cleanup the ImGui code stuffs

This commit is contained in:
Mike 2019-02-14 17:34:12 -08:00
parent 1f1ef82697
commit 6ebd635a61
3 changed files with 456 additions and 452 deletions

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@ -1,28 +0,0 @@
using Microsoft.Xna.Framework.Graphics;
namespace ImGuiNET.SampleProgram.XNA
{
public static class DrawVertDeclaration
{
public static readonly VertexDeclaration Declaration;
public static readonly int Size;
static DrawVertDeclaration()
{
unsafe { Size = sizeof(ImDrawVert); }
Declaration = new VertexDeclaration(
Size,
// Position
new VertexElement(0, VertexElementFormat.Vector2, VertexElementUsage.Position, 0),
// UV
new VertexElement(8, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0),
// Color
new VertexElement(16, VertexElementFormat.Color, VertexElementUsage.Color, 0)
);
}
}
}

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@ -1,7 +1,6 @@
using System; using System;
using System.Reflection; using System.Reflection;
using ImGuiNET; using ImGuiNET;
using ImGuiNET.SampleProgram.XNA;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
@ -17,62 +16,93 @@ namespace Nez
public ImGuiFinalRenderDelegate() public ImGuiFinalRenderDelegate()
{ {
_imGuiRenderer = new ImGuiRenderer(Core.instance); _imGuiRenderer = new ImGuiRenderer( Core.instance );
_imGuiRenderer.RebuildFontAtlas(); _imGuiRenderer.rebuildFontAtlas();
ImGui.GetIO().ConfigWindowsMoveFromTitleBarOnly = true;
} }
public void handleFinalRender( Color letterboxColor, RenderTarget2D source, Rectangle finalRenderDestinationRect, SamplerState samplerState ) [Console.Command( "toggle-imgui", "Toggles the Dear ImGui renderer" )]
static void toggleImGui()
{ {
if(_lastRenderTarget != source) if( Core.scene.finalRenderDelegate == null )
{ Core.scene.finalRenderDelegate = new ImGuiFinalRenderDelegate();
// unbind the old texture if we had one else
if(_lastRenderTarget != null) Core.scene.finalRenderDelegate = null;
_imGuiRenderer.UnbindTexture(_renderTargetId);
// bind the new texture
_lastRenderTarget = source;
_renderTargetId = _imGuiRenderer.BindTexture(source);
}
Core.graphicsDevice.setRenderTarget( null );
Core.graphicsDevice.Clear( letterboxColor );
_imGuiRenderer.BeforeLayout(Time.time);
layoutGui();
_imGuiRenderer.AfterLayout();
} }
void layoutGui() void layoutGui()
{ {
ImGui.ShowDemoWindow(); ImGui.ShowDemoWindow();
var maxSize = new System.Numerics.Vector2(_lastRenderTarget.Width, _lastRenderTarget.Height); var maxSize = new System.Numerics.Vector2( _lastRenderTarget.Width, _lastRenderTarget.Height );
var minSize = maxSize / 4; var minSize = maxSize / 4;
maxSize *= 4;
unsafe unsafe
{ {
ImGui.SetNextWindowSizeConstraints(minSize, maxSize, data => ImGui.SetNextWindowSizeConstraints( minSize, maxSize, data =>
{ {
var size = (*data).CurrentSize; var size = ( *data ).CurrentSize;
var ratio = size.X / _lastRenderTarget.Width; var ratio = size.X / _lastRenderTarget.Width;
(*data).DesiredSize.Y = ratio * _lastRenderTarget.Height; ( *data ).DesiredSize.Y = ratio * _lastRenderTarget.Height;
}); } );
} }
ImGui.SetNextWindowPos(new System.Numerics.Vector2(0, 0), ImGuiCond.FirstUseEver); ImGui.SetNextWindowPos( new System.Numerics.Vector2( 0, 0 ), ImGuiCond.FirstUseEver );
ImGui.Begin("Game Window"); ImGui.PushStyleVar( ImGuiStyleVar.WindowPadding, new System.Numerics.Vector2( 0, 0 ) );
