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https://github.com/ocornut/imgui.git
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Internals: DrawData: Refactored chunks into a ImDrawDataBuilder we can reuse.
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parent
061d8df033
commit
038453258e
115
imgui.cpp
115
imgui.cpp
@ -648,9 +648,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWind
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static void CheckStacksSize(ImGuiWindow* window, bool write);
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
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static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
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static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window);
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static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list);
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static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window);
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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static ImGuiWindowSettings* AddWindowSettings(const char* name);
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@ -2656,8 +2656,7 @@ void ImGui::Shutdown()
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g.FontStack.clear();
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g.OpenPopupStack.clear();
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g.CurrentPopupStack.clear();
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for (int i = 0; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
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g.DrawDataLists[i].clear();
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g.DrawDataBuilder.ClearFreeMemory();
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g.OverlayDrawList.ClearFreeMemory();
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g.PrivateClipboard.clear();
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g.InputTextState.Text.clear();
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@ -2847,7 +2846,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows,
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}
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}
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static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
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static void AddDrawListToRenderList(ImVector<ImDrawList*>* out_render_list, ImDrawList* draw_list)
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{
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if (draw_list->CmdBuffer.empty())
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return;
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@ -2866,9 +2865,9 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
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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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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 in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
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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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// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use thre Metrics window to inspect draw list contents.
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// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents.
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// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
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// You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
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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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@ -2877,36 +2876,61 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
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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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out_render_list.push_back(draw_list);
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GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
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GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
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out_render_list->push_back(draw_list);
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}
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static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
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static void AddWindowToRenderList(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
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{
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AddDrawListToRenderList(out_render_list, window->DrawList);
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for (int i = 0; i < window->DC.ChildWindows.Size; i++)
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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if (!child->Active) // clipped children may have been marked not active
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continue;
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if (child->HiddenFrames > 0)
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continue;
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AddWindowToRenderList(out_render_list, child);
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if (child->Active && child->HiddenFrames <= 0) // clipped children may have been marked not active
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AddWindowToRenderList(out_render_list, child);
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}
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}
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static void AddWindowToRenderListSelectLayer(ImGuiWindow* window)
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static void AddWindowToDrawDataSelectLayer(ImDrawDataBuilder* builder, ImGuiWindow* window)
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{
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// FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
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ImGuiContext& g = *GImGui;
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g.IO.MetricsActiveWindows++;
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if (window->Flags & ImGuiWindowFlags_Popup)
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AddWindowToRenderList(g.DrawDataLists[1], window);
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else if (window->Flags & ImGuiWindowFlags_Tooltip)
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AddWindowToRenderList(g.DrawDataLists[2], window);
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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AddWindowToRenderList(&builder->Layers[2], window);
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else if (window->Flags & ImGuiWindowFlags_Popup)
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AddWindowToRenderList(&builder->Layers[1], window);
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else
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AddWindowToRenderList(g.DrawDataLists[0], window);
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AddWindowToRenderList(&builder->Layers[0], window);
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}
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void ImDrawDataBuilder::FlattenIntoSingleLayer()
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{
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int n = Layers[0].Size;
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int size = n;
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for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
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size += Layers[i].Size;
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Layers[0].resize(size);
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for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
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{
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ImVector<ImDrawList*>& layer = Layers[layer_n];
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if (layer.empty())
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continue;
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memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
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n += layer.Size;
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layer.resize(0);
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}
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}
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void ImDrawDataBuilder::SetupDrawData(ImDrawData* out_draw_data)
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{
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out_draw_data->Valid = true;
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out_draw_data->CmdLists = (Layers[0].Size > 0) ? Layers[0].Data : NULL;
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out_draw_data->CmdListsCount = Layers[0].Size;
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out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
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for (int n = 0; n < Layers[0].Size; n++)
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{
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out_draw_data->TotalVtxCount += Layers[0][n]->VtxBuffer.Size;
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out_draw_data->TotalIdxCount += Layers[0][n]->IdxBuffer.Size;
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}
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}
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// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result.
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@ -3031,29 +3055,14 @@ void ImGui::Render()
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{
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// Gather windows to render
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
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for (int i = 0; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
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g.DrawDataLists[i].resize(0);
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g.DrawDataBuilder.Clear();
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for (int i = 0; i != g.Windows.Size; i++)
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
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AddWindowToRenderListSelectLayer(window);
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}
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// Flatten layers
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int n = g.DrawDataLists[0].Size;
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int flattened_size = n;
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for (int i = 1; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
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flattened_size += g.DrawDataLists[i].Size;
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g.DrawDataLists[0].resize(flattened_size);
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for (int i = 1; i < IM_ARRAYSIZE(g.DrawDataLists); i++)
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{
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ImVector<ImDrawList*>& layer = g.DrawDataLists[i];
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if (layer.empty())
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continue;
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memcpy(&g.DrawDataLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
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n += layer.Size;
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AddWindowToDrawDataSelectLayer(&g.DrawDataBuilder, window);
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}
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g.DrawDataBuilder.FlattenIntoSingleLayer();
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// Draw software mouse cursor if requested
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if (g.IO.MouseDrawCursor)
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@ -3070,14 +3079,12 @@ void ImGui::Render()
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g.OverlayDrawList.PopTextureID();
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}
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if (!g.OverlayDrawList.VtxBuffer.empty())
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AddDrawListToRenderList(g.DrawDataLists[0], &g.OverlayDrawList);
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AddDrawListToRenderList(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
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// Setup draw data
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g.DrawData.Valid = true;
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g.DrawData.CmdLists = (g.DrawDataLists[0].Size > 0) ? &g.DrawDataLists[0][0] : NULL;
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g.DrawData.CmdListsCount = g.DrawDataLists[0].Size;
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g.DrawData.TotalVtxCount = g.IO.MetricsRenderVertices;
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g.DrawData.TotalIdxCount = g.IO.MetricsRenderIndices;
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// Setup ImDrawData structure for end-user
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g.DrawDataBuilder.SetupDrawData(&g.DrawData);
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g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
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g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
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// Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
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if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
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@ -11747,13 +11754,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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};
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ImGuiContext& g = *GImGui; // Access private state
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// Access private state, we are going to display the draw lists from last frame
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ImGuiContext& g = *GImGui;
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Funcs::NodeWindows(g.Windows, "Windows");
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if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataLists[0].Size))
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if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
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{
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for (int layer = 0; layer < IM_ARRAYSIZE(g.DrawDataLists); layer++)
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for (int i = 0; i < g.DrawDataLists[layer].Size; i++)
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Funcs::NodeDrawList(g.DrawDataLists[0][i], "DrawList");
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for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
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Funcs::NodeDrawList(g.DrawDataBuilder.Layers[0][i], "DrawList");
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size))
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@ -463,6 +463,16 @@ struct IMGUI_API ImDrawListSharedData
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ImDrawListSharedData();
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};
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struct ImDrawDataBuilder
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{
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ImVector<ImDrawList*> Layers[3]; // Layered for: regular, popup, tooltip
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void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
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void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
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IMGUI_API void FlattenIntoSingleLayer();
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IMGUI_API void SetupDrawData(ImDrawData* out_draw_data);
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};
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// Storage for SetNexWindow** functions
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struct ImGuiNextWindowData
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{
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@ -547,7 +557,7 @@ struct ImGuiContext
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// Render
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ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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ImVector<ImDrawList*> DrawDataLists[3];
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ImDrawDataBuilder DrawDataBuilder;
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float ModalWindowDarkeningRatio;
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ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
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ImGuiMouseCursor MouseCursor;
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