status == GL_TRUE);
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uniMVP = glGetUniformLocation(shaderProgram, "MVP");
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uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
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// Create Vertex Buffer Objects & Vertex Array Objects
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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@ -305,6 +295,9 @@ void InitImGui()
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glEnableVertexAttribArray(colAttrib);
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Load font texture
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glGenTextures(1, &fontTex);
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glBindTexture(GL_TEXTURE_2D, fontTex);
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