diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index ba8d3d8..4b5513a 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -29,13 +29,6 @@ static ID3D11BlendState* g_blendState = NULL; static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed. -struct CUSTOMVERTEX -{ - float pos[2]; - float uv[2]; - unsigned int col; -}; - struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; @@ -50,21 +43,13 @@ D3D11_MAPPED_SUBRESOURCE mappedResource; if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) return; - CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; + ImDrawVert* vtx_dst = (ImDrawVert*)mappedResource.pData; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; - for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst->col = vtx_src->col; - vtx_dst++; - vtx_src++; - } + memcpy(vtx_dst, vtx_src, cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); + vtx_dst += cmd_list->vtx_buffer.size(); } g_pd3dDeviceContext->Unmap(g_pVB, 0); @@ -104,7 +89,7 @@ } // Bind shader and vertex buffers - unsigned int stride = sizeof(CUSTOMVERTEX); + unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout); g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); @@ -293,9 +278,9 @@ // Create the input layout D3D11_INPUT_ELEMENT_DESC localLayout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) @@ -359,7 +344,7 @@ D3D11_BUFFER_DESC bufferDesc; memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX); + bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert); bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index ba8d3d8..4b5513a 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -29,13 +29,6 @@ static ID3D11BlendState* g_blendState = NULL; static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed. -struct CUSTOMVERTEX -{ - float pos[2]; - float uv[2]; - unsigned int col; -}; - struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; @@ -50,21 +43,13 @@ D3D11_MAPPED_SUBRESOURCE mappedResource; if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) return; - CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; + ImDrawVert* vtx_dst = (ImDrawVert*)mappedResource.pData; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; - for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst->col = vtx_src->col; - vtx_dst++; - vtx_src++; - } + memcpy(vtx_dst, vtx_src, cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); + vtx_dst += cmd_list->vtx_buffer.size(); } g_pd3dDeviceContext->Unmap(g_pVB, 0); @@ -104,7 +89,7 @@ } // Bind shader and vertex buffers - unsigned int stride = sizeof(CUSTOMVERTEX); + unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout); g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); @@ -293,9 +278,9 @@ // Create the input layout D3D11_INPUT_ELEMENT_DESC localLayout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) @@ -359,7 +344,7 @@ D3D11_BUFFER_DESC bufferDesc; memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX); + bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert); bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 1cd2faf..3bba00d 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -23,7 +23,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static size_t g_VboMaxSize = 20000; +static size_t g_VboSize = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) @@ -62,11 +62,11 @@ for (int n = 0; n < cmd_lists_count; n++) total_vtx_count += cmd_lists[n]->vtx_buffer.size(); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); - if (neededBufferSize > g_VboMaxSize) + size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); + if (g_VboSize < needed_vtx_size) { - g_VboMaxSize = neededBufferSize + 5000; // Grow buffer - glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW); + g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer + glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); } // Copy and convert all vertices into a single contiguous buffer @@ -217,8 +217,6 @@ g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); glGenBuffers(1, &g_VboHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW); glGenVertexArrays(1, &g_VaoHandle); glBindVertexArray(g_VaoHandle); diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index ba8d3d8..4b5513a 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -29,13 +29,6 @@ static ID3D11BlendState* g_blendState = NULL; static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed. -struct CUSTOMVERTEX -{ - float pos[2]; - float uv[2]; - unsigned int col; -}; - struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; @@ -50,21 +43,13 @@ D3D11_MAPPED_SUBRESOURCE mappedResource; if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) return; - CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; + ImDrawVert* vtx_dst = (ImDrawVert*)mappedResource.pData; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; - for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst->col = vtx_src->col; - vtx_dst++; - vtx_src++; - } + memcpy(vtx_dst, vtx_src, cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); + vtx_dst += cmd_list->vtx_buffer.size(); } g_pd3dDeviceContext->Unmap(g_pVB, 0); @@ -104,7 +89,7 @@ } // Bind shader and vertex buffers - unsigned int stride = sizeof(CUSTOMVERTEX); + unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout); g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); @@ -293,9 +278,9 @@ // Create the input layout D3D11_INPUT_ELEMENT_DESC localLayout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) @@ -359,7 +344,7 @@ D3D11_BUFFER_DESC bufferDesc; memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX); + bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert); bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 1cd2faf..3bba00d 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -23,7 +23,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static size_t g_VboMaxSize = 20000; +static size_t g_VboSize = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) @@ -62,11 +62,11 @@ for (int n = 0; n < cmd_lists_count; n++) total_vtx_count += cmd_lists[n]->vtx_buffer.size(); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); - if (neededBufferSize > g_VboMaxSize) + size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); + if (g_VboSize < needed_vtx_size) { - g_VboMaxSize = neededBufferSize + 5000; // Grow buffer - glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW); + g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer + glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); } // Copy and convert all vertices into a single contiguous buffer @@ -217,8 +217,6 @@ g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); glGenBuffers(1, &g_VboHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW); glGenVertexArrays(1, &g_VaoHandle); glBindVertexArray(g_VaoHandle); diff --git a/imgui.cpp b/imgui.cpp index 93ae465..3038306 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -142,6 +142,7 @@ Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix. 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. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. - 2015/03/17 (1.36) - renamed GetItemRectMin()/GetItemRectMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function (will obsolete). @@ -1678,7 +1679,7 @@ if (draw_list->commands.back().vtx_count == 0) draw_list->commands.pop_back(); out_render_list.push_back(draw_list); - GImGui->IO.MetricsVertices += (int)draw_list->vtx_buffer.size(); + GImGui->IO.MetricsRenderVertices += (int)draw_list->vtx_buffer.size(); } } @@ -2212,7 +2213,7 @@ } // Gather windows to render - g.IO.MetricsVertices = 0; + g.IO.MetricsRenderVertices = 0; for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) g.RenderDrawLists[i].resize(0); for (size_t i = 0; i != g.Windows.size(); i++) @@ -7697,31 +7698,64 @@ UpdateTextureID(); } -void ImDrawList::ReserveVertices(unsigned int vtx_count) +void ImDrawList::PrimReserve(unsigned int vtx_count) { - if (vtx_count > 0) - { - ImDrawCmd& draw_cmd = commands.back(); - draw_cmd.vtx_count += vtx_count; - vtx_buffer.resize(vtx_buffer.size() + vtx_count); - vtx_write = &vtx_buffer[vtx_buffer.size() - vtx_count]; - } + ImDrawCmd& draw_cmd = commands.back(); + draw_cmd.vtx_count += vtx_count; + + size_t vtx_buffer_size = vtx_buffer.size(); + vtx_buffer.resize(vtx_buffer_size + vtx_count); + vtx_write = &vtx_buffer[vtx_buffer_size]; } -void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col) +void ImDrawList::PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) { - vtx_write->pos = pos; - vtx_write->col = col; - vtx_write->uv = GImGui->FontTexUvWhitePixel; - vtx_write++; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col; + vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col; + vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col; + vtx_write += 3; } -void ImDrawList::AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv) +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { - vtx_write->pos = pos; - vtx_write->col = col; - vtx_write->uv = uv; - vtx_write++; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + const ImVec2 b(c.x, a.y); + const ImVec2 d(a.x, c.y); + vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col; + vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col; + vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col; + vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col; + vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col; + vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col; + vtx_write += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + const ImVec2 b(c.x, a.y); + const ImVec2 d(a.x, c.y); + const ImVec2 uv_b(uv_c.x, uv_a.y); + const ImVec2 uv_d(uv_a.x, uv_c.y); + vtx_write[0].pos = a; vtx_write[0].uv = uv_a; vtx_write[0].col = col; + vtx_write[1].pos = b; vtx_write[1].uv = uv_b; vtx_write[1].col = col; + vtx_write[2].pos = c; vtx_write[2].uv = uv_c; vtx_write[2].col = col; + vtx_write[3].pos = a; vtx_write[3].uv = uv_a; vtx_write[3].col = col; + vtx_write[4].pos = c; vtx_write[4].uv = uv_c; vtx_write[4].col = col; + vtx_write[5].pos = d; vtx_write[5].uv = uv_d; vtx_write[5].col = col; + vtx_write += 6; +} + +void ImDrawList::PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +{ + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col; + vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col; + vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col; + vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col; + vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col; + vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col; + vtx_write += 6; } static ImVector GTempPolyData; @@ -7787,29 +7821,30 @@ } const ImU32 col_trans = col & 0x00ffffff; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; - int vertex_count = count*12; - ReserveVertices(vertex_count); + const int vertex_count = count*12; + PrimReserve(vertex_count); // Stroke for (int i = 0; i < count; i++) { const int ni = (i+1) < points_count ? i+1 : 0; - AddVtx(points[ni], col); - AddVtx(points[i], col); - AddVtx(temp_outer[i], col_trans); + PrimVtx(points[ni], uv, col); + PrimVtx(points[i], uv, col); + PrimVtx(temp_outer[i], uv, col_trans); - AddVtx(temp_outer[i], col_trans); - AddVtx(temp_outer[ni], col_trans); - AddVtx(points[ni], col); + PrimVtx(temp_outer[i], uv, col_trans); + PrimVtx(temp_outer[ni], uv, col_trans); + PrimVtx(points[ni], uv, col); - AddVtx(temp_inner[ni], col_trans); - AddVtx(temp_inner[i], col_trans); - AddVtx(points[i], col); + PrimVtx(temp_inner[ni], uv, col_trans); + PrimVtx(temp_inner[i], uv, col_trans); + PrimVtx(points[i], uv, col); - AddVtx(points[i], col); - AddVtx(points[ni], col); - AddVtx(temp_inner[ni], col_trans); + PrimVtx(points[i], uv, col); + PrimVtx(points[ni], uv, col); + PrimVtx(temp_inner[ni], uv, col_trans); } } @@ -7852,28 +7887,29 @@ } const ImU32 col_trans = col & 0x00ffffff; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; int vertex_count = (points_count-2)*3 + points_count*6; - ReserveVertices(vertex_count); + PrimReserve(vertex_count); // Fill for (int i = 2; i < points_count; i++) { - AddVtx(temp_inner[0], col); - AddVtx(temp_inner[i-1], col); - AddVtx(temp_inner[i], col); + PrimVtx(temp_inner[0], uv, col); + PrimVtx(temp_inner[i-1], uv, col); + PrimVtx(temp_inner[i], uv, col); } // AA fringe for (int i = 0, j = points_count-1; i < points_count; j=i++) { - AddVtx(temp_inner[i], col); - AddVtx(temp_inner[j], col); - AddVtx(temp_outer[j], col_trans); + PrimVtx(temp_inner[i], uv, col); + PrimVtx(temp_inner[j], uv, col); + PrimVtx(temp_outer[j], uv, col_trans); - AddVtx(temp_outer[j], col_trans); - AddVtx(temp_outer[i], col_trans); - AddVtx(temp_inner[i], col); + PrimVtx(temp_outer[j], uv, col_trans); + PrimVtx(temp_outer[i], uv, col_trans); + PrimVtx(temp_inner[i], uv, col); } } @@ -7891,7 +7927,7 @@ { static ImVec2 circle_vtx[12]; static bool circle_vtx_builds = false; - static const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx); + const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx); if (!circle_vtx_builds) { for (int i = 0; i < circle_vtx_count; i++) @@ -7902,6 +7938,7 @@ } circle_vtx_builds = true; } + if (amin > amax) return; if (radius == 0.0f) @@ -7947,6 +7984,7 @@ r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ) - 1.0f); r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ) - 1.0f); + const ImVec2 uv = GImGui->FontTexUvWhitePixel; if (r == 0.0f || rounding_corners == 