- Most recent version is in with index buffer supportlegacy
@@ -103,14 +103,12 @@ public: | |||
m_shader->SetUniform(m_mvp, m_matrix); | |||
m_lines_ibo->Bind(); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, 0, 0, | |||
m_mesh.count(), 0, m_lines_indices.count()); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, m_lines_indices.count()); | |||
m_lines_ibo->Unbind(); | |||
m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f)); | |||
m_faces_ibo->Bind(); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, | |||
m_mesh.count(), 0, m_faces_indices.count()); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, m_faces_indices.count()); | |||
m_faces_ibo->Unbind(); | |||
m_vdecl->Unbind(); | |||
@@ -199,14 +199,12 @@ public: | |||
m_shader->SetUniform(m_mvp, m_matrix); | |||
m_lines_ibo->Bind(); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, 0, 0, | |||
m_mesh.count(), 0, m_lines_indices.count()); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, m_lines_indices.count()); | |||
m_lines_ibo->Unbind(); | |||
m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f)); | |||
m_faces_ibo->Bind(); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, | |||
m_mesh.count(), 0, m_faces_indices.count()); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, m_faces_indices.count()); | |||
m_faces_ibo->Unbind(); | |||
m_vdecl->Unbind(); | |||
@@ -44,6 +44,14 @@ public: | |||
ImGui::SetNextWindowFocus(); | |||
ImGui::Begin("testature"); | |||
{ | |||
if (ImGui::IsWindowHovered()) | |||
ImGui::Text("Hovered: true"); | |||
else | |||
ImGui::Text("Hovered: false"); | |||
if (ImGui::IsWindowFocused()) | |||
ImGui::Text("Focused: true"); | |||
else | |||
ImGui::Text("Focused: false"); | |||
ImGui::Text("Hello, world!"); | |||
ImGui::Text("prout!"); | |||
ImGui::Text("prout!%i", 100); | |||
@@ -58,10 +66,20 @@ public: | |||
ImGui::Text("Ctrl: %s", io.KeyCtrl ? "true" : "false"); | |||
ImGui::Text("Clipboard %s", LolImGui::GetClipboard()); | |||
ImGui::InputText("base input", buf, 512); | |||
if (ImGui::IsItemActive()) | |||
} | |||
ImGui::End(); | |||
ImGui::Begin("SO FUN !!"); | |||
{ | |||
if (ImGui::IsWindowHovered()) | |||
ImGui::Text("Hovered: true"); | |||
else | |||
ImGui::Text("Hovered: false"); | |||
if (ImGui::IsWindowFocused()) | |||
ImGui::Text("Focused: true"); | |||
else | |||
ImGui::Text("Focused: false"); | |||
ImGui::Text("poucka!"); | |||
ImGui::Text(" poucka!"); | |||
} | |||
ImGui::End(); | |||
} | |||
@@ -4,7 +4,12 @@ Size=400,400 | |||
Collapsed=0 | |||
[testature] | |||
Pos=140,75 | |||
Size=197,287 | |||
Pos=266,15 | |||
Size=494,359 | |||
Collapsed=0 | |||
[SO FUN !!] | |||
Pos=30,24 | |||
Size=113,99 | |||
Collapsed=0 | |||
@@ -454,7 +454,7 @@ void GpuEasyMeshData::RenderMeshData(mat4 const &model, int render_mode) | |||
vdecl->SetStream(vbo, Attribs[0], Attribs[1], Attribs[2], Attribs[3]); | |||
m_ibo->Bind(); | |||
vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, m_vertexcount, 0, m_indexcount); | |||
vdecl->DrawIndexedElements(MeshPrimitive::Triangles, m_indexcount); | |||
m_ibo->Unbind(); | |||
vdecl->Unbind(); | |||
} | |||
@@ -103,45 +103,30 @@ void VertexDeclaration::DrawElements(MeshPrimitive type, int skip, int count) | |||
} | |||
} | |||
void VertexDeclaration::DrawIndexedElements_(MeshPrimitive type, int count, const short* skip) | |||
{ | |||
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, skip); | |||
} | |||
void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int vbase, | |||
int vskip, int vcount, | |||
int skip, int count) | |||
void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int count, const short* skip, short typeSize) | |||
{ | |||
if (count <= 0) | |||
return; | |||
uint32_t elementType = typeSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; | |||
