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Improved ColorPicker hue wheel color interpolation
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@ -9510,11 +9510,11 @@ static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2
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static void PaintVertsLinearGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
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static void PaintVertsLinearGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
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{
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{
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ImVec2 gradient_extent = gradient_p1 - gradient_p0;
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ImVec2 gradient_extent = gradient_p1 - gradient_p0;
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float gradient_inv_length = ImInvLength(gradient_extent, 0.0f);
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float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
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for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
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for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
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{
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{
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float d = ImDot(vert->pos - gradient_p0, gradient_extent);
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float d = ImDot(vert->pos - gradient_p0, gradient_extent);
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float t = ImMin(sqrtf(ImMax(d, 0.0f)) * gradient_inv_length, 1.0f);
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float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
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int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
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int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
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int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
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int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
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int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t);
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int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t);
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