ImGui.Image(_renderTargetId, ImGui.GetContentRegionAvail()); ImGui.Begin( "Game Window" );
Nugget.InputDisplay.cursorScreenPos = new Vector2( ImGui.GetCursorScreenPos().X, ImGui.GetCursorScreenPos().Y );
Nugget.InputDisplay.scaleX = ImGui.GetContentRegionAvail().X / _lastRenderTarget.Width;
Nugget.InputDisplay.scaleY = ImGui.GetContentRegionAvail().Y / _lastRenderTarget.Height;
//Debug.log( $"window pos: {ImGui.GetWindowPos()}" );
//Debug.log( $"avail size: {ImGui.GetContentRegionAvail()}" );
//Debug.log( $"rt {_lastRenderTarget.Width} x {_lastRenderTarget.Height}" );
//Debug.log( $"scaleX: {ImGui.GetContentRegionAvail().X / _lastRenderTarget.Width}" );
//Debug.log( $"scaleY: {ImGui.GetContentRegionAvail().Y / _lastRenderTarget.Height}" );
//Debug.log( ImGui.GetWindowSize() - ImGui.GetContentRegionAvail() );
//Debug.log( $"titleHeight: {titleHeight}" );
//Debug.log( $"screenPos: {ImGui.GetCursorScreenPos()}" );
ImGui.Image( _renderTargetId, ImGui.GetContentRegionAvail() );
ImGui.End(); ImGui.End();
ImGui.PopStyleVar();
}
#region IFinalRenderDelegate
public void handleFinalRender( RenderTarget2D finalRenderTarget, Color letterboxColor, RenderTarget2D source, Rectangle finalRenderDestinationRect, SamplerState samplerState )
{
if( _lastRenderTarget != source )
{
// unbind the old texture if we had one
if( _lastRenderTarget != null )
_imGuiRenderer.unbindTexture( _renderTargetId );
// bind the new texture
_lastRenderTarget = source;
_renderTargetId = _imGuiRenderer.bindTexture( source );
}
Core.graphicsDevice.setRenderTarget( finalRenderTarget );
Core.graphicsDevice.Clear( letterboxColor );
_imGuiRenderer.beforeLayout( Time.deltaTime );
layoutGui();
_imGuiRenderer.afterLayout();
} }
public void onAddedToScene() public void onAddedToScene()
{} { }
public void onSceneBackBufferSizeChanged( int newWidth, int newHeight ) public void onSceneBackBufferSizeChanged( int newWidth, int newHeight )
{} { }
public void unload() public void unload()
{} { }
#endregion
} }
} }

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@ -1,51 +1,59 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
using Nez;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
namespace ImGuiNET.SampleProgram.XNA namespace ImGuiNET
{ {
/// <summary> /// <summary>
/// ImGui renderer for use with XNA-likes (FNA & MonoGame) /// ImGui renderer for use with XNA-likes (FNA and MonoGame)
/// </summary> /// </summary>
public class ImGuiRenderer public class ImGuiRenderer
{ {
private Game _game;
// Graphics // Graphics
private GraphicsDevice _graphicsDevice; BasicEffect _effect;
RasterizerState _rasterizerState;
private BasicEffect _effect; readonly VertexDeclaration _vertexDeclaration;
private RasterizerState _rasterizerState; readonly int _vertexDeclarationSize;
private byte[] _vertexData; byte[] _vertexData;
private VertexBuffer _vertexBuffer; VertexBuffer _vertexBuffer;
private int _vertexBufferSize; int _vertexBufferSize;
private byte[] _indexData; byte[] _indexData;
private IndexBuffer _indexBuffer; IndexBuffer _indexBuffer;
private int _indexBufferSize; int _indexBufferSize;
// Textures // Textures
private Dictionary<IntPtr, Texture2D> _loadedTextures; Dictionary<IntPtr, Texture2D> _loadedTextures;
private int _textureId; int _textureId;
