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@@ -8,6 +8,7 @@ Index of this file:
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// [SECTION] STB libraries implementation
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// [SECTION] STB libraries implementation
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// [SECTION] Style functions
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// [SECTION] Style functions
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// [SECTION] ImDrawList
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// [SECTION] ImDrawList
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+// [SECTION] ImTriangulator, ImDrawList concave polygon fill
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// [SECTION] ImDrawListSplitter
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// [SECTION] ImDrawListSplitter
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// [SECTION] ImDrawData
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// [SECTION] ImDrawData
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// [SECTION] Helpers ShadeVertsXXX functions
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// [SECTION] Helpers ShadeVertsXXX functions
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@@ -1706,6 +1707,316 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
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PopTextureID();
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PopTextureID();
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}
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}
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+//-----------------------------------------------------------------------------
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+// [SECTION] ImTriangulator, ImDrawList concave polygon fill
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+//-----------------------------------------------------------------------------
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+// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity.
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+// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
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+// Provided as a convenience for user but not used by main library.
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+//-----------------------------------------------------------------------------
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+// - ImTriangulator [Internal]
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+// - AddConcavePolyFilled()
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+//-----------------------------------------------------------------------------
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+
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+enum ImTriangulatorNodeType
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+{
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+ ImTriangulatorNodeType_Convex,
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+ ImTriangulatorNodeType_Ear,
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+ ImTriangulatorNodeType_Reflex
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+};
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+
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+struct ImTriangulatorNode
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+{
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+ ImTriangulatorNodeType Type;
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+ int Index;
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+ ImVec2 Pos;
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+ ImTriangulatorNode* Next;
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+ ImTriangulatorNode* Prev;
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+
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+ void Unlink() { Next->Prev = Prev; Prev->Next = Next; }
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+};
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+
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+struct ImTriangulatorNodeSpan
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+{
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+ ImTriangulatorNode** Data = NULL;
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+ int Size = 0;
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+
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+ void push_back(ImTriangulatorNode* node) { Data[Size++] = node; }
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+ void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } }
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+};
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+
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+struct ImTriangulator
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+{
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+ static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; }
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+ static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; }
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+
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+ void Init(const ImVec2* points, int points_count, void* scratch_buffer);
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+ void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle
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+
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+ // Internal functions
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+ void BuildNodes(const ImVec2* points, int points_count);
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+ void BuildReflexes();
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+ void BuildEars();
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+ void FlipNodeList();
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+ bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const;
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+ void ReclassifyNode(ImTriangulatorNode* node);
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+
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+ // Internal members
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+ int _TrianglesLeft = 0;
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+ ImTriangulatorNode* _Nodes = NULL;
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+ ImTriangulatorNodeSpan _Ears;
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+ ImTriangulatorNodeSpan _Reflexes;
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+};
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+
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+// Distribute storage for nodes, ears and reflexes.
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+// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer
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+// (this would require first building reflexes to bail to convex if empty, without even building nodes)
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+void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer)
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+{
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+ IM_ASSERT(scratch_buffer != NULL && points_count >= 3);
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+ _TrianglesLeft = EstimateTriangleCount(points_count);
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+ _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node
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+ _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node*
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+ _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node*
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+ BuildNodes(points, points_count);
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+ BuildReflexes();
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+ BuildEars();
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+}
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+
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+void ImTriangulator::BuildNodes(const ImVec2* points, int points_count)
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+{
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+ for (int i = 0; i < points_count; i++)
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+ {
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+ _Nodes[i].Type = ImTriangulatorNodeType_Convex;
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+ _Nodes[i].Index = i;
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+ _Nodes[i].Pos = points[i];
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+ _Nodes[i].Next = _Nodes + i + 1;
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+ _Nodes[i].Prev = _Nodes + i - 1;
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+ }
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+ _Nodes[0].Prev = _Nodes + points_count - 1;
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+ _Nodes[points_count - 1].Next = _Nodes;
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+}
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+
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+void ImTriangulator::BuildReflexes()
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+{
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+ ImTriangulatorNode* n1 = _Nodes;
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+ for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
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+ {
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+ if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos))
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+ continue;
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+ n1->Type = ImTriangulatorNodeType_Reflex;
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+ _Reflexes.push_back(n1);
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+ }
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+}
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+
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+void ImTriangulator::BuildEars()
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+{
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+ ImTriangulatorNode* n1 = _Nodes;
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+ for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
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+ {
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+ if (n1->Type != ImTriangulatorNodeType_Convex)
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+ continue;
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+ if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos))
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+ continue;
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+ n1->Type = ImTriangulatorNodeType_Ear;
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+ _Ears.push_back(n1);
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+ }
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+}
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+
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+void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3])
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+{
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+ if (_Ears.Size == 0)
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+ {
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+ FlipNodeList();
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+
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+ ImTriangulatorNode* node = _Nodes;
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+ for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next)
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+ node->Type = ImTriangulatorNodeType_Convex;
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+ _Reflexes.Size = 0;
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+ BuildReflexes();
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+ BuildEars();
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+
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+ // If we still don't have ears, it means geometry is degenerated.
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+ if (_Ears.Size == 0)
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+ {
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+ // Return first triangle available, mimicking the behavior of convex fill.
