ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices.

ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset. (#2591)
This commit is contained in:
omar
2019-05-29 15:25:53 +02:00
parent 40b9e5e0b4
commit d1e8b698d0
6 changed files with 73 additions and 25 deletions

27
imgui.h
View File

@ -47,7 +47,7 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.71 WIP"
#define IMGUI_VERSION_NUM 17002
#define IMGUI_VERSION_NUM 17003
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
@ -1003,9 +1003,10 @@ enum ImGuiConfigFlags_
enum ImGuiBackendFlags_
{
ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_HasGamepad = 1 << 0, // Platform Back-end supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Platform Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Platform Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_HasVtxOffset = 1 << 3 // Renderer Back-end supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
};
// Enumeration for PushStyleColor() / PopStyleColor()
@ -1771,25 +1772,31 @@ struct ImColor
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
// Special Draw Callback value to request renderer back-end to reset the graphics/render state.
// Special Draw callback value to request renderer back-end to reset the graphics/render state.
// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When (io.BackendFlags & ImGuiBackendFlags_HasVtxOffset)
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
struct ImDrawCmd
{
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[].
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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 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.
void* UserCallbackData; // The draw callback code can access this.
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
};
// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
// 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 use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
#endif
@ -1835,7 +1842,8 @@ enum ImDrawListFlags_
{
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_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.
};
// Draw command list
@ -1855,7 +1863,8 @@ struct ImDrawList
// [Internal, used while building lists]
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging
unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal]