mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
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:
parent
500a8a0e02
commit
1746b04065
@ -18,6 +18,7 @@ static HWND g_hWnd = 0;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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static ID3D11Buffer* g_pIB = NULL;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D11VertexShader* g_pVertexShader = NULL;
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static ID3D11InputLayout* g_pInputLayout = NULL;
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@ -27,7 +28,8 @@ static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
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static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
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static int INDEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
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struct CUSTOMVERTEX
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{
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@ -47,10 +49,13 @@ struct VERTEX_CONSTANT_BUFFER
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static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
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if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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return;
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
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if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
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return;
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)vtx_resource.pData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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@ -65,8 +70,11 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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vtx_dst++;
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vtx_src++;
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}
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memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
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idx_dst += cmd_list->idx_buffer.size();
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}
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g_pd3dDeviceContext->Unmap(g_pVB, 0);
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g_pd3dDeviceContext->Unmap(g_pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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{
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@ -108,6 +116,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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unsigned int offset = 0;
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g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
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g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, DXGI_FORMAT_R16_UINT, 0);
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g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
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g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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@ -120,6 +129,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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@ -135,10 +145,11 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
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g_pd3dDeviceContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
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g_pd3dDeviceContext->DrawIndexed(pcmd->idx_count, idx_offset, vtx_offset);
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}
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vtx_offset += pcmd->vtx_count;
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idx_offset += pcmd->idx_count;
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}
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vtx_offset += cmd_list->vtx_buffer.size();
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}
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// Restore modified state
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@ -362,11 +373,22 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX);
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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bufferDesc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
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return false;
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}
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// Create the index buffer
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{
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D3D11_BUFFER_DESC bufferDesc;
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memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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bufferDesc.ByteWidth = INDEX_BUFFER_SIZE * sizeof(ImDrawIdx);
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bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
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return false;
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}
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ImGui_ImplDX11_CreateFontsTexture();
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return true;
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@ -379,6 +401,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
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if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
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@ -15,7 +15,9 @@ static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
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static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
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static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
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static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
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static int INDEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
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struct CUSTOMVERTEX
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{
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@ -31,15 +33,22 @@ struct CUSTOMVERTEX
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static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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size_t total_vtx_count = 0;
