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https://github.com/shadps4-emu/ext-imgui.git
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Examples: OpenGL3: Minor tweaks, clarifications + not calling glBindBuffer more than necessary in the render loop.
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@ -43,6 +43,7 @@ Other Changes:
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- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
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- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
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GL function loaders early, and help users understand what they are missing. (#2421)
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- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
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- Examples: FreeGLUT: Made io.DeltaTime always > 0. (#2430)
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@ -154,7 +154,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGuiIO &io = ImGui::GetIO();
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unsigned char *pixels;
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
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// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
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@ -104,8 +105,8 @@
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static char g_GlslVersionString[32] = "";
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static GLuint g_FontTexture = 0;
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static GLuint 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_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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@ -170,7 +171,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#endif
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
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#endif
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#ifdef GL_POLYGON_MODE
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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@ -226,20 +227,23 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
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// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
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#ifndef IMGUI_IMPL_OPENGL_ES2
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// Recreate the VAO every time
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// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
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GLuint vao_handle = 0;
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glGenVertexArrays(1, &vao_handle);
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glBindVertexArray(vao_handle);
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GLuint vertex_array_object = 0;
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glGenVertexArrays(1, &vertex_array_object);
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glBindVertexArray(vertex_array_object);
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#endif
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// Bind vertex/index buffers and setup attributes for ImDrawVert
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glEnableVertexAttribArray(g_AttribLocationPosition);
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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glEnableVertexAttribArray(g_AttribLocationVtxPos);
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glEnableVertexAttribArray(g_AttribLocationVtxUV);
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glEnableVertexAttribArray(g_AttribLocationVtxColor);
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glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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@ -251,10 +255,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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size_t idx_buffer_offset = 0;
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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// Upload vertex/index buffers
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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@ -280,7 +282,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (clip_origin_lower_left)
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glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
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else
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glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
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glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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@ -290,8 +292,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
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}
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}
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// Destroy the temporary VAO
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glDeleteVertexArrays(1, &vao_handle);
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glDeleteVertexArrays(1, &vertex_array_object);
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#endif
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// Restore modified GL state
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@ -302,7 +306,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#endif
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glActiveTexture(last_active_texture);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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glBindVertexArray(last_vertex_array);
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glBindVertexArray(last_vertex_array_object);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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@ -554,9 +558,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
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// Create buffers
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glGenBuffers(1, &g_VboHandle);
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@ -221,7 +221,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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if (!fd->IndexBuffer || fd->IndexBufferSize < index_size)
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CreateOrResizeBuffer(fd->IndexBuffer, fd->IndexBufferMemory, fd->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
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// Upload Vertex and index Data:
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// Upload vertex/index data into a single contiguous GPU buffer
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{
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ImDrawVert* vtx_dst = NULL;
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ImDrawIdx* idx_dst = NULL;
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@ -305,6 +305,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback (registered via ImDrawList::AddCallback)
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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2
imgui.h
2
imgui.h
@ -19,7 +19,7 @@ Index of this file:
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// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
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// Obsolete functions
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// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
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// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
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// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
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// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
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*/
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