732 lines
22 KiB
C++
732 lines
22 KiB
C++
// Original File By Emil Ernerfeldt 2018
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// https://github.com/emilk/imgui_software_renderer
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// LICENSE:
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// This software is dual-licensed to the public domain and under the following
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// license: you are granted a perpetual, irrevocable license to copy, modify,
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// publish, and distribute this file as you see fit.
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#include "impl_sw.h"
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#include <algorithm>
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#include <cmath>
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#include <vector>
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#include "external/imgui/imgui.h"
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namespace imgui_sw {
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namespace {
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struct Texture
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{
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const uint8_t* pixels; // 8-bit.
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int width;
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int height;
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};
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struct PaintTarget
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{
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uint32_t* pixels;
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int width;
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int height;
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ImVec2 scale; // Multiply ImGui (point) coordinates with this to get pixel coordinates.
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};
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// ----------------------------------------------------------------------------
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struct ColorInt
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{
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uint32_t a, b, g, r;
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ColorInt() = default;
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explicit ColorInt(uint32_t x)
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{
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a = (x >> IM_COL32_A_SHIFT) & 0xFFu;
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b = (x >> IM_COL32_B_SHIFT) & 0xFFu;
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g = (x >> IM_COL32_G_SHIFT) & 0xFFu;
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r = (x >> IM_COL32_R_SHIFT) & 0xFFu;
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}
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uint32_t toUint32() const
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{
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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return (a << 24u) | (r << 16u) | (g << 8u) | b;
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#else
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return (a << 24u) | (b << 16u) | (g << 8u) | r;
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#endif
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}
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};
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ColorInt blend(ColorInt target, ColorInt source)
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{
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ColorInt result;
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result.a = 0; // Whatever.
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result.b = (source.b * source.a + target.b * (255 - source.a)) / 255;
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result.g = (source.g * source.a + target.g * (255 - source.a)) / 255;
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result.r = (source.r * source.a + target.r * (255 - source.a)) / 255;
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return result;
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}
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// ----------------------------------------------------------------------------
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// Used for interpolating vertex attributes (color and texture coordinates) in a triangle.
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struct Barycentric
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{
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float w0, w1, w2;
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};
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Barycentric operator*(const float f, const Barycentric& va)
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{
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return { f * va.w0, f * va.w1, f * va.w2 };
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}
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void operator+=(Barycentric& a, const Barycentric& b)
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{
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a.w0 += b.w0;
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a.w1 += b.w1;
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a.w2 += b.w2;
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}
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Barycentric operator+(const Barycentric& a, const Barycentric& b)
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{
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return Barycentric{ a.w0 + b.w0, a.w1 + b.w1, a.w2 + b.w2 };
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}
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// ----------------------------------------------------------------------------
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// Useful operators on ImGui vectors:
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ImVec2 operator*(const float f, const ImVec2& v)
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{
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return ImVec2{f * v.x, f * v.y};
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}
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ImVec2 operator+(const ImVec2& a, const ImVec2& b)
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{
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return ImVec2{a.x + b.x, a.y + b.y};
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}
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ImVec2 operator-(const ImVec2& a, const ImVec2& b)
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{
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return ImVec2{a.x - b.x, a.y - b.y};
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}
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bool operator!=(const ImVec2& a, const ImVec2& b)
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{
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return a.x != b.x || a.y != b.y;
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}
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ImVec4 operator*(const float f, const ImVec4& v)
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{
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return ImVec4{f * v.x, f * v.y, f * v.z, f * v.w};
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}
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ImVec4 operator+(const ImVec4& a, const ImVec4& b)
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{
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return ImVec4{a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w};
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}
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// ----------------------------------------------------------------------------
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// Copies of functions in ImGui, inlined for speed:
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ImVec4 color_convert_u32_to_float4(ImU32 in)
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{
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const float s = 1.0f / 255.0f;
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return ImVec4(
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((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
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((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
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}
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ImU32 color_convert_float4_to_u32(const ImVec4& in)
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{
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ImU32 out;
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out = uint32_t(in.x * 255.0f + 0.5f) << IM_COL32_R_SHIFT;
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out |= uint32_t(in.y * 255.0f + 0.5f) << IM_COL32_G_SHIFT;
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out |= uint32_t(in.z * 255.0f + 0.5f) << IM_COL32_B_SHIFT;
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out |= uint32_t(in.w * 255.0f + 0.5f) << IM_COL32_A_SHIFT;
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return out;
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}
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// ----------------------------------------------------------------------------
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// For fast and subpixel-perfect triangle rendering we used fixed point arithmetic.
