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Merge branch 'features/tex_antialiased_lines' (#3245)
This commit is contained in:
commit
66336528c8
@ -35,6 +35,15 @@ HOW TO UPDATE?
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VERSION 1.78 WIP (In Progress)
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-----------------------------------------------------------------------
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Other Changes:
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- ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based
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path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben]
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- This change will facilitate the wider use of thick borders in future style changes.
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- Requires an extra bit of texture space (~64x64 by default), relies on GPU bilinear filtering.
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- Clear io.AntiAliasedLinesUseTex = false; to disable rendering using this method.
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- Clear ImFontAtlasFlags_NoBakedLines in ImFontAtlas::Flags to disable baking data in texture.
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-----------------------------------------------------------------------
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VERSION 1.77 (Released 2020-06-29)
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@ -935,6 +935,7 @@ ImGuiStyle::ImGuiStyle()
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DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
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AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering.
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AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
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CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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@ -3688,6 +3689,8 @@ void ImGui::NewFrame()
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g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
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if (g.Style.AntiAliasedLines)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
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if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
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if (g.Style.AntiAliasedFill)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
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if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
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@ -6158,6 +6161,7 @@ void ImGui::SetCurrentFont(ImFont* font)
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ImFontAtlas* atlas = g.Font->ContainerAtlas;
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g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
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g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
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g.DrawListSharedData.Font = g.Font;
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g.DrawListSharedData.FontSize = g.FontSize;
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}
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24
imgui.h
24
imgui.h
@ -60,7 +60,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.78 WIP"
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#define IMGUI_VERSION_NUM 17702
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#define IMGUI_VERSION_NUM 17703
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
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@ -1438,8 +1438,9 @@ struct ImGuiStyle
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ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
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bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU.
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bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
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bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
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bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
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float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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ImVec4 Colors[ImGuiCol_COUNT];
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@ -1896,6 +1897,11 @@ struct ImColor
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// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
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//-----------------------------------------------------------------------------
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// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
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#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
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#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
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#endif
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// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
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// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
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// you can poke into the draw list for that! Draw callback may be useful for example to:
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@ -1992,12 +1998,15 @@ enum ImDrawCornerFlags_
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ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
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};
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// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
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// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
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enum ImDrawListFlags_
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{
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ImDrawListFlags_None = 0,
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ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
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ImDrawListFlags_AntiAliasedFill = 1 << 1, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
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ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
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ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require back-end to render with bilinear filtering.
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ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
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ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
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};
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// Draw command list
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@ -2216,7 +2225,8 @@ enum ImFontAtlasFlags_
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{
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ImFontAtlasFlags_None = 0,
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ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
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ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas (save a little texture memory)
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ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
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ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
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};
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// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
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@ -2317,9 +2327,11 @@ struct ImFontAtlas
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ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
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ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
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ImVector<ImFontConfig> ConfigData; // Configuration data
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ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
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// [Internal] Packing data
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int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
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int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
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@ -3831,6 +3831,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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{
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ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
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ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
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ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
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ImGui::SameLine(); HelpMarker("Faster lines using texture data. Require back-end to render with bilinear filtering (not point/nearest filtering).");
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ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
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ImGui::PushItemWidth(100);
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ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
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145
imgui_draw.cpp
145
imgui_draw.cpp
@ -358,6 +358,7 @@ ImDrawListSharedData::ImDrawListSharedData()
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ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
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}
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memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError()
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TexUvLines = NULL;
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}
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void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
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@ -675,13 +676,26 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const float AA_SIZE = 1.0f;
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const ImU32 col_trans = col & ~IM_COL32_A_MASK;
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const int idx_count = thick_line ? count * 18 : count * 12;
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const int vtx_count = thick_line ? points_count * 4 : points_count * 3;
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// Thicknesses <1.0 should behave like thickness 1.0
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thickness = ImMax(thickness, 1.0f);
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const int integer_thickness = (int)thickness;
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const float fractional_thickness = thickness - integer_thickness;
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// Do we want to draw this line using a texture?
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// - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
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// - If AA_SIZE is not 1.0f we cannot use the texture path.
