mirror of
https://github.com/ocornut/imgui.git
synced 2026-08-20 22:31:16 +00:00
DrawList: fixed visual pop in stroke rendering when thickness is between 1 and 2 pixels.
- added animated thickness to demo to make it easier to evaluate thickness visual progression - added super sampled textures in thickness range [1..3] to avoid visual pop
This commit is contained in:
7
imgui.h
7
imgui.h
@@ -3323,6 +3323,10 @@ struct ImGuiSelectionExternalStorage
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#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
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#endif
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#ifndef IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX
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#define IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX (2) // How many samples for lines between [1..2) thickness.
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#endif
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#ifndef IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX
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#define IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX (16)
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#endif
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@@ -3653,6 +3657,7 @@ struct ImDrawList
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IMGUI_API void _AddRectBaked(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float r, float t, ImVec4 tex_uvs, ImDrawFlags flags);
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IMGUI_API void _AddPolyline(const ImVec2* points, ImVec2* normals, float* sqr_lengths, const int points_count, ImU32 col, float thickness, ImDrawFlags flags, ImVec4 tex_uvs, float fringe);
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IMGUI_API void _AddRectTinyRounding(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, float thickness, ImDrawFlags flags);
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IMGUI_API void _SelectFringeTexture(float screen_thickness, ImVec4& tex_uvs, float& fringe);
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};
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// All draw data to render a Dear ImGui frame
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@@ -4014,7 +4019,7 @@ struct ImFontAtlas
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.
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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<ImFontConfig> Sources; // Source/configuration data
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ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
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ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX + 1]; // UVs for baked anti-aliased lines
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ImVec4 TexUvCorners[IM_DRAWLIST_TEX_CORNERS_ROUNDING_MAX * IM_DRAWLIST_TEX_CORNERS_THICKNESS_MAX]; // UVs for baked anti-aliased corners (0= fill, 1> stroke thickness)
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int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
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int FontNextUniqueID; // Next value to be stored in ImFont->FontID
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@@ -10411,17 +10411,25 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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// Draw a bunch of primitives
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ImGui::Text("All primitives");
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static float sz = 42.0f;
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static float thickness = 3.0f;
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static int ngon_sides = 6;
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static bool animate_thickness = false;
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static float base_thickness = 3.0f;
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static int ngon_segments = 6;
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static bool circle_segments_override = false;
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static int circle_segments_override_v = 12;
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static bool curve_segments_override = false;
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static int curve_segments_override_v = 8;
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static ImVec4 colf_stroke = ImVec4(1.00f, 1.00f, 0.40f, 1.0f);
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static ImVec4 colf_fill = ImVec4(0.70f, 0.18f, 0.62f, 1.0f);
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const float thickness_anim_period = 5.f;
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float thickness_wave = 1.0f - fabs(fmod((float)ImGui::GetTime(), thickness_anim_period) * (2.0f / thickness_anim_period) - 1.0f);
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float thickness = animate_thickness ? thickness_wave * base_thickness : base_thickness;
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ImGui::DragFloat("Size", &sz, 0.2f, 0.2f, 100.0f, "%.0f");
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ImGui::DragFloat("Thickness", &thickness, 0.1f, 0.0f, 30.0f, "%.02f");
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ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
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ImGui::DragFloat("Thickness", &base_thickness, 0.1f, 0.0f, 30.0f, "%.02f");
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ImGui::Checkbox("Animate Thickness", &animate_thickness);
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ImGui::SameLine();
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ImGui::Text("%.2f", thickness);
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ImGui::SliderInt("N-gon sides", &ngon_segments, 3, 12);
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ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40);
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@@ -10473,7 +10481,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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{
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// FILLED SHAPES
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const ImU32 col = ImColor(colf_fill);
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draw_list->AddNgonFilled({ x + half_sz, y + half_sz }, half_sz, col, ngon_sides); x += sz + spacing; // N-gon
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draw_list->AddNgonFilled({ x + half_sz, y + half_sz }, half_sz, col, ngon_segments); x += sz + spacing; // N-gon
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draw_list->AddCircleFilled({ x + half_sz, y + half_sz }, half_sz, col, circle_segments); x += sz + spacing; // Circle
