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