mirror of
https://github.com/Drezil/imgui.git
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AA branch: io.RenderDrawListsFn signature changed to take ImDrawData, neater and future proof breaking of the render API (#133 #254)
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@ -40,7 +40,7 @@ struct VERTEX_CONSTANT_BUFFER
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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{
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
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@ -50,9 +50,9 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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memcpy(vtx_dst, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->vtx_buffer.size();
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@ -116,9 +116,9 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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@ -30,28 +30,18 @@ struct CUSTOMVERTEX
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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{
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size_t total_vtx_count = 0;
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size_t total_idx_count = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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total_idx_count += cmd_lists[n]->idx_buffer.size();
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}
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if (total_vtx_count == 0)
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return;
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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(total_vtx_count * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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if (g_pVB->Lock(0, (UINT)(draw_data->total_vtx_count * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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if (g_pIB->Lock(0, (UINT)(total_idx_count * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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if (g_pIB->Lock(0, (UINT)(draw_data->total_idx_count * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
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{
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@ -104,9 +94,9 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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@ -29,11 +29,8 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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{
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if (cmd_lists_count == 0)
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return;
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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GLint last_program, last_texture;
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glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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@ -61,11 +58,8 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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// Grow our buffer according to what we need
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size_t total_vtx_count = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
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size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
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size_t needed_vtx_size = draw_data->total_vtx_count * sizeof(ImDrawVert);
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if (g_VboSize < needed_vtx_size)
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{
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g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
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@ -76,9 +70,9 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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unsigned char* vtx_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!vtx_data)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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memcpy(vtx_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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vtx_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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}
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@ -87,9 +81,9 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
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glBindVertexArray(g_VaoHandle);
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int vtx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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@ -23,11 +23,8 @@ static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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{
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if (cmd_lists_count == 0)
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return;
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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@ -56,9 +53,9 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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// Render command lists
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < draw_data->cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawList* cmd_list = draw_data->cmd_lists[n];
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const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
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const ImDrawIdx* idx_buffer = (const unsigned short*)&cmd_list->idx_buffer.front();
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
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