mirror of https://github.com/ocornut/imgui
AA branch: io.RenderDrawListsFn signature changed to take ImDrawData, neater and future proof breaking of the render API (#133 #254)
This commit is contained in:
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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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// 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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// 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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// - 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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{
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// Copy and convert all vertices into a single contiguous buffer
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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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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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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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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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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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{
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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(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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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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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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// Render command lists
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int vtx_offset = 0;
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int vtx_offset = 0;
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int idx_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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{
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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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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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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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// 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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// 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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// - 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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{
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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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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX* vtx_dst;
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_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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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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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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{
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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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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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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
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{
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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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// Render command lists
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int vtx_offset = 0;
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int vtx_offset = 0;
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int idx_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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{
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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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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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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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// 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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// 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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// - 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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{
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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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// 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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GLint last_program, last_texture;
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glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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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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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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// 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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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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if (g_VboSize < needed_vtx_size)
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{
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{
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g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
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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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unsigned char* vtx_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!vtx_data)
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if (!vtx_data)
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return;
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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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{
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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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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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vtx_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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}
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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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glBindVertexArray(g_VaoHandle);
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int vtx_offset = 0;
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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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{
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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 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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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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// 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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// 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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// - 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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{
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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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// 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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// 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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// 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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// Render command lists
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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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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{
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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 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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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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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
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10
imgui.cpp
10
imgui.cpp
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Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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- 2015/07/05 (1.42) - io.RenderDrawListsFn signature changed from RenderDrawListsFn(ImDrawList** const cmd_lists, int cmd_lists_count) to RenderDrawListsFn(ImDrawData*). ImDrawData structure contains 'cmd_lists', 'cmd_lists_count' and more.
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- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
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- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
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- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
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- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
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- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
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- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
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@ -2509,7 +2510,14 @@ void ImGui::Render()
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// Render
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// Render
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if (!g.RenderDrawLists[0].empty())
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if (!g.RenderDrawLists[0].empty())
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g.IO.RenderDrawListsFn(&g.RenderDrawLists[0][0], (int)g.RenderDrawLists[0].size());
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{
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ImDrawData data;
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data.cmd_lists = &g.RenderDrawLists[0][0];
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data.cmd_lists_count = (int)g.RenderDrawLists[0].size();
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data.total_vtx_count = g.IO.MetricsRenderVertices;
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data.total_idx_count = g.IO.MetricsRenderIndices;
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g.IO.RenderDrawListsFn(&data);
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}
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}
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}
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}
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}
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14
imgui.h
14
imgui.h
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// Forward declarations
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// Forward declarations
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struct ImDrawCmd;
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struct ImDrawCmd;
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struct ImDrawList;
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struct ImDrawList;
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struct ImDrawData;
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struct ImFont;
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struct ImFont;
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struct ImFontAtlas;
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struct ImFontAtlas;
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struct ImGuiIO;
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struct ImGuiIO;
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// REQUIRED: rendering function.
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// REQUIRED: rendering function.
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// See example code if you are unsure of how to implement this.
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// See example code if you are unsure of how to implement this.
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void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
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void (*RenderDrawListsFn)(ImDrawData* data);
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// Optional: access OS clipboard
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// Optional: access OS clipboard
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// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
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// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
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@ -981,7 +982,7 @@ struct ImGuiListClipper
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Draw List
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// Draw List
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// Hold a series of drawing commands. The user provides a renderer for ImDrawList.
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// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Draw callbacks for advanced uses.
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// Draw callbacks for advanced uses.
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@ -1087,6 +1088,15 @@ struct ImDrawList
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IMGUI_API void UpdateTextureID();
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IMGUI_API void UpdateTextureID();
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};
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};
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// All draw data to render an ImGui frame
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struct ImDrawData
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{
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ImDrawList** cmd_lists;
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int cmd_lists_count;
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int total_vtx_count; // For convenience, sum of all cmd_lists vtx_buffer.size()
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int total_idx_count; // For convenience, sum of all cmd_lists idx_buffer.size()
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};
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// Load and rasterize multiple TTF fonts into a same texture.
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// Load and rasterize multiple TTF fonts into a same texture.
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// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
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// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
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// We also add custom graphic data into the texture that serves for ImGui.
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// We also add custom graphic data into the texture that serves for ImGui.
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