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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Reflection;
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using System.IO;
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using Veldrid;
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using System.Runtime.CompilerServices;
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namespace ImGuiNET
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{
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/// <summary>
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/// A modified version of Veldrid.ImGui's ImGuiRenderer.
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/// Manages input for ImGui and handles rendering ImGui's DrawLists with Veldrid.
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/// </summary>
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public class ImGuiController : IDisposable
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{
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private GraphicsDevice _gd;
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private bool _frameBegun;
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// Veldrid objects
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private DeviceBuffer _vertexBuffer;
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private DeviceBuffer _indexBuffer;
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private DeviceBuffer _projMatrixBuffer;
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private Texture _fontTexture;
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private TextureView _fontTextureView;
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private Shader _vertexShader;
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private Shader _fragmentShader;
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private ResourceLayout _layout;
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private ResourceLayout _textureLayout;
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private Pipeline _pipeline;
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private ResourceSet _mainResourceSet;
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private ResourceSet _fontTextureResourceSet;
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private IntPtr _fontAtlasID = (IntPtr)1;
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private bool _controlDown;
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private bool _shiftDown;
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private bool _altDown;
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private bool _winKeyDown;
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private int _windowWidth;
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private int _windowHeight;
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private Vector2 _scaleFactor = Vector2.One;
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// Image trackers
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private readonly Dictionary<TextureView, ResourceSetInfo> _setsByView
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= new Dictionary<TextureView, ResourceSetInfo>();
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private readonly Dictionary<Texture, TextureView> _autoViewsByTexture
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= new Dictionary<Texture, TextureView>();
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private readonly Dictionary<IntPtr, ResourceSetInfo> _viewsById = new Dictionary<IntPtr, ResourceSetInfo>();
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private readonly List<IDisposable> _ownedResources = new List<IDisposable>();
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private int _lastAssignedID = 100;
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/// <summary>
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/// Constructs a new ImGuiController.
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/// </summary>
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public ImGuiController(GraphicsDevice gd, OutputDescription outputDescription, int width, int height)
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{
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_gd = gd;
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_windowWidth = width;
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_windowHeight = height;
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IntPtr context = ImGui.CreateContext();
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ImGui.SetCurrentContext(context);
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ImGui.GetIO().Fonts.AddFontDefault();
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CreateDeviceResources(gd, outputDescription);
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SetKeyMappings();
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SetPerFrameImGuiData(1f / 60f);
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ImGui.NewFrame();
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_frameBegun = true;
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}
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public void WindowResized(int width, int height)
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{
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_windowWidth = width;
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_windowHeight = height;
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}
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public void DestroyDeviceObjects()
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{
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Dispose();
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}
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public void CreateDeviceResources(GraphicsDevice gd, OutputDescription outputDescription)
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{
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_gd = gd;
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ResourceFactory factory = gd.ResourceFactory;
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_vertexBuffer = factory.CreateBuffer(new BufferDescription(10000, BufferUsage.VertexBuffer | BufferUsage.Dynamic));
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_vertexBuffer.Name = "ImGui.NET Vertex Buffer";
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_indexBuffer = factory.CreateBuffer(new BufferDescription(2000, BufferUsage.IndexBuffer | BufferUsage.Dynamic));
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_indexBuffer.Name = "ImGui.NET Index Buffer";
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RecreateFontDeviceTexture(gd);
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_projMatrixBuffer = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer | BufferUsage.Dynamic));
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_projMatrixBuffer.Name = "ImGui.NET Projection Buffer";
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byte[] vertexShaderBytes = LoadEmbeddedShaderCode(gd.ResourceFactory, "imgui-vertex", ShaderStages.Vertex);
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byte[] fragmentShaderBytes = LoadEmbeddedShaderCode(gd.ResourceFactory, "imgui-frag", ShaderStages.Fragment);
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_vertexShader = factory.CreateShader(new ShaderDescription(ShaderStages.Vertex, vertexShaderBytes, "VS"));
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_fragmentShader = factory.CreateShader(new ShaderDescription(ShaderStages.Fragment, fragmentShaderBytes, "FS"));
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VertexLayoutDescription[] vertexLayouts = new VertexLayoutDescription[]
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{
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new VertexLayoutDescription(
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new VertexElementDescription("in_position", VertexElementSemantic.Position, VertexElementFormat.Float2),
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new VertexElementDescription("in_texCoord", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
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new VertexElementDescription("in_color", VertexElementSemantic.Color, VertexElementFormat.Byte4_Norm))
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};
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_layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
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new ResourceLayoutElementDescription("ProjectionMatrixBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex),
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new ResourceLayoutElementDescription("MainSampler", ResourceKind.Sampler, ShaderStages.Fragment)));
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_textureLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
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new ResourceLayoutElementDescription("MainTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment)));
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GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
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BlendStateDescription.SingleAlphaBlend,
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new DepthStencilStateDescription(false, false, ComparisonKind.Always),
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new RasterizerStateDescription(FaceCullMode.None, PolygonFillMode.Solid, FrontFace.Clockwise, false, true),
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PrimitiveTopology.TriangleList,
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new ShaderSetDescription(vertexLayouts, new[] { _vertexShader, _fragmentShader }),
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new ResourceLayout[] { _layout, _textureLayout },
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outputDescription);
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_pipeline = factory.CreateGraphicsPipeline(ref pd);
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_mainResourceSet = factory.CreateResourceSet(new ResourceSetDescription(_layout,
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_projMatrixBuffer,
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gd.PointSampler));
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_fontTextureResourceSet = factory.CreateResourceSet(new ResourceSetDescription(_textureLayout, _fontTextureView));
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}
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/// <summary>
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/// Gets or creates a handle for a texture to be drawn with ImGui.
