diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.cpp b/examples/sdl_opengl_example/imgui_impl_sdl.cpp index 139a5db7..7d5d7aa0 100644 --- a/examples/sdl_opengl_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl_example/imgui_impl_sdl.cpp @@ -16,7 +16,7 @@ static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -static void ImGui_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) +static void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) { // We are using the OpenGL fixed pipeline to make the example code simpler to read! // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer. @@ -46,29 +46,29 @@ static void ImGui_ImplSdl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_ // Render command lists #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) - for (int n = 0; n < cmd_lists_count; n++) + for (int n = 0; n < draw_data->CmdListsCount; n++) { - const ImDrawList* cmd_list = cmd_lists[n]; - const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front(); + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front(); + const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos))); glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv))); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col))); - int vtx_offset = 0; - for (int cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; - if (pcmd->user_callback) + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) { - pcmd->user_callback(cmd_list, pcmd); + pcmd->UserCallback(cmd_list, pcmd); } else { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); - 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)); - glDrawArrays(GL_TRIANGLES, vtx_offset, (GLsizei)pcmd->vtx_count); + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer); } - vtx_offset += pcmd->vtx_count; + idx_buffer += pcmd->ElemCount; } } #undef OFFSETOF