private IntPtr? _fontTextureId; IntPtr? _fontTextureId;
// Input // Input
private int _scrollWheelValue; int _scrollWheelValue;
private List<int> _keys = new List<int>(); List<int> _keys = new List<int>();
public ImGuiRenderer(Game game) public ImGuiRenderer( Game game )
{ {
var context = ImGui.CreateContext(); unsafe { _vertexDeclarationSize = sizeof( ImDrawVert ); }
ImGui.SetCurrentContext(context); _vertexDeclaration = new VertexDeclaration(
_vertexDeclarationSize,
// Position
new VertexElement( 0, VertexElementFormat.Vector2, VertexElementUsage.Position, 0 ),
// UV
new VertexElement( 8, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0 ),
// Color
new VertexElement( 16, VertexElementFormat.Color, VertexElementUsage.Color, 0 )
);
_game = game ?? throw new ArgumentNullException(nameof(game)); var context = ImGui.CreateContext();
_graphicsDevice = game.GraphicsDevice; ImGui.SetCurrentContext( context );
_loadedTextures = new Dictionary<IntPtr, Texture2D>(); _loadedTextures = new Dictionary<IntPtr, Texture2D>();
@ -59,7 +67,7 @@ namespace ImGuiNET.SampleProgram.XNA
SlopeScaleDepthBias = 0 SlopeScaleDepthBias = 0
}; };
SetupInput(); setupInput();
} }
#region ImGuiRenderer #region ImGuiRenderer
@ -67,69 +75,67 @@ namespace ImGuiNET.SampleProgram.XNA
/// <summary> /// <summary>
/// Creates a texture and loads the font data from ImGui. Should be called when the <see cref="GraphicsDevice" /> is initialized but before any rendering is done /// Creates a texture and loads the font data from ImGui. Should be called when the <see cref="GraphicsDevice" /> is initialized but before any rendering is done
/// </summary> /// </summary>
public virtual unsafe void RebuildFontAtlas() public unsafe void rebuildFontAtlas()
{ {
// Get font texture from ImGui // Get font texture from ImGui
var io = ImGui.GetIO(); var io = ImGui.GetIO();
io.Fonts.GetTexDataAsRGBA32(out byte* pixelData, out int width, out int height, out int bytesPerPixel); io.Fonts.GetTexDataAsRGBA32( out byte* pixelData, out int width, out int height, out int bytesPerPixel );
// Copy the data to a managed array // Copy the data to a managed array
var pixels = new byte[width * height * bytesPerPixel]; var pixels = new byte[width * height * bytesPerPixel];
unsafe { Marshal.Copy(new IntPtr(pixelData), pixels, 0, pixels.Length); } Marshal.Copy( new IntPtr( pixelData ), pixels, 0, pixels.Length );
// Create and register the texture as an XNA texture // Create and register the texture as an XNA texture
var tex2d = new Texture2D(_graphicsDevice, width, height, false, SurfaceFormat.Color); var tex2d = new Texture2D( Core.graphicsDevice, width, height, false, SurfaceFormat.Color );
tex2d.SetData(pixels); tex2d.SetData( pixels );
// Should a texture already have been build previously, unbind it first so it can be deallocated // Should a texture already have been built previously, unbind it first so it can be deallocated
if (_fontTextureId.HasValue) UnbindTexture(_fontTextureId.Value); if( _fontTextureId.HasValue )
unbindTexture( _fontTextureId.Value );
// Bind the new texture to an ImGui-friendly id // Bind the new texture to an ImGui-friendly id
_fontTextureId = BindTexture(tex2d); _fontTextureId = bindTexture( tex2d );
// Let ImGui know where to find the texture // Let ImGui know where to find the texture
