mirror of https://github.com/ocornut/imgui
ImDrawList: added AddBezier(), PathBezierTo() for cubic bezier curves (#311)
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@ -620,6 +620,7 @@ ImGuiStyle::ImGuiStyle()
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DisplaySafeAreaPadding = ImVec2(4,4); // 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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AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
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AntiAliasedShapes = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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CurveTessellationTol = 1.25f; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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Colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
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Colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
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@ -1790,6 +1791,7 @@ void ImGui::NewFrame()
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IM_ASSERT(g.IO.RenderDrawListsFn != NULL); // Must be implemented
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IM_ASSERT(g.IO.Fonts->Fonts.Size > 0); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
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IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
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IM_ASSERT(g.Style.CurveTessellationTol > 0.0f); // Invalid
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if (!g.Initialized)
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{
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14
imgui.h
14
imgui.h
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@ -647,6 +647,7 @@ struct ImGuiStyle
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ImVec2 DisplaySafeAreaPadding; // 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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bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
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bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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ImVec4 Colors[ImGuiCol_COUNT];
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IMGUI_API ImGuiStyle();
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@ -1100,15 +1101,18 @@ struct ImDrawList
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
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inline void AddBezier(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0) { PathBezierTo(pos0, cp0, cp1, pos1, num_segments); PathStroke(col, false, thickness); }
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// Stateful path API, add points then finish with PathFill() or PathStroke()
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inline void PathClear() { _Path.resize(0); }
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inline void PathLineTo(const ImVec2& p) { _Path.push_back(p); }
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IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);
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IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
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inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
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inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || _Path[_Path.Size-1].x != pos.x || _Path[_Path.Size-1].y != pos.y) _Path.push_back(pos); }
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inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
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IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
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IMGUI_API void PathBezierTo(const ImVec2& p0, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
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IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners = 0x0F);
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// Channels
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// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
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@ -1392,6 +1392,10 @@ 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::Checkbox("Anti-aliased shapes", &style.AntiAliasedShapes);
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ImGui::PushItemWidth(100);
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ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, NULL, 2.0f);
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if (style.CurveTessellationTol < 0.0f) style.CurveTessellationTol = 0.10f;
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ImGui::PopItemWidth();
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ImGui::TreePop();
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}
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@ -639,6 +639,56 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float amin, float
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}
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}
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static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
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{
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float dx = x4 - x1;
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float dy = y4 - y1;
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float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
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float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
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d2 = (d2 >= 0) ? d2 : -d2;
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d3 = (d3 >= 0) ? d3 : -d3;
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if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
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{
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path->push_back(ImVec2(x4, y4));
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}
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else if (level < 10)
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{
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float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f;
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float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f;
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float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f;
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float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f;
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float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
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float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
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PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
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PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
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}
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}
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void ImDrawList::PathBezierTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
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{
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PathLineToMergeDuplicate(p1);
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if (num_segments == 0)
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{
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// Auto-tessellated
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PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, GImGui->Style.CurveTessellationTol, 0);
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}
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else
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{
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float t_step = 1.0f / (float)num_segments;
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for (int i_step = 1; i_step <= num_segments; i_step++)
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{
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float t = t_step * i_step;
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float u = 1.0f - t;
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float w1 = u*u*u;
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float w2 = 3*u*u*t;
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float w3 = 3*u*t*t;
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float w4 = t*t*t;
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_Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
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}
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}
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}
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void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
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{
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float r = rounding;
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