AA branch: undo d35c1a9e66, thickness is back but goes through non-AA path (#133)

This commit is contained in:
ocornut 2015-07-07 20:56:58 -06:00
parent 439040bb25
commit 54c2665032
2 changed files with 16 additions and 15 deletions

View File

@ -157,7 +157,6 @@
- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
- if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index your buffer. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index your buffer. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
- refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
- removed the 'thickness' parameter from ImDrawList::AddLine().
- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
@ -399,6 +398,7 @@
- separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y) - separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
- gauge: various forms of gauge/loading bars widgets - gauge: various forms of gauge/loading bars widgets
- color: better color editor. - color: better color editor.
- plot: plotlines should use the polygon-stroke facilities (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots) - plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value) - plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID) - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
@ -433,6 +433,7 @@
- input: rework IO to be able to pass actual events to fix temporal aliasing issues. - input: rework IO to be able to pass actual events to fix temporal aliasing issues.
- input: support track pad style scrolling & slider edit. - input: support track pad style scrolling & slider edit.
- portability: big-endian test/support (#81) - portability: big-endian test/support (#81)
- drawlist: add support for anti-aliased lines with >1.0f thickness (#133)
- memory: add a way to discard allocs of unused/transient windows. with the current architecture new windows (including popup, opened combos, listbox) perform at least 3 allocs. - memory: add a way to discard allocs of unused/transient windows. with the current architecture new windows (including popup, opened combos, listbox) perform at least 3 allocs.
- misc: mark printf compiler attributes on relevant functions - misc: mark printf compiler attributes on relevant functions
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
@ -9199,7 +9200,7 @@ void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a
_IdxWritePtr += 6; _IdxWritePtr += 6;
} }
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, bool anti_aliased) void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness, bool anti_aliased)
{ {
if (points_count < 2) if (points_count < 2)
return; return;
@ -9215,7 +9216,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
count = points_count-1; count = points_count-1;
} }
if (anti_aliased) if (anti_aliased && thickness == 1.0f)
{ {
// Anti-aliased stroke // Anti-aliased stroke
const float AA_SIZE = 1.0f; const float AA_SIZE = 1.0f;
@ -9304,8 +9305,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
ImVec2 diff = p2 - p1; ImVec2 diff = p2 - p1;
diff *= ImInvLength(diff, 1.0f); diff *= ImInvLength(diff, 1.0f);
const float dx = diff.x * 0.5f; const float dx = diff.x * (thickness * 0.5f);
const float dy = diff.y * 0.5f; const float dy = diff.y * (thickness * 0.5f);
_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
@ -9473,13 +9474,13 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int
} }
} }
void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col) void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
{ {
if ((col >> 24) == 0) if ((col >> 24) == 0)
return; return;
PathLineTo(a + ImVec2(0.5f,0.5f)); PathLineTo(a + ImVec2(0.5f,0.5f));
PathLineTo(b + ImVec2(0.5f,0.5f)); PathLineTo(b + ImVec2(0.5f,0.5f));
PathStroke(col, false); PathStroke(col, false, thickness);
} }
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners) void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
@ -11381,7 +11382,7 @@ void ImGui::ShowTestWindow(bool* opened)
// Draw a line between the button and the mouse cursor // Draw a line between the button and the mouse cursor
ImDrawList* draw_list = ImGui::GetWindowDrawList(); ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->PushClipRectFullScreen(); draw_list->PushClipRectFullScreen();
draw_list->AddLine(ImGui::CalcItemRectClosestPoint(ImGui::GetIO().MousePos, true, -2.0f), ImGui::GetIO().MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button])); draw_list->AddLine(ImGui::CalcItemRectClosestPoint(ImGui::GetIO().MousePos, true, -2.0f), ImGui::GetIO().MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]), 4.0f);
draw_list->PopClipRect(); draw_list->PopClipRect();
ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);

View File

@ -1060,7 +1060,7 @@ struct ImDrawList
IMGUI_API void PopTextureID(); IMGUI_API void PopTextureID();
// Primitives // Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col); IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
@ -1068,7 +1068,7 @@ struct ImDrawList
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF); IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, bool anti_aliased); IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
// Stateful path API, add points then finish with PathFill() or PathStroke() // Stateful path API, add points then finish with PathFill() or PathStroke()
@ -1078,7 +1078,7 @@ struct ImDrawList
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 12); IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 12);
IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F); IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); } inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
inline void PathStroke(ImU32 col, bool closed) { AddPolyline(_Path.Data, _Path.Size, col, closed, true); PathClear(); } inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
// Advanced // Advanced
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.