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// To keep the code simple we use 64 bits to avoid overflows.
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using Int = int64_t;
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const Int kFixedBias = 256;
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struct Point
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{
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Int x, y;
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};
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Int orient2d(const Point& a, const Point& b, const Point& c)
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{
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return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
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}
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Int as_int(float v)
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{
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return static_cast<Int>(std::floor(v * kFixedBias));
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}
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Point as_point(ImVec2 v)
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{
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return Point{as_int(v.x), as_int(v.y)};
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}
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// ----------------------------------------------------------------------------
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float min3(float a, float b, float c)
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{
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if (a < b && a < c) { return a; }
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return b < c ? b : c;
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}
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float max3(float a, float b, float c)
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{
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if (a > b && a > c) { return a; }
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return b > c ? b : c;
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}
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float barycentric(const ImVec2& a, const ImVec2& b, const ImVec2& point)
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{
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return (b.x - a.x) * (point.y - a.y) - (b.y - a.y) * (point.x - a.x);
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}
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inline uint8_t sample_texture(const Texture& texture, const ImVec2& uv)
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{
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int tx = static_cast<int>(uv.x * (texture.width - 1.0f) + 0.5f);
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int ty = static_cast<int>(uv.y * (texture.height - 1.0f) + 0.5f);
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// Clamp to inside of texture:
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tx = std::max(tx, 0);
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tx = std::min(tx, texture.width - 1);
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ty = std::max(ty, 0);
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ty = std::min(ty, texture.height - 1);
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return texture.pixels[ty * texture.width + tx];
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}
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void paint_uniform_rectangle(
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const PaintTarget& target,
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const ImVec2& min_f,
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const ImVec2& max_f,
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const ColorInt& color,
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Stats* stats)
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{
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// Integer bounding box [min, max):
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int min_x_i = static_cast<int>(target.scale.x * min_f.x + 0.5f);
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int min_y_i = static_cast<int>(target.scale.y * min_f.y + 0.5f);
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int max_x_i = static_cast<int>(target.scale.x * max_f.x + 0.5f);
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int max_y_i = static_cast<int>(target.scale.y * max_f.y + 0.5f);
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// Clamp to render target:
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min_x_i = std::max(min_x_i, 0);
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min_y_i = std::max(min_y_i, 0);
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max_x_i = std::min(max_x_i, target.width);
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max_y_i = std::min(max_y_i, target.height);
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stats->uniform_rectangle_pixels += (max_x_i - min_x_i) * (max_y_i - min_y_i);
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// We often blend the same colors over and over again, so optimize for this (saves 25% total cpu):
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uint32_t last_target_pixel = target.pixels[min_y_i * target.width + min_x_i];
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uint32_t last_output = blend(ColorInt(last_target_pixel), color).toUint32();
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for (int y = min_y_i; y < max_y_i; ++y) {
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for (int x = min_x_i; x < max_x_i; ++x) {
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uint32_t& target_pixel = target.pixels[y * target.width + x];
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if (target_pixel == last_target_pixel) {
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target_pixel = last_output;
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continue;
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}
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last_target_pixel = target_pixel;
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target_pixel = blend(ColorInt(target_pixel), color).toUint32();
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last_output = target_pixel;
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}
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}
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}
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void paint_uniform_textured_rectangle(
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const PaintTarget& target,
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const Texture& texture,
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const ImVec4& clip_rect,
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const ImDrawVert& min_v,
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const ImDrawVert& max_v,
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Stats* stats)
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{
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const ImVec2 min_p = ImVec2(target.scale.x * min_v.pos.x, target.scale.y * min_v.pos.y);
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const ImVec2 max_p = ImVec2(target.scale.x * max_v.pos.x, target.scale.y * max_v.pos.y);
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// Find bounding box:
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float min_x_f = min_p.x;
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float min_y_f = min_p.y;
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float max_x_f = max_p.x;
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float max_y_f = max_p.y;
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// Clip against clip_rect:
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min_x_f = std::max(min_x_f, target.scale.x * clip_rect.x);
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min_y_f = std::max(min_y_f, target.scale.y * clip_rect.y);
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max_x_f = std::min(max_x_f, target.scale.x * clip_rect.z - 0.5f);
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max_y_f = std::min(max_y_f, target.scale.y * clip_rect.w - 0.5f);
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// Integer bounding box [min, max):
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int min_x_i = static_cast<int>(min_x_f);
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int min_y_i = static_cast<int>(min_y_f);
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int max_x_i = static_cast<int>(max_x_f + 1.0f);
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int max_y_i = static_cast<int>(max_y_f + 1.0f);
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// Clip against render target:
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min_x_i = std::max(min_x_i, 0);
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min_y_i = std::max(min_y_i, 0);
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max_x_i = std::min(max_x_i, target.width);
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max_y_i = std::min(max_y_i, target.height);
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stats->font_pixels += (max_x_i - min_x_i) * (max_y_i - min_y_i);
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const auto topleft = ImVec2(min_x_i + 0.5f * target.scale.x,
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min_y_i + 0.5f * target.scale.y);
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const ImVec2 delta_uv_per_pixel = {
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(max_v.uv.x - min_v.uv.x) / (max_p.x - min_p.x),
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(max_v.uv.y - min_v.uv.y) / (max_p.y - min_p.y),
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};
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const ImVec2 uv_topleft = {
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min_v.uv.x + (topleft.x - min_v.pos.x) * delta_uv_per_pixel.x,
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min_v.uv.y + (topleft.y - min_v.pos.y) * delta_uv_per_pixel.y,
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};
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ImVec2 current_uv = uv_topleft;
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for (int y = min_y_i; y < max_y_i; ++y, current_uv.y += delta_uv_per_pixel.y) {
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current_uv.x = uv_topleft.x;
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for (int x = min_x_i; x < max_x_i; ++x, current_uv.x += delta_uv_per_pixel.x) {
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uint32_t& target_pixel = target.pixels[y * target.width + x];
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const uint8_t texel = sample_texture(texture, current_uv);
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// The font texture is all black or all white, so optimize for this:
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if (texel == 0) { continue; }
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// Other textured rectangles
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ColorInt source_color = ColorInt(min_v.col);
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source_color.a = source_color.a * texel / 255;
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target_pixel = blend(ColorInt(target_pixel), source_color).toUint32();
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}
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}
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}
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// When two triangles share an edge, we want to draw the pixels on that edge exactly once.
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// The edge will be the same, but the direction will be the opposite
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// (assuming the two triangles have the same winding order).
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// Which edge wins? This functions decides.
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bool is_dominant_edge(ImVec2 edge)
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{
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// return edge.x < 0 || (edge.x == 0 && edge.y > 0);
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return edge.y > 0 || (edge.y == 0 && edge.x < 0);