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/// Pass the returned handle to Image() or ImageButton().
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/// </summary>
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public IntPtr GetOrCreateImGuiBinding(ResourceFactory factory, TextureView textureView)
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{
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if (!_setsByView.TryGetValue(textureView, out ResourceSetInfo rsi))
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{
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ResourceSet resourceSet = factory.CreateResourceSet(new ResourceSetDescription(_textureLayout, textureView));
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rsi = new ResourceSetInfo(GetNextImGuiBindingID(), resourceSet);
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_setsByView.Add(textureView, rsi);
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_viewsById.Add(rsi.ImGuiBinding, rsi);
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_ownedResources.Add(resourceSet);
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}
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return rsi.ImGuiBinding;
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}
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private IntPtr GetNextImGuiBindingID()
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{
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int newID = _lastAssignedID++;
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return (IntPtr)newID;
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}
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/// <summary>
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/// Gets or creates a handle for a texture to be drawn with ImGui.
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/// Pass the returned handle to Image() or ImageButton().
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/// </summary>
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public IntPtr GetOrCreateImGuiBinding(ResourceFactory factory, Texture texture)
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{
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if (!_autoViewsByTexture.TryGetValue(texture, out TextureView textureView))
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{
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textureView = factory.CreateTextureView(texture);
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_autoViewsByTexture.Add(texture, textureView);
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_ownedResources.Add(textureView);
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}
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return GetOrCreateImGuiBinding(factory, textureView);
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}
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/// <summary>
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/// Retrieves the shader texture binding for the given helper handle.
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/// </summary>
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public ResourceSet GetImageResourceSet(IntPtr imGuiBinding)
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{
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if (!_viewsById.TryGetValue(imGuiBinding, out ResourceSetInfo tvi))
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{
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throw new InvalidOperationException("No registered ImGui binding with id " + imGuiBinding.ToString());
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}
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return tvi.ResourceSet;
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}
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public void ClearCachedImageResources()
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{
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foreach (IDisposable resource in _ownedResources)
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{
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resource.Dispose();
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}
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_ownedResources.Clear();
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_setsByView.Clear();
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_viewsById.Clear();
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_autoViewsByTexture.Clear();
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_lastAssignedID = 100;
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}
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private byte[] LoadEmbeddedShaderCode(ResourceFactory factory, string name, ShaderStages stage)
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{
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switch (factory.BackendType)
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{
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case GraphicsBackend.Direct3D11:
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{
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string resourceName = name + ".hlsl.bytes";
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return GetEmbeddedResourceBytes(resourceName);
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}
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case GraphicsBackend.OpenGL:
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{
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string resourceName = name + ".glsl";
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return GetEmbeddedResourceBytes(resourceName);
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}
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case GraphicsBackend.Vulkan:
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{
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string resourceName = name + ".spv";
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return GetEmbeddedResourceBytes(resourceName);
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}
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case GraphicsBackend.Metal:
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{
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string resourceName = name + ".metallib";
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return GetEmbeddedResourceBytes(resourceName);
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}
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default:
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throw new NotImplementedException();
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}
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}
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private byte[] GetEmbeddedResourceBytes(string resourceName)
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{
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Assembly assembly = typeof(ImGuiController).Assembly;
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using (Stream s = assembly.GetManifestResourceStream(resourceName))
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{
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byte[] ret = new byte[s.Length];
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s.Read(ret, 0, (int)s.Length);
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return ret;
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}
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}
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/// <summary>
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/// Recreates the device texture used to render text.
