ImDrawList::AddImageRounded: removed PrimDistributeUV declaration, fixed coding style, restored argument order from original PR. (#845)

This commit is contained in:
omar 2017-11-20 13:31:40 +01:00
parent 3c5e64db78
commit 31683cfe34
2 changed files with 8 additions and 20 deletions

View File

@ -1309,7 +1309,7 @@ struct ImDrawList
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, float rounding, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF, int rounding_corners = ~0);
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ~0);
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
@ -1349,7 +1349,6 @@ struct ImDrawList
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID();
IMGUI_API void PrimDistributeUV(ImDrawVert* start, ImDrawVert* end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
};
// All draw data to render an ImGui frame

View File

@ -1124,7 +1124,6 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
if ((col & IM_COL32_A_MASK) == 0)
return;
// FIXME-OPT: This is wasting draw calls.
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
if (push_texture_id)
PushTextureID(user_texture_id);
@ -1152,36 +1151,26 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons
PopTextureID();
}
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, float rounding, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, int rounding_corners)
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding <= 0.0f)
if (rounding <= 0.0f || (rounding_corners & ImGuiCorner_All) == 0)
{
AddImage(user_texture_id, a, b, uv_a, uv_b, col);
return;
}
// FIXME-OPT: This is wasting draw calls.
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
if (push_texture_id)
PushTextureID(user_texture_id);
if (rounding > 0.0f && rounding_corners != 0)
{
size_t startIndex = VtxBuffer.size();
PathRect(a, b, rounding, rounding_corners);
PathFillConvex(col);
size_t endIndex = VtxBuffer.size();
ImGui::ShadeVertsLinearUV(VtxBuffer.Data + startIndex, VtxBuffer.Data + endIndex, a, b, uv_a, uv_b, true);
}
else
{
PrimReserve(6, 4);
PrimRectUV(a, b, uv_a, uv_b, col);
}
int vert_start_idx = VtxBuffer.Size;
PathRect(a, b, rounding, rounding_corners);
PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(VtxBuffer.Data + vert_start_idx, VtxBuffer.Data + vert_end_idx, a, b, uv_a, uv_b, true);
if (push_texture_id)
PopTextureID();