0) { LineTo(ImVec2(a.x,a.y)); @@ -8026,6 +8064,8 @@ if (text_end == NULL) text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; IM_ASSERT(font->ContainerAtlas->TexID == texture_id_stack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. @@ -8033,9 +8073,9 @@ const unsigned int char_count = (unsigned int)(text_end - text_begin); const unsigned int vtx_count_max = char_count * 6; const size_t vtx_begin = vtx_buffer.size(); - ReserveVertices(vtx_count_max); + PrimReserve(vtx_count_max); - font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write, wrap_width, cpu_clip_max); + font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, this, wrap_width, cpu_clip_max); // give back unused vertices vtx_buffer.resize((size_t)(vtx_write - &vtx_buffer.front())); @@ -8054,13 +8094,8 @@ if (push_texture_id) PushTextureID(user_texture_id); - ReserveVertices(6); - AddVtxUV(ImVec2(a.x,a.y), col, uv0); - AddVtxUV(ImVec2(b.x,a.y), col, ImVec2(uv1.x,uv0.y)); - AddVtxUV(ImVec2(b.x,b.y), col, uv1); - AddVtxUV(ImVec2(a.x,a.y), col, ImVec2(uv0.x,uv0.y)); - AddVtxUV(ImVec2(b.x,b.y), col, uv1); - AddVtxUV(ImVec2(a.x,b.y), col, ImVec2(uv0.x,uv1.y)); + PrimReserve(6); + PrimRectUV(a, b, uv0, uv1, col); if (push_texture_id) PopTextureID(); @@ -9076,7 +9111,7 @@ return text_size; } -void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width, const ImVec2* cpu_clip_max) const +void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, const ImVec2* cpu_clip_max) const { if (!text_end) text_end = text_begin + strlen(text_begin); @@ -9100,6 +9135,8 @@ float x = pos.x; float y = pos.y; + ImDrawVert* out_vertices = draw_list->vtx_write; + const char* s = text_begin; while (s < text_end) { @@ -9187,6 +9224,7 @@ } } + // NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build. out_vertices[0].pos = ImVec2(x1, y1); out_vertices[0].uv = ImVec2(u1, v1); out_vertices[0].col = col; @@ -9214,6 +9252,8 @@ x += char_width; } + + draw_list->vtx_write = out_vertices; } //----------------------------------------------------------------------------- @@ -9886,7 +9926,6 @@ static float f1=1.123f; static float f2=0; - static float f3=123456789.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 2.0f); ImGui::SliderFloat("slider log float", &f2, -10.0f, 10.0f, "%.4f", 3.0f); static float angle = 0.0f; @@ -10496,7 +10535,7 @@ { ImGui::Text("ImGui %s", ImGui::GetVersion()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::Text("%d vertices", ImGui::GetIO().MetricsVertices); + ImGui::Text("%d vertices", ImGui::GetIO().MetricsRenderVertices); ImGui::Separator(); struct Funcs diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index ba8d3d8..4b5513a 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -29,13 +29,6 @@ static ID3D11BlendState* g_blendState = NULL; static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed. -struct CUSTOMVERTEX -{ - float pos[2]; - float uv[2]; - unsigned int col; -}; - struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; @@ -50,21 +43,13 @@ D3D11_MAPPED_SUBRESOURCE mappedResource; if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) return; - CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; + ImDrawVert* vtx_dst = (ImDrawVert*)mappedResource.pData; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; - for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst->col = vtx_src->col; - vtx_dst++; - vtx_src++; - } + memcpy(vtx_dst, vtx_src, cmd_list->vtx_buffer.size() * sizeof(ImDrawVert)); + vtx_dst += cmd_list->vtx_buffer.size(); } g_pd3dDeviceContext->Unmap(g_pVB, 0); @@ -104,7 +89,7 @@ } // Bind shader and vertex buffers - unsigned int stride = sizeof(CUSTOMVERTEX); + unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout); g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); @@ -293,9 +278,9 @@ // Create the input layout D3D11_INPUT_ELEMENT_DESC localLayout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) @@ -359,7 +344,7 @@ D3D11_BUFFER_DESC bufferDesc; memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX); + bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert); bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 1cd2faf..3bba00d 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -23,7 +23,7 @@ static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static size_t g_VboMaxSize = 20000; +static size_t g_VboSize = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) @@ -62,11 +62,11 @@ for (int n = 0; n < cmd_lists_count; n++) total_vtx_count += cmd_lists[n]->vtx_buffer.size(); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert); - if (neededBufferSize > g_VboMaxSize) + size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert); + if (g_VboSize < needed_vtx_size) { - g_VboMaxSize = neededBufferSize + 5000; // Grow buffer - glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW); + g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer + glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW); } // Copy and convert all vertices into a single contiguous buffer @@ -217,8 +217,6 @@ g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color"); glGenBuffers(1, &g_VboHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW); glGenVertexArrays(1, &g_VaoHandle); glBindVertexArray(g_VaoHandle); diff --git a/imgui.cpp b/imgui.cpp index 93ae465..3038306 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -142,6 +142,7 @@ Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix. 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. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. - 2015/03/17 (1.36) - renamed GetItemRectMin()/GetItemRectMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function (will obsolete). @@ -1678,7 +1679,7 @@ if (draw_list->commands.back().vtx_count == 0) draw_list->commands.pop_back(); out_render_list.push_back(draw_list); - GImGui->IO.MetricsVertices += (int)draw_list->vtx_buffer.size(); + GImGui->IO.MetricsRenderVertices += (int)draw_list->vtx_buffer.size(); } } @@ -2212,7 +2213,7 @@ } // Gather windows to render - g.IO.MetricsVertices = 0; + g.IO.MetricsRenderVertices = 0; for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) g.RenderDrawLists[i].resize(0); for (size_t i = 0; i != g.Windows.size(); i++) @@ -7697,31 +7698,64 @@ UpdateTextureID(); } -void ImDrawList::ReserveVertices(unsigned int vtx_count) +void ImDrawList::PrimReserve(unsigned int vtx_count) { - if (vtx_count > 0) - { - ImDrawCmd& draw_cmd = commands.back(); - draw_cmd.vtx_count += vtx_count; - vtx_buffer.resize(vtx_buffer.size() + vtx_count); - vtx_write = &vtx_buffer[vtx_buffer.size() - vtx_count]; - } + ImDrawCmd& draw_cmd = commands.back(); + draw_cmd.vtx_count += vtx_count; + + size_t vtx_buffer_size = vtx_buffer.size(); + vtx_buffer.resize(vtx_buffer_size + vtx_count); + vtx_write = &vtx_buffer[vtx_buffer_size]; } -void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col) +void ImDrawList::PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) { - vtx_write->pos = pos; - vtx_write->col = col; - vtx_write->uv = GImGui->FontTexUvWhitePixel; - vtx_write++; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col; + vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col; + vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col; + vtx_write += 3; } -void ImDrawList::AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv) +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { - vtx_write->pos = pos; - vtx_write->col = col; - vtx_write->uv = uv; - vtx_write++; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + const ImVec2 b(c.x, a.y); + const ImVec2 d(a.x, c.y); + vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col; + vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col; + vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col; + vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col; + vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col; + vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col; + vtx_write += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + const ImVec2 b(c.x, a.y); + const ImVec2 d(a.x, c.y); + const ImVec2 uv_b(uv_c.x, uv_a.y); + const ImVec2 uv_d(uv_a.x, uv_c.y); + vtx_write[0].pos = a; vtx_write[0].uv = uv_a; vtx_write[0].col = col; + vtx_write[1].pos = b; vtx_write[1].uv = uv_b; vtx_write[1].col = col; + vtx_write[2].pos = c; vtx_write[2].uv = uv_c; vtx_write[2].col = col; + vtx_write[3].pos = a; vtx_write[3].uv = uv_a; vtx_write[3].col = col; + vtx_write[4].pos = c; vtx_write[4].uv = uv_c; vtx_write[4].col = col; + vtx_write[5].pos = d; vtx_write[5].uv = uv_d; vtx_write[5].col = col; + vtx_write += 6; +} + +void ImDrawList::PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +{ + const ImVec2 uv = GImGui->FontTexUvWhitePixel; + vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col; + vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col; + vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col; + vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col; + vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col; + vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col; + vtx_write += 6; } static ImVector GTempPolyData; @@ -7787,29 +7821,30 @@ } const ImU32 col_trans = col & 0x00ffffff; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; - int vertex_count = count*12; - ReserveVertices(vertex_count); + const int vertex_count = count*12; + PrimReserve(vertex_count); // Stroke for (int i = 0; i < count; i++) { const int ni = (i+1) < points_count ? i+1 : 0; - AddVtx(points[ni], col); - AddVtx(points[i], col); - AddVtx(temp_outer[i], col_trans); + PrimVtx(points[ni], uv, col); + PrimVtx(points[i], uv, col); + PrimVtx(temp_outer[i], uv, col_trans); - AddVtx(temp_outer[i], col_trans); - AddVtx(temp_outer[ni], col_trans); - AddVtx(points[ni], col); + PrimVtx(temp_outer[i], uv, col_trans); + PrimVtx(temp_outer[ni], uv, col_trans); + PrimVtx(points[ni], uv, col); - AddVtx(temp_inner[ni], col_trans); - AddVtx(temp_inner[i], col_trans); - AddVtx(points[i], col); + PrimVtx(temp_inner[ni], uv, col_trans); + PrimVtx(temp_inner[i], uv, col_trans); + PrimVtx(points[i], uv, col); - AddVtx(points[i], col); - AddVtx(points[ni], col); - AddVtx(temp_inner[ni], col_trans); + PrimVtx(points[i], uv, col); + PrimVtx(points[ni], uv, col); + PrimVtx(temp_inner[ni], uv, col_trans); } } @@ -7852,28 +7887,29 @@ } const ImU32 col_trans = col & 0x00ffffff; + const ImVec2 uv = GImGui->FontTexUvWhitePixel; int vertex_count = (points_count-2)*3 + points_count*6; - ReserveVertices(vertex_count); + PrimReserve(vertex_count); // Fill for (int i = 2; i < points_count; i++) { - AddVtx(temp_inner[0], col); - AddVtx(temp_inner[i-1], col); - AddVtx(temp_inner[i], col); + PrimVtx(temp_inner[0], uv, col); + PrimVtx(temp_inner[i-1], uv, col); + PrimVtx(temp_inner[i], uv, col); } // AA fringe for (int i = 0, j = points_count-1; i < points_count; j=i++) { - AddVtx(temp_inner[i], col); - AddVtx(temp_inner[j], col); - AddVtx(temp_outer[j], col_trans); + PrimVtx(temp_inner[i], uv, col); + PrimVtx(temp_inner[j], uv, col); + PrimVtx(temp_outer[j], uv, col_trans); - AddVtx(temp_outer[j], col_trans); - AddVtx(temp_outer[i], col_trans); - AddVtx(temp_inner[i], col); + PrimVtx(temp_outer[j], uv, col_trans); + PrimVtx(temp_outer[i], uv, col_trans); + PrimVtx(temp_inner[i], uv, col); } } @@ -7891,7 +7927,7 @@ { static ImVec2 circle_vtx[12]; static bool circle_vtx_builds = false; - static const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx); + const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx); if (!circle_vtx_builds) { for (int i = 0; i < circle_vtx_count; i++) @@ -7902,6 +7938,7 @@ } circle_vtx_builds = true; } + if (amin > amax) return; if (radius == 0.0f) @@ -7947,6 +7984,7 @@ r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ) - 1.0f); r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ) - 1.0f); + const ImVec2 uv = GImGui->FontTexUvWhitePixel; if (r == 0.0f || rounding_corners == 0) { LineTo(ImVec2(a.x,a.y)); @@ -8026,6 +8064,8 @@ if (text_end == NULL) text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; IM_ASSERT(font->ContainerAtlas->TexID == texture_id_stack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. @@ -8033,9 +8073,9 @@ const unsigned int char_count = (unsigned int)(text_end - text_begin); const unsigned int vtx_count_max = char_count * 6; const size_t vtx_begin = vtx_buffer.size(); - ReserveVertices(vtx_count_max); + PrimReserve(vtx_count_max); - font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write, wrap_width, cpu_clip_max); + font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, this, wrap_width, cpu_clip_max); // give back unused vertices vtx_buffer.resize((size_t)(vtx_write - &vtx_buffer.front())); @@ -8054,13 +8094,8 @@ if (push_texture_id) PushTextureID(user_texture_id); - ReserveVertices(6); - AddVtxUV(ImVec2(a.x,a.y), col, uv0); - AddVtxUV(ImVec2(b.x,a.y), col, ImVec2(uv1.x,uv0.y)); - AddVtxUV(ImVec2(b.x,b.y), col, uv1); - AddVtxUV(ImVec2(a.x,a.y), col, ImVec2(uv0.x,uv0.y)); - AddVtxUV(ImVec2(b.x,b.y), col, uv1); - AddVtxUV(ImVec2(a.x,b.y), col, ImVec2(uv0.x,uv1.y)); + PrimReserve(6); + PrimRectUV(a, b, uv0, uv1, col); if (push_texture_id) PopTextureID(); @@ -9076,7 +9111,7 @@ return text_size; } -void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width, const ImVec2* cpu_clip_max) const +void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, const ImVec2* cpu_clip_max) const { if (!text_end) text_end = text_begin + strlen(text_begin); @@ -9100,6 +9135,8 @@ float x = pos.x; float y = pos.y; + ImDrawVert* out_vertices = draw_list->vtx_write; + const char* s = text_begin; while (s < text_end) { @@ -9187,6 +9224,7 @@ } } + // NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build. out_vertices[0].pos = ImVec2(x1, y1); out_vertices[0].uv = ImVec2(u1, v1); out_vertices[0].col = col; @@ -9214,6 +9252,8 @@ x += char_width; } + + draw_list->vtx_write = out_vertices; } //----------------------------------------------------------------------------- @@ -9886,7 +9926,6 @@ static float f1=1.123f; static float f2=0; - static float f3=123456789.