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Added ImDrawList::SplitDrawCmd() to force multiple draw calls for depending rendering/blending + Comments
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16
imgui.h
16
imgui.h
@ -696,11 +696,12 @@ struct ImGuiTextEditCallbackData
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// Hold a series of drawing commands. The user provides a renderer for ImDrawList
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//-----------------------------------------------------------------------------
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// Typically, One ImDrawCmd = One GPU draw call
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struct ImDrawCmd
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{
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unsigned int vtx_count;
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ImVec4 clip_rect;
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ImTextureID texture_id; // Copy of user-provided 'TexID' from ImFont or passed to Image*() functions. Ignore if not using images or multiple fonts.
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unsigned int vtx_count; // Number of vertices (multiple of 3) to be drawn. The vertices are stored in the callee ImDrawList's vtx_buffer[] array
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ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2)
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ImTextureID texture_id; // Copy of user-provided 'TexID' from ImFont or passed to Image*() functions. Ignore if not using images or multiple fonts
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};
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#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
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@ -719,16 +720,16 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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#endif
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// Draw command list
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// This is the low-level list of polygon that ImGui:: functions are creating. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
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// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged.
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// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
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// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
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// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
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// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
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// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
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struct ImDrawList
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{
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// This is what you have to render
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ImVector<ImDrawCmd> commands; // commands
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ImVector<ImDrawVert> vtx_buffer; // each command consume ImDrawCmd::vtx_count of those
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ImVector<ImDrawCmd> commands; // Commands. Typically 1 command = 1 draw call.
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ImVector<ImDrawVert> vtx_buffer; // Vertex buffer. Each command consume ImDrawCmd::vtx_count of those
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// [Internal to ImGui]
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ImVector<ImVec4> clip_rect_stack; // [internal]
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@ -748,6 +749,7 @@ struct ImDrawList
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IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
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IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
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IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
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IMGUI_API void SplitDrawCmd(); // This is useful if you need to force-create a new draw call (to allow for depending rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
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// Primitives
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IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
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