mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 20:07:01 +00:00
Texture-based round corners: Make FIXME consistent so they can be grepped. Tidying and added notes of things to fix.
This commit is contained in:
parent
fbc6bce06b
commit
d81c5cbae3
19
imgui.cpp
19
imgui.cpp
@ -5548,24 +5548,9 @@ static void AddResizeGrip(ImDrawList* dl, const ImVec2& corner, unsigned int rad
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{
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ImTextureID tex = dl->_Data->Font->ContainerAtlas->TexID;
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IM_ASSERT(tex == dl->_TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
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switch (corners_flags)
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{
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case ImDrawFlags_RoundCornersTopLeft:
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case ImDrawFlags_RoundCornersTopRight:
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case ImDrawFlags_RoundCornersBottomLeft:
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case ImDrawFlags_RoundCornersBottomRight:
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break;
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default:
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{
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IM_ASSERT("Invalid ImDrawCornerFlags for corner quad. {Top,Bot}{Left,Right} pick exactly one of each!");
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return;
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}
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}
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IM_ASSERT(ImIsPowerOfTwo(corners_flags)); // Allow a single corner to be specified here.
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const ImVec4& uvs = (*dl->_Data->TexUvRoundCornerFilled)[rad - 1];
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// NOTE: test performance using locals instead of array
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const ImVec2 uv[] =
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{
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ImVec2(ImLerp(uvs.x, uvs.z, 0.5f), ImLerp(uvs.y, uvs.w, 0.5f)),
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@ -5861,7 +5846,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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{
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const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
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const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
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if (g.IO.KeyAlt)
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if (g.IO.KeyAlt) // FIXME-ROUNDCORNERS
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{
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ImVec2 grip_corner = corner;
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grip_corner.x += grip.InnerDir.x * window_border_size;
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3
imgui.h
3
imgui.h
@ -2833,7 +2833,8 @@ struct ImFontAtlas
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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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// FIXME-ROUND-SHAPES: WIP
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// FIXME-ROUNDCORNERS: WIP
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// FIXME: avoid so many allocations, statically sized buffer removing an indirection may be beneficial here?
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int RoundCornersMaxSize; // Max pixel size of round corner textures to generate
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ImVector<int> RoundCornersRectIds; // Ids of custom rects for round corners indexed by size [0] is 1px, [n] is (n+1)px (index up to RoundCornersMaxSize - 1).
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ImVector<ImVec4> TexUvRoundCornerFilled; // Texture coordinates to filled round corner quads
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@ -257,94 +257,108 @@ static void GetVtxIdxDelta(ImDrawList* dl, int* vtx, int *idx)
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idx_o = idx_n;
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}
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// https://github.com/ocornut/imgui/issues/1962
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// FIXME-ROUNDCORNERS: Sizes aren't matching.
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// FIXME-ROUNDCORNERS: Lift the RoundCornersMaxSize limitation, fallback on existing renderer.
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// FIXME-ROUNDCORNERS: Work on reducing filtrate for stroked shapes (may need to trade some cpu/vtx to reduce fill-rate for e.g. simple stroked circle) > https://github.com/ocornut/imgui/issues/1962#issuecomment-411507917
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// FIXME-ROUNDCORNERS: Figure out how to support multiple thickness, might hard-code common steps (1.0, 1.5, 2.0, 3.0), not super satisfactory but may be best
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// FIXME-ROUNDCORNERS: AddCircle* API relying on num_segments may need rework, might obsolete this parameter, or make it 0 default and rely on automatic subdivision similar to style.CurveTessellationTol for Bezier
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// FIXME-ROUNDCORNERS: Intentional "low segment count" shapes (e.g. hexagon) currently achieved with AddCircle may need a new API (AddNgon?)
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static void TestTextureBasedRender()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiStyle& style = ImGui::GetStyle();
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ImGui::TextUnformatted("Press SHIFT to toggle quads (hold to see them).");
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ImGui::TextUnformatted(io.KeyShift ? "SHIFT ON -- Rasterized quad circle! w00t! OPTIMIZATION!"
