Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 1 | /* |
| 2 | * Copyright 2018 Google Inc. |
| 3 | * |
| 4 | * Use of this source code is governed by a BSD-style license that can be |
| 5 | * found in the LICENSE file. |
| 6 | */ |
| 7 | |
| 8 | #include "NIMASlide.h" |
| 9 | |
| 10 | #include "SkAnimTimer.h" |
| 11 | #include "SkOSPath.h" |
| 12 | #include "Resources.h" |
| 13 | #include "imgui.h" |
| 14 | |
| 15 | #include <algorithm> |
| 16 | #include <cmath> |
| 17 | |
| 18 | using namespace sk_app; |
| 19 | using namespace nima; |
| 20 | |
| 21 | // NIMA stores its matrices as 6 floats to represent translation and scale. This function takes |
| 22 | // that format and converts it into a 3x3 matrix representation. |
| 23 | static void nima_to_skmatrix(const float* nimaData, SkMatrix& matrix) { |
| 24 | matrix[0] = nimaData[0]; |
| 25 | matrix[1] = nimaData[2]; |
| 26 | matrix[2] = nimaData[4]; |
| 27 | matrix[3] = nimaData[1]; |
| 28 | matrix[4] = nimaData[3]; |
| 29 | matrix[5] = nimaData[5]; |
| 30 | matrix[6] = 0.0f; |
| 31 | matrix[7] = 0.0f; |
| 32 | matrix[8] = 1.0f; |
| 33 | } |
| 34 | |
| 35 | // ImGui expects an array of const char* when displaying a ListBox. This function is for an |
| 36 | // overload of ImGui::ListBox that takes a getter so that ListBox works with |
| 37 | // std::vector<std::string>. |
| 38 | static bool vector_getter(void* v, int index, const char** out) { |
| 39 | auto vector = reinterpret_cast<std::vector<std::string>*>(v); |
| 40 | *out = vector->at(index).c_str(); |
| 41 | return true; |
| 42 | } |
| 43 | |
| 44 | // A wrapper class that handles rendering of ActorImages (renderable components NIMA Actors). |
| 45 | class NIMAActorImage { |
| 46 | public: |
| 47 | NIMAActorImage(ActorImage* actorImage, SkImage* texture, SkPaint* paint) |
| 48 | : fActorImage(actorImage) |
| 49 | , fTexture(texture) |
| 50 | , fPaint(paint) |
| 51 | , fSkinned(false) |
| 52 | , fPositions() |
| 53 | , fTexs() |
| 54 | , fBoneIdx() |
| 55 | , fBoneWgt() |
| 56 | , fIndices() |
| 57 | , fBones() |
| 58 | , fVertices(nullptr) |
| 59 | , fRenderMode(kBackend_RenderMode) { |
| 60 | // Update the vertices and bones. |
| 61 | this->updateVertices(); |
| 62 | this->updateBones(); |
| 63 | |
| 64 | // Update the vertices object. |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 65 | this->updateVerticesObject(false, false); |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 66 | } |
| 67 | |
| 68 | void renderBackend(SkCanvas* canvas) { |
| 69 | // Reset vertices if the render mode has changed. |
| 70 | if (fRenderMode != kBackend_RenderMode) { |
| 71 | fRenderMode = kBackend_RenderMode; |
| 72 | this->updateVertices(); |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 73 | this->updateVerticesObject(false, false); |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 74 | } |
| 75 | |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 76 | // Update the vertex data. |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 77 | if (fActorImage->doesAnimationVertexDeform()) { |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 78 | this->updateVertices(); |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 79 | this->updateVerticesObject(false, true); |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 80 | } |
