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Examples: OpenGL3: simplified code. Upload each vertex array separately. (cf #264)
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@ -56,38 +56,29 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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glUseProgram(g_ShaderHandle);
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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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->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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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
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}
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// Copy and convert all vertices into a single contiguous buffer
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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->CmdListsCount; n++)
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{
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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->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 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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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
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if (g_VboSize < needed_vtx_size)
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{
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// Grow our buffer if needed
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g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
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}
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unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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if (!vtx_data)
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continue;
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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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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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{
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@ -97,15 +88,15 @@ 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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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
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}
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idx_buffer += pcmd->ElemCount;
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}
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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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glBindVertexArray(0);
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glBindBuffer(GL_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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