diff --git a/examples/ios_example/imguiex/imgui_impl_ios.mm b/examples/ios_example/imguiex/imgui_impl_ios.mm index 9b6513ac6..98a83234b 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; @@ -611,9 +611,9 @@ 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) + if (draw_data->CmdListsCount == 0) return; // 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]); // 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); + int needed_vtx_size = draw_data->TotalVtxCount * 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); + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)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++) + + + for (int n = 0; n < draw_data->CmdListsCount; 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); + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(buffer_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); + buffer_data += cmd_list->VtxBuffer.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++) + int vtx_offset = 0; + 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(); + + // 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 { - 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; + vtx_offset += cmd_list->VtxBuffer.size(); } // Restore modified state