Update ios example for API changes and index rendering

This commit is contained in:
Joel Davis 2015-07-07 23:43:27 -07:00
parent 1cd391146d
commit ca042134ae

View File

@ -157,7 +157,7 @@ static bool g_synergyPtrActive = false;
static uint16_t g_mousePosX = 0; static uint16_t g_mousePosX = 0;
static uint16_t g_mousePosY = 0; static uint16_t g_mousePosY = 0;
static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd_lists_count); static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
bool ImGui_ImplIOS_CreateDeviceObjects(); bool ImGui_ImplIOS_CreateDeviceObjects();
static NSString *g_serverName; static NSString *g_serverName;
@ -611,9 +611,9 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
// 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)
// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES // NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES
static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd_lists_count) static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{ {
if (cmd_lists_count == 0) if (draw_data->CmdListsCount == 0)
return; return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
@ -644,55 +644,64 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need // Grow our buffer according to what we need
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); int needed_vtx_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size) if (g_VboSize < needed_vtx_size)
{ {
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
} }
// Copy and convert all vertices into a single contiguous buffer // Copy and convert all vertices into a single contiguous buffer
unsigned char* buffer_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, g_VboSize, GL_MAP_WRITE_BIT); unsigned char* buffer_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, g_VboSize, GL_MAP_WRITE_BIT);
if (!buffer_data) if (!buffer_data)
return; return;
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];
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); memcpy(buffer_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert); buffer_data += cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
} }
glUnmapBuffer(GL_ARRAY_BUFFER); glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(g_VaoHandle); glBindVertexArray(g_VaoHandle);
int cmd_offset = 0; int vtx_offset = 0;
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]; ImDrawList* cmd_list = draw_data->CmdLists[n];
int vtx_offset = cmd_offset; ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) // OpenGL ES doesn't support glDrawElementsBaseVertex, so
// we have to modify the index buffer to add the base vertex
// index for each command.
for (ImDrawIdx *idx = cmd_list->IdxBuffer.begin();
idx != cmd_list->IdxBuffer.end(); idx++)
{ {
if (pcmd->user_callback) (*idx) += vtx_offset;
}
const ImDrawCmd* pcmd_end = cmd_list->CmdBuffer.end();
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != pcmd_end; pcmd++)
{
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 * g_displayScale), glScissor((int)(pcmd->ClipRect.x * g_displayScale),
(int)((height - pcmd->clip_rect.w) * g_displayScale), (int)((height - pcmd->ClipRect.w) * g_displayScale),
(int)((pcmd->clip_rect.z - pcmd->clip_rect.x) * g_displayScale), (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
(int)((pcmd->clip_rect.w - pcmd->clip_rect.y) * g_displayScale)); (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
} }
vtx_offset += pcmd->vtx_count; idx_buffer += pcmd->ElemCount;
} }
cmd_offset = vtx_offset; vtx_offset += cmd_list->VtxBuffer.size();
} }
// Restore modified state // Restore modified state