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size_t total_idx_count = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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total_idx_count += cmd_lists[n]->idx_buffer.size();
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}
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if (total_vtx_count == 0)
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return;
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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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if (g_pIB->Lock(0, (UINT)total_idx_count, (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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@ -55,9 +64,13 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
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vtx_dst++;
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vtx_src++;
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}
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memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
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idx_dst += cmd_list->idx_buffer.size();
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}
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g_pVB->Unlock();
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g_pIB->Unlock();
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g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
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g_pd3dDevice->SetIndices( g_pIB );
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g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
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@ -90,6 +103,7 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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@ -105,10 +119,11 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
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const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, cmd_list->vtx_buffer.size(), idx_offset, pcmd->idx_count/3);
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}
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vtx_offset += pcmd->vtx_count;
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idx_offset += pcmd->idx_count;
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}
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vtx_offset += cmd_list->vtx_buffer.size();
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}
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}
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@ -234,6 +249,9 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
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if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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return false;
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if (g_pd3dDevice->CreateIndexBuffer(INDEX_BUFFER_SIZE * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
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return false;
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ImGui_ImplDX9_CreateFontsTexture();
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return true;
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}
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@ -247,6 +265,11 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
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g_pVB->Release();
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g_pVB = NULL;
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}
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if (g_pIB)
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{
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g_pIB->Release();
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g_pIB = NULL;
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}
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if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
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{
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tex->Release();
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@ -23,7 +23,7 @@ static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static size_t g_VboMaxSize = 20000;
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static size_t g_VboSize = 0;
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static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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@ -62,32 +62,33 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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for (int n = 0; n < cmd_lists_count; n++)
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
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if (neededBufferSize > g_VboMaxSize)
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size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
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if (g_VboSize < needed_vtx_size)
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{
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g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
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glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW);
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g_VboSize = needed_vtx_size + 8192; // Grow buffer
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glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
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}
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// Copy and convert all vertices into a single contiguous buffer
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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!buffer_data)
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unsigned char* vtx_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!vtx_data)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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memcpy(vtx_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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vtx_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(g_VaoHandle);
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int cmd_offset = 0;
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int vtx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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int vtx_offset = cmd_offset;
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const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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{
