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https://github.com/shadps4-emu/ext-imgui.git
synced 2024-11-23 18:29:42 +00:00
Use cpu-side clipping instead of a new draw call for isolated label-clipped-by-frame cases.
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parent
cc340e0b81
commit
f84166dda9
86
imgui.cpp
86
imgui.cpp
@ -308,7 +308,6 @@
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- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
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- style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space?
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- style editor: color child window height expressed in multiple of line height.
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- optimization/render: could use optional CPU-side clipping in some instances instead of messing up with clip_rect (start with text which is the most common).
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- optimization/render: use indexed rendering to reduce vertex data cost (for remote/networked imgui)
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- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
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- optimization: turn some the various stack vectors into statically-sized arrays
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@ -406,7 +405,7 @@ static void LogText(const ImVec2& ref_pos, const char* text, const char*
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static void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
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static void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
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static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size, const ImGuiAabb& clip_aabb);
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static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& clip_max);
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static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
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@ -2134,7 +2133,7 @@ static void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
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}
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}
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static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImGuiAabb& clip_rect)
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static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& clip_max)
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{
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ImGuiState& g = *GImGui;
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ImGuiWindow* window = GetCurrentWindow();
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@ -2146,16 +2145,11 @@ static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end
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{
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const ImVec2 text_size = text_size_if_known ? *text_size_if_known : ImGui::CalcTextSize(text, text_display_end, false, 0.0f);
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// FIMXE-OPT: Perform software clipping at this point instead of pushing a clipping rectangle
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const bool need_clipping = clip_rect.GetWidth() < text_size.x || clip_rect.GetHeight() < text_size.y;
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if (need_clipping)
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PushClipRect(ImVec4(clip_rect.Min.x, clip_rect.Min.y, clip_rect.Max.x, clip_rect.Max.y)); // Caller usually pass a non-padding frame - so extraneous text draw over the padding region which gives an indication that it is being clipped.
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// Perform CPU side clipping for single clipped element to avoid using scissor state
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const bool need_clipping = (pos.x + text_size.x >= clip_max.x) || (pos.y + text_size.y >= clip_max.y);
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// Render
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window->DrawList->AddText(window->Font(), window->FontSize(), pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f);
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if (need_clipping)
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PopClipRect();
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window->DrawList->AddText(window->Font(), window->FontSize(), pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, need_clipping ? &clip_max : NULL);
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// Log as text
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if (g.LogEnabled)
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@ -3681,7 +3675,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
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return;
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// Render
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RenderTextClipped(value_bb.Min, value_text_begin, value_text_end, NULL, value_bb);
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RenderTextClipped(value_bb.Min, value_text_begin, value_text_end, NULL, value_bb.Max);
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RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y), label);
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}
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@ -3776,7 +3770,7 @@ bool ImGui::Button(const char* label, const ImVec2& size_arg, bool repeat_when_h
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RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
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const ImVec2 off = ImVec2(ImMax(0.0f, size.x - text_size.x) * 0.5f, ImMax(0.0f, size.y - text_size.y) * 0.5f); // Center (only applies if we explicitly gave a size bigger than the text size, which isn't the common path)
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RenderTextClipped(bb.Min + style.FramePadding + off, label, NULL, &text_size, bb); // Render clip (only applies if we explicitly gave a size smaller than the text size, which isn't the commmon path)
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RenderTextClipped(bb.Min + style.FramePadding + off, label, NULL, &text_size, bb.Max); // Render clip (only applies if we explicitly gave a size smaller than the text size, which isn't the commmon path)
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return pressed;
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}
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@ -5612,7 +5606,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
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{
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const char* item_text;
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if (items_getter(data, *current_item, &item_text))
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RenderTextClipped(frame_bb.Min + style.FramePadding, item_text, NULL, NULL, value_bb);
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RenderTextClipped(frame_bb.Min + style.FramePadding, item_text, NULL, NULL, value_bb.Max);
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}
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// Empty text doesn't add padding
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@ -6564,7 +6558,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
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}
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}
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void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width)
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void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec2* cpu_clip_max)
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{
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if ((col >> 24) == 0)
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return;
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@ -6580,7 +6574,7 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32
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const size_t vtx_begin = vtx_buffer.size();
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ReserveVertices(vtx_count_max);
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font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write, wrap_width);
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font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write, wrap_width, cpu_clip_max);
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// give back unused vertices
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vtx_buffer.resize((size_t)(vtx_write - &vtx_buffer.front()));
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@ -7518,7 +7512,7 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be
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return text_size;
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}