/* FIXME: this has nothing to do here! */ | |||
switch (type.ToScalar()) | |||
{ | |||
case MeshPrimitive::Triangles: | |||
/* FIXME: ignores most of the arguments! */ | |||
UNUSED(vbase, vskip, vcount, skip); | |||
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, 0); | |||
glDrawElements(GL_TRIANGLES, count, elementType, skip); | |||
break; | |||
case MeshPrimitive::TriangleStrips: | |||
/* FIXME: ignores most of the arguments! */ | |||
UNUSED(vbase, vskip, vcount, skip); | |||
glDrawElements(GL_TRIANGLE_STRIP, count, GL_UNSIGNED_SHORT, 0); | |||
break; | |||
glDrawElements(GL_TRIANGLE_STRIP, count, elementType, skip); | |||
break; | |||
case MeshPrimitive::TriangleFans: | |||
/* FIXME: ignores most of the arguments! */ | |||
UNUSED(vbase, vskip, vcount, skip); | |||
glDrawElements(GL_TRIANGLE_FAN, count, GL_UNSIGNED_SHORT, 0); | |||
glDrawElements(GL_TRIANGLE_FAN, count, elementType, skip); | |||
break; | |||
case MeshPrimitive::Points: | |||
/* FIXME: ignores most of the arguments! */ | |||
UNUSED(vbase, vskip, vcount, skip); | |||
glDrawElements(GL_POINTS, count, GL_UNSIGNED_SHORT, 0); | |||
glDrawElements(GL_POINTS, count, elementType, skip); | |||
break; | |||
case MeshPrimitive::Lines: | |||
/* FIXME: ignores most of the arguments! */ | |||
UNUSED(vbase, vskip, vcount, skip); | |||
glDrawElements(GL_LINES, count, GL_UNSIGNED_SHORT, 0); | |||
glDrawElements(GL_LINES, count, elementType, skip); | |||
break; | |||
} | |||
} | |||
@@ -212,9 +212,7 @@ public: | |||
/* Draw elements. See MeshPrimitive for a list of all available | |||
* types. Both skip and count are numbers of indices, not primitives. */ | |||
void DrawIndexedElements_(MeshPrimitive type, int count, const short* skip); | |||
void DrawIndexedElements(MeshPrimitive type, int vbase, int vskip, | |||
int vcount, int skip, int count); | |||
void DrawIndexedElements(MeshPrimitive type, int count, const short* skip = nullptr, short typeSize = 2); | |||
void Unbind(); | |||
void SetStream(VertexBuffer *vb, ShaderAttrib attr1, | |||
@@ -78,7 +78,6 @@ LolImGui::LolImGui() | |||
Ticker::Ref(m_controller = new Controller("ImGui_Controller")); | |||
m_controller->Init(m_profile); | |||
//InputDevice::CaptureMouse(true); | |||
m_mouse = InputDevice::GetMouse(); | |||
m_keyboard = InputDevice::GetKeyboard(); | |||
@@ -234,7 +233,7 @@ void LolImGui::TickGame(float seconds) | |||
cursor.y = 1.f - cursor.y; | |||
cursor *= video_size; | |||
io.MousePos = ImVec2(cursor.x, cursor.y); | |||
msg::debug("%.2f/%.2f\n", io.MousePos.x, io.MousePos.y); | |||
//msg::debug("%.2f/%.2f\n", io.MousePos.x, io.MousePos.y); | |||
io.MouseWheel = m_controller->GetAxisValue(LolImGuiAxis::Scroll); | |||
for (int i = LolImGuiKey::MOUSE_KEY_START; i < LolImGuiKey::MOUSE_KEY_END; ++i) | |||
@@ -247,11 +246,13 @@ void LolImGui::TickGame(float seconds) | |||
case LolImGuiKey::Focus: | |||
if (m_controller->IsKeyReleased(i)) | |||
{ | |||
msg::debug("Not focused .....\n"); | |||
//msg::debug("Not focused .....\n"); | |||
io.MousePos = ImVec2(-1.f, -1.f); | |||
} | |||
else | |||
msg::debug("Focused !!\n"); | |||
{ | |||
//msg::debug("Focused !!\n"); | |||
} | |||
break; | |||
} | |||
} | |||
@@ -309,10 +310,8 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
String code; | |||
m_builder.Build(code); | |||
msg::debug("\nCREATED SHADER:\n%s\n", code.C()); | |||
m_shader = Shader::Create(m_builder.GetName(), code); | |||
ASSERT(m_shader); | |||
msg::debug("\nPATCHED SHADER:\n%s\n", code.C()); | |||
m_ortho.m_uniform = m_shader->GetUniformLocation(m_ortho.m_var); | |||
m_texture.m_uniform = m_shader->GetUniformLocation(m_texture.m_var); | |||
@@ -359,8 +358,8 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
vbo->Unlock(); | |||
IndexBuffer *ibo = new IndexBuffer(cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
uint16_t *indices = (uint16_t *)ibo->Lock(0, 0); | |||
memcpy(vert, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
ImDrawIdx *indices = (ImDrawIdx *)ibo->Lock(0, 0); | |||
memcpy(indices, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
ibo->Unlock(); | |||
m_font->Bind(); | |||
@@ -371,12 +370,16 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
const ImDrawIdx* idx_buffer_offset = 0; | |||
for (size_t cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | |||
{ | |||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | |||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[(int)cmd_i]; | |||
#ifdef SHOW_IMGUI_DEBUG | |||
//----------------------------------------------------------------- | |||
//<Debug render> -------------------------------------------------- | |||
//----------------------------------------------------------------- | |||
//Doesn't work anymore ...... | |||
static uint32_t idx_buffer_offset_i = 0; | |||
if (cmd_i == 0) | |||
idx_buffer_offset_i = 0; | |||
float mod = -200.f; | |||
vec3 off = vec3(vec2(-size.x, -size.y), 0.f); | |||
vec3 pos[4] = { | |||
@@ -387,29 +390,32 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
}; | |||
for (int i = 0; i < 4; ++i) | |||
Debug::DrawLine(pos[i], pos[(i + 1) % 4], Color::white); | |||
ImDrawVert* buf = (ImDrawVert*)(vtx_buffer + vtx_offset); | |||
ImDrawVert* buf = vert; | |||
for (uint16_t i = 0; i < pcmd->ElemCount; i += 3) | |||
{ | |||
uint16_t ib = indices[idx_buffer_offset_i + i]; | |||
vec2 pos[3]; | |||
pos[0] = vec2(buf[i + 0].pos.x, buf[i + 0].pos.y); | |||
pos[1] = vec2(buf[i + 1].pos.x, buf[i + 1].pos.y); | |||
pos[2] = vec2(buf[i + 2].pos.x, buf[i + 2].pos.y); | |||
pos[0] = vec2(buf[ib + 0].pos.x, buf[ib + 0].pos.y); | |||
pos[1] = vec2(buf[ib + 1].pos.x, buf[ib + 1].pos.y); | |||
pos[2] = vec2(buf[ib + 2].pos.x, buf[ib + 2].pos.y); | |||
vec4 col[3]; | |||
col[0] = vec4(Color::FromRGBA32(buf[i + 0].col).arg, 1.f); | |||
col[1] = vec4(Color::FromRGBA32(buf[i + 1].col).arg, 1.f); | |||
col[2] = vec4(Color::FromRGBA32(buf[i + 2].col).arg, 1.f); | |||
col[0] = vec4(Color::FromRGBA32(buf[ib + 0].col).arg, 1.f); | |||
col[1] = vec4(Color::FromRGBA32(buf[ib + 1].col).arg, 1.f); | |||
col[2] = vec4(Color::FromRGBA32(buf[ib + 2].col).arg, 1.f); | |||
Debug::DrawLine((off + vec3(pos[0], 0.f)) / mod, (off + vec3(pos[1], 0.f)) / mod, col[0]); | |||
Debug::DrawLine((off + vec3(pos[1], 0.f)) / mod, (off + vec3(pos[2], 0.f)) / mod, col[1]); | |||
Debug::DrawLine((off + vec3(pos[2], 0.f)) / mod, (off + vec3(pos[0], 0.f)) / mod, col[2]); | |||
} | |||
//----------------------------------------------------------------- | |||
idx_buffer_offset_i += pcmd->ElemCount; | |||
//----------------------------------------------------------------- | |||
//<\Debug render> ------------------------------------------------- | |||
//----------------------------------------------------------------- | |||
#endif //SHOW_IMGUI_DEBUG | |||
Debug::DrawLine(vec2::zero, vec2::axis_x, Color::green); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, pcmd->ElemCount, (const short*)idx_buffer_offset); | |||
m_vdecl->DrawIndexedElements_(MeshPrimitive::Triangles, pcmd->ElemCount, (const short*)idx_buffer_offset); | |||
//m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, 0, 0, pcmd->ElemCount); | |||
//m_vdecl->DrawElements(MeshPrimitive::Triangles, (int)idx_buffer_offset, pcmd->ElemCount); | |||
idx_buffer_offset += pcmd->ElemCount; | |||
} | |||
@@ -146,8 +146,7 @@ void SubMesh::Render() | |||
m_ibo->Bind(); | |||
m_vdecl->Bind(); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, vertex_count, | |||
0, m_ibo->GetSize() / sizeof(uint16_t)); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, m_ibo->GetSize() / sizeof(uint16_t)); | |||
m_vdecl->Unbind(); | |||
m_ibo->Unbind(); | |||
} | |||