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@ -99,11 +100,11 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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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));
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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glDrawElementsBaseVertex(GL_TRIANGLES, pcmd->idx_count, GL_UNSIGNED_SHORT, idx_buffer, vtx_offset);
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}
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vtx_offset += pcmd->vtx_count;
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idx_buffer += pcmd->idx_count;
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}
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cmd_offset = vtx_offset;
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vtx_offset += cmd_list->vtx_buffer.size();
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}
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// Restore modified state
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@ -217,8 +218,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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glGenBuffers(1, &g_VboHandle);
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
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glGenVertexArrays(1, &g_VaoHandle);
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glBindVertexArray(g_VaoHandle);
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@ -60,11 +60,11 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
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const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
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int vtx_offset = 0;
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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@ -76,9 +76,9 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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{
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
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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));
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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glDrawElements(GL_TRIANGLES, pcmd->idx_count, GL_UNSIGNED_SHORT, idx_buffer);
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}
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vtx_offset += pcmd->vtx_count;
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idx_buffer += pcmd->idx_count;
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}
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}
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#undef OFFSETOF
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182
imgui.cpp
182
imgui.cpp
@ -1670,10 +1670,11 @@ static inline void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_lis
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{
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if (!draw_list->commands.empty() && !draw_list->vtx_buffer.empty())
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{
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if (draw_list->commands.back().vtx_count == 0)
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if (draw_list->commands.back().idx_count == 0)
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draw_list->commands.pop_back();
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out_render_list.push_back(draw_list);
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GImGui->IO.MetricsRenderVertices += (int)draw_list->vtx_buffer.size();
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GImGui->IO.MetricsRenderIndices += (int)draw_list->idx_buffer.size();
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}
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}
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@ -2207,7 +2208,7 @@ void ImGui::Render()
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}
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// Gather windows to render
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g.IO.MetricsRenderVertices = 0;
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
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for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
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g.RenderDrawLists[i].resize(0);
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for (size_t i = 0; i != g.Windows.size(); i++)
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@ -7590,6 +7591,9 @@ void ImDrawList::Clear()
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commands.resize(0);
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vtx_buffer.resize(0);
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vtx_write = NULL;
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vtx_current_idx = 0;
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idx_buffer.resize(0);
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idx_write = NULL;
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clip_rect_stack.resize(0);
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texture_id_stack.resize(0);
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}
|
||||
@ -7599,6 +7603,9 @@ void ImDrawList::ClearFreeMemory()
|
||||
commands.clear();
|
||||
vtx_buffer.clear();
|
||||
vtx_write = NULL;
|
||||
vtx_current_idx = 0;
|
||||
idx_buffer.clear();
|
||||
idx_write = NULL;
|
||||
clip_rect_stack.clear();
|
||||
texture_id_stack.clear();
|
||||
}
|
||||
@ -7606,7 +7613,7 @@ void ImDrawList::ClearFreeMemory()
|
||||
void ImDrawList::AddDrawCmd()
|
||||
{
|
||||
ImDrawCmd draw_cmd;
|
||||
draw_cmd.vtx_count = 0;
|
||||
draw_cmd.idx_count = 0;
|
||||
draw_cmd.clip_rect = clip_rect_stack.empty() ? GNullClipRect : clip_rect_stack.back();
|
||||
draw_cmd.texture_id = texture_id_stack.empty() ? NULL : texture_id_stack.back();
|
||||
draw_cmd.user_callback = NULL;
|
||||
@ -7619,7 +7626,7 @@ void ImDrawList::AddDrawCmd()
|
||||
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
|
||||
{
|
||||
ImDrawCmd* current_cmd = commands.empty() ? NULL : &commands.back();
|
||||
if (!current_cmd || current_cmd->vtx_count != 0 || current_cmd->user_callback != NULL)
|
||||
if (!current_cmd || current_cmd->idx_count != 0 || current_cmd->user_callback != NULL)
|
||||
{
|
||||
AddDrawCmd();
|
||||
current_cmd = &commands.back();
|
||||
@ -7635,7 +7642,7 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
|
||||
void ImDrawList::UpdateClipRect()
|
||||
{
|
||||
ImDrawCmd* current_cmd = commands.empty() ? NULL : &commands.back();