| 81 | |
| 82 | // Update the bones. |
| 83 | this->updateBones(); |
| 84 | |
| 85 | // Draw the vertices object. |
| 86 | this->drawVerticesObject(canvas, true); |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 87 | } |
| 88 | |
| 89 | void renderImmediate(SkCanvas* canvas) { |
| 90 | // Reset vertices if the render mode has changed. |
| 91 | if (fRenderMode != kImmediate_RenderMode) { |
| 92 | fRenderMode = kImmediate_RenderMode; |
| 93 | this->updateVertices(); |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 94 | this->updateVerticesObject(true, true); |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 95 | } |
| 96 | |
| 97 | // Update the vertex data. |
| 98 | if (fActorImage->doesAnimationVertexDeform() && fActorImage->isVertexDeformDirty()) { |
| 99 | this->updateVertices(); |
| 100 | fActorImage->isVertexDeformDirty(false); |
| 101 | } |
| 102 | |
| 103 | // Update the vertices object. |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 104 | this->updateVerticesObject(true, true); |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 105 | |
| 106 | // Draw the vertices object. |
| 107 | this->drawVerticesObject(canvas, false); |
| 108 | } |
| 109 | |
| 110 | int drawOrder() const { return fActorImage->drawOrder(); } |
| 111 | |
| 112 | private: |
| 113 | void updateVertices() { |
| 114 | // Update whether the image is skinned. |
| 115 | fSkinned = fActorImage->connectedBoneCount() > 0; |
| 116 | |
| 117 | // Retrieve data from the image. |
| 118 | uint32_t vertexCount = fActorImage->vertexCount(); |
| 119 | uint32_t vertexStride = fActorImage->vertexStride(); |
| 120 | float* vertexData = fActorImage->vertices(); |
| 121 | uint32_t indexCount = fActorImage->triangleCount() * 3; |
| 122 | uint16_t* indexData = fActorImage->triangles(); |
| 123 | |
| 124 | // Don't render if not visible. |
| 125 | if (!vertexCount || fActorImage->textureIndex() < 0) { |
| 126 | fPositions.clear(); |
| 127 | fTexs.clear(); |
| 128 | fBoneIdx.clear(); |
| 129 | fBoneWgt.clear(); |
| 130 | fIndices.clear(); |
| 131 | return; |
| 132 | } |
| 133 | |
| 134 | // Split the vertex data. |
| 135 | fPositions.resize(vertexCount); |
| 136 | fTexs.resize(vertexCount); |
| 137 | fIndices.resize(indexCount); |
| 138 | if (fSkinned) { |
| 139 | fBoneIdx.resize(vertexCount * 4); |
| 140 | fBoneWgt.resize(vertexCount * 4); |
| 141 | } |
| 142 | for (uint32_t i = 0; i < vertexCount; i ++) { |
| 143 | uint32_t j = i * vertexStride; |
| 144 | |
| 145 | // Get the attributes. |
| 146 | float* attrPosition = vertexData + j; |
| 147 | float* attrTex = vertexData + j + 2; |
| 148 | float* attrBoneIdx = vertexData + j + 4; |
| 149 | float* attrBoneWgt = vertexData + j + 8; |
| 150 | |
| 151 | // Get deformed positions if necessary. |
| 152 | if (fActorImage->doesAnimationVertexDeform()) { |
| 153 | attrPosition = fActorImage->animationDeformedVertices() + i * 2; |
| 154 | } |
| 155 | |
| 156 | // Set the data. |
| 157 | fPositions[i].set(attrPosition[0], attrPosition[1]); |