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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
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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
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{
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if (!text_end)
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text_end = text_begin + strlen(text_begin);
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@ -7533,7 +7527,12 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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const bool word_wrap_enabled = (wrap_width > 0.0f);
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const char* word_wrap_eol = NULL;
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const ImVec4 clip_rect = clip_rect_ref;
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ImVec4 clip_rect = clip_rect_ref;
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if (cpu_clip_max)
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{
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clip_rect.z = ImMin(clip_rect.z, cpu_clip_max->x);
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clip_rect.w = ImMin(clip_rect.w, cpu_clip_max->y);
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}
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float x = pos.x;
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float y = pos.y;
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@ -7585,37 +7584,54 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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if (c != ' ' && c != '\t')
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{
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// Clipping on Y is more likely
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const float y1 = (float)(y + glyph->YOffset * scale);
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const float y2 = (float)(y1 + glyph->Height * scale);
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float y1 = (float)(y + glyph->YOffset * scale);
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float y2 = (float)(y1 + glyph->Height * scale);
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if (y1 <= clip_rect.w && y2 >= clip_rect.y)
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{
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const float x1 = (float)(x + glyph->XOffset * scale);
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const float x2 = (float)(x1 + glyph->Width * scale);
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float x1 = (float)(x + glyph->XOffset * scale);
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float x2 = (float)(x1 + glyph->Width * scale);
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if (x1 <= clip_rect.z && x2 >= clip_rect.x)
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{
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// Render a character
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const float u0 = glyph->U0;
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const float v0 = glyph->V0;
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const float u1 = glyph->U1;
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const float v1 = glyph->V1;
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float u1 = glyph->U0;
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float v1 = glyph->V0;
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float u2 = glyph->U1;
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float v2 = glyph->V1;
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// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quad and in the "max" direction (bottom-right)
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if (cpu_clip_max)
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{
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if (x2 > cpu_clip_max->x)
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{
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const float clip_tx = (cpu_clip_max->x - x1) / (x2 - x1);
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x2 = cpu_clip_max->x;
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u2 = u1 + clip_tx * (u2 - u1);
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}
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if (y2 > cpu_clip_max->y)
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{
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const float clip_ty = (cpu_clip_max->y - y1) / (y2 - y1);
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y2 = cpu_clip_max->y;
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v2 = v1 + clip_ty * (v2 - v1);
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}
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}
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out_vertices[0].pos = ImVec2(x1, y1);
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out_vertices[0].uv = ImVec2(u0, v0);
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out_vertices[0].uv = ImVec2(u1, v1);
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out_vertices[0].col = col;
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out_vertices[1].pos = ImVec2(x2, y1);
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out_vertices[1].uv = ImVec2(u1, v0);
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out_vertices[1].uv = ImVec2(u2, v1);
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out_vertices[1].col = col;
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out_vertices[2].pos = ImVec2(x2, y2);
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out_vertices[2].uv = ImVec2(u1, v1);
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out_vertices[2].uv = ImVec2(u2, v2);
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out_vertices[2].col = col;
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out_vertices[3] = out_vertices[0];
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out_vertices[4] = out_vertices[2];
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out_vertices[5].pos = ImVec2(x1, y2);
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out_vertices[5].uv = ImVec2(u0, v1);
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out_vertices[5].uv = ImVec2(u1, v2);
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out_vertices[5].col = col;
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out_vertices += 6;
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@ -8005,6 +8021,16 @@ void ImGui::ShowTestWindow(bool* opened)
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Clipping"))
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{
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static ImVec2 size(80, 20);
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ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text if it won't fit in its frame.");
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ImGui::SliderFloat2("size", (float*)&size, 5.0f, 200.0f);
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ImGui::Button("Line 1 hello\nLine 2 clip me!", size);
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ImGui::TextWrapped("Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and rendering cost.");
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("Images"))
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{
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ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
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4
imgui.h
4
imgui.h
@ -804,7 +804,7 @@ struct ImDrawList
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IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
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IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
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IMGUI_API void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
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IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f);
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IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL);
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
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// Advanced
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@ -909,7 +909,7 @@ struct ImFont
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// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
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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
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IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
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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;
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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;
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IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
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};
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