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const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f);
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// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
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IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
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const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
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const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
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PrimReserve(idx_count, vtx_count);
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// Temporary buffer
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// The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
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ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630
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ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630
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ImVec2* temp_points = temp_normals + points_count;
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// Calculate normals (tangents) for each line segment
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@ -697,14 +711,23 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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if (!closed)
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temp_normals[points_count - 1] = temp_normals[points_count - 2];
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if (!thick_line)
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// If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point
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if (use_texture || !thick_line)
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{
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// [PATH 1] Texture-based lines (thick or non-thick)
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// [PATH 2] Non texture-based lines (non-thick)
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// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus one pixel for AA
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// We don't use AA_SIZE here because the +1 is tied to the generated texture and so alternate values won't work without changes to that code
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const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
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// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
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if (!closed)
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{
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temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;
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temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;
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temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE;
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temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE;
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temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
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temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
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temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;
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temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;
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}
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// Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
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@ -713,15 +736,15 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
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for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
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{
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const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
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const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : idx1 + 3;
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const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
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const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
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// Average normals
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float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
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float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
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IM_FIXNORMAL2F(dm_x, dm_y);
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dm_x *= AA_SIZE;
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dm_y *= AA_SIZE;
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dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
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dm_y *= half_draw_size;
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// Add temporary vertexes for the outer edges
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ImVec2* out_vtx = &temp_points[i2 * 2];
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@ -730,28 +753,63 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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out_vtx[1].x = points[i2].x - dm_x;
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out_vtx[1].y = points[i2].y - dm_y;
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if (use_texture)
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{
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// Add indices for two triangles
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_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri
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_IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri
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_IdxWritePtr += 6;
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}
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else
|
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{
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// Add indexes for four triangles
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_IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2);
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_IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0);
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_IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0);
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_IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1);
|
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_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1
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_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2
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_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1
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||||
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2
|
||||
_IdxWritePtr += 12;
|
||||
}
|
||||
|
||||
idx1 = idx2;
|
||||
}
|
||||
|
||||
// Add vertexes for each point on the line
|
||||
if (use_texture)
|
||||
{
|
||||
// If we're using textures we only need to emit the left/right edge vertices
|
||||
ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
|
||||
if (fractional_thickness != 0.0f)
|
||||
{
|
||||
const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
|
||||
tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
|
||||
tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
|
||||
tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
|
||||
tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
|
||||
}
|
||||
ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
|
||||
ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
|
||||
for (int i = 0; i < points_count; i++)
|
||||
{
|
||||
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
|
||||
_VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans;
|
||||
_VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans;
|
||||
_VtxWritePtr += 3;
|
||||
_VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
|
||||
_VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
|
||||
_VtxWritePtr += 2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
|
||||
// If we're not using a texture, we need the center vertex as well
|
||||
for (int i = 0; i < points_count; i++)
|
||||
{
|
||||
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line
|
||||
_VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge
|
||||
_VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge
|
||||
_VtxWritePtr += 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
|
||||
const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
|
||||
|
||||
// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
|
||||
@ -823,7 +881,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non texture-based, Non anti-aliased lines
|
||||
// [PATH 4] Non texture-based, Non anti-aliased lines
|
||||
const int idx_count = count * 6;
|
||||
const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
@ -1663,7 +1721,7 @@ ImFontAtlas::ImFontAtlas()
|
||||
TexWidth = TexHeight = 0;
|
||||
TexUvScale = ImVec2(0.0f, 0.0f);
|
||||
TexUvWhitePixel = ImVec2(0.0f, 0.0f);
|
||||
PackIdMouseCursors = -1;
|
||||
PackIdMouseCursors = PackIdLines = -1;
|
||||
}
|
||||
|
||||
ImFontAtlas::~ImFontAtlas()
|
||||
@ -1691,7 +1749,7 @@ void ImFontAtlas::ClearInputData()
|
||||
}
|
||||
ConfigData.clear();
|
||||
CustomRects.clear();
|
||||
PackIdMouseCursors = -1;
|
||||
PackIdMouseCursors = PackIdLines = -1;
|
||||
}
|
||||
|
||||
void ImFontAtlas::ClearTexData()
|
||||
@ -2331,6 +2389,36 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
|
||||
atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
|
||||
}
|
||||
|
||||
static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
|
||||
{
|
||||
if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
|
||||
return;
|
||||
|
||||
// This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
|
||||
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
|
||||
IM_ASSERT(r->IsPacked());
|
||||
for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
|
||||
{
|
||||
// Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
|
||||
unsigned int y = n;
|
||||
unsigned int line_width = n;
|
||||
unsigned int pad_left = (r->Width - line_width) / 2;
|
||||
unsigned int pad_right = r->Width - (pad_left + line_width);
|
||||
|
||||
// Write each slice
|
||||
IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
|
||||
unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
|
||||
memset(write_ptr, 0x00, pad_left);
|
||||
memset(write_ptr + pad_left, 0xFF, line_width);
|
||||
memset(write_ptr + pad_left + line_width, 0x00, pad_right);
|
||||
|
||||
// Calculate UVs for this line
|
||||
ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
|
||||
ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
|
||||
float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
|
||||
atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
|
||||
}
|
||||
}
|
||||
|
||||
// Note: this is called / shared by both the stb_truetype and the FreeType builder
|
||||
void ImFontAtlasBuildInit(ImFontAtlas* atlas)
|
||||
@ -2343,6 +2431,14 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas)
|
||||
else
|
||||
atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
|
||||
}
|
||||
|
||||
// Register texture region for thick lines
|
||||
// The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
|
||||
if (atlas->PackIdLines < 0)
|
||||
{
|
||||
if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
|
||||
atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
|
||||
}
|
||||
}
|
||||
|
||||
// This is called/shared by both the stb_truetype and the FreeType builder.
|
||||
@ -2351,6 +2447,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
||||
// Render into our custom data blocks
|
||||
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
|
||||
ImFontAtlasBuildRenderDefaultTexData(atlas);
|
||||
ImFontAtlasBuildRenderLinesTexData(atlas);
|
||||
|
||||
// Register custom rectangle glyphs
|
||||
for (int i = 0; i < atlas->CustomRects.Size; i++)
|
||||
|
@ -544,6 +544,7 @@ struct IMGUI_API ImDrawListSharedData
|
||||
// [Internal] Lookup tables
|
||||
ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
|
||||
ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead)
|
||||
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
|
||||
|
||||
ImDrawListSharedData();
|
||||
void SetCircleSegmentMaxError(float max_error);
|
||||
|
Loading…
Reference in New Issue
Block a user