| 158 | fTexs[i].set(attrTex[0] * fTexture->width(), attrTex[1] * fTexture->height()); |
| 159 | if (fSkinned) { |
| 160 | for (uint32_t k = 0; k < 4; k ++) { |
| 161 | fBoneIdx[i].indices[k] = static_cast<uint32_t>(attrBoneIdx[k]); |
| 162 | fBoneWgt[i].weights[k] = attrBoneWgt[k]; |
| 163 | } |
| 164 | } |
| 165 | } |
| 166 | memcpy(fIndices.data(), indexData, indexCount * sizeof(uint16_t)); |
| 167 | } |
| 168 | |
| 169 | void updateBones() { |
| 170 | // NIMA matrices are a collection of 6 floats. |
| 171 | constexpr int kNIMAMatrixSize = 6; |
| 172 | |
| 173 | // Set up the matrices for the first time. |
| 174 | if (fBones.size() == 0) { |
| 175 | int numMatrices = 1; |
| 176 | if (fSkinned) { |
| 177 | numMatrices = fActorImage->boneInfluenceMatricesLength() / kNIMAMatrixSize; |
| 178 | } |
| 179 | fBones.assign(numMatrices, SkMatrix()); |
| 180 | } |
| 181 | |
| 182 | if (fSkinned) { |
| 183 | // Update the matrices. |
| 184 | float* matrixData = fActorImage->boneInfluenceMatrices(); |
| 185 | for (uint32_t i = 1; i < fBones.size(); i ++) { |
| 186 | SkMatrix& matrix = fBones[i]; |
| 187 | float* data = matrixData + i * kNIMAMatrixSize; |
| 188 | nima_to_skmatrix(data, matrix); |
| 189 | } |
| 190 | } |
| 191 | |
| 192 | // Set the zero matrix to be the world transform. |
| 193 | nima_to_skmatrix(fActorImage->worldTransform().values(), fBones[0]); |
| 194 | } |
| 195 | |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 196 | void updateVerticesObject(bool applyDeforms, bool isVolatile) { |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 197 | std::vector<SkPoint>* positions = &fPositions; |
| 198 | |
| 199 | // Apply deforms if requested. |
| 200 | uint32_t vertexCount = fPositions.size(); |
| 201 | std::vector<SkPoint> deformedPositions; |
| 202 | if (applyDeforms) { |
| 203 | positions = &deformedPositions; |
| 204 | deformedPositions.reserve(vertexCount); |
| 205 | for (uint32_t i = 0; i < vertexCount; i ++) { |
| 206 | Vec2D nimaPoint(fPositions[i].x(), fPositions[i].y()); |
| 207 | uint32_t* boneIdx = nullptr; |
| 208 | float* boneWgt = nullptr; |
| 209 | if (fSkinned) { |
| 210 | boneIdx = fBoneIdx[i].indices; |
| 211 | boneWgt = fBoneWgt[i].weights; |
| 212 | } |
| 213 | nimaPoint = this->deform(nimaPoint, boneIdx, boneWgt); |
| 214 | deformedPositions.push_back(SkPoint::Make(nimaPoint[0], nimaPoint[1])); |
| 215 | } |
| 216 | } |
| 217 | |
| 218 | // Update the vertices object. |
| 219 | fVertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, |
| 220 | vertexCount, |
| 221 | positions->data(), |
| 222 | fTexs.data(), |
| 223 | nullptr, |
| 224 | fBoneIdx.data(), |
| 225 | fBoneWgt.data(), |
| 226 | fIndices.size(), |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 227 | fIndices.data(), |
| 228 | isVolatile); |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 229 | } |
| 230 | |
| 231 | void drawVerticesObject(SkCanvas* canvas, bool useBones) const { |
| 232 | // Determine the blend mode. |
| 233 | SkBlendMode blendMode; |
| 234 | switch (fActorImage->blendMode()) { |
| 235 | case BlendMode::Off: { |
| 236 | blendMode = SkBlendMode::kSrc; |
| 237 | break; |
| 238 | } |
