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@ -24,7 +24,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; |
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; |
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; |
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static int g_VboSize = 0; |
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0; |
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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@ -61,7 +61,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) |
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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 ImDrawIdx* idx_buffer_offset = 0; |
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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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@ -78,6 +78,9 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) |
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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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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); |
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW); |
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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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@ -88,15 +91,16 @@ 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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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer); |
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset); |
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} |
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idx_buffer += pcmd->ElemCount; |
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idx_buffer_offset += pcmd->ElemCount; |
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} |
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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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glBindBuffer(GL_ELEMENT_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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@ -212,6 +216,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() |
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); |
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glGenBuffers(1, &g_VboHandle); |
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glGenBuffers(1, &g_ElementsHandle); |
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glGenVertexArrays(1, &g_VaoHandle); |
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glBindVertexArray(g_VaoHandle); |
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@ -280,6 +285,8 @@ void ImGui_ImplGlfwGL3_Shutdown() |
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{ |
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if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); |
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if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); |
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if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); |
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g_ElementsHandle = 0; |
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g_VaoHandle = 0; |
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g_VboHandle = 0; |
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