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draw_list->AddEllipseFilled({ x + half_sz, y + half_sz }, { sz * 0.5f, sz * 0.3f }, col, -0.3f, circle_segments); x += sz + spacing;// Ellipse
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draw_list->AddRectFilled({ x, y }, { x + sz, y + sz }, col); x += sz + spacing; // Square
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@@ -10523,7 +10531,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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// First row uses a thickness of 1.0f, second row uses the configurable thickness
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const ImU32 col = ImColor(colf_stroke);
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float th = (row == 0) ? 1.0f : thickness;
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draw_list->AddNgon({ x + half_sz, y + half_sz }, half_sz, col, ngon_sides, th, flags); x += sz + spacing; // N-gon
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draw_list->AddNgon({ x + half_sz, y + half_sz }, half_sz, col, ngon_segments, th, flags); x += sz + spacing; // N-gon
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draw_list->AddCircle({ x + half_sz, y + half_sz }, half_sz, col, circle_segments, th, flags); x += sz + spacing; // Circle
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draw_list->AddEllipse({ x + half_sz, y + half_sz }, { sz * 0.5f, sz * 0.3f }, col, -0.3f, circle_segments, th, flags); x += sz + spacing; // Ellipse
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draw_list->AddRect({ x, y }, { x + sz, y + sz }, col, 0.0f, th, flags); x += sz + spacing; // Square
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165
imgui_draw.cpp
165
imgui_draw.cpp
@@ -1187,6 +1187,27 @@ static ImU32 ImAlphaMultiply(ImU32 col, float alpha_mul)
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return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
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}
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void ImDrawList::_SelectFringeTexture(float screen_thickness, ImVec4& tex_uvs, float& fringe)
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{
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if (screen_thickness <= 2.f)
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{
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// Handle the thickness between [1..2]. The texture scaling in this range will cause visual pop near 1, so we generate super sampled textures in this range.
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// There IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX+1 textures, where 0 maps to 1.0 and IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX maps 2.0.
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constexpr float base_width = 1.f;
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const int texture_idx = ImClamp((int)((screen_thickness - base_width) * IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX + 0.5f), 0, IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX);
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const float tex_width = base_width + (float)texture_idx / IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX;
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fringe = _FringeScale * (screen_thickness / tex_width); // Scale the fringe to cover the discrepancy between the texture and requested size.
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tex_uvs = _Data->TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + texture_idx];
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}
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else
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{
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// Bias the texture selection towards higher resolution to avoid visual pops when the texture change.
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const int texture_idx = ImClamp((int)(screen_thickness + 0.95f), 1, IM_DRAWLIST_TEX_LINES_WIDTH_MAX - 1);
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fringe = _FringeScale * (screen_thickness / (float)texture_idx); // Scale the fringe to cover the discrepancy between the texture and requested size.
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tex_uvs = _Data->TexUvLines[texture_idx];
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}
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}
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extern bool g_LEGACY_STROKES;
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void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, float thickness, ImDrawFlags flags)
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@@ -1244,10 +1265,9 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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sqr_lengths[points_count - 1] = 0.0f;
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}
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// Bias the texture selection towards higher resolution to avoid visual pops when the texture change.
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const int texture_idx = ImClamp((int)(screen_thickness + 0.95f), 1, IM_DRAWLIST_TEX_LINES_WIDTH_MAX - 1);
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const float fringe = _FringeScale * (screen_thickness / (float)texture_idx); // Scale the fringe to cover the discrepancy between the texture and requested size.
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const ImVec4 tex_uvs = _Data->TexUvLines[texture_idx];
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ImVec4 tex_uvs;
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float fringe;
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_SelectFringeTexture(screen_thickness, tex_uvs, fringe);
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_AddPolyline(points, normals, sqr_lengths, points_count, col, thickness, flags, tex_uvs, fringe);
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}
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@@ -2352,10 +2372,9 @@ void ImDrawList::_AddRectTinyRounding(const ImVec2& p_min, const ImVec2& p_max,
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thickness = _FringeScale;
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}
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// Bias the texture selection towards higher resolution to avoid visual pops when the texture change.
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const int texture_idx = ImClamp((int)(screen_thickness + 0.95f), 1, IM_DRAWLIST_TEX_LINES_WIDTH_MAX - 1);
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const float fringe = _FringeScale * (screen_thickness / (float)texture_idx); // Scale the fringe to cover the discrepancy between the texture and requested size.