| 239 | case BlendMode::Normal: { |
| 240 | blendMode = SkBlendMode::kSrcOver; |
| 241 | break; |
| 242 | } |
| 243 | case BlendMode::Additive: { |
| 244 | blendMode = SkBlendMode::kPlus; |
| 245 | break; |
| 246 | } |
| 247 | case BlendMode::Multiply: { |
| 248 | blendMode = SkBlendMode::kMultiply; |
| 249 | break; |
| 250 | } |
| 251 | case BlendMode::Screen: { |
| 252 | blendMode = SkBlendMode::kScreen; |
| 253 | break; |
| 254 | } |
| 255 | } |
| 256 | |
| 257 | // Set the opacity. |
| 258 | fPaint->setAlpha(static_cast<U8CPU>(fActorImage->renderOpacity() * 255)); |
| 259 | |
| 260 | // Draw the vertices. |
| 261 | if (useBones) { |
| 262 | canvas->drawVertices(fVertices, fBones.data(), fBones.size(), blendMode, *fPaint); |
| 263 | } else { |
| 264 | canvas->drawVertices(fVertices, blendMode, *fPaint); |
| 265 | } |
| 266 | |
| 267 | // Reset the opacity. |
| 268 | fPaint->setAlpha(255); |
| 269 | } |
| 270 | |
| 271 | Vec2D deform(const Vec2D& position, uint32_t* boneIdx, float* boneWgt) const { |
| 272 | float px = position[0], py = position[1]; |
| 273 | float px2 = px, py2 = py; |
| 274 | float influence[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; |
| 275 | |
| 276 | // Apply the world transform. |
| 277 | Mat2D worldTransform = fActorImage->worldTransform(); |
| 278 | px2 = worldTransform[0] * px + worldTransform[2] * py + worldTransform[4]; |
| 279 | py2 = worldTransform[1] * px + worldTransform[3] * py + worldTransform[5]; |
| 280 | |
| 281 | // Apply deformations based on bone offsets. |
| 282 | if (boneIdx && boneWgt) { |
| 283 | float* matrices = fActorImage->boneInfluenceMatrices(); |
| 284 | |
| 285 | for (uint32_t i = 0; i < 4; i ++) { |
| 286 | uint32_t index = boneIdx[i]; |
| 287 | float weight = boneWgt[i]; |
| 288 | for (int j = 0; j < 6; j ++) { |
| 289 | influence[j] += matrices[index * 6 + j] * weight; |
| 290 | } |
| 291 | } |
| 292 | |
| 293 | px = influence[0] * px2 + influence[2] * py2 + influence[4]; |
| 294 | py = influence[1] * px2 + influence[3] * py2 + influence[5]; |
| 295 | } else { |
| 296 | px = px2; |
| 297 | py = py2; |
| 298 | } |
| 299 | |
| 300 | // Return the transformed position. |
| 301 | return Vec2D(px, py); |
| 302 | } |
| 303 | |
| 304 | private: |
| 305 | ActorImage* fActorImage; |
| 306 | SkImage* fTexture; |
| 307 | SkPaint* fPaint; |
| 308 | |
| 309 | bool fSkinned; |
| 310 | std::vector<SkPoint> fPositions; |
| 311 | std::vector<SkPoint> fTexs; |
| 312 | std::vector<SkVertices::BoneIndices> fBoneIdx; |
| 313 | std::vector<SkVertices::BoneWeights> fBoneWgt; |
| 314 | std::vector<uint16_t> fIndices; |
| 315 | |
| 316 | std::vector<SkMatrix> fBones; |
| 317 | sk_sp<SkVertices> fVertices; |
| 318 | |
| 319 | RenderMode fRenderMode; |
| 320 | }; |
| 321 | |
| 322 | ////////////////////////////////////////////////////////////////////////////////////////////////// |
| 323 | |
| 324 | // Represents an Actor, or an animated character, in NIMA. |
| 325 | class NIMAActor : public Actor { |
| 326 | public: |
| 327 | NIMAActor(const std::string& basePath) |
| 328 | : fTexture(nullptr) |
| 329 | , fActorImages() |
| 330 | , fPaint() |
| 331 | , fAnimations() { |