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}
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// Handles triangles in any winding order (CW/CCW)
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void paint_triangle(
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const PaintTarget& target,
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const Texture* texture,
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const ImVec4& clip_rect,
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const ImDrawVert& v0,
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const ImDrawVert& v1,
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const ImDrawVert& v2,
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Stats* stats)
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{
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const ImVec2 p0 = ImVec2(target.scale.x * v0.pos.x, target.scale.y * v0.pos.y);
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const ImVec2 p1 = ImVec2(target.scale.x * v1.pos.x, target.scale.y * v1.pos.y);
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const ImVec2 p2 = ImVec2(target.scale.x * v2.pos.x, target.scale.y * v2.pos.y);
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const auto rect_area = barycentric(p0, p1, p2); // Can be positive or negative depending on winding order
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if (rect_area == 0.0f) { return; }
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// if (rect_area < 0.0f) { return paint_triangle(target, texture, clip_rect, v0, v2, v1, stats); }
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// Find bounding box:
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float min_x_f = min3(p0.x, p1.x, p2.x);
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float min_y_f = min3(p0.y, p1.y, p2.y);
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float max_x_f = max3(p0.x, p1.x, p2.x);
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float max_y_f = max3(p0.y, p1.y, p2.y);
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// Clip against clip_rect:
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min_x_f = std::max(min_x_f, target.scale.x * clip_rect.x);
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min_y_f = std::max(min_y_f, target.scale.y * clip_rect.y);
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max_x_f = std::min(max_x_f, target.scale.x * clip_rect.z - 0.5f);
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max_y_f = std::min(max_y_f, target.scale.y * clip_rect.w - 0.5f);
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// Integer bounding box [min, max):
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int min_x_i = static_cast<int>(min_x_f);
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int min_y_i = static_cast<int>(min_y_f);
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int max_x_i = static_cast<int>(max_x_f + 1.0f);
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int max_y_i = static_cast<int>(max_y_f + 1.0f);
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// Clip against render target:
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min_x_i = std::max(min_x_i, 0);
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min_y_i = std::max(min_y_i, 0);
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max_x_i = std::min(max_x_i, target.width);
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max_y_i = std::min(max_y_i, target.height);
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// ------------------------------------------------------------------------
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// Set up interpolation of barycentric coordinates:
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const auto topleft = ImVec2(min_x_i + 0.5f * target.scale.x,
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min_y_i + 0.5f * target.scale.y);
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const auto dx = ImVec2(1, 0);
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const auto dy = ImVec2(0, 1);
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const auto w0_topleft = barycentric(p1, p2, topleft);
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const auto w1_topleft = barycentric(p2, p0, topleft);
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const auto w2_topleft = barycentric(p0, p1, topleft);
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const auto w0_dx = barycentric(p1, p2, topleft + dx) - w0_topleft;
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const auto w1_dx = barycentric(p2, p0, topleft + dx) - w1_topleft;
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const auto w2_dx = barycentric(p0, p1, topleft + dx) - w2_topleft;
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const auto w0_dy = barycentric(p1, p2, topleft + dy) - w0_topleft;
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const auto w1_dy = barycentric(p2, p0, topleft + dy) - w1_topleft;
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const auto w2_dy = barycentric(p0, p1, topleft + dy) - w2_topleft;
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const Barycentric bary_0 { 1, 0, 0 };
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const Barycentric bary_1 { 0, 1, 0 };
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const Barycentric bary_2 { 0, 0, 1 };
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const auto inv_area = 1 / rect_area;
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const Barycentric bary_topleft = inv_area * (w0_topleft * bary_0 + w1_topleft * bary_1 + w2_topleft * bary_2);
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const Barycentric bary_dx = inv_area * (w0_dx * bary_0 + w1_dx * bary_1 + w2_dx * bary_2);
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const Barycentric bary_dy = inv_area * (w0_dy * bary_0 + w1_dy * bary_1 + w2_dy * bary_2);
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Barycentric bary_current_row = bary_topleft;
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// ------------------------------------------------------------------------
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// For pixel-perfect inside/outside testing:
