mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Indexed rendering. Not in main branch because breaks rendering code too much. Will merge in trunk along with more major graphics changes lat
This commit is contained in:
@ -18,6 +18,7 @@ static HWND g_hWnd = 0;
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static ID3D11Buffer* g_pVB = NULL;
|
||||
static ID3D11Buffer* g_pIB = NULL;
|
||||
static ID3D10Blob * g_pVertexShaderBlob = NULL;
|
||||
static ID3D11VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D11InputLayout* g_pInputLayout = NULL;
|
||||
@ -27,7 +28,8 @@ static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D11BlendState* g_blendState = NULL;
|
||||
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
|
||||
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
|
||||
static int INDEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
@ -47,10 +49,13 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
{
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
|
||||
if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
@ -65,8 +70,11 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
|
||||
idx_dst += cmd_list->idx_buffer.size();
|
||||
}
|
||||
g_pd3dDeviceContext->Unmap(g_pVB, 0);
|
||||
g_pd3dDeviceContext->Unmap(g_pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
{
|
||||
@ -108,6 +116,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
unsigned int offset = 0;
|
||||
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
|
||||
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, DXGI_FORMAT_R16_UINT, 0);
|
||||
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
@ -120,6 +129,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
@ -135,10 +145,11 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
||||
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
|
||||
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
|
||||
g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
|
||||
g_pd3dDeviceContext->DrawIndexed(pcmd->idx_count, idx_offset, vtx_offset);
|
||||
}
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
idx_offset += pcmd->idx_count;
|
||||
}
|
||||
vtx_offset += cmd_list->vtx_buffer.size();
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
@ -362,11 +373,22 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX);
|
||||
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
bufferDesc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the index buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC bufferDesc;
|
||||
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
bufferDesc.ByteWidth = INDEX_BUFFER_SIZE * sizeof(ImDrawIdx);
|
||||
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
@ -379,6 +401,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
|
||||
|
@ -15,7 +15,9 @@ static INT64 g_Time = 0;
|
||||
static INT64 g_TicksPerSecond = 0;
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
|
||||
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
|
||||
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
|
||||
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
|
||||
static int INDEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
@ -31,15 +33,22 @@ struct CUSTOMVERTEX
|
||||
static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
{
|
||||
size_t total_vtx_count = 0;
|
||||
size_t total_idx_count = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
||||
total_idx_count += cmd_lists[n]->idx_buffer.size();
|
||||
}
|
||||
if (total_vtx_count == 0)
|
||||
return;
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
ImDrawIdx* idx_dst;
|
||||
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
return;
|
||||
if (g_pIB->Lock(0, (UINT)total_idx_count, (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
|
||||
return;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
@ -55,9 +64,13 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
|
||||
idx_dst += cmd_list->idx_buffer.size();
|
||||
}
|
||||
g_pVB->Unlock();
|
||||
g_pIB->Unlock();
|
||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
|
||||
g_pd3dDevice->SetIndices( g_pIB );
|
||||
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
|
||||
@ -90,6 +103,7 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
@ -105,10 +119,11 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
|
||||
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
||||
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, cmd_list->vtx_buffer.size(), idx_offset, pcmd->idx_count/3);
|
||||
}
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
idx_offset += pcmd->idx_count;
|
||||
}
|
||||
vtx_offset += cmd_list->vtx_buffer.size();
|
||||
}
|
||||
}
|
||||
|
||||
@ -234,6 +249,9 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateIndexBuffer(INDEX_BUFFER_SIZE * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
|
||||
return false;
|
||||
|
||||
ImGui_ImplDX9_CreateFontsTexture();
|
||||
return true;
|
||||
}
|
||||
@ -247,6 +265,11 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
g_pVB->Release();
|
||||
g_pVB = NULL;
|
||||
}
|
||||
if (g_pIB)
|
||||
{
|
||||
g_pIB->Release();
|
||||
g_pIB = NULL;
|
||||
}
|
||||
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
|
||||
{
|
||||
tex->Release();
|
||||
|
@ -23,7 +23,7 @@ static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static size_t g_VboMaxSize = 20000;
|
||||
static size_t g_VboSize = 0;
|
||||
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
@ -62,32 +62,33 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
|
||||
if (neededBufferSize > g_VboMaxSize)
|
||||
size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
|
||||
if (g_VboSize < needed_vtx_size)
|
||||
{
|
||||
g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
|
||||
glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW);
|
||||
g_VboSize = needed_vtx_size + 8192; // Grow buffer
|
||||
glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
if (!buffer_data)
|
||||
unsigned char* vtx_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
if (!vtx_data)
|
||||
return;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
|
||||
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
|
||||
memcpy(vtx_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
|
||||
vtx_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
|
||||
}
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
|
||||
int cmd_offset = 0;
|
||||
int vtx_offset = 0;
|
||||
for (int n = 0; n < cmd_lists_count; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
int vtx_offset = cmd_offset;
|
||||
const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
|
||||
|
||||
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
|
||||
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
|
||||
{
|
||||
@ -99,11 +100,11 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
|
||||
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
|
||||
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, pcmd->idx_count, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
|
||||
}
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
idx_buffer += pcmd->idx_count;
|
||||
}
|
||||
cmd_offset = vtx_offset;
|
||||
vtx_offset += cmd_list->vtx_buffer.size();
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
@ -217,8 +218,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
glGenVertexArrays(1, &g_VaoHandle);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
|
@ -60,11 +60,11 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
{
|
||||
const ImDrawList* cmd_list = cmd_lists[n];
|
||||
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
|
||||
const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
|
||||
|
||||
int vtx_offset = 0;
|
||||
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
||||
@ -76,9 +76,9 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
|
||||
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
|
||||
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
|
||||
glDrawElements(GL_TRIANGLES, pcmd->idx_count, GL_UNSIGNED_SHORT, idx_buffer);
|
||||
}
|
||||
vtx_offset += pcmd->vtx_count;
|
||||
idx_buffer += pcmd->idx_count;
|
||||
}
|
||||
}
|
||||
#undef OFFSETOF
|
||||
|
Reference in New Issue
Block a user