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28eabcb099
commit
04bc0b0bb8
19
imgui.cpp
19
imgui.cpp
@ -295,6 +295,7 @@ CODE
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -309,9 +310,11 @@ CODE
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}
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else
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{
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// The texture for the draw call is specified by pcmd->GetTexID().
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// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// We are using scissoring to clip some objects. All low-level graphics API should support it.
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// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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@ -322,14 +325,16 @@ CODE
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// - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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ImVec2 pos = draw_data->DisplayPos;
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MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
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MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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// The texture for the draw call is specified by pcmd->GetTexID().
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// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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// Render 'pcmd->ElemCount/3' indexed triangles.
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// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
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MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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}
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8
imgui.h
8
imgui.h
@ -2278,16 +2278,16 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
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#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
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// Typically, 1 command = 1 GPU draw call (unless command is a callback)
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// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
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// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
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// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
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// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
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// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
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// Backends made for <1.71. will typically ignore the VtxOffset fields.
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// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
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struct ImDrawCmd
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{
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ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
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unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
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unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
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unsigned int IdxOffset; // 4 // Start offset in index buffer.
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unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
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ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
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void* UserCallbackData; // 4-8 // The draw callback code can access this.
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