Make all ImguiInfo public

This commit is contained in:
bloeys
2022-02-24 08:58:25 +04:00
parent 36ac96d641
commit 5a54b1b465

View File

@ -14,10 +14,10 @@ type ImguiInfo struct {
ImCtx *imgui.Context
Mat *materials.Material
vaoID uint32
vboID uint32
indexBufID uint32
texID uint32
VaoID uint32
VboID uint32
IndexBufID uint32
TexID uint32
}
func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
@ -85,8 +85,8 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
// Recreate the VAO every time
// (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.)
gl.BindVertexArray(i.vaoID)
gl.BindBuffer(gl.ARRAY_BUFFER, i.vboID)
gl.BindVertexArray(i.VaoID)
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout()
i.Mat.EnableAttribute("Position")
@ -106,11 +106,11 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
for _, list := range drawData.CommandLists() {
vertexBuffer, vertexBufferSize := list.VertexBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, i.vboID)
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
indexBuffer, indexBufferSize := list.IndexBuffer()
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.indexBufID)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.IndexBufID)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW)
for _, cmd := range list.Commands() {
@ -118,7 +118,7 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
cmd.CallUserCallback(list)
} else {
gl.BindTexture(gl.TEXTURE_2D, i.texID)
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
clipRect := cmd.ClipRect()
gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
@ -152,7 +152,7 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse)
image := a.TextureDataAlpha8()
gl.BindTexture(gl.TEXTURE_2D, i.texID)
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
return f
@ -168,13 +168,13 @@ func NewImGUI() ImguiInfo {
imIO := imgui.CurrentIO()
imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset)
gl.GenVertexArrays(1, &imguiInfo.vaoID)
gl.GenBuffers(1, &imguiInfo.vboID)
gl.GenBuffers(1, &imguiInfo.indexBufID)
gl.GenTextures(1, &imguiInfo.texID)
gl.GenVertexArrays(1, &imguiInfo.VaoID)
gl.GenBuffers(1, &imguiInfo.VboID)
gl.GenBuffers(1, &imguiInfo.IndexBufID)
gl.GenTextures(1, &imguiInfo.TexID)
// Upload font to gpu
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID)
gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
@ -183,7 +183,7 @@ func NewImGUI() ImguiInfo {
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels)
// Store our identifier
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID))
imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.TexID))
//Shader attributes
imguiInfo.Mat.Bind()