SDL example: update for indexed rendering.

This commit is contained in:
ocornut 2015-07-08 10:32:55 -06:00
parent b36ff2fec3
commit b7e63c163c

View File

@ -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) // 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: // 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) // - 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! // 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. // 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 // Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) #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 ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front(); 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))); glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv))); 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))); 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->CmdBuffer.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->user_callback) if (pcmd->UserCallback)
{ {
pcmd->user_callback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
} }
else else
{ {
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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)); glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, (GLsizei)pcmd->vtx_count); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
} }
vtx_offset += pcmd->vtx_count; idx_buffer += pcmd->ElemCount;
} }
} }
#undef OFFSETOF #undef OFFSETOF