diff --git a/examples/ios_example/imguiex/imgui_impl_ios.mm b/examples/ios_example/imguiex/imgui_impl_ios.mm index 9b6513ac..a8f6f641 100644 --- a/examples/ios_example/imguiex/imgui_impl_ios.mm +++ b/examples/ios_example/imguiex/imgui_impl_ios.mm @@ -157,7 +157,7 @@ static bool g_synergyPtrActive = false; static uint16_t g_mousePosX = 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(); static NSString *g_serverName; @@ -611,11 +611,8 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat // 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) // 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) - return; - // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled GLint last_program, last_texture; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); @@ -642,61 +639,50 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawList** const cmd_lists, int cmd glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - - // 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); - size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); - if (g_VboSize < needed_vtx_size) - { - g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer - glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); - } - - // 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); - if (!buffer_data) - return; - for (int n = 0; n < cmd_lists_count; n++) - { - const ImDrawList* cmd_list = cmd_lists[n]; - memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); - buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert); - } - glUnmapBuffer(GL_ARRAY_BUFFER); - glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(g_VaoHandle); - int cmd_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]; - int vtx_offset = cmd_offset; - const ImDrawCmd* pcmd_end = cmd_list->commands.end(); - for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) + ImDrawList* cmd_list = draw_data->CmdLists[n]; + ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); + + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert); + if (g_VboSize < needed_vtx_size) { - if (pcmd->user_callback) + // Grow our buffer if needed + g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW); + } + + unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); + if (!vtx_data) + continue; + memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); + glUnmapBuffer(GL_ARRAY_BUFFER); + + for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++) + { + if (pcmd->UserCallback) { - pcmd->user_callback(cmd_list, pcmd); + pcmd->UserCallback(cmd_list, pcmd); } else { - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id); - glScissor((int)(pcmd->clip_rect.x * g_displayScale), - (int)((height - pcmd->clip_rect.w) * g_displayScale), - (int)((pcmd->clip_rect.z - pcmd->clip_rect.x) * g_displayScale), - (int)((pcmd->clip_rect.w - pcmd->clip_rect.y) * g_displayScale)); - glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glScissor((int)(pcmd->ClipRect.x * g_displayScale), + (int)((height - pcmd->ClipRect.w) * g_displayScale), + (int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale), + (int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale)); + glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer ); } - vtx_offset += pcmd->vtx_count; + idx_buffer += pcmd->ElemCount; } - cmd_offset = vtx_offset; } // Restore modified state glBindVertexArray(0); + glBindBuffer( GL_ARRAY_BUFFER, 0); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glUseProgram(last_program);