|
||||
if (!current_cmd || (current_cmd->vtx_count != 0) || current_cmd->user_callback != NULL)
|
||||
if (!current_cmd || (current_cmd->idx_count != 0) || current_cmd->user_callback != NULL)
|
||||
{
|
||||
AddDrawCmd();
|
||||
}
|
||||
@ -7675,7 +7682,7 @@ void ImDrawList::UpdateTextureID()
|
||||
{
|
||||
ImDrawCmd* current_cmd = commands.empty() ? NULL : &commands.back();
|
||||
const ImTextureID texture_id = texture_id_stack.empty() ? NULL : texture_id_stack.back();
|
||||
if (!current_cmd || (current_cmd->vtx_count != 0 && current_cmd->texture_id != texture_id) || current_cmd->user_callback != NULL)
|
||||
if (!current_cmd || (current_cmd->idx_count != 0 && current_cmd->texture_id != texture_id) || current_cmd->user_callback != NULL)
|
||||
{
|
||||
AddDrawCmd();
|
||||
}
|
||||
@ -7698,23 +7705,30 @@ void ImDrawList::PopTextureID()
|
||||
UpdateTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::PrimReserve(unsigned int vtx_count)
|
||||
void ImDrawList::PrimReserve(unsigned int idx_count, unsigned int vtx_count)
|
||||
{
|
||||
ImDrawCmd& draw_cmd = commands.back();
|
||||
draw_cmd.vtx_count += vtx_count;
|
||||
draw_cmd.idx_count += idx_count;
|
||||
|
||||
size_t vtx_buffer_size = vtx_buffer.size();
|
||||
vtx_buffer.resize(vtx_buffer_size + vtx_count);
|
||||
vtx_write = &vtx_buffer[vtx_buffer_size];
|
||||
|
||||
size_t idx_buffer_size = idx_buffer.size();
|
||||
idx_buffer.resize(idx_buffer_size + idx_count);
|
||||
idx_write = &idx_buffer[idx_buffer_size];
|
||||
}
|
||||
|
||||
void ImDrawList::PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
|
||||
{
|
||||
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
|
||||
idx_write[0] = vtx_current_idx; idx_write[1] = vtx_current_idx+1; idx_write[2] = vtx_current_idx+2;
|
||||
vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
|
||||
vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
|
||||
vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
|
||||
vtx_write += 3;
|
||||
vtx_current_idx += 3;
|
||||
idx_write += 3;
|
||||
}
|
||||
|
||||
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
|
||||
@ -7722,13 +7736,15 @@ void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
|
||||
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
|
||||
const ImVec2 b(c.x, a.y);
|
||||
const ImVec2 d(a.x, c.y);
|
||||
idx_write[0] = vtx_current_idx; idx_write[1] = vtx_current_idx+1; idx_write[2] = vtx_current_idx+2;
|
||||
idx_write[3] = vtx_current_idx; idx_write[4] = vtx_current_idx+2; idx_write[5] = vtx_current_idx+3;
|
||||
vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
|
||||
vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
|
||||
vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
|
||||
vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col;
|
||||
vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col;
|
||||
vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col;
|
||||
vtx_write += 6;
|
||||
vtx_write[3].pos = d; vtx_write[3].uv = uv; vtx_write[3].col = col;
|
||||
vtx_write += 4;
|
||||
vtx_current_idx += 4;
|
||||
idx_write += 6;
|
||||
}
|
||||
|
||||
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
|
||||
@ -7737,25 +7753,29 @@ void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a
|
||||
const ImVec2 d(a.x, c.y);
|
||||
const ImVec2 uv_b(uv_c.x, uv_a.y);
|
||||
const ImVec2 uv_d(uv_a.x, uv_c.y);
|
||||
idx_write[0] = vtx_current_idx; idx_write[1] = vtx_current_idx+1; idx_write[2] = vtx_current_idx+2;
|
||||
idx_write[3] = vtx_current_idx; idx_write[4] = vtx_current_idx+2; idx_write[5] = vtx_current_idx+3;
|
||||
vtx_write[0].pos = a; vtx_write[0].uv = uv_a; vtx_write[0].col = col;
|
||||
vtx_write[1].pos = b; vtx_write[1].uv = uv_b; vtx_write[1].col = col;
|
||||
vtx_write[2].pos = c; vtx_write[2].uv = uv_c; vtx_write[2].col = col;
|
||||
vtx_write[3].pos = a; vtx_write[3].uv = uv_a; vtx_write[3].col = col;
|
||||
vtx_write[4].pos = c; vtx_write[4].uv = uv_c; vtx_write[4].col = col;
|
||||
vtx_write[5].pos = d; vtx_write[5].uv = uv_d; vtx_write[5].col = col;
|
||||
vtx_write += 6;
|
||||
vtx_write[3].pos = d; vtx_write[3].uv = uv_d; vtx_write[3].col = col;
|
||||
vtx_write += 4;
|
||||
vtx_current_idx += 4;
|
||||
idx_write += 6;
|
||||
}
|
||||
|
||||
void ImDrawList::PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
|
||||
{
|
||||
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
|
||||
idx_write[0] = vtx_current_idx; idx_write[1] = vtx_current_idx+1; idx_write[2] = vtx_current_idx+2;
|
||||
idx_write[3] = vtx_current_idx; idx_write[4] = vtx_current_idx+2; idx_write[5] = vtx_current_idx+3;
|
||||
vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
|
||||
vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
|
||||
vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
|
||||
vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col;
|
||||
vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col;
|
||||
vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col;
|
||||
vtx_write += 6;
|
||||
vtx_write[3].pos = d; vtx_write[3].uv = uv; vtx_write[3].col = col;
|
||||
vtx_write += 4;
|
||||
vtx_current_idx += 4;
|
||||
idx_write += 6;
|
||||
}
|
||||
|
||||
// FIXME-OPT: In many instances the caller could provide a normal.
|
||||
@ -7774,7 +7794,7 @@ void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thic
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PrimReserve(6);
|
||||
PrimReserve(6, 4);
|
||||
PrimLine(a, b, col, thickness);
|
||||
}
|
||||
|
||||
@ -7797,21 +7817,25 @@ void ImDrawList::AddArcFast(const ImVec2& center, float radius, ImU32 col, int a
|
||||
circle_vtx_builds = true;
|
||||
}
|
||||
|
||||
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
|
||||
if (filled)
|
||||
{
|
||||
PrimReserve((unsigned int)(a_max-a_min) * 3);
|
||||
for (int a0 = a_min; a0 < a_max; a0++)
|
||||
PrimReserve((unsigned int)(a_max-a_min) * 3, (unsigned int)(a_max-a_min+1) + 1);
|
||||
ImDrawIdx idx = vtx_current_idx;
|
||||
for (int a = 0; a < a_max - a_min; a++)
|
||||
{
|
||||
int a1 = (a0 + 1 == SAMPLES) ? 0 : a0 + 1;
|
||||
PrimVtx(center + circle_vtx[a0] * radius, uv, col);
|
||||
PrimVtx(center + circle_vtx[a1] * radius, uv, col);
|
||||
PrimVtx(center + third_point_offset, uv, col);
|
||||
PrimIdx(idx + 1 + a);
|
||||
PrimIdx(idx + 1 + a + 1);
|
||||
PrimIdx(idx);
|
||||
}
|
||||
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
|
||||
PrimVtx(center + third_point_offset, uv, col);
|
||||
for (int a = a_min; a < a_max+1; a++)
|
||||
PrimVtx(center + circle_vtx[(a >= SAMPLES) ? a - SAMPLES : a] * radius, uv, col);
|
||||
}
|
||||
else
|
||||
{
|
||||
PrimReserve((unsigned int)(a_max-a_min) * 6);
|
||||
// FIXME-OPT: Wasting vertices.