io.Fonts.SetTexID(_fontTextureId.Value); io.Fonts.SetTexID( _fontTextureId.Value );
io.Fonts.ClearTexData(); // Clears CPU side texture data io.Fonts.ClearTexData(); // Clears CPU side texture data
} }
/// <summary> /// <summary>
/// Creates a pointer to a texture, which can be passed through ImGui calls such as <see cref="ImGui.Image" />. That pointer is then used by ImGui to let us know what texture to draw /// Creates a pointer to a texture, which can be passed through ImGui calls such as <see cref="ImGui.Image" />. That pointer is then used by ImGui to let us know what texture to draw
/// </summary> /// </summary>
public virtual IntPtr BindTexture(Texture2D texture) public IntPtr bindTexture( Texture2D texture )
{ {
var id = new IntPtr(_textureId++); var id = new IntPtr( _textureId++ );
_loadedTextures.Add( id, texture );
_loadedTextures.Add(id, texture);
return id; return id;
} }
/// <summary> /// <summary>
/// Removes a previously created texture pointer, releasing its reference and allowing it to be deallocated /// Removes a previously created texture pointer, releasing its reference and allowing it to be deallocated
/// </summary> /// </summary>
public virtual void UnbindTexture(IntPtr textureId) public void unbindTexture( IntPtr textureId )
{ {
_loadedTextures.Remove(textureId); _loadedTextures.Remove( textureId );
} }
/// <summary> /// <summary>
/// Sets up ImGui for a new frame, should be called at frame start /// Sets up ImGui for a new frame, should be called at frame start
/// </summary> /// </summary>
public virtual void BeforeLayout(float deltaTime) public void beforeLayout( float deltaTime )
{ {
ImGui.GetIO().DeltaTime = deltaTime; ImGui.GetIO().DeltaTime = deltaTime;
UpdateInput(); updateInput();
ImGui.NewFrame(); ImGui.NewFrame();
} }
/// <summary> /// <summary>
/// Asks ImGui for the generated geometry data and sends it to the graphics pipeline, should be called after the UI is drawn using ImGui.** calls /// Asks ImGui for the generated geometry data and sends it to the graphics pipeline, should be called after the UI is drawn using ImGui.** calls
/// </summary> /// </summary>
public virtual void AfterLayout() public void afterLayout()
{ {
ImGui.Render(); ImGui.Render();
unsafe { renderDrawData( ImGui.GetDrawData() ); }
unsafe { RenderDrawData(ImGui.GetDrawData()); }
} }
#endregion ImGuiRenderer #endregion ImGuiRenderer
@ -139,29 +145,29 @@ namespace ImGuiNET.SampleProgram.XNA
/// <summary> /// <summary>
/// Maps ImGui keys to XNA keys. We use this later on to tell ImGui what keys were pressed /// Maps ImGui keys to XNA keys. We use this later on to tell ImGui what keys were pressed
/// </summary> /// </summary>
protected virtual void SetupInput() void setupInput()
{ {
var io = ImGui.GetIO(); var io = ImGui.GetIO();
_keys.Add(io.KeyMap[(int)ImGuiKey.Tab] = (int)Keys.Tab); _keys.Add( io.KeyMap[(int)ImGuiKey.Tab] = (int)Keys.Tab );
_keys.Add(io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Keys.Left); _keys.Add( io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Keys.Left );
_keys.Add(io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Keys.Right); _keys.Add( io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Keys.Right );
_keys.Add(io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Keys.Up); _keys.Add( io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Keys.Up );
