Simplified ImDrawList system (samples are 20 lines shorter) + merged title bar draw bar.
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57ac561ecb
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@ -86,37 +86,16 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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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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{
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// Setup stack of clipping rectangles
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int clip_rect_buf_offset = 0;
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ImVector<ImVec4> clip_rect_stack;
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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{
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switch (pcmd->cmd_type)
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{
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case ImDrawCmdType_DrawTriangleList:
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{
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const ImVec4& clip_rect = clip_rect_stack.back();
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const RECT r = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
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const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
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vtx_offset += pcmd->vtx_count;
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}
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break;
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case ImDrawCmdType_PushClipRect:
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
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break;
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case ImDrawCmdType_PopClipRect:
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clip_rect_stack.pop_back();
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break;
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}
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}
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}
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}
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@ -68,32 +68,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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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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{
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// Setup stack of clipping rectangles
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int clip_rect_buf_offset = 0;
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ImVector<ImVec4> clip_rect_stack;
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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{
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switch (pcmd->cmd_type)
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{
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case ImDrawCmdType_DrawTriangleList:
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glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
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glUniform4fv(uniClipRect, 1, (float*)&pcmd->clip_rect);
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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vtx_offset += pcmd->vtx_count;
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break;
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case ImDrawCmdType_PushClipRect:
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
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break;
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case ImDrawCmdType_PopClipRect:
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clip_rect_stack.pop_back();
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break;
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}
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}
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}
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114
imgui.cpp
114
imgui.cpp
@ -978,7 +978,11 @@ void ImGuiWindow::AddToRenderList()
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ImGuiState& g = GImGui;
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if (!DrawList->commands.empty() && !DrawList->vtx_buffer.empty())
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{
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if (DrawList->commands.back().vtx_count == 0)
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DrawList->commands.pop_back();
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g.RenderDrawLists.push_back(DrawList);
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}
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for (size_t i = 0; i < DC.ChildWindows.size(); i++)
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{
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ImGuiWindow* child = DC.ChildWindows[i];
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@ -1801,6 +1805,10 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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if (!(flags & ImGuiWindowFlags_ComboBox))
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ImGui::PushClipRect(parent_window->ClipRectStack.back());
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}
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else
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{
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ImGui::PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
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}
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// ID stack
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window->IDStack.resize(0);
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@ -2035,12 +2043,10 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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// Title bar
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if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
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{
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ImGui::PushClipRect(ImVec4(window->Pos.x-0.5f, window->Pos.y-0.5f, window->Pos.x+window->Size.x-1.5f, window->Pos.y+window->Size.y-1.5f), false);
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RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
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RenderText(window->Pos + style.FramePadding + ImVec2(window->FontSize() + style.ItemInnerSpacing.x, 0), name);
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if (open)
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ImGui::CloseWindowButton(open);
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ImGui::PopClipRect();
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}
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}
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@ -2070,8 +2076,14 @@ void End()
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ImGui::Columns(1, "#CloseColumns");
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ImGui::PopClipRect();
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if (window->Flags & ImGuiWindowFlags_ChildWindow)
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{
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if (!(window->Flags & ImGuiWindowFlags_ComboBox))
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ImGui::PopClipRect();
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}
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else
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{
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ImGui::PopClipRect();
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}
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// Select window for move/focus when we're done with all our widgets
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ImGuiAabb bb(window->Pos, window->Pos+window->Size);
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@ -4544,58 +4556,62 @@ void ImDrawList::Clear()
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{
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commands.resize(0);
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vtx_buffer.resize(0);
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clip_rect_buffer.resize(0);
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vtx_write_ = NULL;
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clip_rect_stack_.resize(0);
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vtx_write = NULL;
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clip_rect_stack.resize(0);
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}
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void ImDrawList::PushClipRect(const ImVec4& clip_rect)
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{
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commands.push_back(ImDrawCmd(ImDrawCmdType_PushClipRect));
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clip_rect_buffer.push_back(clip_rect);
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clip_rect_stack_.push_back(clip_rect);
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if (!commands.empty() && commands.back().vtx_count == 0)
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{
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// Reuse empty command because high-level clipping may have discarded the other vertices already