|
||||
PrimReserve((unsigned int)(a_max-a_min) * 6, (unsigned int)(a_max-a_min) * 4);
|
||||
for (int a0 = a_min; a0 < a_max; a0++)
|
||||
{
|
||||
int a1 = (a0 + 1 == SAMPLES) ? 0 : a0 + 1;
|
||||
@ -7831,7 +7855,7 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun
|
||||
|
||||
if (r == 0.0f || rounding_corners == 0)
|
||||
{
|
||||
PrimReserve(4*6);
|
||||
PrimReserve(6*4, 4*4);
|
||||
PrimLine(ImVec2(a.x,a.y), ImVec2(b.x,a.y), col);
|
||||
PrimLine(ImVec2(b.x,a.y), ImVec2(b.x,b.y), col);
|
||||
PrimLine(ImVec2(b.x,b.y), ImVec2(a.x,b.y), col);
|
||||
@ -7839,7 +7863,7 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun
|
||||
}
|
||||
else
|
||||
{
|
||||
PrimReserve(4*6);
|
||||
PrimReserve(6*4, 4*4);
|
||||
PrimLine(ImVec2(a.x + ((rounding_corners & 1)?r:0), a.y), ImVec2(b.x - ((rounding_corners & 2)?r:0), a.y), col);
|
||||
PrimLine(ImVec2(b.x, a.y + ((rounding_corners & 2)?r:0)), ImVec2(b.x, b.y - ((rounding_corners & 4)?r:0)), col);
|
||||
PrimLine(ImVec2(b.x - ((rounding_corners & 4)?r:0), b.y), ImVec2(a.x + ((rounding_corners & 8)?r:0), b.y), col);
|
||||
@ -7861,16 +7885,15 @@ void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, floa
|
||||
r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ));
|
||||
r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ));
|
||||
|
||||
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
|
||||
if (r == 0.0f || rounding_corners == 0)
|
||||
{
|
||||
// Use triangle so we can merge more draw calls together (at the cost of extra vertices)
|
||||
PrimReserve(6);
|
||||
PrimReserve(6, 4);
|
||||
PrimRect(a, b, col);
|
||||
}
|
||||
else
|
||||
{
|
||||
PrimReserve(6+6*2);
|
||||
PrimReserve(6*3, 4*3);
|
||||
PrimRect(ImVec2(a.x+r,a.y), ImVec2(b.x-r,b.y), col);
|
||||
|
||||
float top_y = (rounding_corners & 1) ? a.y+r : a.y;
|
||||
@ -7893,7 +7916,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PrimReserve(3);
|
||||
PrimReserve(3, 3);
|
||||
PrimTriangle(a, b, c, col);
|
||||
}
|
||||
|
||||
@ -7902,14 +7925,18 @@ void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int nu
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PrimReserve((unsigned int)num_segments*6);
|
||||
PrimReserve(num_segments * 6, num_segments * 4);
|
||||
|
||||
const float a_step = 2*PI/(float)num_segments;
|
||||
float a0 = 0.0f;
|
||||
ImVec2 p0 = centre + ImVec2(cosf(a0), sinf(a0)) * radius;
|
||||
for (int i = 0; i < num_segments; i++)
|
||||
{
|
||||
const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
|
||||
PrimLine(centre + ImVec2(cosf(a0), sinf(a0))*radius, centre + ImVec2(cosf(a1), sinf(a1))*radius, col);
|
||||
const ImVec2 p1 = centre + ImVec2(cosf(a1), sinf(a1)) * radius;
|
||||
PrimLine(p0, p1, col);
|
||||
a0 = a1;
|
||||
p0 = p1;
|
||||
}
|
||||
}
|
||||
|
||||
@ -7919,16 +7946,18 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
|
||||
return;
|
||||
|
||||
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
|
||||
PrimReserve((unsigned int)num_segments*3);
|
||||
const ImDrawIdx idx = vtx_current_idx;
|
||||
PrimReserve((unsigned int)(num_segments*3), (unsigned int)(1 + num_segments));
