Shadows: Demo code in Custom Rendering section. Added AddShadowRectFilled() variant. BeginMainMenuBar() disable shadows.

This commit is contained in:
ocornut
2020-06-04 16:01:51 +02:00
parent b306474a2f
commit f882102374
5 changed files with 103 additions and 25 deletions

View File

@ -1784,7 +1784,7 @@ static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const
static int ClipPolygonShape(ImVec2* src_points, int num_src_points, ImVec2* dest_points, int allocated_dest_points, ImVec2 clip_rect_min, ImVec2 clip_rect_max)
{
// Early-out with an empty result if clipping region is zero-sized
if ((clip_rect_max.x <= clip_rect_min.x) || (clip_rect_max.y <= clip_rect_min.y))
if (clip_rect_max.x <= clip_rect_min.x || clip_rect_max.y <= clip_rect_min.y)
return 0;
// Early-out if there is no source geometry
@ -1927,7 +1927,7 @@ static int ClipPolygonShape(ImVec2* src_points, int num_src_points, ImVec2* dest
static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const ImVec2& a_max, const ImVec2& a_min_uv, const ImVec2& a_max_uv, ImVec2* b_points, int num_b_points, ImU32 col)
{
// Early out without drawing anything if A is zero-size
if ((a_min.x >= a_max.x) || (a_min.y >= a_max.y))
if (a_min.x >= a_max.x || a_min.y >= a_max.y)
return;
// First clip B to A
@ -2071,33 +2071,33 @@ static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const
}
}
void ImDrawList::AddShadowRect(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
static void AddShadowRectEx(ImDrawList* draw_list, const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, bool is_filled)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
ImVec2* inner_rect_points = NULL; // Points that make up the shape of the inner rectangle (used when it has rounded corners)
int num_inner_rect_points = 0;
int inner_rect_points_count = 0;
// Generate a path describing the inner rectangle and copy it to our buffer
const bool is_rounded = (rounding > 0.0f) && (rounding_corners != ImDrawCornerFlags_None); // Do we have rounded corners?
if (is_rounded)
if (is_rounded && !is_filled)
{
_Path.Size = 0;
PathRect(p_min, p_max, rounding, rounding_corners);
num_inner_rect_points = _Path.Size;
inner_rect_points = (ImVec2*)alloca(num_inner_rect_points * sizeof(ImVec2)); //-V630
memcpy(inner_rect_points, _Path.Data, num_inner_rect_points * sizeof(ImVec2));
_Path.Size = 0;
IM_ASSERT(draw_list->_Path.Size == 0);
draw_list->PathRect(p_min, p_max, rounding, rounding_corners);
inner_rect_points_count = draw_list->_Path.Size;
inner_rect_points = (ImVec2*)alloca(inner_rect_points_count * sizeof(ImVec2)); //-V630
memcpy(inner_rect_points, draw_list->_Path.Data, inner_rect_points_count * sizeof(ImVec2));
draw_list->_Path.Size = 0;
}
if (is_filled)
draw_list->PrimReserve(6 * 9, 4 * 9);
// Draw the relevant chunks of the texture (the texture is split into a 3x3 grid)
for (int x = 0; x < 3; x++)
{
for (int y = 0; y < 3; y++)
{
const int uv_index = x + (y + y + y); // y*3 formatted so as to ensure the compiler avoids an actual multiply
const ImVec4 uvs = _Data->ShadowRectUvs[uv_index];
const ImVec4 uvs = draw_list->_Data->ShadowRectUvs[uv_index];
ImVec2 draw_min, draw_max;
switch (x)
@ -2115,14 +2115,32 @@ void ImDrawList::AddShadowRect(const ImVec2& p_min, const ImVec2& p_max, float s
ImVec2 uv_min(uvs.x, uvs.y);
ImVec2 uv_max(uvs.z, uvs.w);
if (is_rounded)
AddSubtractedRect(this, draw_min + offset, draw_max + offset, uv_min, uv_max, inner_rect_points, num_inner_rect_points, col); // Complex path for rounded rectangles
if (is_filled)
draw_list->PrimRectUV(draw_min + offset, draw_max + offset, uv_min, uv_max, col);
else if (is_rounded)
AddSubtractedRect(draw_list, draw_min + offset, draw_max + offset, uv_min, uv_max, inner_rect_points, inner_rect_points_count, col); // Complex path for rounded rectangles
else
AddSubtractedRect(this, draw_min + offset, draw_max + offset, uv_min, uv_max, p_min, p_max, col); // Simple fast path for non-rounded rectangles
AddSubtractedRect(draw_list, draw_min + offset, draw_max + offset, uv_min, uv_max, p_min, p_max, col); // Simple fast path for non-rounded rectangles
}
}
}
void ImDrawList::AddShadowRectFilled(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
AddShadowRectEx(this, p_min, p_max, shadow_thickness, offset, col, 0.0f, ImDrawCornerFlags_None, true);
}
void ImDrawList::AddShadowRect(const ImVec2& p_min, const ImVec2& p_max, float shadow_thickness, const ImVec2& offset, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
AddShadowRectEx(this, p_min, p_max, shadow_thickness, offset, col, rounding, rounding_corners, false);
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawListSplitter