Internals: DrawData: Refactored chunks into a ImDrawDataBuilder we can reuse.

This commit is contained in:
omar 2018-01-15 17:48:07 +01:00
parent 061d8df033
commit 038453258e
2 changed files with 72 additions and 55 deletions

113
imgui.cpp
View File

@ -648,9 +648,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWind
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window);
static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list);
static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window);
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImGuiWindowSettings* AddWindowSettings(const char* name);
@ -2656,8 +2656,7 @@ void ImGui::Shutdown()
g.FontStack.clear();
g.OpenPopupStack.clear();
g.CurrentPopupStack.clear();
for (int i = 0; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
g.DrawDataLists[i].clear();
g.DrawDataBuilder.ClearFreeMemory();
g.OverlayDrawList.ClearFreeMemory();
g.PrivateClipboard.clear();
g.InputTextState.Text.clear();
@ -2847,7 +2846,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
}
}
static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.empty())
return;
@ -2866,9 +2865,9 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
// Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use thre Metrics window to inspect draw list contents.
// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents.
// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
// You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
@ -2877,36 +2876,61 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
if (sizeof(ImDrawIdx) == 2)
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
out_render_list.push_back(draw_list);
GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
out_render_list->push_back(draw_list);
}
static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
{
AddDrawListToRenderList(out_render_list, window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (!child->Active) // clipped children may have been marked not active
continue;
if (child->HiddenFrames > 0)
continue;
if (child->Active && child->HiddenFrames <= 0) // clipped children may have been marked not active
AddWindowToRenderList(out_render_list, child);
}
}
static void AddWindowToRenderListSelectLayer(ImGuiWindow* window)
static void AddWindowToDrawDataSelectLayer(ImDrawDataBuilder* builder, ImGuiWindow* window)
{
// FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
ImGuiContext& g = *GImGui;
g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Popup)
AddWindowToRenderList(g.DrawDataLists[1], window);
else if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToRenderList(g.DrawDataLists[2], window);
if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToRenderList(&builder->Layers[2], window);
else if (window->Flags & ImGuiWindowFlags_Popup)
AddWindowToRenderList(&builder->Layers[1], window);
else
AddWindowToRenderList(g.DrawDataLists[0], window);
AddWindowToRenderList(&builder->Layers[0], window);
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
{
int n = Layers[0].Size;
int size = n;
for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
size += Layers[i].Size;
Layers[0].resize(size);
for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
{
ImVector<ImDrawList*>& layer = Layers[layer_n];
if (layer.empty())
continue;
memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
n += layer.Size;
layer.resize(0);
}
}
void ImDrawDataBuilder::SetupDrawData(ImDrawData* out_draw_data)
{
out_draw_data->Valid = true;
out_draw_data->CmdLists = (Layers[0].Size > 0) ? Layers[0].Data : NULL;
out_draw_data->CmdListsCount = Layers[0].Size;
out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
for (int n = 0; n < Layers[0].Size; n++)
{
out_draw_data->TotalVtxCount += Layers[0][n]->VtxBuffer.Size;
out_draw_data->TotalIdxCount += Layers[0][n]->IdxBuffer.Size;
}
}
// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
@ -3031,29 +3055,14 @@ void ImGui::Render()
{
// Gather windows to render
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
for (int i = 0; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
g.DrawDataLists[i].resize(0);
g.DrawDataBuilder.Clear();
for (int i = 0; i != g.Windows.Size; i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
AddWindowToRenderListSelectLayer(window);
}
// Flatten layers
int n = g.DrawDataLists[0].Size;
int flattened_size = n;
for (int i = 1; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
flattened_size += g.DrawDataLists[i].Size;
g.DrawDataLists[0].resize(flattened_size);
for (int i = 1; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
{
ImVector<ImDrawList*>& layer = g.DrawDataLists[i];
if (layer.empty())
continue;
memcpy(&g.DrawDataLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
n += layer.Size;
AddWindowToDrawDataSelectLayer(&g.DrawDataBuilder, window);
}
g.DrawDataBuilder.FlattenIntoSingleLayer();
// Draw software mouse cursor if requested
if (g.IO.MouseDrawCursor)
@ -3070,14 +3079,12 @@ void ImGui::Render()
g.OverlayDrawList.PopTextureID();
}
if (!g.OverlayDrawList.VtxBuffer.empty())
AddDrawListToRenderList(g.DrawDataLists[0], &g.OverlayDrawList);
AddDrawListToRenderList(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
// Setup draw data
g.DrawData.Valid = true;
g.DrawData.CmdLists = (g.DrawDataLists[0].Size > 0) ? &g.DrawDataLists[0][0] : NULL;
g.DrawData.CmdListsCount = g.DrawDataLists[0].Size;
g.DrawData.TotalVtxCount = g.IO.MetricsRenderVertices;
g.DrawData.TotalIdxCount = g.IO.MetricsRenderIndices;
// Setup ImDrawData structure for end-user
g.DrawDataBuilder.SetupDrawData(&g.DrawData);
g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
@ -11747,13 +11754,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
};
ImGuiContext& g = *GImGui; // Access private state
// Access private state, we are going to display the draw lists from last frame
ImGuiContext& g = *GImGui;
Funcs::NodeWindows(g.Windows, "Windows");
if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataLists[0].Size))
if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
{
for (int layer = 0; layer < IM_ARRAYSIZE(g.DrawDataLists); layer++)
for (int i = 0; i < g.DrawDataLists[layer].Size; i++)
Funcs::NodeDrawList(g.DrawDataLists[0][i], "DrawList");
for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
Funcs::NodeDrawList(g.DrawDataBuilder.Layers[0][i], "DrawList");
ImGui::TreePop();
}
if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size))

View File

@ -463,6 +463,16 @@ struct IMGUI_API ImDrawListSharedData
ImDrawListSharedData();
};
struct ImDrawDataBuilder
{
ImVector<ImDrawList*> Layers[3]; // Layered for: regular, popup, tooltip
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
IMGUI_API void FlattenIntoSingleLayer();
IMGUI_API void SetupDrawData(ImDrawData* out_draw_data);
};
// Storage for SetNexWindow** functions
struct ImGuiNextWindowData
{
@ -547,7 +557,7 @@ struct ImGuiContext
// Render
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
ImVector<ImDrawList*> DrawDataLists[3];
ImDrawDataBuilder DrawDataBuilder;
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor;