From 707df6c7b70ce9b0ae38a5803791ea0127a10d20 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 9 Apr 2015 17:32:03 +0100 Subject: [PATCH] ImDrawList: internal refactoring toward a following commit for indexed rendering. --- imgui.cpp | 181 ++++++++++++++++++++++++++++-------------------------- imgui.h | 21 ++++--- 2 files changed, 106 insertions(+), 96 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 7b90d2fc..6d9d4328 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7698,45 +7698,71 @@ void ImDrawList::PopTextureID() UpdateTextureID(); } -void ImDrawList::ReserveVertices(unsigned int vtx_count) +void ImDrawList::PrimReserve(unsigned int vtx_count) { ImDrawCmd& draw_cmd = commands.back(); draw_cmd.vtx_count += vtx_count; - vtx_buffer.resize(vtx_buffer.size() + vtx_count); - vtx_write = &vtx_buffer[vtx_buffer.size() - vtx_count]; + + size_t vtx_buffer_size = vtx_buffer.size(); + vtx_buffer.resize(vtx_buffer_size + vtx_count); + vtx_write = &vtx_buffer[vtx_buffer_size]; } -void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col) +void ImDrawList::PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) { - vtx_write->pos = pos; - vtx_write->col = col; - vtx_write->uv = GImGui->FontTexUvWhitePixel; - vtx_write++; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + AddVtx(a, uv, col); + AddVtx(b, uv, col); + AddVtx(c, uv, col); } -void ImDrawList::AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv) +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { - vtx_write->pos = pos; - vtx_write->col = col; - vtx_write->uv = uv; - vtx_write++; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + ImVec2 b(c.x, a.y); + ImVec2 d(a.x, c.y); + AddVtx(a, uv, col); + AddVtx(b, uv, col); + AddVtx(c, uv, col); + AddVtx(a, uv, col); + AddVtx(c, uv, col); + AddVtx(d, uv, col); } -// NB: memory should be reserved for 6 vertices by the caller. -void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y); + ImVec2 d(a.x, c.y); + ImVec2 uv_b(uv_c.x, uv_a.y); + ImVec2 uv_d(uv_a.x, uv_c.y); + AddVtx(a, uv_a, col); + AddVtx(b, uv_b, col); + AddVtx(c, uv_c, col); + AddVtx(a, uv_a, col); + AddVtx(c, uv_c, col); + AddVtx(d, uv_d, col); +} + +void ImDrawList::PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +{ + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + AddVtx(a, uv, col); + AddVtx(b, uv, col); + AddVtx(c, uv, col); + AddVtx(a, uv, col); + AddVtx(c, uv, col); + AddVtx(d, uv, col); +} + +// FIXME-OPT: In many instances the caller could provide a normal. +void ImDrawList::PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) { const float inv_length = 1.0f / sqrtf(ImLengthSqr(b - a)); - const ImVec2 hn = (b - a) * (thickness * 0.5f * inv_length);// half normal + const ImVec2 hn = (b - a) * (thickness * 0.5f * inv_length);// half normalized const ImVec2 hp0 = ImVec2(+hn.y, -hn.x); // half perpendiculars + user offset const ImVec2 hp1 = ImVec2(-hn.y, +hn.x); - // Two triangles makes up one line. Using triangles allows us to reduce amount of draw calls. - AddVtx(a + hp0, col); - AddVtx(b + hp0, col); - AddVtx(a + hp1, col); - AddVtx(b + hp0, col); - AddVtx(b + hp1, col); - AddVtx(a + hp1, col); + PrimQuad(a + hp0, b + hp0, b + hp1, a + hp1, col); } void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) @@ -7744,8 +7770,8 @@ void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thic if ((col >> 24) == 0) return; - ReserveVertices(6); - AddVtxLine(a, b, col, thickness); + PrimReserve(6); + PrimLine(a, b, col, thickness); } void ImDrawList::AddArcFast(const ImVec2& center, float radius, ImU32 col, int a_min, int a_max, bool filled, const ImVec2& third_point_offset) @@ -7767,24 +7793,25 @@ void ImDrawList::AddArcFast(const ImVec2& center, float radius, ImU32 col, int a circle_vtx_builds = true; } + const ImVec2 uv = GImGui->FontTexUvWhitePixel; if (filled) { - ReserveVertices((unsigned int)(a_max-a_min) * 3); + PrimReserve((unsigned int)(a_max-a_min) * 3); for (int a0 = a_min; a0 < a_max; a0++) { int a1 = (a0 + 1 == SAMPLES) ? 