mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # examples/imgui_impl_opengl3.cpp # imgui.h
This commit is contained in:
254
imgui_draw.cpp
254
imgui_draw.cpp
@ -1,4 +1,4 @@
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// dear imgui, v1.77
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// dear imgui, v1.78 WIP
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// (drawing and font code)
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/*
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@ -364,6 +364,7 @@ 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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@ -522,7 +523,7 @@ void ImDrawList::_OnChangedVtxOffset()
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// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
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_VtxCurrentIdx = 0;
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset);
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//IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
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if (curr_cmd->ElemCount != 0)
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{
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AddDrawCmd();
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@ -587,6 +588,9 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
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if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
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{
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// FIXME: In theory we should be testing that vtx_count <64k here.
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// In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
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// to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
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_CmdHeader.VtxOffset = VtxBuffer.Size;
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_OnChangedVtxOffset();
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}
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@ -672,25 +676,38 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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return;
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const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
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int count = points_count;
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if (!closed)
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count = points_count - 1;
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const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
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const bool thick_line = (thickness > 1.0f);
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if (Flags & ImDrawListFlags_AntiAliasedLines)
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{
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// Anti-aliased stroke
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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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ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630
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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 * ((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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for (int i1 = 0; i1 < count; i1++)
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{
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const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
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@ -703,59 +720,111 @@ 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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// - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
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// (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
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// - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
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// allow scaling geometry while preserving one-screen-pixel AA fringe).
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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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// This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
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// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
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unsigned int idx1 = _VtxCurrentIdx;
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for (int i1 = 0; i1 < count; i1++)
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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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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 vertices
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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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out_vtx[0].x = points[i2].x + dm_x;
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out_vtx[0].y = points[i2].y + dm_y;
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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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// Add indexes
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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 += 12;
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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); // 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
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_IdxWritePtr += 12;
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}
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idx1 = idx2;
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}
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// Add vertices
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for (int i = 0; i < points_count; i++)
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// Add vertexes for each point on the line
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if (use_texture)
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{
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_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
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_VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans;
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_VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans;
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_VtxWritePtr += 3;
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// If we're using textures we only need to emit the left/right edge vertices
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ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
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if (fractional_thickness != 0.0f)
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{
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const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
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tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
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tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
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tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
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tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
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}
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ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
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ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
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||||
for (int i = 0; i < points_count; i++)
|
||||
{
|
||||
_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
|
||||
{
|
||||
// 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
|
||||
if (!closed)
|
||||
{
|
||||
const int points_last = points_count - 1;
|
||||
@ -769,9 +838,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
|
||||
}
|
||||
|
||||
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
|
||||
// This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
|
||||
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
|
||||
unsigned int idx1 = _VtxCurrentIdx;
|
||||
for (int i1 = 0; i1 < count; i1++)
|
||||
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
|
||||
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
|
||||
{
|
||||
const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
|
||||
const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
|
||||
@ -822,7 +893,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non Anti-aliased Stroke
|
||||
// [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);
|
||||
@ -1176,7 +1247,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
if (num_segments == 12)
|
||||
PathArcToFast(center, radius - 0.5f, 0, 12);
|
||||
PathArcToFast(center, radius - 0.5f, 0, 12 - 1);
|
||||
else
|
||||
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
@ -1206,7 +1277,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
if (num_segments == 12)
|
||||
PathArcToFast(center, radius, 0, 12);
|
||||
PathArcToFast(center, radius, 0, 12 - 1);
|
||||
else
|
||||
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
@ -1662,8 +1733,7 @@ ImFontAtlas::ImFontAtlas()
|
||||
TexWidth = TexHeight = 0;
|
||||
TexUvScale = ImVec2(0.0f, 0.0f);
|
||||
TexUvWhitePixel = ImVec2(0.0f, 0.0f);
|
||||
for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
|
||||
CustomRectIds[n] = -1;
|
||||
PackIdMouseCursors = PackIdLines = -1;
|
||||
}
|
||||
|
||||
ImFontAtlas::~ImFontAtlas()
|
||||
@ -1691,8 +1761,7 @@ void ImFontAtlas::ClearInputData()
|
||||
}
|
||||
ConfigData.clear();
|
||||
CustomRects.clear();
|
||||
for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
|
||||
CustomRectIds[n] = -1;
|
||||
PackIdMouseCursors = PackIdLines = -1;
|
||||
}
|
||||
|
||||
void ImFontAtlas::ClearTexData()
|
||||
@ -1932,9 +2001,9 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
|
||||
if (Flags & ImFontAtlasFlags_NoMouseCursors)
|
||||
return false;
|
||||
|
||||
IM_ASSERT(CustomRectIds[0] != -1);
|
||||
ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]];
|
||||
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
|
||||
IM_ASSERT(PackIdMouseCursors != -1);
|
||||
ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
|
||||
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
|
||||
