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ImDrawData: Slight refactor so internal logic uses same logic as AddDrawList(). (#6406, #4879, #1878)
# Conflicts: # imgui.cpp # imgui_internal.h
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@ -1817,15 +1817,52 @@ void ImDrawData::Clear()
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OwnerViewport = NULL;
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}
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// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
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// as long at it is expected that the result will be later merged into draw_data->CmdLists[].
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void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
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{
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if (draw_list->CmdBuffer.Size == 0)
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return;
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if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
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return;
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// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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// May trigger for you if you are using PrimXXX functions incorrectly.
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IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
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IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
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if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
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// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
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// If this assert triggers because you are drawing lots of stuff manually:
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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 lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger 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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// (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
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// Most example backends already support this from 1.71. Pre-1.71 backends 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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// (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
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// Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
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// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
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// Your own engine or render API may use different parameters or function calls to specify index sizes.
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// 2 and 4 bytes indices are generally supported by most graphics API.
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// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
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// the 64K limit to split your draw commands in multiple draw lists.
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if (sizeof(ImDrawIdx) == 2)
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IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
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// Add to output list + records state in ImDrawData
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out_list->push_back(draw_list);
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draw_list->_PopUnusedDrawCmd();
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draw_data->CmdListsCount++;
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draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
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draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
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}
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void ImDrawData::AddDrawList(ImDrawList* draw_list)
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{
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IM_ASSERT(Valid);
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IM_ASSERT(CmdLists.Size == CmdListsCount);
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draw_list->_PopUnusedDrawCmd();
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CmdLists.push_back(draw_list);
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CmdListsCount++;
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TotalVtxCount += draw_list->VtxBuffer.Size;
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TotalIdxCount += draw_list->IdxBuffer.Size;
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ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list);
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}
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// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
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