mirror of https://github.com/ocornut/imgui
Texture-based thick lines: Tweaks, fix for truetype builder.
This commit is contained in:
parent
741ab74b55
commit
222b7ddbfa
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@ -935,7 +935,7 @@ ImGuiStyle::ImGuiStyle()
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DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
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TexturedAntiAliasedLines= true; // Draw anti-aliased lines using textures where possible.
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AntiAliasedLinesUseTexData = true; // Draw anti-aliased lines using textures where possible.
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AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
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CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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@ -3689,14 +3689,12 @@ void ImGui::NewFrame()
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g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
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if (g.Style.AntiAliasedLines)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
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if (g.Style.TexturedAntiAliasedLines)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_TexturedAALines;
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if (g.Style.AntiAliasedLinesUseTexData && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoAALines))
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTexData;
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if (g.Style.AntiAliasedFill)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
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if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
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if ((g.Style.TexturedAntiAliasedLines) && (!(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoAALines)))
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_TexturedAALines;
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g.BackgroundDrawList._ResetForNewFrame();
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g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
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4
imgui.h
4
imgui.h
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@ -1439,7 +1439,7 @@ struct ImGuiStyle
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
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bool TexturedAntiAliasedLines; // Draw anti-aliased lines using textures where possible.
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bool AntiAliasedLinesUseTexData; // Draw anti-aliased lines using textures where possible.
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bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU.
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float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
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@ -1999,7 +1999,7 @@ enum ImDrawListFlags_
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ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
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ImDrawListFlags_AntiAliasedFill = 1 << 1, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
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ImDrawListFlags_AllowVtxOffset = 1 << 2, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
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ImDrawListFlags_TexturedAALines = 1 << 3 // Should anti-aliased lines be drawn using textures where possible?
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ImDrawListFlags_AntiAliasedLinesUseTexData = 1 << 3 // Should anti-aliased lines be drawn using textures where possible?
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};
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// Draw command list
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@ -3831,7 +3831,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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{
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ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
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ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
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ImGui::Checkbox("Use textures for anti-aliased lines", &style.TexturedAntiAliasedLines);
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ImGui::Checkbox("Anti-aliased lines use texture data", &style.AntiAliasedLinesUseTexData);
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ImGui::SameLine(); HelpMarker("Faster lines using texture data. Requires texture to use bilinear sampling (not nearest).");
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ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
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ImGui::PushItemWidth(100);
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ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
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140
imgui_draw.cpp
140
imgui_draw.cpp
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@ -358,6 +358,7 @@ 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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TexUvAALines = NULL;
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}
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void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
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@ -680,18 +681,18 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const int integer_thickness = ImMax((int)(thickness - 0.5f), 1);
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// Do we want to draw this line using a texture?
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bool use_textures = (Flags & ImDrawListFlags_TexturedAALines) && (integer_thickness <= IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX);
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const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTexData) && (integer_thickness <= IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX);
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// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_TexturedAALines unless ImFontAtlasFlags_NoAALines is off
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IM_ASSERT_PARANOID((!use_textures) || (!(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoAALines)));
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// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTexData unless ImFontAtlasFlags_NoAALines is off
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IM_ASSERT_PARANOID((!use_texture) || (!(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoAALines)));
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const int idx_count = use_textures ? (count * 6) : (thick_line ? count * 18 : count * 12);
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const int vtx_count = use_textures ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
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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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// 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 * ((thick_line && !use_textures) ? 5 : 3) * sizeof(ImVec2)); //-V630
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ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((thick_line && !use_texture) ? 5 : 3) * 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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@ -708,7 +709,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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temp_normals[points_count - 1] = temp_normals[points_count - 2];
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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 ((!thick_line) || (use_textures))
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if (!thick_line || use_texture)
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{
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// The width of the geometry we need to draw
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const float half_draw_size = (!thick_line) ? AA_SIZE : (AA_SIZE + (thickness * 0.5f));
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@ -729,7 +730,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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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; // i2 is the second point of the line segment
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unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_textures ? 2 : 3)); // Vertex index for end of segment
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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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@ -745,7 +746,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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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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if (use_textures)
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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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@ -766,7 +767,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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}
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// Add vertexes for each point on the line
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if (use_textures)
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if (use_texture)
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{
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// If we're using textures we only need to emit the left/right edge vertices
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const ImVec4 tex_uvs = (*_Data->TexUvAALines)[integer_thickness - 1];
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@ -2051,7 +2052,6 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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IM_ASSERT(atlas->ConfigData.Size > 0);
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ImFontAtlasBuildInit(atlas);
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ImFontAtlasBuildRegisterAALineCustomRects(atlas);
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// Clear atlas
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atlas->TexID = (ImTextureID)NULL;
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@ -2373,6 +2373,59 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
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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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// This is called/shared by both the stb_truetype and the FreeType builder.
