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+/*
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+ * This source file is part of RmlUi, the HTML/CSS Interface Middleware
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+ *
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+ * For the latest information, see http://github.com/mikke89/RmlUi
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+ *
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+ * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
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+ * Copyright (c) 2019 The RmlUi Team, and contributors
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+ *
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+ * Permission is hereby granted, free of charge, to any person obtaining a copy
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+ * of this software and associated documentation files (the "Software"), to deal
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+ * in the Software without restriction, including without limitation the rights
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+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ * copies of the Software, and to permit persons to whom the Software is
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+ * furnished to do so, subject to the following conditions:
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+ *
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+ * The above copyright notice and this permission notice shall be included in
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+ * all copies or substantial portions of the Software.
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+ *
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+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+ * THE SOFTWARE.
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+ *
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+ */
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+
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+#include "GeometryBackgroundBorder.h"
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+#include "../../Include/RmlUi/Core/Box.h"
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+#include "../../Include/RmlUi/Core/Math.h"
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+#include <algorithm>
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+#include <float.h>
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+
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+namespace Rml {
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+
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+GeometryBackgroundBorder::GeometryBackgroundBorder(Vector<Vertex>& vertices, Vector<int>& indices) : vertices(vertices), indices(indices)
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+{}
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+
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+void GeometryBackgroundBorder::Draw(Vector<Vertex>& vertices, Vector<int>& indices, CornerSizes radii, const Box& box, const Colourb background_color, const Colourb* border_colors)
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+{
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+ using Edge = Box::Edge;
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+
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+ EdgeSizes border_widths = {
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+ box.GetEdge(Box::BORDER, Edge::TOP),
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+ box.GetEdge(Box::BORDER, Edge::RIGHT),
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+ box.GetEdge(Box::BORDER, Edge::BOTTOM),
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+ box.GetEdge(Box::BORDER, Edge::LEFT),
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+ };
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+
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+ int num_borders = 0;
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+
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+ if (border_colors)
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+ {
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+ for (int i = 0; i < 4; i++)
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+ if (border_colors[i].alpha > 0 && border_widths[i] > 0)
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+ num_borders += 1;
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+ }
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+
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+ const Vector2f padding_size = box.GetSize(Box::PADDING);
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+
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+ const bool has_background = (background_color.alpha > 0 && padding_size.x > 0 && padding_size.y > 0);
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+ const bool has_border = (num_borders > 0);
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+
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+ if (!has_background && !has_border)
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+ return;
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+
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+
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+ // -- Find the corner positions --
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+
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+ const Vector2f padding_position = box.GetPosition(Box::PADDING);
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+ const Vector2f border_position = padding_position - Vector2f(border_widths[Edge::LEFT], border_widths[Edge::TOP]);
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+ const Vector2f border_size = padding_size + Vector2f(border_widths[Edge::LEFT] + border_widths[Edge::RIGHT], border_widths[Edge::TOP] + border_widths[Edge::BOTTOM]);
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+
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+ // Border edge positions
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+ CornerPositions positions_outer = {
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+ border_position,
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+ border_position + Vector2f(border_size.x, 0),
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+ border_position + border_size,
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+ border_position + Vector2f(0, border_size.y)
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+ };
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+
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+ // Padding edge positions
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+ CornerPositions positions_inner = {
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+ padding_position,
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+ padding_position + Vector2f(padding_size.x, 0),
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+ padding_position + padding_size,
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+ padding_position + Vector2f(0, padding_size.y)
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+ };
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+
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+
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+ // -- For curved borders, find the positions to draw ellipses around, and the scaled outer and inner radii --
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+
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+ const float sum_radius = (radii[TOP_LEFT] + radii[TOP_RIGHT] + radii[BOTTOM_RIGHT] + radii[BOTTOM_LEFT]);
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+ const bool has_radius = (sum_radius > 0);
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+
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+ // Curved borders are drawn as circles (outer border) and ellipses (inner border) around the centers.
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+ CornerPositions positions_circle_center;
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+
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+ // Radii of the padding edges, 2-dimensional as these can be ellipses.
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+ // The inner radii is effectively the (signed) distance from the circle center to the padding edge.
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+ // They can also be zero or negative, in which case a sharp corner should be drawn instead of an arc.
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+ CornerSizes2 inner_radii;
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+
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+ if (has_radius)
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+ {
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+ // Scale the radii such that we have no overlapping curves.
