mirror of https://github.com/ocornut/imgui
Texture-based thick lines: Remove unnecessary indirection in fetching UV data, removed lerp call, renames, tweaks.
This commit is contained in:
parent
a07c8b6999
commit
78d6bdf080
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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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AntiAliasedLinesUseTexData = true; // Draw anti-aliased lines using textures where possible.
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AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Requires back-end to render with bilinear filtering.
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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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@ -3689,8 +3689,8 @@ 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.AntiAliasedLinesUseTexData && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoAALines))
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTexData;
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if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoAntiAliasedLines))
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g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
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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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@ -6161,7 +6161,7 @@ void ImGui::SetCurrentFont(ImFont* font)
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ImFontAtlas* atlas = g.Font->ContainerAtlas;
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g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
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g.DrawListSharedData.TexUvAALines = &atlas->TexUvAALines;
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g.DrawListSharedData.TexUvAALines = atlas->TexUvAALines;
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g.DrawListSharedData.Font = g.Font;
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g.DrawListSharedData.FontSize = g.FontSize;
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}
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17
imgui.h
17
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 AntiAliasedLinesUseTexData; // Draw anti-aliased lines using textures where possible.
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bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Requires back-end to render with bilinear filtering.
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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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@ -1897,6 +1897,11 @@ struct ImColor
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// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
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//-----------------------------------------------------------------------------
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// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoAALines to disable baking.
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#ifndef IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX
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#define IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX (63)
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#endif
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// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
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// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
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// you can poke into the draw list for that! Draw callback may be useful for example to:
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@ -2000,8 +2005,8 @@ enum ImDrawListFlags_
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ImDrawListFlags_None = 0,
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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_AntiAliasedLinesUseTexData = 1 << 3 // Should anti-aliased lines be drawn using textures where possible?
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ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 2, // Should anti-aliased lines be drawn using textures where possible?
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ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
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};
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// Draw command list
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@ -2221,7 +2226,7 @@ enum ImFontAtlasFlags_
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ImFontAtlasFlags_None = 0,
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ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
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ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
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ImFontAtlasFlags_NoAALines = 1 << 2 // Don't build anti-aliased line textures into the atlas
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ImFontAtlasFlags_NoAntiAliasedLines = 1 << 2 // Don't build anti-aliased line textures into the atlas (save a little texture memory). They will be rendered using polygons (a little bit more expensive)
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};
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// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
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@ -2322,11 +2327,11 @@ struct ImFontAtlas
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ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
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ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
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ImVector<ImFontConfig> ConfigData; // Configuration data
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ImVec4 TexUvAALines[IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX + 1]; // UVs for anti-aliased line textures
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// [Internal] Packing data
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int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
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int AALineRectId; // Custom texture rectangle ID for anti-aliased lines
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ImVector<ImVec4> TexUvAALines; // UVs for anti-aliased line textures
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int PackIdAALines; // Custom texture rectangle ID for anti-aliased lines
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
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@ -3698,7 +3698,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
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ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
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ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
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ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 4.0f, "%.1f");
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ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
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ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
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ImGui::Text("Rounding");
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ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
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@ -3831,7 +3831,7 @@ 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("Anti-aliased lines use texture data", &style.AntiAliasedLinesUseTexData);
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ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
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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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@ -668,7 +668,6 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
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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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@ -679,12 +678,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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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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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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const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTexData) && (integer_thickness < IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX);
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const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX);
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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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@ -712,8 +710,11 @@ 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_texture)
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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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// 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
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const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : 1.0f;
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@ -734,7 +735,7 @@ 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_texture ? 2 : 3)); // Vertex index for end of 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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@ -774,32 +775,30 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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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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ImVec4 tex_uvs;
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if (fractional_thickness == 0.0f) // Fast path for pure integer widths
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tex_uvs = (*_Data->TexUvAALines)[integer_thickness];
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else
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ImVec4 tex_uvs = _Data->TexUvAALines[integer_thickness];
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if (fractional_thickness != 0.0f)
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{
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// Calculate UV by interpolating between the two nearest integer line widths