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const int sign = rect_area > 0 ? 1 : -1; // winding order?
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const int bias0i = is_dominant_edge(p2 - p1) ? 0 : -1;
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const int bias1i = is_dominant_edge(p0 - p2) ? 0 : -1;
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const int bias2i = is_dominant_edge(p1 - p0) ? 0 : -1;
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const auto p0i = as_point(p0);
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const auto p1i = as_point(p1);
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const auto p2i = as_point(p2);
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// ------------------------------------------------------------------------
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const bool has_uniform_color = (v0.col == v1.col && v0.col == v2.col);
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const ImVec4 c0 = color_convert_u32_to_float4(v0.col);
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const ImVec4 c1 = color_convert_u32_to_float4(v1.col);
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const ImVec4 c2 = color_convert_u32_to_float4(v2.col);
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// We often blend the same colors over and over again, so optimize for this (saves 10% total cpu):
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uint32_t last_target_pixel = 0;
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uint32_t last_output = blend(ColorInt(last_target_pixel), ColorInt(v0.col)).toUint32();
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for (int y = min_y_i; y < max_y_i; ++y) {
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auto bary = bary_current_row;
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bool has_been_inside_this_row = false;
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for (int x = min_x_i; x < max_x_i; ++x) {
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const auto w0 = bary.w0;
|
|
const auto w1 = bary.w1;
|
|
const auto w2 = bary.w2;
|
|
bary += bary_dx;
|
|
|
|
{
|
|
// Inside/outside test:
|
|
const auto p = Point{kFixedBias * x + kFixedBias / 2, kFixedBias * y + kFixedBias / 2};
|
|
const auto w0i = sign * orient2d(p1i, p2i, p) + bias0i;
|
|
const auto w1i = sign * orient2d(p2i, p0i, p) + bias1i;
|
|
const auto w2i = sign * orient2d(p0i, p1i, p) + bias2i;
|
|
if (w0i < 0 || w1i < 0 || w2i < 0) {
|
|
if (has_been_inside_this_row) {
|
|
break; // Gives a nice 10% speedup
|
|
} else {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
has_been_inside_this_row = true;
|
|
|
|
uint32_t& target_pixel = target.pixels[y * target.width + x];
|
|
|
|
if (has_uniform_color && !texture) {
|
|
stats->uniform_triangle_pixels += 1;
|
|
if (target_pixel == last_target_pixel) {
|
|
target_pixel = last_output;
|
|
continue;
|
|
}
|
|
last_target_pixel = target_pixel;
|
|
target_pixel = blend(ColorInt(target_pixel), ColorInt(v0.col)).toUint32();
|
|
last_output = target_pixel;
|
|
continue;
|
|
}
|
|
|
|
ImVec4 src_color;
|
|
|
|
if (has_uniform_color) {
|
|
src_color = c0;
|
|
} else {
|
|
stats->gradient_triangle_pixels += 1;
|
|
src_color = w0 * c0 + w1 * c1 + w2 * c2;
|
|
}
|
|
|
|
if (texture) {
|
|
stats->textured_triangle_pixels += 1;
|
|
const ImVec2 uv = w0 * v0.uv + w1 * v1.uv + w2 * v2.uv;
|
|
src_color.w *= sample_texture(*texture, uv) / 255.0f;
|
|
}
|
|
|
|
if (src_color.w <= 0.0f) { continue; } // Transparent.
|
|
if (src_color.w >= 1.0f) {
|
|
// Opaque, no blending needed:
|
|
target_pixel = color_convert_float4_to_u32(src_color);
|
|
continue;
|
|
}
|
|
|
|
ImVec4 target_color = color_convert_u32_to_float4(target_pixel);
|
|
const auto blended_color = src_color.w * src_color + (1.0f - src_color.w) * target_color;
|
|
target_pixel = color_convert_float4_to_u32(blended_color);
|
|
}
|
|
|
|
bary_current_row += bary_dy;
|
|
}
|
|
}
|
|
|
|
void paint_draw_cmd(
|
|
const PaintTarget& target,
|
|
const ImDrawVert* vertices,
|
|
const ImDrawIdx* idx_buffer,
|
|
const ImDrawCmd& pcmd,
|
|
const SwOptions& options,
|
|
Stats* stats)
|
|
{
|
|
const auto texture = reinterpret_cast<const Texture*>(pcmd.TextureId);
|
|
const auto offset = pcmd.IdxOffset;
|
|
|
|
// ImGui uses the first pixel for "white".
|
|
const ImVec2 white_uv = ImVec2(0.5f / texture->width, 0.5f / texture->height);
|
|
|
|
for (size_t i = 0; i + 3 <= pcmd.ElemCount; ) {
|
|
const auto io = i + offset;
|
|
const ImDrawVert& v0 = vertices[idx_buffer[io + 0]];
|
|
const ImDrawVert& v1 = vertices[idx_buffer[io + 1]];
|
|
const ImDrawVert& v2 = vertices[idx_buffer[io + 2]];
|
|
|
|
// Text is common, and is made of textured rectangles. So let's optimize for it.
|
|
// This assumes the ImGui way to layout text does not change.
|
|
if (options.optimize_text && i + 6 <= pcmd.ElemCount &&
|
|
idx_buffer[io + 3] == idx_buffer[io + 0] && idx_buffer[io + 4] == idx_buffer[io + 2]) {
|
|
const ImDrawVert& v3 = vertices[idx_buffer[io + 5]];
|
|
|
|
if (v0.pos.x == v3.pos.x &&
|
|
v1.pos.x == v2.pos.x &&
|
|
v0.pos.y == v1.pos.y &&
|
|
v2.pos.y == v3.pos.y &&
|
|
v0.uv.x == v3.uv.x &&
|
|
v1.uv.x == v2.uv.x &&
|
|
v0.uv.y == v1.uv.y &&
|
|
v2.uv.y == v3.uv.y)
|
|
{
|
|
const bool has_uniform_color =
|
|
v0.col == v1.col &&
|
|
v0.col == v2.col &&
|
|
v0.col == v3.col;
|
|
|
|
const bool has_texture =
|
|
v0.uv != white_uv ||
|
|
v1.uv != white_uv ||
|
|
v2.uv != white_uv ||
|
|
v3.uv != white_uv;
|
|
|
|
if (has_uniform_color && has_texture)
|
|
{
|
|
paint_uniform_textured_rectangle(target, *texture, pcmd.ClipRect, v0, v2, stats);
|
|
i += 6;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// A lot of the big stuff are uniformly colored rectangles,
|
|
// so we can save a lot of CPU by detecting them:
|
|
if (options.optimize_rectangles && i + 6 <= pcmd.ElemCount) {
|
|
const ImDrawVert& v3 = vertices[idx_buffer[io + 3]];
|
|
const ImDrawVert& v4 = vertices[idx_buffer[io + 4]];
|
|
const ImDrawVert& v5 = vertices[idx_buffer[io + 5]];
|
|
|
|
ImVec2 min, max;
|
|
min.x = min3(v0.pos.x, v1.pos.x, v2.pos.x);
|
|
min.y = min3(v0.pos.y, v1.pos.y, v2.pos.y);
|
|
max.x = max3(v0.pos.x, v1.pos.x, v2.pos.x);
|
|
max.y = max3(v0.pos.y, v1.pos.y, v2.pos.y);
|
|
|
|
// Not the prettiest way to do this, but it catches all cases
|
|
// of a rectangle split into two triangles.