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+ float scale_factor = FLT_MAX;
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+ scale_factor = Math::Min(scale_factor, padding_size.x / (radii[TOP_LEFT] + radii[TOP_RIGHT])); // Top
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+ scale_factor = Math::Min(scale_factor, padding_size.y / (radii[TOP_RIGHT] + radii[BOTTOM_RIGHT])); // Right
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+ scale_factor = Math::Min(scale_factor, padding_size.x / (radii[BOTTOM_RIGHT] + radii[BOTTOM_LEFT])); // Bottom
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+ scale_factor = Math::Min(scale_factor, padding_size.y / (radii[BOTTOM_LEFT] + radii[TOP_LEFT])); // Left
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+
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+ if (scale_factor < 1)
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+ {
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+ for (int i = 0; i < 4; i++)
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+ radii[i] *= scale_factor;
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+ }
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+
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+ // Place the circle/ellipse centers
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+ positions_circle_center = {
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+ positions_outer[TOP_LEFT] + Vector2f(1, 1) * radii[TOP_LEFT],
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+ positions_outer[TOP_RIGHT] + Vector2f(-1, 1) * radii[TOP_RIGHT],
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+ positions_outer[BOTTOM_RIGHT] + Vector2f(-1, -1) * radii[BOTTOM_RIGHT],
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+ positions_outer[BOTTOM_LEFT] + Vector2f(1, -1) * radii[BOTTOM_LEFT]
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+ };
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+
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+ inner_radii = {
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+ Vector2f(radii[TOP_LEFT]) - Vector2f(border_widths[Edge::LEFT], border_widths[Edge::TOP]),
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+ Vector2f(radii[TOP_RIGHT]) - Vector2f(border_widths[Edge::RIGHT], border_widths[Edge::TOP]),
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+ Vector2f(radii[BOTTOM_RIGHT]) - Vector2f(border_widths[Edge::RIGHT], border_widths[Edge::BOTTOM]),
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+ Vector2f(radii[BOTTOM_LEFT]) - Vector2f(border_widths[Edge::LEFT], border_widths[Edge::BOTTOM])
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+ };
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+ }
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+
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+ // -- Generate the geometry --
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+
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+ GeometryBackgroundBorder geometry(vertices, indices);
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+
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+ {
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+ // Reserve geometry. A conservative estimate, does not take border-radii into account and assumes same-colored borders.
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+ const int estimated_num_vertices = 4 * int(has_background) + 2 * num_borders;
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+ const int estimated_num_triangles = 2 * int(has_background) + 2 * num_borders;
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+
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+ vertices.reserve((int)vertices.size() + estimated_num_vertices);
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+ indices.reserve((int)indices.size() + 3 * estimated_num_triangles);
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+ }
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+
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+ // Draw the background
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+ if (has_background)
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+ {
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+ const int offset_vertices = (int)vertices.size();
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+
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+ for (int corner = 0; corner < 4; corner++)
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+ geometry.DrawBackgroundCorner(Corner(corner), positions_inner[corner], positions_circle_center[corner], radii[corner], inner_radii[corner], background_color);
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+
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+ geometry.FillBackground(offset_vertices);
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+ }
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+
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+ // Draw the border
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+ if (has_border)
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+ {
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+ using Edge = Box::Edge;
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+ const int offset_vertices = (int)vertices.size();
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+
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+ const bool draw_edge[4] = {
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+ border_widths[Edge::TOP] > 0 && border_colors[Edge::TOP].alpha > 0,
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+ border_widths[Edge::RIGHT] > 0 && border_colors[Edge::RIGHT].alpha > 0,
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+ border_widths[Edge::BOTTOM] > 0 && border_colors[Edge::BOTTOM].alpha > 0,
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+ border_widths[Edge::LEFT] > 0 && border_colors[Edge::LEFT].alpha > 0
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+ };
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+
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+ const bool draw_corner[4] = {
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+ draw_edge[Edge::TOP] || draw_edge[Edge::LEFT],
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+ draw_edge[Edge::TOP] || draw_edge[Edge::RIGHT],
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+ draw_edge[Edge::BOTTOM] || draw_edge[Edge::RIGHT],
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+ draw_edge[Edge::BOTTOM] || draw_edge[Edge::LEFT]
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+ };
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+
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+ for (int corner = 0; corner < 4; corner++)
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+ {
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+ const Edge edge0 = Edge((corner + 3) % 4);
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+ const Edge edge1 = Edge(corner);
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+
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+ if (draw_corner[corner])
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+ geometry.DrawBorderCorner(Corner(corner), positions_outer[corner], positions_inner[corner], positions_circle_center[corner],
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+ radii[corner], inner_radii[corner], border_colors[edge0], border_colors[edge1]);
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+
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+ if (draw_edge[edge1])
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+ {
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+ RMLUI_ASSERTMSG(draw_corner[corner] && draw_corner[(corner + 1) % 4], "Border edges can only be drawn if both of its connected corners are drawn.");
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+ geometry.FillEdge(edge1 == Edge::LEFT ? offset_vertices : (int)vertices.size());
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+ }
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+ }
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+ }
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+
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+#ifdef RMLUI_DEBUG
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+ const int num_vertices = (int)vertices.size();
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+ for (int index : indices)
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+ {
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+ RMLUI_ASSERT(index < num_vertices);
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+ }
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+#endif
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+}
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+
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+
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+
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+void GeometryBackgroundBorder::DrawBackgroundCorner(Corner corner, Vector2f pos_inner, Vector2f pos_circle_center, float R, Vector2f r, Colourb color)
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+{
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+ if (R == 0 || r.x <= 0 || r.y <= 0)
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+ {
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+ DrawPoint(pos_inner, color);
