Texture-based thick lines: Simplified line width calculation code and removed hack for thickness 1.0 lines

This commit is contained in:
Ben Carter 2020-02-11 11:23:43 +09:00 committed by omar
parent 403bf45245
commit 21d9e8e1f4
1 changed files with 6 additions and 4 deletions

View File

@ -677,9 +677,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const float AA_SIZE = 1.0f;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
// The thick_line test is an attempt to compensate for the way half_draw_size gets calculated later, which special-cases 1.0f width lines
const int integer_thickness = thick_line ? ImMax((int)(thickness), 1) : 2;
const float fractional_thickness = thick_line ? (thickness) - integer_thickness : 0.0f;
// Thicknesses <1.0 should behave like thickness 1.0
thickness = ImMax(thickness, 1.0f);
const int integer_thickness = (int)thickness ;
const float fractional_thickness = (thickness) - integer_thickness;
// Do we want to draw this line using a texture?
const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTexData) && (integer_thickness < IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX);
@ -714,7 +716,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
{
// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus one pixel for AA
// 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
const float half_draw_size = (thickness * 0.5f) + 1;
const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : 1.0f;
// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
if (!closed)