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const unsigned int FONT_ATLAS_AA_LINE_TEX_HEIGHT = 1; // Technically we only need 1 pixel in the ideal case but this can be increased if necessary to give a border to avoid sampling artifacts
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static void ImFontAtlasBuildRegisterAALineCustomRects(ImFontAtlas* atlas)
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{
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if (atlas->AALineRectIds.Size > 0)
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return;
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if ((atlas->Flags & ImFontAtlasFlags_NoAALines))
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return;
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for (int n = 0; n < IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX; n++)
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{
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// The "width + 3" here is interesting. +2 is to give space for the end caps, but the remaining +1 is
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// because (empirically) to match the behavior of the untextured render path we need to draw lines one pixel wider.
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const int width = n + 1; // The line width this entry corresponds to
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atlas->AALineRectIds.push_back(atlas->AddCustomRectRegular(width + 3, FONT_ATLAS_AA_LINE_TEX_HEIGHT));
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}
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}
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static void ImFontAtlasBuildRenderAALinesTexData(ImFontAtlas* atlas)
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{
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IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
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IM_ASSERT(atlas->TexUvAALines.Size == 0);
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if (atlas->Flags & ImFontAtlasFlags_NoAALines)
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return;
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const int w = atlas->TexWidth;
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for (unsigned int n = 0; n < IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX; n++)
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{
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IM_ASSERT(atlas->AALineRectIds.Size > (int)n);
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ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->AALineRectIds[n]];
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IM_ASSERT(r.IsPacked());
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// We fill as many lines as we were given, to allow for >1 lines being used to work around sampling weirdness
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for (unsigned int y = 0; y < r.Height; y++)
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{
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// Each line consists of two empty pixels at the ends, with a line of solid pixels in the middle
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unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r.X + ((r.Y + y) * w)];
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*(write_ptr++) = 0;
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for (unsigned short x = 0; x < (r.Width - 2U); x++)
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*(write_ptr++) = 0xFF;
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*(write_ptr++) = 0;
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}
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ImVec2 uv0, uv1;
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atlas->CalcCustomRectUV(&r, &uv0, &uv1);
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float halfV = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the texture as we want a horizontal slice (with some padding either side to avoid sampling artifacts)
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atlas->TexUvAALines.push_back(ImVec4(uv0.x, halfV, uv1.x, halfV));
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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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@ -2384,75 +2437,16 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas)
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else
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atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
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}
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ImFontAtlasBuildRegisterAALineCustomRects(atlas);
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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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const unsigned int FONT_ATLAS_AA_LINE_TEX_HEIGHT = 1; // Technically we only need 1 pixel in the ideal case but this can be increased if necessary to give a border to avoid sampling artifacts
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void ImFontAtlasBuildRegisterAALineCustomRects(ImFontAtlas* atlas)
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{
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if (atlas->AALineRectIds.size() > 0)
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return;
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if ((atlas->Flags & ImFontAtlasFlags_NoAALines))
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return;
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const int max = IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX;
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for (int n = 0; n < max; n++)
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{
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const int width = n + 1; // The line width this entry corresponds to
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// The "width + 3" here is interesting - +2 is to give space for the end caps, but the remaining +1 is because (empirically) to match the behaviour of the untextured render path we need to draw lines one pixel wider
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atlas->AALineRectIds.push_back(atlas->AddCustomRectRegular(width + 3, FONT_ATLAS_AA_LINE_TEX_HEIGHT));
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}
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}
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void ImFontAtlasBuildAALinesTexData(ImFontAtlas* atlas)
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{
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IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
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IM_ASSERT(atlas->TexUvAALines.size() == 0);
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if (atlas->Flags & ImFontAtlasFlags_NoAALines)
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return;
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const int w = atlas->TexWidth;
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const unsigned int max = IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX;
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for (unsigned int n = 0; n < max; n++)
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{
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IM_ASSERT(atlas->AALineRectIds.size() > (int)n);
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ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->AALineRectIds[n]];
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IM_ASSERT(r.IsPacked());
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// We fill as many lines as we were given, to allow for >1 lines being used to work around sampling weirdness
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for (unsigned int y = 0; y < r.Height; y++)
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{
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unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r.X + ((r.Y + y) * w)];
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// Each line consists of two empty pixels at the ends, with a line of solid pixels in the middle
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*(write_ptr++) = 0;
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for (unsigned short x = 0; x < (r.Width - 2U); x++)
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{
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*(write_ptr++) = 0xFF;
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}
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*(write_ptr++) = 0;
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}
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ImVec2 uv0, uv1;
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atlas->CalcCustomRectUV(&r, &uv0, &uv1);
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float halfV = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the texture as we want a horizontal slice (with some padding either side to avoid sampling artifacts)
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atlas->TexUvAALines.push_back(ImVec4(uv0.x, halfV, uv1.x, halfV));
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}
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}
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void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
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{
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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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// Render anti-aliased line textures
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ImFontAtlasBuildAALinesTexData(atlas);
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ImFontAtlasBuildRenderAALinesTexData(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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@ -2023,10 +2023,8 @@ namespace ImGui
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// ImFontAtlas internals
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IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildRegisterAALineCustomRects(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
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IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
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IMGUI_API void ImFontAtlasBuildAALinesTexData(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
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IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
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