fixed indentation mix, removed some unused code, updated different callback using the example_opengl code.

docking
Olivier Chatry 10 years ago
parent a8d2bc69ed
commit 2f176033c6

@ -10,6 +10,9 @@
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
static ImVec2 mousePosScale(1.0f, 1.0f);
//Shader variables
static int shader_handle, vert_handle, frag_handle;
@ -23,30 +26,6 @@ static size_t vbo_max_size = 1000000;
static unsigned int vbo_handle, vao_handle;
template<typename T>
unsigned int stream(GLenum target, unsigned int vbo, unsigned int *vbo_cursor, unsigned int *vbo_size, T *start, int elementCount)
{
unsigned int bytes = sizeof(T) *elementCount;
unsigned int aligned = bytes + bytes % 64; //align memory
glBindBuffer(target, vbo);
//If there's not enough space left, orphan the buffer object, create a new one and start writing
if (vbo_cursor[0] + aligned > vbo_size[0])
{
assert(aligned < vbo_size[0]);
glBufferData(target, vbo_size[0], NULL, GL_DYNAMIC_DRAW);
vbo_cursor[0] = 0;
}
void* mapped = glMapBufferRange(target, vbo_cursor[0], aligned, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
memcpy(mapped, start, bytes);
vbo_cursor[0] += aligned;
glUnmapBuffer(target);
return vbo_cursor[0] - aligned; //return the offset we use for glVertexAttribPointer call
}
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
@ -147,10 +126,16 @@ static void glfw_error_callback(int error, const char* description)
fputs(description, stderr);
}
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 2)
mousePressed[button] = true;
}
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1.0f : -1.0f : 0.0f; // Mouse wheel: -1,0,+1
io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@ -166,8 +151,8 @@ static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int act
static void glfw_char_callback(GLFWwindow* window, unsigned int c)
{
if (c > 0 && c <= 255)
ImGui::GetIO().AddInputCharacter((char)c);
if (c > 0 && c < 0x10000)
ImGui::GetIO().AddInputCharacter((unsigned short)c);
}
@ -201,31 +186,24 @@ void InitGL()
const GLchar *vertex_shader = \
"#version 330\n"
"uniform mat4 ortho;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Colour;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Colour;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Colour = Colour;\n"
"\n"
" gl_Position = ortho*vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader = \
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Colour;\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"

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