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AA branch: Agressively renamed all fields of ImDrawList, ImDrawCmd, ImDrawData to match the rest of our coding convention (#133)
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@ -59,7 +59,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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// Grow our buffer according to what we need
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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int needed_vtx_size = draw_data->total_vtx_count * sizeof(ImDrawVert);
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int needed_vtx_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
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if (g_VboSize < needed_vtx_size)
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{
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g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
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@ -70,38 +70,38 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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unsigned char* vtx_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!vtx_data)
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return;
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for (int n = 0; n < draw_data->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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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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memcpy(vtx_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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vtx_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
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vtx_data += cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(g_VaoHandle);
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int vtx_offset = 0;
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for (int n = 0; n < draw_data->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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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
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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 ImDrawCmd* pcmd_end = cmd_list->cmd_buffer.end();
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for (const ImDrawCmd* pcmd = cmd_list->cmd_buffer.begin(); pcmd != pcmd_end; pcmd++)
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const ImDrawCmd* pcmd_end = cmd_list->CmdBuffer.end();
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for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != pcmd_end; pcmd++)
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{
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if (pcmd->user_callback)
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if (pcmd->UserCallback)
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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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else
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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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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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->elem_count, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
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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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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
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}
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idx_buffer += pcmd->elem_count;
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idx_buffer += pcmd->ElemCount;
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}
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vtx_offset += (int)cmd_list->vtx_buffer.size();
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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// Restore modified state
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