0 : a0 + 1; - AddVtx(center + circle_vtx[a0] * radius, col); - AddVtx(center + circle_vtx[a1] * radius, col); - AddVtx(center + third_point_offset, col); + AddVtx(center + circle_vtx[a0] * radius, uv, col); + AddVtx(center + circle_vtx[a1] * radius, uv, col); + AddVtx(center + third_point_offset, uv, col); } } else { - ReserveVertices((unsigned int)(a_max-a_min) * 6); + PrimReserve((unsigned int)(a_max-a_min) * 6); for (int a0 = a_min; a0 < a_max; a0++) { int a1 = (a0 + 1 == SAMPLES) ? 0 : a0 + 1; - AddVtxLine(center + circle_vtx[a0] * radius, center + circle_vtx[a1] * radius, col); + PrimLine(center + circle_vtx[a0] * radius, center + circle_vtx[a1] * radius, col); } } } @@ -7800,19 +7827,19 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun if (r == 0.0f || rounding_corners == 0) { - ReserveVertices(4*6); - AddVtxLine(ImVec2(a.x,a.y), ImVec2(b.x,a.y), col); - AddVtxLine(ImVec2(b.x,a.y), ImVec2(b.x,b.y), col); - AddVtxLine(ImVec2(b.x,b.y), ImVec2(a.x,b.y), col); - AddVtxLine(ImVec2(a.x,b.y), ImVec2(a.x,a.y), col); + PrimReserve(4*6); + 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); + PrimLine(ImVec2(a.x,b.y), ImVec2(a.x,a.y), col); } else { - ReserveVertices(4*6); - AddVtxLine(ImVec2(a.x + ((rounding_corners & 1)?r:0), a.y), ImVec2(b.x - ((rounding_corners & 2)?r:0), a.y), col); - AddVtxLine(ImVec2(b.x, a.y + ((rounding_corners & 2)?r:0)), ImVec2(b.x, b.y - ((rounding_corners & 4)?r:0)), col); - AddVtxLine(ImVec2(b.x - ((rounding_corners & 4)?r:0), b.y), ImVec2(a.x + ((rounding_corners & 8)?r:0), b.y), col); - AddVtxLine(ImVec2(a.x, b.y - ((rounding_corners & 8)?r:0)), ImVec2(a.x, a.y + ((rounding_corners & 1)?r:0)), col); + PrimReserve(4*6); + 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); + PrimLine(ImVec2(a.x, b.y - ((rounding_corners & 8)?r:0)), ImVec2(a.x, a.y + ((rounding_corners & 1)?r:0)), col); if (rounding_corners & 1) AddArcFast(ImVec2(a.x+r,a.y+r), r, col, 0, 3); if (rounding_corners & 2) AddArcFast(ImVec2(b.x-r,a.y+r), r, col, 3, 6); @@ -7830,44 +7857,25 @@ 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) - ReserveVertices(6); - AddVtx(ImVec2(a.x,a.y), col); - AddVtx(ImVec2(b.x,a.y), col); - AddVtx(ImVec2(b.x,b.y), col); - AddVtx(ImVec2(a.x,a.y), col); - AddVtx(ImVec2(b.x,b.y), col); - AddVtx(ImVec2(a.x,b.y), col); + PrimReserve(6); + PrimRect(a, b, col); } else { - ReserveVertices(6+6*2); - AddVtx(ImVec2(a.x+r,a.y), col); - AddVtx(ImVec2(b.x-r,a.y), col); - AddVtx(ImVec2(b.x-r,b.y), col); - AddVtx(ImVec2(a.x+r,a.y), col); - AddVtx(ImVec2(b.x-r,b.y), col); - AddVtx(ImVec2(a.x+r,b.y), col); + PrimReserve(6+6*2); + 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; float bot_y = (rounding_corners & 8) ? b.y-r : b.y; - AddVtx(ImVec2(a.x,top_y), col); - AddVtx(ImVec2(a.x+r,top_y), col); - AddVtx(ImVec2(a.x+r,bot_y), col); - AddVtx(ImVec2(a.x,top_y), col); - AddVtx(ImVec2(a.x+r,bot_y), col); - AddVtx(ImVec2(a.x,bot_y), col); + PrimRect(ImVec2(a.x,top_y), ImVec2(a.x+r,bot_y), col); top_y = (rounding_corners & 2) ? a.y+r : a.y; bot_y = (rounding_corners & 4) ? b.y-r : b.y; - AddVtx(ImVec2(b.x-r,top_y), col); - AddVtx(ImVec2(b.x,top_y), col); - AddVtx(ImVec2(b.x,bot_y), col); - AddVtx(ImVec2(b.x-r,top_y), col); - AddVtx(ImVec2(b.x,bot_y), col); - AddVtx(ImVec2(b.x-r,bot_y), col); + PrimRect(ImVec2(b.x-r,top_y), ImVec2(b.x,bot_y), col); if (rounding_corners & 1) AddArcFast(ImVec2(a.x+r,a.y+r), r, col, 0, 3, true); if (rounding_corners & 2) AddArcFast(ImVec2(b.x-r,a.y+r), r, col, 3, 6, true); @@ -7881,10 +7889,8 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec if ((col >> 24) == 0) return; - ReserveVertices(3); - AddVtx(a, col); - AddVtx(b, col); - AddVtx(c, col); + PrimReserve(3); + PrimTriangle(a, b, c, col); } void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments) @@ -7892,13 +7898,13 @@ void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int nu if ((col >> 24) == 0) return; - ReserveVertices((unsigned int)num_segments*6); + PrimReserve((unsigned int)num_segments*6); 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; - AddVtxLine(centre + ImVec2(cosf(a0), sinf(a0))*radius, centre + ImVec2(cosf(a1), sinf(a1))*radius, col); + PrimLine(centre + ImVec2(cosf(a0), sinf(a0))*radius, centre + ImVec2(cosf(a1), sinf(a1))*radius, col); a0 = a1; } } @@ -7908,15 +7914,16 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, if ((col >> 24) == 0) return; - ReserveVertices((unsigned int)num_segments*3); + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + PrimReserve((unsigned int)num_segments*3); 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; - AddVtx(centre + ImVec2(cosf(a0), sinf(a0))*radius, col); - AddVtx(centre + ImVec2(cosf(a1), sinf(a1))*radius, col); - AddVtx(centre, col); + AddVtx(centre + ImVec2(cosf(a0), sinf(a0))*radius, uv, col); + AddVtx(centre + ImVec2(cosf(a1), sinf(a1))*radius, uv, col); + AddVtx(centre, uv, col); a0 = a1; } } @@ -7937,9 +7944,9 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, const unsigned int char_count = (unsigned int)(text_end - text_begin); const unsigned int vtx_count_max = char_count * 6; const size_t vtx_begin = vtx_buffer.size(); - ReserveVertices(vtx_count_max); + PrimReserve(vtx_count_max); - font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write, wrap_width, cpu_clip_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 vtx_buffer.resize((size_t)(vtx_write - &vtx_buffer.front())); @@ -7958,13 +7965,8 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im if (push_texture_id) PushTextureID(user_texture_id); - ReserveVertices(6); - AddVtxUV(ImVec2(a.x,a.y), col, uv0); - AddVtxUV(ImVec2(b.x,a.y), col, ImVec2(uv1.x,uv0.y)); - AddVtxUV(ImVec2(b.x,b.y), col, uv1); - AddVtxUV(ImVec2(a.x,a.y), col, ImVec2(uv0.x,uv0.y)); - AddVtxUV(ImVec2(b.x,b.y), col, uv1); - AddVtxUV(ImVec2(a.x,b.y), col, ImVec2(uv0.x,uv1.y)); + PrimReserve(6); + PrimRectUV(a, b, uv0, uv1, col); if (push_texture_id) PopTextureID(); @@ -8980,7 +8982,7 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be return text_size; } -void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width, const ImVec2* cpu_clip_max) const +void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, const ImVec2* cpu_clip_max) const { if (!text_end) text_end = text_begin + strlen(text_begin); @@ -9004,6 +9006,8 @@ 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; + const char* s = text_begin; while (s < text_end) { @@ -9091,6 +9095,7 @@ 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; @@ -9118,6 +9123,8 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re x += char_width; } + + draw_list->vtx_write = out_vertices; } //----------------------------------------------------------------------------- diff --git a/imgui.h b/imgui.h index 67761308..9866b2a6 100644 --- a/imgui.h +++ b/imgui.h @@ -908,8 +908,8 @@ struct ImDrawList // Primitives IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); - IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); + IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); + IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); @@ -918,16 +918,19 @@ struct ImDrawList IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF); // Advanced - IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles. - 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 + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles. + 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 ReserveVertices(unsigned int vtx_count); - IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col); - IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv); - IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); + IMGUI_API void PrimReserve(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); + IMGUI_API void PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); + IMGUI_API void PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); IMGUI_API void UpdateClipRect(); IMGUI_API void UpdateTextureID(); + inline IMGUI_API void AddVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; } }; // Load and rasterize multiple TTF fonts into a same texture. @@ -1021,7 +1024,7 @@ struct ImFont // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar - IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const; + IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const; IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; };