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/// </summary>
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public unsafe void RecreateFontDeviceTexture(GraphicsDevice gd)
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{
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ImGuiIOPtr io = ImGui.GetIO();
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// Build
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byte* pixels;
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int width, height, bytesPerPixel;
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io.Fonts.GetTexDataAsRGBA32(out pixels, out width, out height, out bytesPerPixel);
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// Store our identifier
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io.Fonts.SetTexID(_fontAtlasID);
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_fontTexture = gd.ResourceFactory.CreateTexture(TextureDescription.Texture2D(
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(uint)width,
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(uint)height,
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1,
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1,
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PixelFormat.R8_G8_B8_A8_UNorm,
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TextureUsage.Sampled));
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_fontTexture.Name = "ImGui.NET Font Texture";
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gd.UpdateTexture(
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_fontTexture,
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(IntPtr)pixels,
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(uint)(bytesPerPixel * width * height),
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0,
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0,
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0,
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(uint)width,
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(uint)height,
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1,
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0,
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0);
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_fontTextureView = gd.ResourceFactory.CreateTextureView(_fontTexture);
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io.Fonts.ClearTexData();
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}
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/// <summary>
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/// Renders the ImGui draw list data.
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/// This method requires a <see cref="GraphicsDevice"/> because it may create new DeviceBuffers if the size of vertex
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/// or index data has increased beyond the capacity of the existing buffers.
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/// A <see cref="CommandList"/> is needed to submit drawing and resource update commands.
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/// </summary>
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public void Render(GraphicsDevice gd, CommandList cl)
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{
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if (_frameBegun)
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{
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_frameBegun = false;
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ImGui.Render();
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RenderImDrawData(ImGui.GetDrawData(), gd, cl);
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}
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}
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/// <summary>
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/// Updates ImGui input and IO configuration state.
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/// </summary>
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public void Update(float deltaSeconds, InputSnapshot snapshot)
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{
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if (_frameBegun)
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{
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ImGui.Render();
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}
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SetPerFrameImGuiData(deltaSeconds);
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UpdateImGuiInput(snapshot);
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_frameBegun = true;
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ImGui.NewFrame();