_keys.Add(io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Keys.Down); _keys.Add( io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Keys.Down );
_keys.Add(io.KeyMap[(int)ImGuiKey.PageUp] = (int)Keys.PageUp); _keys.Add( io.KeyMap[(int)ImGuiKey.PageUp] = (int)Keys.PageUp );
_keys.Add(io.KeyMap[(int)ImGuiKey.PageDown] = (int)Keys.PageDown); _keys.Add( io.KeyMap[(int)ImGuiKey.PageDown] = (int)Keys.PageDown );
_keys.Add(io.KeyMap[(int)ImGuiKey.Home] = (int)Keys.Home); _keys.Add( io.KeyMap[(int)ImGuiKey.Home] = (int)Keys.Home );
_keys.Add(io.KeyMap[(int)ImGuiKey.End] = (int)Keys.End); _keys.Add( io.KeyMap[(int)ImGuiKey.End] = (int)Keys.End );
_keys.Add(io.KeyMap[(int)ImGuiKey.Delete] = (int)Keys.Delete); _keys.Add( io.KeyMap[(int)ImGuiKey.Delete] = (int)Keys.Delete );
_keys.Add(io.KeyMap[(int)ImGuiKey.Backspace] = (int)Keys.Back); _keys.Add( io.KeyMap[(int)ImGuiKey.Backspace] = (int)Keys.Back );
_keys.Add(io.KeyMap[(int)ImGuiKey.Enter] = (int)Keys.Enter); _keys.Add( io.KeyMap[(int)ImGuiKey.Enter] = (int)Keys.Enter );
_keys.Add(io.KeyMap[(int)ImGuiKey.Escape] = (int)Keys.Escape); _keys.Add( io.KeyMap[(int)ImGuiKey.Escape] = (int)Keys.Escape );
_keys.Add(io.KeyMap[(int)ImGuiKey.A] = (int)Keys.A); _keys.Add( io.KeyMap[(int)ImGuiKey.A] = (int)Keys.A );
_keys.Add(io.KeyMap[(int)ImGuiKey.C] = (int)Keys.C); _keys.Add( io.KeyMap[(int)ImGuiKey.C] = (int)Keys.C );
_keys.Add(io.KeyMap[(int)ImGuiKey.V] = (int)Keys.V); _keys.Add( io.KeyMap[(int)ImGuiKey.V] = (int)Keys.V );
_keys.Add(io.KeyMap[(int)ImGuiKey.X] = (int)Keys.X); _keys.Add( io.KeyMap[(int)ImGuiKey.X] = (int)Keys.X );
_keys.Add(io.KeyMap[(int)ImGuiKey.Y] = (int)Keys.Y); _keys.Add( io.KeyMap[(int)ImGuiKey.Y] = (int)Keys.Y );
_keys.Add(io.KeyMap[(int)ImGuiKey.Z] = (int)Keys.Z); _keys.Add( io.KeyMap[(int)ImGuiKey.Z] = (int)Keys.Z );
// MonoGame-specific ////////////////////// // MonoGame-specific //////////////////////
@ -176,9 +182,9 @@ namespace ImGuiNET.SampleProgram.XNA
// FNA-specific /////////////////////////// // FNA-specific ///////////////////////////
TextInputEXT.TextInput += c => TextInputEXT.TextInput += c =>
{ {
if (c == '\t') return; if( c == '\t' ) return;
ImGui.GetIO().AddInputCharacter(c); ImGui.GetIO().AddInputCharacter( c );
}; };
/////////////////////////////////////////// ///////////////////////////////////////////
@ -188,9 +194,9 @@ namespace ImGuiNET.SampleProgram.XNA
/// <summary> /// <summary>
/// Updates the <see cref="Effect" /> to the current matrices and texture /// Updates the <see cref="Effect" /> to the current matrices and texture
/// </summary> /// </summary>
protected virtual Effect UpdateEffect(Texture2D texture) Effect updateEffect( Texture2D texture )
{ {
_effect = _effect ?? new BasicEffect(_graphicsDevice); _effect = _effect ?? new BasicEffect( Core.graphicsDevice );
var io = ImGui.GetIO(); var io = ImGui.GetIO();
@ -204,7 +210,7 @@ namespace ImGuiNET.SampleProgram.XNA
_effect.World = Matrix.Identity; _effect.World = Matrix.Identity;
_effect.View = Matrix.Identity; _effect.View = Matrix.Identity;
_effect.Projection = Matrix.CreateOrthographicOffCenter(offset, io.DisplaySize.X + offset, io.DisplaySize.Y + offset, offset, -1f, 1f); _effect.Projection = Matrix.CreateOrthographicOffCenter( offset, io.DisplaySize.X + offset, io.DisplaySize.Y + offset, offset, -1f, 1f );