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 2.0f); ImGui::SliderFloat("slider log float", &f2, -10.0f, 10.0f, "%.4f", 3.0f); static float angle = 0.0f; @@ -10496,7 +10535,7 @@ { ImGui::Text("ImGui %s", ImGui::GetVersion()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::Text("%d vertices", ImGui::GetIO().MetricsVertices); + ImGui::Text("%d vertices", ImGui::GetIO().MetricsRenderVertices); ImGui::Separator(); struct Funcs diff --git a/imgui.h b/imgui.h index 7027a7e..fdac010 100644 --- a/imgui.h +++ b/imgui.h @@ -317,7 +317,7 @@ // Widgets: Drags (tip: ctrl+click on a drag box to input text) // ImGui 1.38+ work-in-progress, may change name or API. IMGUI_API bool DragFloat(const char* label, float* v, float v_step = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f"); // If v_max >= v_max we have no bound - IMGUI_API bool DragInt(const char* label, int* v, int v_step = 1, int v_min = 0.0f, int v_max = 0.0f, const char* display_format = "%.0f"); // If v_max >= v_max we have no bound + IMGUI_API bool DragInt(const char* label, int* v, int v_step = 1, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_max >= v_max we have no bound // Widgets: Input IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL); @@ -670,7 +670,7 @@ bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input) bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input) float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames - int MetricsVertices; // Vertices processed during last call to Render() + int MetricsRenderVertices; // Vertices processed during last call to Render() //------------------------------------------------------------------ // [Internal] ImGui will maintain those fields for you @@ -918,8 +918,8 @@ // Primitives IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); - IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F); + IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); + IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); @@ -929,15 +929,19 @@ IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Advanced - IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles. - IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible // Internal helpers - IMGUI_API void ReserveVertices(unsigned int vtx_count); - IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col); - IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv); + IMGUI_API void PrimReserve(unsigned int vtx_count); + IMGUI_API void PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); + IMGUI_API void PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); IMGUI_API void UpdateClipRect(); IMGUI_API void UpdateTextureID(); + IMGUI_API void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; } }; // Load and rasterize multiple TTF fonts into a same texture. @@ -1021,18 +1025,18 @@ // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); - IMGUI_API void Clear(); - IMGUI_API void BuildLookupTable(); - IMGUI_API const Glyph* FindGlyph(unsigned short c) const; - IMGUI_API void SetFallbackChar(ImWchar c); - IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; } + IMGUI_API void Clear(); + IMGUI_API void BuildLookupTable(); + IMGUI_API const Glyph* FindGlyph(unsigned short c) const; + IMGUI_API void SetFallbackChar(ImWchar c); + IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; } // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. - IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 - IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar - IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const; - IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar + IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const; + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; }; //---- Include imgui_user.h at the end of imgui.h