Esempio n. 1
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 public static extern void ImDrawData_DeIndexAllBuffers(DrawData* drawData);
Esempio n. 2
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 /// <summary>
 /// Helper to scale the ClipRect field of each ImDrawCmd.
 /// Use if your final output buffer is at a different scale than ImGui expects,
 /// or if there is a difference between your window resolution and framebuffer resolution.
 /// </summary>
 /// <param name="drawData">Pointer to the DrawData to scale.</param>
 /// <param name="scale">The scale to apply.</param>
 public static unsafe void ScaleClipRects(DrawData* drawData, Vector2 scale)
 {
     for (int i = 0; i < drawData->CmdListsCount; i++)
     {
         DrawList* cmd_list = drawData->CmdLists[i];
         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
         {
             DrawCmd* drawCmdList = (DrawCmd*)cmd_list->CmdBuffer.Data;
             DrawCmd* cmd = &drawCmdList[cmd_i];
             cmd->ClipRect = new Vector4(cmd->ClipRect.X * scale.X, cmd->ClipRect.Y * scale.Y, cmd->ClipRect.Z * scale.X, cmd->ClipRect.W * scale.Y);
         }
     }
 }
Esempio n. 3
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        private unsafe void RenderImDrawData(DrawData* draw_data)
        {
            // Rendering
            int display_w, display_h;
            display_w = _nativeWindow.Width;
            display_h = _nativeWindow.Height;

            Vector4 clear_color = new Vector4(114f / 255f, 144f / 255f, 154f / 255f, 1.0f);
            GL.Viewport(0, 0, display_w, display_h);
            GL.ClearColor(clear_color.X, clear_color.Y, clear_color.Z, clear_color.W);
            GL.Clear(ClearBufferMask.ColorBufferBit);

            // We are using the OpenGL fixed pipeline to make the example code simpler to read!
            // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
            int last_texture;
            GL.GetInteger(GetPName.TextureBinding2D, out last_texture);
            GL.PushAttrib(AttribMask.EnableBit | AttribMask.ColorBufferBit | AttribMask.TransformBit);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Disable(EnableCap.CullFace);
            GL.Disable(EnableCap.DepthTest);
            GL.Enable(EnableCap.ScissorTest);
            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);
            GL.EnableClientState(ArrayCap.ColorArray);
            GL.Enable(EnableCap.Texture2D);

            GL.UseProgram(0);

            // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
            IO io = ImGui.GetIO();
            ImGui.ScaleClipRects(draw_data, io.DisplayFramebufferScale);

            // Setup orthographic projection matrix
            GL.MatrixMode(MatrixMode.Projection);
            GL.PushMatrix();
            GL.LoadIdentity();
            GL.Ortho(
                0.0f,
                io.DisplaySize.X / io.DisplayFramebufferScale.X,
                io.DisplaySize.Y / io.DisplayFramebufferScale.Y,
                0.0f,
                -1.0f,
                1.0f);
            GL.MatrixMode(MatrixMode.Modelview);
            GL.PushMatrix();
            GL.LoadIdentity();

            // Render command lists

            for (int n = 0; n < draw_data->CmdListsCount; n++)
            {
                DrawList* cmd_list = draw_data->CmdLists[n];
                byte* vtx_buffer = (byte*)cmd_list->VtxBuffer.Data;
                ushort* idx_buffer = (ushort*)cmd_list->IdxBuffer.Data;

                DrawVert vert0 = *((DrawVert*)vtx_buffer);
                DrawVert vert1 = *(((DrawVert*)vtx_buffer) + 1);
                DrawVert vert2 = *(((DrawVert*)vtx_buffer) + 2);

                GL.VertexPointer(2, VertexPointerType.Float, sizeof(DrawVert), new IntPtr(vtx_buffer + DrawVert.PosOffset));
                GL.TexCoordPointer(2, TexCoordPointerType.Float, sizeof(DrawVert), new IntPtr(vtx_buffer + DrawVert.UVOffset));
                GL.ColorPointer(4, ColorPointerType.UnsignedByte, sizeof(DrawVert), new IntPtr(vtx_buffer + DrawVert.ColOffset));

                for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
                {
                    DrawCmd* pcmd = &(((DrawCmd*)cmd_list->CmdBuffer.Data)[cmd_i]);
                    if (pcmd->UserCallback != IntPtr.Zero)
                    {
                        throw new NotImplementedException();
                    }
                    else
                    {
                        GL.BindTexture(TextureTarget.Texture2D, pcmd->TextureId.ToInt32());
                        GL.Scissor(
                            (int)pcmd->ClipRect.X,
                            (int)(io.DisplaySize.Y - pcmd->ClipRect.W),
                            (int)(pcmd->ClipRect.Z - pcmd->ClipRect.X),
                            (int)(pcmd->ClipRect.W - pcmd->ClipRect.Y));
                        ushort[] indices = new ushort[pcmd->ElemCount];
                        for (int i = 0; i < indices.Length; i++) { indices[i] = idx_buffer[i]; }
                        GL.DrawElements(PrimitiveType.Triangles, (int)pcmd->ElemCount, DrawElementsType.UnsignedShort, new IntPtr(idx_buffer));
                    }
                    idx_buffer += pcmd->ElemCount;
                }
            }

            // Restore modified state
            GL.DisableClientState(ArrayCap.ColorArray);
            GL.DisableClientState(ArrayCap.TextureCoordArray);
            GL.DisableClientState(ArrayCap.VertexArray);
            GL.BindTexture(TextureTarget.Texture2D, last_texture);
            GL.MatrixMode(MatrixMode.Modelview);
            GL.PopMatrix();
            GL.MatrixMode(MatrixMode.Projection);
            GL.PopMatrix();
            GL.PopAttrib();

            _graphicsContext.SwapBuffers();
        }