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commands.back().clip_rect = clip_rect;
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}
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else
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{
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ImDrawCmd draw_cmd;
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draw_cmd.vtx_count = 0;
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draw_cmd.clip_rect = clip_rect;
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commands.push_back(draw_cmd);
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}
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clip_rect_stack.push_back(clip_rect);
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}
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void ImDrawList::PopClipRect()
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{
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if (!commands.empty() && commands.back().cmd_type == ImDrawCmdType_PushClipRect)
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clip_rect_stack.pop_back();
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const ImVec4 clip_rect = clip_rect_stack.empty() ? ImVec4(-9999.0f,-9999.0f, +9999.0f, +9999.0f) : clip_rect_stack.back();
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if (!commands.empty() && commands.back().vtx_count == 0)
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{
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// Discard push/pop combo because high-level clipping may have discarded the other draw commands already
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commands.pop_back();
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clip_rect_buffer.pop_back();
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// Reuse empty command because high-level clipping may have discarded the other vertices already
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commands.back().clip_rect = clip_rect;
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}
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else
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{
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commands.push_back(ImDrawCmd(ImDrawCmdType_PopClipRect));
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ImDrawCmd draw_cmd;
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draw_cmd.vtx_count = 0;
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draw_cmd.clip_rect = clip_rect;
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commands.push_back(draw_cmd);
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}
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clip_rect_stack_.pop_back();
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}
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void ImDrawList::AddCommand(ImDrawCmdType cmd_type, int vtx_count)
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void ImDrawList::ReserveVertices(unsigned int vtx_count)
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{
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// Maximum value that can fit in our u16 vtx_count member
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const int VTX_COUNT_MAX = (1<<16);
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// Merge commands if we can, turning them into less draw calls
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ImDrawCmd* prev = commands.empty() ? NULL : &commands.back();
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if (vtx_count > 0 && prev && prev->cmd_type == cmd_type && prev->vtx_count + vtx_count < VTX_COUNT_MAX)
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prev->vtx_count += vtx_count;
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else
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commands.push_back(ImDrawCmd(cmd_type, vtx_count));
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if (vtx_count > 0)
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{
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ImDrawCmd& draw_cmd = commands.back();
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draw_cmd.vtx_count += vtx_count;
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vtx_buffer.resize(vtx_buffer.size() + vtx_count);
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vtx_write_ = &vtx_buffer[vtx_buffer.size() - vtx_count];
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vtx_write = &vtx_buffer[vtx_buffer.size() - vtx_count];
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}
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}
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void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
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{
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vtx_write_->pos = pos;
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vtx_write_->col = col;
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vtx_write_->uv = IMDRAW_TEX_UV_FOR_WHITE;
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vtx_write_++;
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vtx_write->pos = pos;
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vtx_write->col = col;
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vtx_write->uv = IMDRAW_TEX_UV_FOR_WHITE;
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vtx_write++;
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}
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void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col)
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@ -4617,7 +4633,7 @@ void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col)
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if ((col >> 24) == 0)
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return;
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AddCommand(ImDrawCmdType_DrawTriangleList, 6);
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ReserveVertices(6);
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AddVtxLine(a, b, col);
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}
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@ -4638,7 +4654,7 @@ void ImDrawList::AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, i
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if (tris)
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{
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AddCommand(ImDrawCmdType_DrawTriangleList, (a_max-a_min) * 3);
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ReserveVertices((a_max-a_min) * 3);
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for (int a = a_min; a < a_max; a++)
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{
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AddVtx(center + circle_vtx[a % ARRAYSIZE(circle_vtx)] * rad, col);
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@ -4648,7 +4664,7 @@ void ImDrawList::AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, i
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}
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else
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{
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AddCommand(ImDrawCmdType_DrawTriangleList, (a_max-a_min) * 6);
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ReserveVertices((a_max-a_min) * 6);
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for (int a = a_min; a < a_max; a++)
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AddVtxLine(center + circle_vtx[a % ARRAYSIZE(circle_vtx)] * rad, center + circle_vtx[(a+1) % ARRAYSIZE(circle_vtx)] * rad, col);
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}
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@ -4666,7 +4682,7 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun
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if (r == 0.0f || rounding_corners == 0)
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{
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AddCommand(ImDrawCmdType_DrawTriangleList, 4*6);
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ReserveVertices(4*6);
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AddVtxLine(ImVec2(a.x,a.y), ImVec2(b.x,a.y), col);
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AddVtxLine(ImVec2(b.x,a.y), ImVec2(b.x,b.y), col);
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AddVtxLine(ImVec2(b.x,b.y), ImVec2(a.x,b.y), col);
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@ -4674,7 +4690,7 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun
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}
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else
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{
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AddCommand(ImDrawCmdType_DrawTriangleList, 4*6);
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ReserveVertices(4*6);
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AddVtxLine(ImVec2(a.x + ((rounding_corners & 1)?r:0), a.y), ImVec2(b.x - ((rounding_corners & 2)?r:0), a.y), col);
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AddVtxLine(ImVec2(b.x, a.y + ((rounding_corners & 2)?r:0)), ImVec2(b.x, b.y - ((rounding_corners & 4)?r:0)), col);
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AddVtxLine(ImVec2(b.x - ((rounding_corners & 4)?r:0), b.y), ImVec2(a.x + ((rounding_corners & 8)?r:0), b.y), col);