|
||||
|
||||
const float a_step = 2*PI/(float)num_segments;
|
||||
float a0 = 0.0f;
|
||||
for (int i = 0; i < num_segments; i++)
|
||||
{
|
||||
const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
|
||||
PrimVtx(centre + ImVec2(cosf(a0), sinf(a0))*radius, uv, col);
|
||||
PrimVtx(centre + ImVec2(cosf(a1), sinf(a1))*radius, uv, col);
|
||||
PrimVtx(centre, uv, col);
|
||||
a0 = a1;
|
||||
for (int i = 0; i < num_segments; i++, a0 += a_step)
|
||||
{
|
||||
PrimVtx(centre + ImVec2(cosf(a0), sinf(a0)) * radius, uv, col);
|
||||
PrimIdx(idx);
|
||||
PrimIdx(idx + 1 + i);
|
||||
PrimIdx(idx + 1 + ((i + 1 == num_segments) ? 0 : i + 1));
|
||||
}
|
||||
}
|
||||
|
||||
@ -7946,17 +7975,24 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
|
||||
// reserve vertices for worse case
|
||||
const unsigned int char_count = (unsigned int)(text_end - text_begin);
|
||||
const unsigned int vtx_count_max = char_count * 6;
|
||||
const unsigned int vtx_count_max = char_count * 4;
|
||||
const unsigned int idx_count_max = char_count * 6;
|
||||
const size_t vtx_begin = vtx_buffer.size();
|
||||
PrimReserve(vtx_count_max);
|
||||
const size_t idx_begin = idx_buffer.size();
|
||||
PrimReserve(idx_count_max, vtx_count_max);
|
||||
|
||||
font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, this, wrap_width, cpu_clip_max);
|
||||
|
||||
// give back unused vertices
|
||||
// FIXME-OPT
|
||||
vtx_buffer.resize((size_t)(vtx_write - &vtx_buffer.front()));
|
||||
const size_t vtx_count = vtx_buffer.size() - vtx_begin;
|
||||
commands.back().vtx_count -= (unsigned int)(vtx_count_max - vtx_count);
|
||||
vtx_write -= (vtx_count_max - vtx_count);
|
||||
idx_buffer.resize((size_t)(idx_write - &idx_buffer.front()));
|
||||
unsigned int vtx_unused = vtx_count_max - (unsigned int)(vtx_buffer.size() - vtx_begin);
|
||||
unsigned int idx_unused = idx_count_max - (unsigned int)(idx_buffer.size() - idx_begin);
|
||||
commands.back().idx_count -= idx_unused;
|
||||
vtx_write -= vtx_unused;
|
||||
idx_write -= idx_unused;
|
||||
vtx_current_idx = (ImDrawIdx)vtx_buffer.size();
|
||||
}
|
||||
|
||||
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
|
||||
@ -7969,7 +8005,7 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
|
||||
if (push_texture_id)
|
||||
PushTextureID(user_texture_id);
|
||||
|
||||
PrimReserve(6);
|
||||
PrimReserve(6, 4);
|
||||
PrimRectUV(a, b, uv0, uv1, col);
|
||||
|
||||
if (push_texture_id)
|
||||
@ -9010,7 +9046,9 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
float x = pos.x;
|
||||
float y = pos.y;
|
||||
|
||||
ImDrawVert* out_vertices = draw_list->vtx_write;
|
||||
ImDrawVert* vtx_write = draw_list->vtx_write;
|
||||
ImDrawIdx vtx_current_idx = draw_list->vtx_current_idx;
|
||||
ImDrawIdx* idx_write = draw_list->idx_write;
|
||||
|
||||
const char* s = text_begin;
|
||||
while (s < text_end)
|
||||
@ -9100,26 +9138,18 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
}
|
||||
|
||||
// NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
|
||||
out_vertices[0].pos = ImVec2(x1, y1);
|
||||
out_vertices[0].uv = ImVec2(u1, v1);