|
|
// TODO: Stop it from also assuming duplicate triangles is one rectangle.
|
|
if ((v0.pos.x == min.x || v0.pos.x == max.x) &&
|
|
(v0.pos.y == min.y || v0.pos.y == max.y) &&
|
|
(v1.pos.x == min.x || v1.pos.x == max.x) &&
|
|
(v1.pos.y == min.y || v1.pos.y == max.y) &&
|
|
(v2.pos.x == min.x || v2.pos.x == max.x) &&
|
|
(v2.pos.y == min.y || v2.pos.y == max.y) &&
|
|
(v3.pos.x == min.x || v3.pos.x == max.x) &&
|
|
(v3.pos.y == min.y || v3.pos.y == max.y) &&
|
|
(v4.pos.x == min.x || v4.pos.x == max.x) &&
|
|
(v4.pos.y == min.y || v4.pos.y == max.y) &&
|
|
(v5.pos.x == min.x || v5.pos.x == max.x) &&
|
|
(v5.pos.y == min.y || v5.pos.y == max.y))
|
|
{
|
|
const bool has_uniform_color =
|
|
v0.col == v1.col &&
|
|
v0.col == v2.col &&
|
|
v0.col == v3.col &&
|
|
v0.col == v4.col &&
|
|
v0.col == v5.col;
|
|
|
|
const bool has_texture =
|
|
v0.uv != white_uv ||
|
|
v1.uv != white_uv ||
|
|
v2.uv != white_uv ||
|
|
v3.uv != white_uv ||
|
|
v4.uv != white_uv ||
|
|
v5.uv != white_uv;
|
|
|
|
min.x = std::max(min.x, pcmd.ClipRect.x);
|
|
min.y = std::max(min.y, pcmd.ClipRect.y);
|
|
max.x = std::min(max.x, pcmd.ClipRect.z - 0.5f);
|
|
max.y = std::min(max.y, pcmd.ClipRect.w - 0.5f);
|
|
|
|
if (max.x < min.x || max.y < min.y) { i += 6; continue; } // Completely clipped
|
|
|
|
const auto num_pixels = (max.x - min.x) * (max.y - min.y) * target.scale.x * target.scale.y;
|
|
|
|
if (has_uniform_color) {
|
|
if (has_texture) {
|
|
stats->textured_rectangle_pixels += num_pixels;
|
|
} else {
|
|
paint_uniform_rectangle(target, min, max, ColorInt(v0.col), stats);
|
|
i += 6;
|
|
continue;
|
|
}
|
|
} else {
|
|
if (has_texture) {
|
|
// I have never encountered these.