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@ -4700,7 +4716,7 @@ void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, floa
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if (r == 0.0f || rounding_corners == 0)
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{
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// Use triangle so we can merge more draw calls together (at the cost of extra vertices)
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AddCommand(ImDrawCmdType_DrawTriangleList, 6);
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ReserveVertices(6);
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AddVtx(ImVec2(a.x,a.y), col);
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AddVtx(ImVec2(b.x,a.y), col);
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AddVtx(ImVec2(b.x,b.y), col);
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@ -4710,7 +4726,7 @@ void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, floa
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}
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else
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{
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AddCommand(ImDrawCmdType_DrawTriangleList, 6+6*2);
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ReserveVertices(6+6*2);
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AddVtx(ImVec2(a.x+r,a.y), col);
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AddVtx(ImVec2(b.x-r,a.y), col);
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AddVtx(ImVec2(b.x-r,b.y), col);
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@ -4748,7 +4764,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
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if ((col >> 24) == 0)
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return;
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AddCommand(ImDrawCmdType_DrawTriangleList, 3);
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ReserveVertices(3);
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AddVtx(a, col);
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AddVtx(b, col);
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AddVtx(c, col);
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@ -4759,7 +4775,7 @@ void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int nu
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if ((col >> 24) == 0)
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return;
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AddCommand(ImDrawCmdType_DrawTriangleList, num_segments*6);
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ReserveVertices(num_segments*6);
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const float a_step = 2*PI/(float)num_segments;
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float a0 = 0.0f;
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for (int i = 0; i < num_segments; i++)
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@ -4775,7 +4791,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
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if ((col >> 24) == 0)
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return;
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AddCommand(ImDrawCmdType_DrawTriangleList, num_segments*3);
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ReserveVertices(num_segments*3);
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const float a_step = 2*PI/(float)num_segments;
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float a0 = 0.0f;
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for (int i = 0; i < num_segments; i++)
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@ -4796,17 +4812,19 @@ void ImDrawList::AddText(ImFont font, float font_size, const ImVec2& pos, ImU32
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if (text_end == NULL)
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text_end = text_begin + strlen(text_begin);
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int char_count = (int)(text_end - text_begin);
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int vtx_count_max = char_count * 6;
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size_t vtx_begin = vtx_buffer.size();
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AddCommand(ImDrawCmdType_DrawTriangleList, vtx_count_max);
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// reserve vertices for worse case
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const int char_count = (int)(text_end - text_begin);
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const int vtx_count_max = char_count * 6;
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const size_t vtx_begin = vtx_buffer.size();
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ReserveVertices(vtx_count_max);
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font->RenderText(font_size, pos, col, clip_rect_stack_.back(), text_begin, text_end, vtx_write_);
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vtx_buffer.resize(vtx_write_ - &vtx_buffer.front());
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int vtx_count = (int)(vtx_buffer.size() - vtx_begin);
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font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write);
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// give unused vertices
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vtx_buffer.resize(vtx_write - &vtx_buffer.front());
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const int vtx_count = (int)(vtx_buffer.size() - vtx_begin);
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commands.back().vtx_count -= (vtx_count_max - vtx_count);
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vtx_write_ -= (vtx_count_max - vtx_count);
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vtx_write -= (vtx_count_max - vtx_count);
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}
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//-----------------------------------------------------------------------------
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20
imgui.h
20
imgui.h
@ -499,19 +499,10 @@ struct ImGuiStorage
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// Hold a series of drawing commands. The user provide a renderer for ImDrawList
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//-----------------------------------------------------------------------------
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enum ImDrawCmdType
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{
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ImDrawCmdType_DrawTriangleList,
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ImDrawCmdType_PushClipRect,
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ImDrawCmdType_PopClipRect,
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};
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// sizeof() == 4
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struct ImDrawCmd
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{
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ImDrawCmdType cmd_type : 16;
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unsigned int vtx_count : 16;
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ImDrawCmd(ImDrawCmdType _cmd_type = ImDrawCmdType_DrawTriangleList, unsigned int _vtx_count = 0) { cmd_type = _cmd_type; vtx_count = _vtx_count; }
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unsigned int vtx_count;
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ImVec4 clip_rect;
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};
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#ifndef IMDRAW_TEX_UV_FOR_WHITE
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@ -532,16 +523,15 @@ struct ImDrawList
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{
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ImVector<ImDrawCmd> commands;
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ImVector<ImDrawVert> vtx_buffer; // each command consume ImDrawCmd::vtx_count of those
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ImVector<ImVec4> clip_rect_buffer; // each PushClipRect command consume 1 of those
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ImVector<ImVec4> clip_rect_stack_; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on)
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ImDrawVert* vtx_write_; // [internal] point within vtx_buffer after each add command. allow us to use less [] and .resize on the vector (often slow on windows/debug)
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ImVector<ImVec4> clip_rect_stack; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on)
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ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
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ImDrawList() { Clear(); }
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void Clear();
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void PushClipRect(const ImVec4& clip_rect);
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void PopClipRect();
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void AddCommand(ImDrawCmdType cmd_type, int vtx_count);
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void ReserveVertices(unsigned int vtx_count);
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void AddVtx(const ImVec2& pos, ImU32 col);
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void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
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