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https://github.com/Drezil/imgui.git
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Renamed ImGuiBackendFlags_HasVtxOffset to ImGuiBackendFlags_RendererHasVtxOffset to match naming convention already used in viewport/docking branch. (#2591) + Fix OpenGL3 code missing flag.
This commit is contained in:
parent
b3dd03f582
commit
7755cbbef2
@ -57,8 +57,8 @@ Other Changes:
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collapsing/docking button to the other side of the title bar.
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collapsing/docking button to the other side of the title bar.
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- Style: Made window close button cross slightly smaller.
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- Style: Made window close button cross slightly smaller.
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- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
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- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
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To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset'
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The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
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and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
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this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
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This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
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This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
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support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
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support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
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- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
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- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
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@ -72,7 +72,7 @@ Other Changes:
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dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
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dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
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- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
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- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
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- Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
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- Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
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(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end.
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(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
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- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
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- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
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the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
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the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
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support. (#2538, #2541)
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support. (#2538, #2541)
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@ -11,7 +11,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag.
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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@ -488,7 +488,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx10";
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io.BackendRendererName = "imgui_impl_dx10";
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io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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// Get factory from device
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIDevice* pDXGIDevice = NULL;
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@ -11,7 +11,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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@ -495,7 +495,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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// Get factory from device
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIDevice* pDXGIDevice = NULL;
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@ -13,7 +13,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag.
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Various minor tidying up.
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// 2019-03-29: Misc: Various minor tidying up.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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@ -607,7 +607,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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g_pd3dDevice = device;
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g_pd3dDevice = device;
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g_RTVFormat = rtv_format;
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g_RTVFormat = rtv_format;
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@ -11,7 +11,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag.
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// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
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// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
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// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
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// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
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@ -220,7 +220,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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g_pd3dDevice = device;
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g_pd3dDevice = device;
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g_pd3dDevice->AddRef();
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g_pd3dDevice->AddRef();
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@ -13,7 +13,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag.
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// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
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// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
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@ -124,6 +124,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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@ -22,7 +22,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag.
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// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
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// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
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// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
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// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
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@ -805,7 +805,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_vulkan";
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io.BackendRendererName = "imgui_impl_vulkan";
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io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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IM_ASSERT(info->Instance != VK_NULL_HANDLE);
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IM_ASSERT(info->Instance != VK_NULL_HANDLE);
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IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
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IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
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@ -65,7 +65,7 @@
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//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
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//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
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// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
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// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
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// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
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// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
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// Read about ImGuiBackendFlags_HasVtxOffset for details.
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// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
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//#define ImDrawIdx unsigned int
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//#define ImDrawIdx unsigned int
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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@ -3507,7 +3507,7 @@ void ImGui::NewFrame()
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
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if (g.Style.AntiAliasedFill)
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if (g.Style.AntiAliasedFill)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
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if (g.IO.BackendFlags & ImGuiBackendFlags_HasVtxOffset)
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if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
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g.BackgroundDrawList.Clear();
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g.BackgroundDrawList.Clear();
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@ -3792,7 +3792,7 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
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// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
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// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
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// Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents.
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// Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents.
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// - If you want large meshes with more than 64K vertices, you can either:
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// - If you want large meshes with more than 64K vertices, you can either:
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// (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset'.
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// (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
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// Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't.
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// Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't.
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// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
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// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
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// (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
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// (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
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16
imgui.h
16
imgui.h
@ -1003,10 +1003,10 @@ enum ImGuiConfigFlags_
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enum ImGuiBackendFlags_
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enum ImGuiBackendFlags_
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{
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{
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ImGuiBackendFlags_None = 0,
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ImGuiBackendFlags_None = 0,
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ImGuiBackendFlags_HasGamepad = 1 << 0, // Platform Back-end supports gamepad and currently has one connected.
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ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
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ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Platform Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
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ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
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ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Platform Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
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ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
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ImGuiBackendFlags_HasVtxOffset = 1 << 3 // Renderer Back-end supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
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ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
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};
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};
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// Enumeration for PushStyleColor() / PopStyleColor()
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// Enumeration for PushStyleColor() / PopStyleColor()
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@ -1779,14 +1779,14 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
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#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
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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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// Typically, 1 command = 1 GPU draw call (unless command is a callback)
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// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset)
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// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
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// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
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// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
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struct ImDrawCmd
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struct ImDrawCmd
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{
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{
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unsigned int ElemCount; // 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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unsigned int ElemCount; // 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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ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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ImTextureID TextureId; // 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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ImTextureID TextureId; // 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.
|
||||||
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_HasVtxOffset: always 0. With ImGuiBackendFlags_HasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
|
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
|
||||||
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
|
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
|
||||||
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
|
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
|
||||||
void* UserCallbackData; // The draw callback code can access this.
|
void* UserCallbackData; // The draw callback code can access this.
|
||||||
@ -1795,7 +1795,7 @@ struct ImDrawCmd
|
|||||||
};
|
};
|
||||||
|
|
||||||
// Vertex index
|
// Vertex index
|
||||||
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
|
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
|
||||||
// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
|
// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
|
||||||
#ifndef ImDrawIdx
|
#ifndef ImDrawIdx
|
||||||
typedef unsigned short ImDrawIdx;
|
typedef unsigned short ImDrawIdx;
|
||||||
@ -1843,7 +1843,7 @@ enum ImDrawListFlags_
|
|||||||
ImDrawListFlags_None = 0,
|
ImDrawListFlags_None = 0,
|
||||||
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
|
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
|
||||||
ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices)
|
ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices)
|
||||||
ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'io.BackendFlags & ImGuiBackendFlags_HasVtxOffset' is enabled.
|
ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
|
||||||
};
|
};
|
||||||
|
|
||||||
// Draw command list
|
// Draw command list
|
||||||
|
@ -350,7 +350,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||||||
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
|
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
|
||||||
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
|
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
|
||||||
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
|
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
|
||||||
ImGui::CheckboxFlags("io.BackendFlags: HasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasVtxOffset);
|
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
|
||||||
ImGui::TreePop();
|
ImGui::TreePop();
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
}
|
}
|
||||||
@ -2863,7 +2863,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
|||||||
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
|
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
|
||||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
|
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
|
||||||
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
|
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
|
||||||
if (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset) ImGui::Text(" HasVtxOffset");
|
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
|
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
|
||||||
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
|
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
|
||||||
|
Loading…
Reference in New Issue
Block a user