_effect.TextureEnabled = true; _effect.TextureEnabled = true;
_effect.Texture = texture; _effect.Texture = texture;
_effect.VertexColorEnabled = true; _effect.VertexColorEnabled = true;
@ -215,27 +221,27 @@ namespace ImGuiNET.SampleProgram.XNA
/// <summary> /// <summary>
/// Sends XNA input state to ImGui /// Sends XNA input state to ImGui
/// </summary> /// </summary>
protected virtual void UpdateInput() void updateInput()
{ {
var io = ImGui.GetIO(); var io = ImGui.GetIO();
var mouse = Mouse.GetState(); var mouse = Mouse.GetState();
var keyboard = Keyboard.GetState(); var keyboard = Keyboard.GetState();
for (int i = 0; i < _keys.Count; i++) for( int i = 0; i < _keys.Count; i++ )
{ {
io.KeysDown[_keys[i]] = keyboard.IsKeyDown((Keys)_keys[i]); io.KeysDown[_keys[i]] = keyboard.IsKeyDown( (Keys)_keys[i] );
} }
io.KeyShift = keyboard.IsKeyDown(Keys.LeftShift) || keyboard.IsKeyDown(Keys.RightShift); io.KeyShift = keyboard.IsKeyDown( Keys.LeftShift ) || keyboard.IsKeyDown( Keys.RightShift );
io.KeyCtrl = keyboard.IsKeyDown(Keys.LeftControl) || keyboard.IsKeyDown(Keys.RightControl); io.KeyCtrl = keyboard.IsKeyDown( Keys.LeftControl ) || keyboard.IsKeyDown( Keys.RightControl );
io.KeyAlt = keyboard.IsKeyDown(Keys.LeftAlt) || keyboard.IsKeyDown(Keys.RightAlt); io.KeyAlt = keyboard.IsKeyDown( Keys.LeftAlt ) || keyboard.IsKeyDown( Keys.RightAlt );
io.KeySuper = keyboard.IsKeyDown(Keys.LeftWindows) || keyboard.IsKeyDown(Keys.RightWindows); io.KeySuper = keyboard.IsKeyDown( Keys.LeftWindows ) || keyboard.IsKeyDown( Keys.RightWindows );
io.DisplaySize = new System.Numerics.Vector2(_graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight); io.DisplaySize = new System.Numerics.Vector2( Core.graphicsDevice.PresentationParameters.BackBufferWidth, Core.graphicsDevice.PresentationParameters.BackBufferHeight );
io.DisplayFramebufferScale = new System.Numerics.Vector2(1f, 1f); io.DisplayFramebufferScale = new System.Numerics.Vector2( 1f, 1f );
io.MousePos = new System.Numerics.Vector2(mouse.X, mouse.Y); io.MousePos = new System.Numerics.Vector2( mouse.X, mouse.Y );
io.MouseDown[0] = mouse.LeftButton == ButtonState.Pressed; io.MouseDown[0] = mouse.LeftButton == ButtonState.Pressed;
io.MouseDown[1] = mouse.RightButton == ButtonState.Pressed; io.MouseDown[1] = mouse.RightButton == ButtonState.Pressed;
@ -253,71 +259,70 @@ namespace ImGuiNET.SampleProgram.XNA
/// <summary> /// <summary>
/// Gets the geometry as set up by ImGui and sends it to the graphics device /// Gets the geometry as set up by ImGui and sends it to the graphics device
/// </summary> /// </summary>
private void RenderDrawData(ImDrawDataPtr drawData) void renderDrawData( ImDrawDataPtr drawData )
{ {
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers
var lastViewport = _graphicsDevice.Viewport; var lastViewport = Core.graphicsDevice.Viewport;
var lastScissorBox = _graphicsDevice.ScissorRectangle; var lastScissorBox = Core.graphicsDevice.ScissorRectangle;
_graphicsDevice.BlendFactor = Color.White; Core.graphicsDevice.BlendFactor = Color.White;
_graphicsDevice.BlendState = BlendState.NonPremultiplied; Core.graphicsDevice.BlendState = BlendState.NonPremultiplied;
_graphicsDevice.RasterizerState = _rasterizerState; Core.graphicsDevice.RasterizerState = _rasterizerState;
