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To support drivers with strict core profiles, a buffer is used for the indices as well (fixes ocornut/imgui#277).
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@ -24,7 +24,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static int g_VboSize = 0;
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 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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// If text or lines are blurry when integrating ImGui in your engine:
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@ -61,7 +61,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
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const ImDrawIdx* idx_buffer_offset = 0;
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
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@ -78,6 +78,9 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
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for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
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{
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if (pcmd->UserCallback)
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@ -88,15 +91,16 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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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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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset);
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}
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idx_buffer += pcmd->ElemCount;
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idx_buffer_offset += pcmd->ElemCount;
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}
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}
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// Restore modified state
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glUseProgram(last_program);
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glDisable(GL_SCISSOR_TEST);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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@ -212,6 +216,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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glGenBuffers(1, &g_VboHandle);
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glGenBuffers(1, &g_ElementsHandle);
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glGenVertexArrays(1, &g_VaoHandle);
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glBindVertexArray(g_VaoHandle);
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@ -280,6 +285,8 @@ void ImGui_ImplGlfwGL3_Shutdown()
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{
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if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
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if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
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g_ElementsHandle = 0;
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g_VaoHandle = 0;
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g_VboHandle = 0;
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