| 332 | // Load the NIMA data. |
| 333 | std::string nimaPath((basePath + ".nima").c_str()); |
| 334 | INHERITED::load(nimaPath); |
| 335 | |
| 336 | // Load the image asset. |
| 337 | sk_sp<SkData> imageData = SkData::MakeFromFileName((basePath + ".png").c_str()); |
| 338 | fTexture = SkImage::MakeFromEncoded(imageData); |
| 339 | |
| 340 | // Create the paint. |
| 341 | fPaint.setShader(fTexture->makeShader(nullptr)); |
| 342 | fPaint.setFilterQuality(SkFilterQuality::kLow_SkFilterQuality); |
| 343 | |
| 344 | // Load the image nodes. |
| 345 | fActorImages.reserve(m_ImageNodeCount); |
| 346 | for (uint32_t i = 0; i < m_ImageNodeCount; i ++) { |
| 347 | fActorImages.emplace_back(m_ImageNodes[i], fTexture.get(), &fPaint); |
| 348 | } |
| 349 | |
| 350 | // Sort the image nodes. |
| 351 | std::sort(fActorImages.begin(), fActorImages.end(), [](auto a, auto b) { |
| 352 | return a.drawOrder() < b.drawOrder(); |
| 353 | }); |
| 354 | |
| 355 | // Get the list of animations. |
| 356 | fAnimations.reserve(m_AnimationsCount); |
| 357 | for (uint32_t i = 0; i < m_AnimationsCount; i ++) { |
| 358 | fAnimations.push_back(m_Animations[i].name()); |
| 359 | } |
| 360 | } |
| 361 | |
| 362 | void render(SkCanvas* canvas, RenderMode renderMode) { |
| 363 | // Render the image nodes. |
| 364 | for (auto& image : fActorImages) { |
| 365 | switch (renderMode) { |
| 366 | case kBackend_RenderMode: { |
| 367 | // Render with Skia backend. |
| 368 | image.renderBackend(canvas); |
| 369 | break; |
| 370 | } |
| 371 | case kImmediate_RenderMode: { |
| 372 | // Render with immediate backend. |
| 373 | image.renderImmediate(canvas); |
| 374 | break; |
| 375 | } |
| 376 | } |
| 377 | } |
| 378 | } |
| 379 | |
| 380 | const std::vector<std::string>& getAnimations() const { |
| 381 | return fAnimations; |
| 382 | } |
| 383 | |
| 384 | private: |
| 385 | sk_sp<SkImage> fTexture; |
| 386 | std::vector<NIMAActorImage> fActorImages; |
| 387 | SkPaint fPaint; |
| 388 | std::vector<std::string> fAnimations; |
| 389 | |
| 390 | typedef Actor INHERITED; |
| 391 | }; |
| 392 | |
| 393 | ////////////////////////////////////////////////////////////////////////////////////////////////// |
| 394 | |
| 395 | NIMASlide::NIMASlide(const SkString& name, const SkString& path) |
| 396 | : fBasePath() |
| 397 | , fActor(nullptr) |
| 398 | , fPlaying(true) |
| 399 | , fTime(0.0f) |
| 400 | , fRenderMode(kBackend_RenderMode) |
| 401 | , fAnimation(nullptr) |
| 402 | , fAnimationIndex(0) { |
| 403 | fName = name; |
| 404 | |
| 405 | // Get the path components. |
| 406 | SkString baseName = SkOSPath::Basename(path.c_str()); |
| 407 | baseName.resize(baseName.size() - 5); |
| 408 | SkString dirName = SkOSPath::Dirname(path.c_str()); |
| 409 | SkString basePath = SkOSPath::Join(dirName.c_str(), baseName.c_str()); |
| 410 | |
| 411 | // Save the base path. |
| 412 | fBasePath = std::string(basePath.c_str()); |
| 413 | } |
| 414 | |
| 415 | NIMASlide::~NIMASlide() {} |
| 416 | |
| 417 | void NIMASlide::draw(SkCanvas* canvas) { |
| 418 | canvas->save(); |
| 419 | |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 420 | for (int i = 0; i < 10; i ++) { |