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
|
||||
*out_size = size;
|
||||
*out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
|
||||
@ -2262,17 +2331,6 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
return true;
|
||||
}
|
||||
|
||||
// Register default custom rectangles (this is called/shared by both the stb_truetype and the FreeType builder)
|
||||
void ImFontAtlasBuildInit(ImFontAtlas* atlas)
|
||||
{
|
||||
if (atlas->CustomRectIds[0] >= 0)
|
||||
return;
|
||||
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
|
||||
atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
|
||||
else
|
||||
atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(2, 2);
|
||||
}
|
||||
|
||||
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
|
||||
{
|
||||
if (!font_config->MergeMode)
|
||||
@ -2316,20 +2374,18 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
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static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
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{
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IM_ASSERT(atlas->CustomRectIds[0] >= 0);
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IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
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ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
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IM_ASSERT(r.IsPacked());
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ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
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IM_ASSERT(r->IsPacked());
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const int w = atlas->TexWidth;
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if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
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{
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// Render/copy pixels
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IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
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IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
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for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
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for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
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{
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const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w;
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const int offset0 = (int)(r->X + x) + (int)(r->Y + y) * w;
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const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
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atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
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atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
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@ -2337,29 +2393,85 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
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}
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else
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{
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IM_ASSERT(r.Width == 2 && r.Height == 2);
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const int offset = (int)(r.X) + (int)(r.Y) * w;
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// Render 4 white pixels
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IM_ASSERT(r->Width == 2 && r->Height == 2);
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const int offset = (int)r->X + (int)r->Y * w;
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atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
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}
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atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y);
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atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
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}
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static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
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{
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if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
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return;
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// This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
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ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
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IM_ASSERT(r->IsPacked());
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for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
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{
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// Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
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unsigned int y = n;
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unsigned int line_width = n;
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unsigned int pad_left = (r->Width - line_width) / 2;
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unsigned int pad_right = r->Width - (pad_left + line_width);
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// Write each slice
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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
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unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
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memset(write_ptr, 0x00, pad_left);
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memset(write_ptr + pad_left, 0xFF, line_width);
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memset(write_ptr + pad_left + line_width, 0x00, pad_right);
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// Calculate UVs for this line
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ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
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ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
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float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
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atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
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}
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}
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// Note: this is called / shared by both the stb_truetype and the FreeType builder
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void ImFontAtlasBuildInit(ImFontAtlas* atlas)
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{
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// Register texture region for mouse cursors or standard white pixels
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if (atlas->PackIdMouseCursors < 0)
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{
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if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
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atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
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else
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atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
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}
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// Register texture region for thick lines
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// 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
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if (atlas->PackIdLines < 0)
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{
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if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
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atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
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}
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}
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// This is called/shared by both the stb_truetype and the FreeType builder.
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void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
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{
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// Render into our custom data block
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// Render into our custom data blocks
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IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
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ImFontAtlasBuildRenderDefaultTexData(atlas);
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ImFontAtlasBuildRenderLinesTexData(atlas);
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// Register custom rectangle glyphs
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for (int i = 0; i < atlas->CustomRects.Size; i++)
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{
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const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
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if (r.Font == NULL || r.GlyphID == 0)
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const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];
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if (r->Font == NULL || r->GlyphID == 0)
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continue;
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IM_ASSERT(r.Font->ContainerAtlas == atlas);
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IM_ASSERT(r->Font->ContainerAtlas == atlas);
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ImVec2 uv0, uv1;
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atlas->CalcCustomRectUV(&r, &uv0, &uv1);
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r.Font->AddGlyph((ImWchar)r.GlyphID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX);
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atlas->CalcCustomRectUV(r, &uv0, &uv1);
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r->Font->AddGlyph((ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);
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}
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// Build all fonts lookup tables
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Reference in New Issue
Block a user