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const ImVec4 tex_uvs = _Data->TexUvLines[texture_idx];
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ImVec4 tex_uvs;
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float fringe;
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_SelectFringeTexture(screen_thickness, tex_uvs, fringe);
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const int arc_step = ImClamp(IM_DRAWLIST_ARCFAST_SAMPLE_MAX / this->_CalcCircleAutoSegmentCount(rounding), 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);
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const int arc_point_count = (IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4) / arc_step + 1;
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@@ -5101,54 +5120,114 @@ static void ImFontAtlasBuildUpdateTexDataLines(ImFontAtlas* atlas)
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bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false;
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if (add_and_draw)
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{
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ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
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ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX + 1);
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builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r);
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IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid);
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}
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// Register texture region for thick lines
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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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// 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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for (int n = 0; n < IM_DRAWLIST_TEX_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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const int y = n;
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const int line_width = n;
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const int pad_left = (r.w - line_width) / 2;
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const int pad_right = r.w - (pad_left + line_width);
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IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
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// Write each slice
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if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
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// Register texture region for thick lines
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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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// 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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for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
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{
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ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
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for (int i = 0; i < pad_left; i++)
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*(write_ptr + i) = 0x00;
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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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const int y = n;
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const int line_width = n;
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const int pad_left = (r.w - line_width) / 2;
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const int pad_right = r.w - (pad_left + line_width);
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IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
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for (int i = 0; i < line_width; i++)
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*(write_ptr + pad_left + i) = 0xFF;
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// Write each slice
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if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
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{
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ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
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for (int i = 0; i < pad_left; i++)
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*(write_ptr + i) = 0x00;
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for (int i = 0; i < pad_right; i++)
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*(write_ptr + pad_left + line_width + i) = 0x00;
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for (int i = 0; i < line_width; i++)
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*(write_ptr + pad_left + i) = 0xFF;
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for (int i = 0; i < pad_right; i++)
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*(write_ptr + pad_left + line_width + i) = 0x00;
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}
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else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
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{
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ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
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for (int i = 0; i < pad_left; i++)
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*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
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for (int i = 0; i < line_width; i++)
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*(write_ptr + pad_left + i) = IM_COL32_WHITE;
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for (int i = 0; i < pad_right; i++)
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*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
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}
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// Refresh UV coordinates
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ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale;
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ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale;
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float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
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atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
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}
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else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
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}
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{
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ImU8 ramp[IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX];
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for (int n = 0; n < IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX; n++)
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ramp[n] = (ImU8)(((float)n / IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX) * 255.f);
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for (int n = 0; n < IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX + 1; n++)
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{
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ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
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for (int i = 0; i < pad_left; i++)
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*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
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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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const int y = IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + n;
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const int line_width = IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX + n;
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IM_ASSERT(IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX + line_width + IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX <= r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
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for (int i = 0; i < line_width; i++)
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*(write_ptr + pad_left + i) = IM_COL32_WHITE;
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// Write each slice
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if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
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{
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ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
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int idx = 0;
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for (int i = 0; i < pad_right; i++)
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*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
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for (int i = 0; i < IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX; i++)
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write_ptr[idx++] = ramp[i];
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for (int i = 0; i < line_width; i++)
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write_ptr[idx++] = 0xFF;
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for (int i = IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX-1; i >= 0; i--)
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write_ptr[idx++] = ramp[i];
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while (idx < r.w)
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write_ptr[idx++] = 0x0;
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}
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else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
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{
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ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
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int idx = 0;
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for (int i = 0; i < IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX; i++)
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write_ptr[idx++] = IM_COL32(255, 255, 255, ramp[i]);
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for (int i = 0; i < line_width; i++)
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write_ptr[idx++] = IM_COL32(255, 255, 255, 255);
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for (int i = IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX - 1; i >= 0; i--)
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write_ptr[idx++] = IM_COL32(255, 255, 255, ramp[i]);
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while (idx < r.w)
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write_ptr[idx++] = IM_COL32(255, 255, 255, 0);
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}
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// Refresh UV coordinates
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ImVec2 uv0 = ImVec2((float)(r.x), (float)(r.y + y)) * atlas->TexUvScale;
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ImVec2 uv1 = ImVec2((float)(r.x + IM_DRAWLIST_TEX_LINES_SUPERSAMPLE_MAX * 2 + line_width), (float)(r.y + y + 1)) * atlas->TexUvScale;
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float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
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atlas->TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1 + n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
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}
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// Refresh UV coordinates
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ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale;
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ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale;
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float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
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atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
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}
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}
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