|
|
stats->gradient_textured_rectangle_pixels += num_pixels;
|
|
} else {
|
|
// Color picker. TODO: Optimize
|
|
stats->gradient_rectangle_pixels += num_pixels;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const bool has_texture = (v0.uv != white_uv || v1.uv != white_uv || v2.uv != white_uv);
|
|
paint_triangle(target, has_texture ? texture : nullptr, pcmd.ClipRect, v0, v1, v2, stats);
|
|
i += 3;
|
|
}
|
|
}
|
|
|
|
void paint_draw_list(const PaintTarget& target, const ImDrawList* cmd_list, const SwOptions& options, Stats* stats)
|
|
{
|
|
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer[0];
|
|
const ImDrawVert* vertices = cmd_list->VtxBuffer.Data;
|
|
|
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
|
|
{
|
|
const ImDrawCmd& pcmd = cmd_list->CmdBuffer[cmd_i];
|
|
if (pcmd.UserCallback) {
|
|
pcmd.UserCallback(cmd_list, &pcmd);
|
|
} else {
|
|
paint_draw_cmd(target, vertices, idx_buffer, pcmd, options, stats);
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace
|
|
|
|
void make_style_fast()
|
|
{
|
|
ImGuiStyle& style = ImGui::GetStyle();
|
|
|
|
style.AntiAliasedLines = false;
|
|
style.AntiAliasedFill = false;
|
|
style.WindowRounding = 0;
|
|
}
|
|
|
|
void restore_style()
|
|
{
|
|
ImGuiStyle& style = ImGui::GetStyle();
|
|
const ImGuiStyle default_style = ImGuiStyle();
|
|
style.AntiAliasedLines = default_style.AntiAliasedLines;
|
|
style.AntiAliasedFill = default_style.AntiAliasedFill;
|
|
style.WindowRounding = default_style.WindowRounding;
|
|
}
|
|
|
|
void bind_imgui_painting()
|
|
{
|
|
// make sure it doesn't get called twice
|
|
static bool done = false;
|
|
if (done) {
|
|
return;
|
|
}
|
|
done = true;
|
|
|
|
// Load default font (embedded in code):
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
uint8_t* tex_data;
|
|
int font_width, font_height;
|
|
io.Fonts->GetTexDataAsAlpha8(&tex_data, &font_width, &font_height);
|
|
const auto texture = new Texture{tex_data, font_width, font_height};
|
|
io.Fonts->TexID = texture;
|
|
}
|
|
|
|
static Stats s_stats; // TODO: pass as an argument?
|
|
|
|
void paint_imgui(uint32_t* pixels, int width_pixels, int height_pixels, const SwOptions& options)
|
|
{
|
|
const float width_points = ImGui::GetIO().DisplaySize.x;
|
|
const float height_points = ImGui::GetIO().DisplaySize.y;
|
|
const ImVec2 scale{width_pixels / width_points, height_pixels / height_points};
|
|
PaintTarget target{pixels, width_pixels, height_pixels, scale};
|
|
const ImDrawData* draw_data = ImGui::GetDrawData();
|
|
|
|
s_stats = Stats{};
|
|
for (int i = 0; i < draw_data->CmdListsCount; ++i) {
|
|
paint_draw_list(target, draw_data->CmdLists[i], options, &s_stats);
|
|
}
|
|
}
|
|
|
|
void unbind_imgui_painting()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
delete reinterpret_cast<Texture*>(io.Fonts->TexID);
|
|
io.Fonts = nullptr;
|
|
}
|
|
|
|
bool show_options(SwOptions* io_options)
|
|
{
|
|
bool changed = false;
|
|
changed |= ImGui::Checkbox("optimize_text", &io_options->optimize_text);
|
|
changed |= ImGui::Checkbox("optimize_rectangles", &io_options->optimize_rectangles);
|
|
return changed;
|
|
}
|
|
|
|
void show_stats()
|
|
{
|
|
ImGui::Text("uniform_triangle_pixels: %7d", s_stats.uniform_triangle_pixels);
|
|
ImGui::Text("textured_triangle_pixels: %7d", s_stats.textured_triangle_pixels);
|
|
ImGui::Text("gradient_triangle_pixels: %7d", s_stats.gradient_triangle_pixels);
|
|
ImGui::Text("font_pixels: %7d", s_stats.font_pixels);
|
|
ImGui::Text("uniform_rectangle_pixels: %7.0f", s_stats.uniform_rectangle_pixels);
|
|
ImGui::Text("textured_rectangle_pixels: %7.0f", s_stats.textured_rectangle_pixels);
|
|
ImGui::Text("gradient_rectangle_pixels: %7.0f", s_stats.gradient_rectangle_pixels);
|
|
ImGui::Text("gradient_textured_rectangle_pixels: %7.0f", s_stats.gradient_textured_rectangle_pixels);
|
|
}
|
|
|
|
Stats get_stats() {
|
|
return s_stats;
|
|
}
|
|
|
|
} // namespace imgui_sw
|