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@ -23,7 +23,6 @@ static GLuint g_FontTexture = 0;
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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, 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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@ -64,22 +63,10 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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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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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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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
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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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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)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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