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+ IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated
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+ _Ears.Data[0] = _Nodes;
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+ _Ears.Size = 1;
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+ }
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+ }
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+
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+ ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size];
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+ out_triangle[0] = ear->Prev->Index;
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+ out_triangle[1] = ear->Index;
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+ out_triangle[2] = ear->Next->Index;
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+
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+ ear->Unlink();
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+ if (ear == _Nodes)
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+ _Nodes = ear->Next;
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+
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+ ReclassifyNode(ear->Prev);
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+ ReclassifyNode(ear->Next);
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+ _TrianglesLeft--;
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+}
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+
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+void ImTriangulator::FlipNodeList()
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+{
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+ ImTriangulatorNode* prev = _Nodes;
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+ ImTriangulatorNode* temp = _Nodes;
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+ ImTriangulatorNode* current = _Nodes->Next;
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+ prev->Next = prev;
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+ prev->Prev = prev;
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+ while (current != _Nodes)
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+ {
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+ temp = current->Next;
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+
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+ current->Next = prev;
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+ prev->Prev = current;
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+ _Nodes->Next = current;
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+ current->Prev = _Nodes;
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+
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+ prev = current;
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+ current = temp;
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+ }
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+ _Nodes = prev;
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+}
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+
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+// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm)
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+bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const
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+{
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+ ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size;
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+ for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++)
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+ {
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+ ImTriangulatorNode* reflex = *p;
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+ if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2)
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+ if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos))
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+ return false;
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+ }
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+ return true;
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+}
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+
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+void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1)
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+{
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+ // Classify node
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+ ImTriangulatorNodeType type;
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+ const ImTriangulatorNode* n0 = n1->Prev;
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+ const ImTriangulatorNode* n2 = n1->Next;
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+ if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos))
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+ type = ImTriangulatorNodeType_Reflex;
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+ else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos))
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+ type = ImTriangulatorNodeType_Ear;
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+ else
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+ type = ImTriangulatorNodeType_Convex;
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+
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+ // Update lists when a type changes
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+ if (type == n1->Type)
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+ return;
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+ if (n1->Type == ImTriangulatorNodeType_Reflex)
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+ _Reflexes.find_erase_unsorted(n1->Index);
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+ else if (n1->Type == ImTriangulatorNodeType_Ear)
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+ _Ears.find_erase_unsorted(n1->Index);
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+ if (type == ImTriangulatorNodeType_Reflex)
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+ _Reflexes.push_back(n1);
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+ else if (type == ImTriangulatorNodeType_Ear)
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+ _Ears.push_back(n1);
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+ n1->Type = type;
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+}
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+
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+// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes).
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+// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer!
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+// It is up to caller to ensure not making costly calls that will be outside of visible area.
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+// As concave fill is noticeably more expensive than other primitives, be mindful of this...
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+// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false')
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+void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col)
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+{
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+ if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
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+ return;
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+
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+ const ImVec2 uv = _Data->TexUvWhitePixel;
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+ ImTriangulator triangulator;
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+ unsigned int triangle[3];
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+ if (Flags & ImDrawListFlags_AntiAliasedFill)
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+ {
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+ // Anti-aliased Fill
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+ const float AA_SIZE = _FringeScale;
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+ const ImU32 col_trans = col & ~IM_COL32_A_MASK;
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+ const int idx_count = (points_count - 2) * 3 + points_count * 6;
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+ const int vtx_count = (points_count * 2);
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+ PrimReserve(idx_count, vtx_count);
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+
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+ // Add indexes for fill
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+ unsigned int vtx_inner_idx = _VtxCurrentIdx;
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+ unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
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+
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+ _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
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+ triangulator.Init(points, points_count, _Data->TempBuffer.Data);
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+ while (triangulator._TrianglesLeft > 0)
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+ {
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+ triangulator.GetNextTriangle(triangle);
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+ _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1));
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+ _IdxWritePtr += 3;
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+ }
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+
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+ // Compute normals
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+ _Data->TempBuffer.reserve_discard(points_count);
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+ ImVec2* temp_normals = _Data->TempBuffer.Data;
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+ for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
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+ {
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+ const ImVec2& p0 = points[i0];
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+ const ImVec2& p1 = points[i1];
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+ float dx = p1.x - p0.x;
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+ float dy = p1.y - p0.y;
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+ IM_NORMALIZE2F_OVER_ZERO(dx, dy);
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+ temp_normals[i0].x = dy;
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+ temp_normals[i0].y = -dx;
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+ }
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+
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+ for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
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+ {
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+ // Average normals
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+ const ImVec2& n0 = temp_normals[i0];
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+ const ImVec2& n1 = temp_normals[i1];
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+ float dm_x = (n0.x + n1.x) * 0.5f;
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+ float dm_y = (n0.y + n1.y) * 0.5f;
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+ IM_FIXNORMAL2F(dm_x, dm_y);
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+ dm_x *= AA_SIZE * 0.5f;
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+ dm_y *= AA_SIZE * 0.5f;
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+
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+ // Add vertices
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+ _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
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+ _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
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+ _VtxWritePtr += 2;
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+
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+ // Add indexes for fringes
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+ _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
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+ _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
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+ _IdxWritePtr += 6;
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+ }
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+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
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+ }
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+ else
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+ {
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+ // Non Anti-aliased Fill
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+ const int idx_count = (points_count - 2) * 3;
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+ const int vtx_count = points_count;
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+ PrimReserve(idx_count, vtx_count);
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+ for (int i = 0; i < vtx_count; i++)
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+ {
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+ _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
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+ _VtxWritePtr++;
|
|
|
|
+ }
|
|
|
|
+ _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
|
|
|
|
+ triangulator.Init(points, points_count, _Data->TempBuffer.Data);
|
|
|
|
+ while (triangulator._TrianglesLeft > 0)
|
|
|
|
+ {
|
|
|
|
+ triangulator.GetNextTriangle(triangle);
|
|
|
|
+ _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]);
|
|
|
|
+ _IdxWritePtr += 3;
|
|
|
|
+ }
|
|
|
|
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
// [SECTION] ImDrawListSplitter
|
|
// [SECTION] ImDrawListSplitter
|