_graphicsDevice.DepthStencilState = DepthStencilState.DepthRead; Core.graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
drawData.ScaleClipRects(ImGui.GetIO().DisplayFramebufferScale); drawData.ScaleClipRects( ImGui.GetIO().DisplayFramebufferScale );
// Setup projection // Setup projection
_graphicsDevice.Viewport = new Viewport(0, 0, _graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight); Core.graphicsDevice.Viewport = new Viewport( 0, 0, Core.graphicsDevice.PresentationParameters.BackBufferWidth, Core.graphicsDevice.PresentationParameters.BackBufferHeight );
UpdateBuffers(drawData); updateBuffers( drawData );
renderCommandLists( drawData );
RenderCommandLists(drawData);
// Restore modified state // Restore modified state
_graphicsDevice.Viewport = lastViewport; Core.graphicsDevice.Viewport = lastViewport;
_graphicsDevice.ScissorRectangle = lastScissorBox; Core.graphicsDevice.ScissorRectangle = lastScissorBox;
} }
private unsafe void UpdateBuffers(ImDrawDataPtr drawData) unsafe void updateBuffers( ImDrawDataPtr drawData )
{ {
if (drawData.TotalVtxCount == 0) if( drawData.TotalVtxCount == 0 )
{ {
return; return;
} }
// Expand buffers if we need more room // Expand buffers if we need more room
if (drawData.TotalVtxCount > _vertexBufferSize) if( drawData.TotalVtxCount > _vertexBufferSize )
{ {
_vertexBuffer?.Dispose(); _vertexBuffer?.Dispose();
_vertexBufferSize = (int)(drawData.TotalVtxCount * 1.5f); _vertexBufferSize = (int)( drawData.TotalVtxCount * 1.5f );
_vertexBuffer = new VertexBuffer(_graphicsDevice, DrawVertDeclaration.Declaration, _vertexBufferSize, BufferUsage.None); _vertexBuffer = new VertexBuffer( Core.graphicsDevice, _vertexDeclaration, _vertexBufferSize, BufferUsage.None );
_vertexData = new byte[_vertexBufferSize * DrawVertDeclaration.Size]; _vertexData = new byte[_vertexBufferSize * _vertexDeclarationSize];
} }
if (drawData.TotalIdxCount > _indexBufferSize) if( drawData.TotalIdxCount > _indexBufferSize )
{ {
_indexBuffer?.Dispose(); _indexBuffer?.Dispose();
_indexBufferSize = (int)(drawData.TotalIdxCount * 1.5f); _indexBufferSize = (int)( drawData.TotalIdxCount * 1.5f );
_indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, _indexBufferSize, BufferUsage.None); _indexBuffer = new IndexBuffer( Core.graphicsDevice, IndexElementSize.SixteenBits, _indexBufferSize, BufferUsage.None );
_indexData = new byte[_indexBufferSize * sizeof(ushort)]; _indexData = new byte[_indexBufferSize * sizeof( ushort )];
} }
// Copy ImGui's vertices and indices to a set of managed byte arrays // Copy ImGui's vertices and indices to a set of managed byte arrays
int vtxOffset = 0; int vtxOffset = 0;
int idxOffset = 0; int idxOffset = 0;
for (int n = 0; n < drawData.CmdListsCount; n++) for( var n = 0; n < drawData.CmdListsCount; n++ )
{ {
ImDrawListPtr cmdList = drawData.CmdListsRange[n]; var cmdList = drawData.CmdListsRange[n];
fixed (void* vtxDstPtr = &_vertexData[vtxOffset * DrawVertDeclaration.Size]) fixed ( void* vtxDstPtr = &_vertexData[vtxOffset * _vertexDeclarationSize] )
fixed (void* idxDstPtr = &_indexData[idxOffset * sizeof(ushort)]) fixed ( void* idxDstPtr = &_indexData[idxOffset * sizeof( ushort )] )
{ {