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: "SHIFT OFF -- Regular, boring circle with PathArcToFast.");
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ImGui::Begin("tex_round_corners");
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ImGui::Text("Hold SHIFT to toggle (%s)", io.KeyShift ? "SHIFT ON -- Using textures." : "SHIFT OFF -- Old method.");
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static float radius = io.Fonts->RoundCornersMaxSize * 0.5f;
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static int segments = 20;
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ImGui::SliderFloat("radius", &radius, 0.0f, (float)io.Fonts->RoundCornersMaxSize, "%.0f");
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int vtx_n = 0;
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int idx_n = 0;
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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{
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ImGui::BeginGroup();
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static int segments = 20;
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ImGui::PushItemWidth(120);
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ImGui::SliderInt("segments", &segments, 3, 100);
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ImGui::PopItemWidth();
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int vtx = 0;
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int idx = 0;
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ImDrawList* dl = ImGui::GetWindowDrawList();
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{
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ImGui::Button("##1", ImVec2(200, 200));
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GetVtxIdxDelta(dl, &vtx, &idx);
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GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
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ImVec2 min = ImGui::GetItemRectMin();
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ImVec2 size = ImGui::GetItemRectSize();
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dl->AddCircleFilled(ImVec2(min.x + size.x * 0.5f, min.y + size.y * 0.5f), radius, 0xFFFF00FF, segments);
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GetVtxIdxDelta(dl, &vtx, &idx);
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ImGui::Text("AddCircleFilled\n %d vtx, %d idx", vtx, idx);
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draw_list->AddCircleFilled(ImVec2(min.x + size.x * 0.5f, min.y + size.y * 0.5f), radius, IM_COL32(255,0,255,255), segments);
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GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
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ImGui::Text("AddCircleFilled\n %d vtx, %d idx", vtx_n, idx_n);
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}
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{
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ImGui::Button("##2", ImVec2(200, 200));
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GetVtxIdxDelta(dl, &vtx, &idx);
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GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
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ImVec2 min = ImGui::GetItemRectMin();
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ImVec2 size = ImGui::GetItemRectSize();
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dl->AddCircle(ImVec2(min.x + size.x * 0.5f, min.y + size.y * 0.5f), radius, 0xFFFF00FF, segments);
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GetVtxIdxDelta(dl, &vtx, &idx);
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ImGui::Text("AddCircle\n %d vtx, %d idx", vtx, idx);
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draw_list->AddCircle(ImVec2(min.x + size.x * 0.5f, min.y + size.y * 0.5f), radius, IM_COL32(255,0,255,255), segments);
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GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
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ImGui::Text("AddCircle\n %d vtx, %d idx", vtx_n, idx_n);
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}
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ImGui::EndGroup();
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}
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ImGui::SameLine();
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{
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ImGui::BeginGroup();
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static bool tl = true, tr = true, bl = true, br = true;
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ImGui::Checkbox("TL", &tl);
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ImGui::SameLine(0, 12);
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ImGui::Checkbox("TR", &tr);
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ImGui::SameLine(0, 12);
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ImGui::Checkbox("BL", &bl);
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ImGui::SameLine(0, 12);
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ImGui::Checkbox("BR", &br);
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ImDrawFlags flags = 0;
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flags |= tl ? ImDrawFlags_RoundCornersTopLeft : 0;
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flags |= tr ? ImDrawFlags_RoundCornersTopRight : 0;
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flags |= bl ? ImDrawFlags_RoundCornersBottomLeft : 0;
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flags |= br ? ImDrawFlags_RoundCornersBottomRight : 0;
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if (flags == 0)
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flags |= ImDrawFlags_RoundCornersNone;
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static ImDrawFlags corner_flags = ImDrawFlags_RoundCornersAll;
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ImGui::CheckboxFlags("TL", (unsigned int*)&corner_flags, ImDrawFlags_RoundCornersTopLeft);
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ImGui::SameLine();
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ImGui::CheckboxFlags("TR", (unsigned int*)&corner_flags, ImDrawFlags_RoundCornersTopRight);
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ImGui::SameLine();
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ImGui::CheckboxFlags("BL", (unsigned int*)&corner_flags, ImDrawFlags_RoundCornersBottomLeft);
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ImGui::SameLine();
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ImGui::CheckboxFlags("BR", (unsigned int*)&corner_flags, ImDrawFlags_RoundCornersBottomRight);
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{