|
||||
out_vertices[0].col = col;
|
||||
|
||||
out_vertices[1].pos = ImVec2(x2, y1);
|
||||
out_vertices[1].uv = ImVec2(u2, v1);
|
||||
out_vertices[1].col = col;
|
||||
|
||||
out_vertices[2].pos = ImVec2(x2, y2);
|
||||
out_vertices[2].uv = ImVec2(u2, v2);
|
||||
out_vertices[2].col = col;
|
||||
|
||||
out_vertices[3] = out_vertices[0];
|
||||
out_vertices[4] = out_vertices[2];
|
||||
|
||||
out_vertices[5].pos = ImVec2(x1, y2);
|
||||
out_vertices[5].uv = ImVec2(u1, v2);
|
||||
out_vertices[5].col = col;
|
||||
|
||||
out_vertices += 6;
|
||||
// inlined:
|
||||
{
|
||||
idx_write[0] = vtx_current_idx; idx_write[1] = vtx_current_idx+1; idx_write[2] = vtx_current_idx+2;
|
||||
idx_write[3] = vtx_current_idx; idx_write[4] = vtx_current_idx+2; idx_write[5] = vtx_current_idx+3;
|
||||
vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
|
||||
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
|
||||
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
|
||||
vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
|
||||
vtx_write += 4;
|
||||
vtx_current_idx += 4;
|
||||
idx_write += 6;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -9128,7 +9158,9 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
||||
x += char_width;
|
||||
}
|
||||
|
||||
draw_list->vtx_write = out_vertices;
|
||||
draw_list->vtx_write = vtx_write;
|
||||
draw_list->vtx_current_idx = vtx_current_idx;
|
||||
draw_list->idx_write = idx_write;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -10410,14 +10442,14 @@ void ImGui::ShowMetricsWindow(bool* opened)
|
||||
{
|
||||
ImGui::Text("ImGui %s", ImGui::GetVersion());
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Text("%d vertices", ImGui::GetIO().MetricsRenderVertices);
|
||||
ImGui::Text("%d vertices, %d triangles", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices / 3);
|
||||
ImGui::Separator();
|
||||
|
||||
struct Funcs
|
||||
{
|
||||
static void NodeDrawList(ImDrawList* draw_list, const char* label)
|
||||
{
|
||||
bool opened = ImGui::TreeNode(draw_list, "%s: %d vtx, %d cmds", label, draw_list->vtx_buffer.size(), draw_list->commands.size());
|
||||
bool opened = ImGui::TreeNode(draw_list, "%s: %d vtx, %d indices, %d cmds", label, draw_list->vtx_buffer.size(), draw_list->idx_buffer.size(), draw_list->commands.size());
|
||||
if (draw_list == ImGui::GetWindowDrawList())
|
||||
{
|
||||
ImGui::SameLine();
|
||||
@ -10429,7 +10461,7 @@ void ImGui::ShowMetricsWindow(bool* opened)
|
||||
if (pcmd->user_callback)
|
||||
ImGui::BulletText("Callback %p, user_data %p", pcmd->user_callback, pcmd->user_callback_data);
|
||||
else
|
||||
ImGui::BulletText("Draw %d vtx, tex = %p", pcmd->vtx_count, pcmd->texture_id);
|
||||
ImGui::BulletText("Draw %d indexed vtx, tex = %p", pcmd->idx_count, pcmd->texture_id);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
|
14
imgui.h
14
imgui.h
@ -671,6 +671,7 @@ struct ImGuiIO
|
||||
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
|
||||
float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
|
||||
int MetricsRenderVertices; // Vertices processed during last call to Render()