| 421 | for (int j = 0; j < 10; j ++) { |
| 422 | canvas->save(); |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 423 | |
Ruiqi Mao | 9a6e42f | 2018-07-09 14:16:56 -0400 | [diff] [blame] | 424 | canvas->translate(1250 - 250 * i, 1250 - 250 * j); |
| 425 | canvas->scale(0.5, -0.5); |
| 426 | |
| 427 | // Render the actor. |
| 428 | fActor->render(canvas, fRenderMode); |
| 429 | |
| 430 | canvas->restore(); |
| 431 | } |
| 432 | } |
Ruiqi Mao | f510149 | 2018-06-29 14:32:21 -0400 | [diff] [blame] | 433 | |
| 434 | canvas->restore(); |
| 435 | |
| 436 | // Render the GUI. |
| 437 | this->renderGUI(); |
| 438 | } |
| 439 | |
| 440 | void NIMASlide::load(SkScalar winWidth, SkScalar winHeight) { |
| 441 | this->resetActor(); |
| 442 | } |
| 443 | |
| 444 | void NIMASlide::unload() { |
| 445 | // Discard resources. |
| 446 | fAnimation = nullptr; |
| 447 | fActor.reset(nullptr); |
| 448 | } |
| 449 | |
| 450 | bool NIMASlide::animate(const SkAnimTimer& timer) { |
| 451 | // Apply the animation. |
| 452 | if (fAnimation) { |
| 453 | if (fPlaying) { |
| 454 | fTime = std::fmod(timer.secs(), fAnimation->max()); |
| 455 | } |
| 456 | fAnimation->time(fTime); |
| 457 | fAnimation->apply(1.0f); |
| 458 | } |
| 459 | return true; |
| 460 | } |
| 461 | |
| 462 | bool NIMASlide::onChar(SkUnichar c) { |
| 463 | return false; |
| 464 | } |
| 465 | |
| 466 | bool NIMASlide::onMouse(SkScalar x, SkScalar y, Window::InputState state, uint32_t modifiers) { |
| 467 | return false; |
| 468 | } |
| 469 | |
| 470 | void NIMASlide::resetActor() { |
| 471 | // Create the actor. |
| 472 | fActor = std::make_unique<NIMAActor>(fBasePath); |
| 473 | |
| 474 | // Get the animation. |
| 475 | fAnimation = fActor->animationInstance(fActor->getAnimations()[fAnimationIndex]); |
| 476 | } |
| 477 | |
| 478 | void NIMASlide::renderGUI() { |
| 479 | ImGui::SetNextWindowSize(ImVec2(300, 220)); |
| 480 | ImGui::Begin("NIMA"); |
| 481 | |
| 482 | // List of animations. |
| 483 | auto animations = const_cast<std::vector<std::string>&>(fActor->getAnimations()); |
| 484 | ImGui::PushItemWidth(-1); |
| 485 | if (ImGui::ListBox("Animations", |
| 486 | &fAnimationIndex, |
| 487 | vector_getter, |
| 488 | reinterpret_cast<void*>(&animations), |
| 489 | animations.size(), |
| 490 | 5)) { |
| 491 | resetActor(); |
| 492 | } |
| 493 | |
| 494 | // Playback control. |
| 495 | ImGui::Spacing(); |
| 496 | if (ImGui::Button("Play")) { |
| 497 | fPlaying = true; |
| 498 | } |
| 499 | ImGui::SameLine(); |
| 500 | if (ImGui::Button("Pause")) { |
| 501 | fPlaying = false; |
| 502 | } |
| 503 | |
| 504 | // Time slider. |
| 505 | ImGui::PushItemWidth(-1); |
| 506 | ImGui::SliderFloat("Time", &fTime, 0.0f, fAnimation->max(), "Time: %.3f"); |
| 507 | |
| 508 | // Backend control. |
| 509 | int renderMode = fRenderMode; |
| 510 | ImGui::Spacing(); |
| 511 | ImGui::RadioButton("Skia Backend", &renderMode, 0); |
| 512 | ImGui::RadioButton("Immediate Backend", &renderMode, 1); |
| 513 | if (renderMode == 0) { |
| 514 | fRenderMode = kBackend_RenderMode; |
| 515 | } else { |
| 516 | fRenderMode = kImmediate_RenderMode; |
| 517 | } |
| 518 | |
| 519 | ImGui::End(); |
| 520 | } |