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const ImVec4 tex_uvs_0 = (*_Data->TexUvAALines)[integer_thickness];
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const ImVec4 tex_uvs_1 = (*_Data->TexUvAALines)[integer_thickness + 1];
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tex_uvs = ImLerp(tex_uvs_0, tex_uvs_1, fractional_thickness);
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const ImVec4 tex_uvs_1 = _Data->TexUvAALines[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++)
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{
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_VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = ImVec2(tex_uvs.x, tex_uvs.y); _VtxWritePtr[0].col = col; // Left-side outer edge
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_VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = ImVec2(tex_uvs.z, tex_uvs.y); _VtxWritePtr[1].col = col; // Right-side outer edge
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_VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
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_VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
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_VtxWritePtr += 2;
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}
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}
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else
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{
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// If we're not using a texture, we need the centre vertex as well
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// If we're not using a texture, we need the center vertex as well
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for (int i = 0; i < points_count; i++)
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{
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_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Centre of line
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_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line
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_VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge
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_VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge
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_VtxWritePtr += 3;
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}
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else
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{
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// For untextured lines that are greater than a pixel in width, we need to draw the solid line core and thus require four vertices per point
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// [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
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const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
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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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}
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else
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{
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// Non texture-based, Non anti-aliased lines
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// [PATH 4] Non texture-based, Non anti-aliased lines
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const int idx_count = count * 6;
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const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges
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PrimReserve(idx_count, vtx_count);
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TexWidth = TexHeight = 0;
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TexUvScale = ImVec2(0.0f, 0.0f);
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TexUvWhitePixel = ImVec2(0.0f, 0.0f);
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PackIdMouseCursors = -1;
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PackIdMouseCursors = PackIdAALines = -1;
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}
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ImFontAtlas::~ImFontAtlas()
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@ -1748,7 +1747,7 @@ void ImFontAtlas::ClearInputData()
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}
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ConfigData.clear();
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CustomRects.clear();
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PackIdMouseCursors = -1;
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PackIdMouseCursors = PackIdAALines = -1;
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}
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void ImFontAtlas::ClearTexData()
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@ -2390,41 +2389,38 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
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static void ImFontAtlasBuildRegisterAALineCustomRects(ImFontAtlas* atlas)
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{
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if ((atlas->Flags & ImFontAtlasFlags_NoAALines))
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if (atlas->Flags & ImFontAtlasFlags_NoAntiAliasedLines)
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return;
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// The "max_width + 2" here is to give space for the end caps, whilst height (IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX+1) is to accommodate the fact we have a zero-width row
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const int max_width = IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX; // The maximum line width we want to generate
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atlas->AALineRectId = atlas->AddCustomRectRegular(max_width + 2, IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX + 1);
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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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atlas->PackIdAALines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX + 1);
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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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if (atlas->Flags & ImFontAtlasFlags_NoAntiAliasedLines)
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return;
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ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->AALineRectId];
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IM_ASSERT(r.IsPacked());
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ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdAALines);
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IM_ASSERT(r->IsPacked());
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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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const int w = atlas->TexWidth;
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for (unsigned int n = 0; n < (IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX + 1); n++) // +1 because of the zero-width row
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for (unsigned int n = 0; n < IM_DRAWLIST_TEX_AA_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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// 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 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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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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// Make sure we're inside the texture bounds before we start writing pixels
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IM_ASSERT_PARANOID(pad_left + line_width + pad_right == r.Width);
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IM_ASSERT_PARANOID(y < r.Height);
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// Write each slice
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unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r.X + ((r.Y + y) * w)];
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unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * w)];
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for (unsigned int x = 0; x < pad_left; x++)
|
||||
*(write_ptr++) = 0;
|
||||
for (unsigned int x = 0; x < line_width; x++)
|
||||
|
@ -2433,16 +2429,16 @@ static void ImFontAtlasBuildRenderAALinesTexData(ImFontAtlas* atlas)
|
|||
*(write_ptr++) = 0;
|
||||
|
||||
// Calculate UVs for this line
|
||||
ImFontAtlasCustomRect line_rect = r;
|
||||
ImFontAtlasCustomRect line_rect = *r;
|
||||
line_rect.X += (unsigned short)(pad_left - 1);
|
||||
line_rect.Width = (unsigned short)(line_width + 2);
|
||||
line_rect.Y += (unsigned short)y;
|
||||
line_rect.Width = (unsigned short)(line_width + 2);
|
||||
line_rect.Height = 1;
|
||||
|
||||
ImVec2 uv0, uv1;
|
||||
atlas->CalcCustomRectUV(&line_rect, &uv0, &uv1);
|
||||
float halfV = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
|
||||
atlas->TexUvAALines.push_back(ImVec4(uv0.x, halfV, uv1.x, halfV));
|
||||
float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
|
||||
atlas->TexUvAALines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -529,9 +529,6 @@ struct IMGUI_API ImChunkStream
|
|||
#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1
|
||||
#endif
|
||||
|
||||
// The maximum line width to build anti-aliased textures for (note that this needs to be one greater than the maximum line width you want to be able to draw using the textured path)
|
||||
#define IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX 65
|
||||
|
||||
// Data shared between all ImDrawList instances
|
||||
// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
|
||||
struct IMGUI_API ImDrawListSharedData
|
||||
|
@ -548,7 +545,7 @@ struct IMGUI_API ImDrawListSharedData
|
|||
ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
|
||||
ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead)
|
||||
|
||||
ImVector<ImVec4>* TexUvAALines; // UV of anti-aliased lines in the atlas
|
||||
const ImVec4* TexUvAALines; // UV of anti-aliased lines in the atlas
|
||||
|
||||
ImDrawListSharedData();
|
||||
void SetCircleSegmentMaxError(float max_error);
|
||||
|
|
Loading…
Reference in New Issue