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ImGui::Button("", ImVec2(200, 200));
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ImGui::Button("##3", ImVec2(200, 200));
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ImVec2 r_min = ImGui::GetItemRectMin();
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ImVec2 r_max = ImGui::GetItemRectMax();
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GetVtxIdxDelta(dl, &vtx, &idx);
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dl->AddRectFilled(r_min, r_max, 0xFFFF00FF, radius, flags);
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GetVtxIdxDelta(dl, &vtx, &idx);
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ImGui::Text("AddRectFilled\n %d vtx, %d idx", vtx, idx);
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GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
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draw_list->AddRectFilled(r_min, r_max, IM_COL32(255,0,255,255), radius, corner_flags ? corner_flags : ImDrawFlags_RoundCornersNone);
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GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
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ImGui::Text("AddRectFilled\n %d vtx, %d idx", vtx_n, idx_n);
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}
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{
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ImGui::Button("", ImVec2(200, 200));
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ImGui::Button("##4", ImVec2(200, 200));
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ImVec2 r_min = ImGui::GetItemRectMin();
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ImVec2 r_max = ImGui::GetItemRectMax();
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GetVtxIdxDelta(dl, &vtx, &idx);
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dl->AddRect(r_min, r_max, 0xFFFF00FF, radius, flags);
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GetVtxIdxDelta(dl, &vtx, &idx);
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ImGui::Text("AddRect\n %d vtx, %d idx", vtx, idx);
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GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
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draw_list->AddRect(r_min, r_max, IM_COL32(255,0,255,255), radius, corner_flags);
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GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
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ImGui::Text("AddRect\n %d vtx, %d idx", vtx_n, idx_n);
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}
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ImGui::EndGroup();
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}
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ImGui::Separator();
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ImGui::Text("Style");
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ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 100.0f, "%.0f");
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ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 100.0f, "%.0f");
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// Show atlas
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ImGui::Text("Atlas");
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ImFontAtlas* atlas = ImGui::GetIO().Fonts;
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ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), ImColor(255, 255, 255, 255), ImColor(255, 255, 255, 128));
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ImGui::End();
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}
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//-----------------------------------------------------------------------------
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@ -1457,7 +1457,7 @@ inline void AddRoundCornerRect(ImDrawList* draw_list, const ImVec2& a, const ImV
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int vyc = vcc, vxc = vcc, vic = vcc;
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int vyd = vcd, vxd = vcd, vid = vcd;
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// FIXME-ROUND_SHAPES: TODO: find a way of saving vertices/triangles here?
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// FIXME-ROUNDCORNERS: TODO: find a way of saving vertices/triangles here?
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// currently it's the same cost regardless of how many corners are rounded
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if (ba || 1)
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@ -1577,7 +1577,7 @@ void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, fl
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rounding = ImMin(rounding, ImFabs(p_max.y - p_min.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
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#endif
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// FIXME-ROUND-SHAPES: NOTE HACK TODO figure out why it's broken on small rounding
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// FIXME-ROUNDCORNERS: NOTE HACK TODO figure out why it's broken on small rounding
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if (ImGui::GetIO().KeyShift && rounding > 3)
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return AddRoundCornerRect(this, p_min, p_max, col, rounding, flags, /* fill */ false);
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@ -1606,7 +1606,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c
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}
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else
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{
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// FIXME-ROUND-SHAPES: NOTE HACK TODO figure out why it's broken on small rounding
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// FIXME-ROUNDCORNERS: NOTE HACK TODO figure out why it's broken on small rounding
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if (ImGui::GetIO().KeyShift && rounding > 3)
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{
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AddRoundCornerRect(this, p_min, p_max, col, rounding, flags, /* fill */ true);
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@ -1755,7 +1755,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
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if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
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return;
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if (ImGui::GetIO().KeyShift)
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if (ImGui::GetIO().KeyShift) // FIXME-ROUNDCORNERS
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{