|
||||
int MetricsRenderIndices; //
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// [Internal] ImGui will maintain those fields for you
|
||||
@ -857,13 +858,16 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
|
||||
// Typically, 1 command = 1 gpu draw call (unless command is a callback)
|
||||
struct ImDrawCmd
|
||||
{
|
||||
unsigned int vtx_count; // Number of vertices (multiple of 3) to be drawn as triangles. The vertices are stored in the callee ImDrawList's vtx_buffer[] array.
|
||||
unsigned int idx_count; // 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[].
|
||||
ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2)
|
||||
ImTextureID texture_id; // 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.
|
||||
ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. vtx_count will be 0. clip_rect and texture_id will be set normally.
|
||||
void* user_callback_data; // The draw callback code can access this.
|
||||
};
|
||||
|
||||
// Vertex index
|
||||
typedef unsigned short ImDrawIdx;
|
||||
|
||||
// Vertex layout
|
||||
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
|
||||
struct ImDrawVert
|
||||
@ -891,11 +895,14 @@ struct ImDrawList
|
||||
// This is what you have to render
|
||||
ImVector<ImDrawCmd> commands; // Commands. Typically 1 command = 1 gpu draw call.
|
||||
ImVector<ImDrawVert> vtx_buffer; // Vertex buffer. Each command consume ImDrawCmd::vtx_count of those
|
||||
ImVector<ImDrawIdx> idx_buffer; // Index buffer. Each command consume ImDrawCmd::idx_count of those
|
||||
|
||||
// [Internal to ImGui]
|
||||
ImVector<ImVec4> clip_rect_stack; // [Internal]
|
||||
ImVector<ImTextureID> texture_id_stack; // [Internal]
|
||||
ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
|
||||
ImDrawIdx vtx_current_idx; // [Internal] == vtx_buffer.size()
|
||||
ImDrawIdx* idx_write; // [Internal] point within idx_buffer after each add command (to avoid using the ImVector<> operators too much)
|
||||
|
||||
ImDrawList() { Clear(); }
|
||||
IMGUI_API void Clear();
|
||||
@ -922,7 +929,7 @@ struct ImDrawList
|
||||
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
|
||||
|
||||
// Internal helpers
|
||||
IMGUI_API void PrimReserve(unsigned int vtx_count);
|
||||
IMGUI_API void PrimReserve(unsigned int idx_count, unsigned int vtx_count);
|
||||
IMGUI_API void PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
|
||||
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);
|
||||
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
|
||||
@ -930,7 +937,8 @@ struct ImDrawList
|
||||
IMGUI_API void PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void UpdateClipRect();
|
||||
IMGUI_API void UpdateTextureID();
|
||||
IMGUI_API void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; }
|
||||
IMGUI_API void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; vtx_current_idx++; }
|
||||
IMGUI_API void PrimIdx(unsigned int idx) { *idx_write++ = (ImDrawIdx)idx; }
|
||||
};
|
||||
|
||||
// Load and rasterize multiple TTF fonts into a same texture.
|
||||
|
Loading…
Reference in New Issue
Block a user