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}
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/// <summary>
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/// Sets per-frame data based on the associated window.
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/// This is called by Update(float).
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/// </summary>
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private void SetPerFrameImGuiData(float deltaSeconds)
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{
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ImGuiIOPtr io = ImGui.GetIO();
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io.DisplaySize = new Vector2(
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_windowWidth / _scaleFactor.X,
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_windowHeight / _scaleFactor.Y);
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io.DisplayFramebufferScale = _scaleFactor;
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io.DeltaTime = deltaSeconds; // DeltaTime is in seconds.
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}
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private void UpdateImGuiInput(InputSnapshot snapshot)
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{
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var io = ImGui.GetIO();
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Vector2 mousePosition = snapshot.MousePosition;
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io.MousePos = mousePosition;
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io.MouseDown[0] = snapshot.IsMouseDown(MouseButton.Left);
|
|
|
|
|
io.MouseDown[1] = snapshot.IsMouseDown(MouseButton.Right);
|
|
|
|
|
io.MouseDown[2] = snapshot.IsMouseDown(MouseButton.Middle);
|
|
|
|
|
|
|
|
|
|
float delta = snapshot.WheelDelta;
|
|
|
|
|
io.MouseWheel = delta;
|
|
|
|
|
|
|
|
|
|
io.MouseWheel = delta;
|
|
|
|
|
|
|
|
|
|
IReadOnlyList<char> keyCharPresses = snapshot.KeyCharPresses;
|
|
|
|
|
for (int i = 0; i < keyCharPresses.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
char c = keyCharPresses[i];
|
|
|
|
|
io.AddInputCharacter(c);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
IReadOnlyList<KeyEvent> keyEvents = snapshot.KeyEvents;
|
|
|
|
|
for (int i = 0; i < keyEvents.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
KeyEvent keyEvent = keyEvents[i];
|
|
|
|
|
io.KeysDown[(int)keyEvent.Key] = keyEvent.Down;
|
|
|
|
|
if (keyEvent.Key == Key.ControlLeft)
|
|
|
|
|
{
|
|
|
|
|
_controlDown = keyEvent.Down;
|
|
|
|
|
}
|
|
|
|
|
if (keyEvent.Key == Key.ShiftLeft)
|
|
|
|
|
{
|
|
|
|
|
_shiftDown = keyEvent.Down;
|
|
|
|
|
}
|
|
|
|
|
if (keyEvent.Key == Key.AltLeft)
|
|
|
|
|
{
|
|
|
|
|
_altDown = keyEvent.Down;
|
|
|
|
|
}
|
|
|
|
|
if (keyEvent.Key == Key.WinLeft)
|
|
|
|
|
{
|
|
|
|
|
_winKeyDown = keyEvent.Down;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
io.KeyCtrl = _controlDown;
|
|
|
|
|
io.KeyAlt = _altDown;
|
|
|
|
|
io.KeyShift = _shiftDown;
|
|
|
|
|
io.KeySuper = _winKeyDown;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void SetKeyMappings()
|
|
|
|
|
{
|
|
|
|
|
ImGuiIOPtr io = ImGui.GetIO();
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.Tab] = (int)Key.Tab;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Key.Left;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Key.Right;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Key.Up;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Key.Down;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.PageUp] = (int)Key.PageUp;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.PageDown] = (int)Key.PageDown;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.Home] = (int)Key.Home;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.End] = (int)Key.End;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.Delete] = (int)Key.Delete;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.Backspace] = (int)Key.BackSpace;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.Enter] = (int)Key.Enter;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.Escape] = (int)Key.Escape;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.A] = (int)Key.A;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.C] = (int)Key.C;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.V] = (int)Key.V;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.X] = (int)Key.X;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.Y] = (int)Key.Y;
|
|
|
|
|
io.KeyMap[(int)ImGuiKey.Z] = (int)Key.Z;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void RenderImDrawData(ImDrawDataPtr draw_data, GraphicsDevice gd, CommandList cl)
|
|
|
|
|
{
|
|
|
|
|
uint vertexOffsetInVertices = 0;