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AddRoundCornerCircle(this, center, radius, col, false);
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return;
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@ -1823,7 +1823,7 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
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if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
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return;
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if (ImGui::GetIO().KeyShift)
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if (ImGui::GetIO().KeyShift) // FIXME-ROUNDCORNERS
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{
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AddRoundCornerCircle(this, center, radius, col, true);
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return;
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@ -3073,9 +3073,8 @@ const int FONT_ATLAS_ROUNDED_CORNER_TEX_PADDING = 2;
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static void ImFontAtlasBuildRegisterRoundCornersCustomRects(ImFontAtlas* atlas)
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{
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if (atlas->RoundCornersRectIds.size() > 0)
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if (atlas->RoundCornersRectIds.Size > 0)
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return;
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if ((atlas->Flags & ImFontAtlasFlags_NoBakedRoundCorners))
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return;
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@ -3094,32 +3093,28 @@ static void ImFontAtlasBuildRegisterRoundCornersCustomRects(ImFontAtlas* atlas)
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static void ImFontAtlasBuildRenderRoundCornersTexData(ImFontAtlas* atlas)
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{
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IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
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IM_ASSERT(atlas->TexUvRoundCornerFilled.size() == 0);
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IM_ASSERT(atlas->TexUvRoundCornerStroked.size() == 0);
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if ((atlas->Flags & ImFontAtlasFlags_NoBakedRoundCorners))
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IM_ASSERT(atlas->TexUvRoundCornerFilled.Size == 0);
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IM_ASSERT(atlas->TexUvRoundCornerStroked.Size == 0);
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if (atlas->Flags & ImFontAtlasFlags_NoBakedRoundCorners)
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return;
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// Render the texture
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const int w = atlas->TexWidth;
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const unsigned int max = atlas->RoundCornersMaxSize;
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// Filled
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const int pad = FONT_ATLAS_ROUNDED_CORNER_TEX_PADDING;
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for (unsigned int stage = 0; stage < 2; stage++)
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{
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bool filled = stage == 0;
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const bool filled = (stage == 0);
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for (unsigned int n = 0; n < max; n++)
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{
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const unsigned int id = (filled ? 0 : max) + n;
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IM_ASSERT(atlas->RoundCornersRectIds.size() > (int) n);
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IM_ASSERT(atlas->RoundCornersRectIds.Size > (int)n);
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ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->RoundCornersRectIds[id]];
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IM_ASSERT(r.IsPacked());
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const int pad = FONT_ATLAS_ROUNDED_CORNER_TEX_PADDING;
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IM_ASSERT(r.Width == n + 1 + pad * 2 && r.Height == n + 1 + pad * 2);
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const int radius = (int)(r.Width - pad * 2);
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const float stroke_width = 1.0f;
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const float stroke_width = 1.0f; // FIXME-ROUNDCORNERS
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for (int y = -pad; y < (int) (radius); y++)
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for (int x = (filled ? -pad : y); x < (int)(filled ? y + pad : radius); x++)
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@ -3129,10 +3124,12 @@ static void ImFontAtlasBuildRenderRoundCornersTexData(ImFontAtlas* atlas)
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float alpha = 0.0f;
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if (filled)
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{
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// Fill
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alpha = ImClamp(-dist, 0.0f, 1.0f);
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}
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else
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{
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// Stroke
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const float alpha1 = ImClamp(dist + stroke_width, 0.0f, 1.0f);
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const float alpha2 = ImClamp(dist, 0.0f, 1.0f);
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alpha = alpha1 - alpha2;
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@ -725,7 +725,7 @@ struct IMGUI_API ImDrawListSharedData
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ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
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const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
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// FIXME-ROUNDSHAPES: WIP + need to remove CircleVtx12 before PR
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// FIXME-ROUNDCORNERS: WIP + need to remove CircleVtx12 before PR
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ImVector<ImVec4>* TexUvRoundCornerFilled; // UV of filled round corner quad in the atlas
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ImVector<ImVec4>* TexUvRoundCornerStroked; // UV of stroked round corner quad in the atlas
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