Buffer.MemoryCopy((void*)cmdList.VtxBuffer.Data, vtxDstPtr, _vertexData.Length, cmdList.VtxBuffer.Size * DrawVertDeclaration.Size); Buffer.MemoryCopy( (void*)cmdList.VtxBuffer.Data, vtxDstPtr, _vertexData.Length, cmdList.VtxBuffer.Size * _vertexDeclarationSize );
Buffer.MemoryCopy((void*)cmdList.IdxBuffer.Data, idxDstPtr, _indexData.Length, cmdList.IdxBuffer.Size * sizeof(ushort)); Buffer.MemoryCopy( (void*)cmdList.IdxBuffer.Data, idxDstPtr, _indexData.Length, cmdList.IdxBuffer.Size * sizeof( ushort ) );
} }
vtxOffset += cmdList.VtxBuffer.Size; vtxOffset += cmdList.VtxBuffer.Size;
@ -325,46 +330,43 @@ namespace ImGuiNET.SampleProgram.XNA
} }
// Copy the managed byte arrays to the gpu vertex- and index buffers // Copy the managed byte arrays to the gpu vertex- and index buffers
_vertexBuffer.SetData(_vertexData, 0, drawData.TotalVtxCount * DrawVertDeclaration.Size); _vertexBuffer.SetData( _vertexData, 0, drawData.TotalVtxCount * _vertexDeclarationSize );
_indexBuffer.SetData(_indexData, 0, drawData.TotalIdxCount * sizeof(ushort)); _indexBuffer.SetData( _indexData, 0, drawData.TotalIdxCount * sizeof( ushort ) );
} }
private unsafe void RenderCommandLists(ImDrawDataPtr drawData) unsafe void renderCommandLists( ImDrawDataPtr drawData )
{ {
_graphicsDevice.SetVertexBuffer(_vertexBuffer); Core.graphicsDevice.SetVertexBuffer( _vertexBuffer );
_graphicsDevice.Indices = _indexBuffer; Core.graphicsDevice.Indices = _indexBuffer;
int vtxOffset = 0; int vtxOffset = 0;
int idxOffset = 0; int idxOffset = 0;
for (int n = 0; n < drawData.CmdListsCount; n++) for( int n = 0; n < drawData.CmdListsCount; n++ )
{ {
ImDrawListPtr cmdList = drawData.CmdListsRange[n]; var cmdList = drawData.CmdListsRange[n];
for( int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++ )
for (int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++)
{ {
ImDrawCmdPtr drawCmd = cmdList.CmdBuffer[cmdi]; var drawCmd = cmdList.CmdBuffer[cmdi];
if( !_loadedTextures.ContainsKey( drawCmd.TextureId ) )
if (!_loadedTextures.ContainsKey(drawCmd.TextureId))
{ {
throw new InvalidOperationException($"Could not find a texture with id '{drawCmd.TextureId}', please check your bindings"); throw new InvalidOperationException( $"Could not find a texture with id '{drawCmd.TextureId}', please check your bindings" );
} }
_graphicsDevice.ScissorRectangle = new Rectangle( Core.graphicsDevice.ScissorRectangle = new Rectangle(
(int)drawCmd.ClipRect.X, (int)drawCmd.ClipRect.X,
(int)drawCmd.ClipRect.Y, (int)drawCmd.ClipRect.Y,
(int)(drawCmd.ClipRect.Z - drawCmd.ClipRect.X), (int)( drawCmd.ClipRect.Z - drawCmd.ClipRect.X ),
(int)(drawCmd.ClipRect.W - drawCmd.ClipRect.Y) (int)( drawCmd.ClipRect.W - drawCmd.ClipRect.Y )
); );
var effect = UpdateEffect(_loadedTextures[drawCmd.TextureId]); var effect = updateEffect( _loadedTextures[drawCmd.TextureId] );
foreach( var pass in effect.CurrentTechnique.Passes )
foreach (var pass in effect.CurrentTechnique.Passes)
{ {
pass.Apply(); pass.Apply();
#pragma warning disable CS0618 // // FNA does not expose an alternative method. #pragma warning disable CS0618 // // FNA does not expose an alternative method.
_graphicsDevice.DrawIndexedPrimitives( Core.graphicsDevice.DrawIndexedPrimitives(
primitiveType: PrimitiveType.TriangleList, primitiveType: PrimitiveType.TriangleList,
baseVertex: vtxOffset, baseVertex: vtxOffset,
minVertexIndex: 0, minVertexIndex: 0,