|
|
|
|
|
uint indexOffsetInElements = 0;
|
|
|
|
|
|
|
|
|
|
if (draw_data.CmdListsCount == 0)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint totalVBSize = (uint)(draw_data.TotalVtxCount * Unsafe.SizeOf<ImDrawVert>());
|
|
|
|
|
if (totalVBSize > _vertexBuffer.SizeInBytes)
|
|
|
|
|
{
|
|
|
|
|
gd.DisposeWhenIdle(_vertexBuffer);
|
|
|
|
|
_vertexBuffer = gd.ResourceFactory.CreateBuffer(new BufferDescription((uint)(totalVBSize * 1.5f), BufferUsage.VertexBuffer | BufferUsage.Dynamic));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint totalIBSize = (uint)(draw_data.TotalIdxCount * sizeof(ushort));
|
|
|
|
|
if (totalIBSize > _indexBuffer.SizeInBytes)
|
|
|
|
|
{
|
|
|
|
|
gd.DisposeWhenIdle(_indexBuffer);
|
|
|
|
|
_indexBuffer = gd.ResourceFactory.CreateBuffer(new BufferDescription((uint)(totalIBSize * 1.5f), BufferUsage.IndexBuffer | BufferUsage.Dynamic));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < draw_data.CmdListsCount; i++)
|
|
|
|
|
{
|
|
|
|
|
ImDrawListPtr cmd_list = draw_data.CmdListsRange[i];
|
|
|
|
|
|
|
|
|
|
cl.UpdateBuffer(
|
|
|
|
|
_vertexBuffer,
|
|
|
|
|
vertexOffsetInVertices * (uint)Unsafe.SizeOf<ImDrawVert>(),
|
|
|
|
|
cmd_list.VtxBuffer.Data,
|
|
|
|
|
(uint)(cmd_list.VtxBuffer.Size * Unsafe.SizeOf<ImDrawVert>()));
|
|
|
|
|
|
|
|
|
|
cl.UpdateBuffer(
|
|
|
|
|
_indexBuffer,
|
|
|
|
|
indexOffsetInElements * sizeof(ushort),
|
|
|
|
|
cmd_list.IdxBuffer.Data,
|
|
|
|
|
(uint)(cmd_list.IdxBuffer.Size * sizeof(ushort)));
|
|
|
|
|
|
|
|
|
|
vertexOffsetInVertices += (uint)cmd_list.VtxBuffer.Size;
|
|
|
|
|
indexOffsetInElements += (uint)cmd_list.IdxBuffer.Size;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Setup orthographic projection matrix into our constant buffer
|
|
|
|
|
ImGuiIOPtr io = ImGui.GetIO();
|
|
|
|
|
Matrix4x4 mvp = Matrix4x4.CreateOrthographicOffCenter(
|
|
|
|
|
0f,
|
|
|
|
|
io.DisplaySize.X,
|
|
|
|
|
io.DisplaySize.Y,
|
|
|
|
|
0.0f,
|
|
|
|
|
-1.0f,
|
|
|
|
|
1.0f);
|
|
|
|
|
|
|
|
|
|
_gd.UpdateBuffer(_projMatrixBuffer, 0, ref mvp);
|
|
|
|
|
|
|
|
|
|
cl.SetVertexBuffer(0, _vertexBuffer);
|
|
|
|
|
cl.SetIndexBuffer(_indexBuffer, IndexFormat.UInt16);
|
|
|
|
|
cl.SetPipeline(_pipeline);
|
|
|
|
|
cl.SetGraphicsResourceSet(0, _mainResourceSet);
|
|
|
|
|
|
|
|
|
|
draw_data.ScaleClipRects(io.DisplayFramebufferScale);
|
|
|
|
|
|
|
|
|
|
// Render command lists
|
|
|
|
|
int vtx_offset = 0;
|
|
|
|
|
int idx_offset = 0;
|
|
|
|
|
for (int n = 0; n < draw_data.CmdListsCount; n++)
|
|
|
|
|
{
|
|
|
|
|
ImDrawListPtr cmd_list = draw_data.CmdListsRange[n];
|
|
|
|
|
for (int cmd_i = 0; cmd_i < cmd_list.CmdBuffer.Size; cmd_i++)
|
|
|
|
|
{
|
|
|
|
|
ImDrawCmdPtr pcmd = cmd_list.CmdBuffer[cmd_i];
|
|
|
|
|
if (pcmd.UserCallback != IntPtr.Zero)
|
|
|
|
|
{
|
|
|
|
|
throw new NotImplementedException();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (pcmd.TextureId != IntPtr.Zero)
|
|
|
|
|
{
|
|
|
|
|
if (pcmd.TextureId == _fontAtlasID)
|
|
|
|
|
{
|
|
|
|
|
cl.SetGraphicsResourceSet(1, _fontTextureResourceSet);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
cl.SetGraphicsResourceSet(1, GetImageResourceSet(pcmd.TextureId));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
cl.SetScissorRect(
|
|
|
|
|
0,
|
|
|
|
|
(uint)pcmd.ClipRect.X,
|
|
|
|
|
(uint)pcmd.ClipRect.Y,
|
|
|
|
|
(uint)(pcmd.ClipRect.Z - pcmd.ClipRect.X),
|
|
|
|
|
(uint)(pcmd.ClipRect.W - pcmd.ClipRect.Y));
|
|
|
|
|
|
|
|
|
|
cl.DrawIndexed(pcmd.ElemCount, 1, (uint)idx_offset, vtx_offset, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
idx_offset += (int)pcmd.ElemCount;
|
|
|
|
|
}
|
|
|
|
|
vtx_offset += cmd_list.VtxBuffer.Size;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Frees all graphics resources used by the renderer.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void Dispose()
|
|
|
|
|
{
|
|
|
|
|
_vertexBuffer.Dispose();
|
|
|
|
|
_indexBuffer.Dispose();
|
|
|
|
|
_projMatrixBuffer.Dispose();
|
|
|
|
|
_fontTexture.Dispose();
|
|
|
|
|
_fontTextureView.Dispose();
|
|
|
|
|
_vertexShader.Dispose();
|
|
|
|
|
_fragmentShader.Dispose();
|
|
|
|
|
_layout.Dispose();
|
|
|
|
|
_textureLayout.Dispose();
|
|
|
|
|
_pipeline.Dispose();
|
|
|
|
|
_mainResourceSet.Dispose();
|
|
|
|
|
|
|
|
|
|
foreach (IDisposable resource in _ownedResources)
|
|
|
|
|
{
|
|
|
|
|
resource.Dispose();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private struct ResourceSetInfo
|
|
|
|
|
{
|
|
|
|
|
public readonly IntPtr ImGuiBinding;
|
|
|
|
|
public readonly ResourceSet ResourceSet;
|
|
|
|
|
|
|
|
|
|
public ResourceSetInfo(IntPtr imGuiBinding, ResourceSet resourceSet)
|
|
|
|
|
{
|
|
|
|
|
ImGuiBinding = imGuiBinding;
|
|
|
|
|
ResourceSet = resourceSet;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|