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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_metal.h # examples/imgui_impl_metal.mm
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commit
cc48f1e5dd
@ -71,7 +71,7 @@ Other Changes:
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- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are
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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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- 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, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
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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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the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
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@ -3,6 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport / platform windows.
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@ -3,6 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport / platform windows.
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@ -12,6 +13,7 @@
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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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// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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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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@ -78,6 +80,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_metal";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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static dispatch_once_t onceToken;
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dispatch_once(&onceToken, ^{
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@ -480,13 +483,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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for (int n = 0; n < drawData->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = drawData->CmdLists[n];
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ImDrawIdx idx_buffer_offset = 0;
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memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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@ -524,14 +524,15 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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// Bind texture, Draw
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if (pcmd->TextureId != NULL)
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[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
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[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
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[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
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indexCount:pcmd->ElemCount
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indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
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indexBuffer:indexBuffer.buffer
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indexBufferOffset:indexBufferOffset + idx_buffer_offset];
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indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
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}
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}
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idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
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}
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vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
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@ -108,9 +108,9 @@
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// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
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#else
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
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#else
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#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
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#endif
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// OpenGL Data
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@ -324,9 +324,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset, (GLint)pcmd->VtxOffset);
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
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#else
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)pcmd->IdxOffset);
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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#endif
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}
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}
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