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+ }
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+ else if (r.x > 0 && r.y > 0)
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+ {
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+ const float a0 = float((int)corner + 2) * 0.5f * Math::RMLUI_PI;
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+ const float a1 = float((int)corner + 3) * 0.5f * Math::RMLUI_PI;
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+ const int num_points = GetNumPoints(R);
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+ DrawArc(pos_circle_center, r, a0, a1, color, color, num_points);
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+ }
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+}
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+
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+void GeometryBackgroundBorder::DrawPoint(Vector2f pos, Colourb color)
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+{
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+ const int offset_vertices = (int)vertices.size();
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+
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+ vertices.resize(offset_vertices + 1);
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+
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+ vertices[offset_vertices].position = pos;
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+ vertices[offset_vertices].colour = color;
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+}
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+
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+void GeometryBackgroundBorder::DrawArc(Vector2f pos_center, Vector2f r, float a0, float a1, Colourb color0, Colourb color1, int num_points)
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+{
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+ RMLUI_ASSERT(num_points >= 2 && r.x > 0 && r.y > 0);
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+
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+ const int offset_vertices = (int)vertices.size();
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+
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+ vertices.resize(offset_vertices + num_points);
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+
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+ for (int i = 0; i < num_points; i++)
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+ {
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+ const float t = float(i) / float(num_points - 1);
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+
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+ const float a = Math::Lerp(t, a0, a1);
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+ const Colourb color = Math::Lerp(t, color0, color1);
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+
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+ const Vector2f unit_vector(Math::Cos(a), Math::Sin(a));
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+
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+ vertices[offset_vertices + i].position = unit_vector * r + pos_center;
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+ vertices[offset_vertices + i].colour = color;
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+ }
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+}
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+
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+void GeometryBackgroundBorder::FillBackground(int index_start)
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+{
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+ const int num_added_vertices = (int)vertices.size() - index_start;
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+ const int offset_indices = (int)indices.size();
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+
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+ const int num_triangles = (num_added_vertices - 2);
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+
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+ indices.resize(offset_indices + 3 * num_triangles);
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+
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+ for (int i = 0; i < num_triangles; i++)
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+ {
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+ indices[offset_indices + 3 * i] = index_start;
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+ indices[offset_indices + 3 * i + 1] = index_start + i + 2;
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+ indices[offset_indices + 3 * i + 2] = index_start + i + 1;
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+ }
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+}
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+
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+void GeometryBackgroundBorder::DrawBorderCorner(Corner corner, Vector2f pos_outer, Vector2f pos_inner, Vector2f pos_circle_center, float R, Vector2f r, Colourb color0, Colourb color1)
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+{
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+ const float a0 = float((int)corner + 2) * 0.5f * Math::RMLUI_PI;
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+ const float a1 = float((int)corner + 3) * 0.5f * Math::RMLUI_PI;
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+
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+ if (R == 0)
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+ {
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+ DrawPointPoint(pos_outer, pos_inner, color0, color1);
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+ }
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+ else if (r.x > 0 && r.y > 0)
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+ {
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+ DrawArcArc(pos_circle_center, R, r, a0, a1, color0, color1, GetNumPoints(R));
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+ }
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+ else
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+ {
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+ DrawArcPoint(pos_circle_center, pos_inner, R, a0, a1, color0, color1, GetNumPoints(R));
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+ }
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+}
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+
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+void GeometryBackgroundBorder::DrawPointPoint(Vector2f pos_outer, Vector2f pos_inner, Colourb color0, Colourb color1)
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+{
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+ const bool different_color = (color0 != color1);
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+
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+ vertices.reserve((int)vertices.size() + (different_color ? 4 : 2));
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+
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+ DrawPoint(pos_inner, color0);
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+ DrawPoint(pos_outer, color0);
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+
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+ if (different_color)
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+ {
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+ DrawPoint(pos_inner, color1);
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+ DrawPoint(pos_outer, color1);
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+ }
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+}
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+
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+void GeometryBackgroundBorder::DrawArcArc(Vector2f pos_center, float R, Vector2f r, float a0, float a1, Colourb color0, Colourb color1, int num_points)
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+{
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+ RMLUI_ASSERT(num_points >= 2 && R > 0 && r.x > 0 && r.y > 0);
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+
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+ const int num_triangles = 2 * (num_points - 1);
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+
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+ const int offset_vertices = (int)vertices.size();
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+ const int offset_indices = (int)indices.size();
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+
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+ vertices.resize(offset_vertices + 2 * num_points);
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+ indices.resize(offset_indices + 3 * num_triangles);
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+
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+ for (int i = 0; i < num_points; i++)
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+ {
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+ const float t = float(i) / float(num_points - 1);
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+
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+ const float a = Math::Lerp(t, a0, a1);
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+ const Colourb color = Math::Lerp(t, color0, color1);
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+
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+ const Vector2f unit_vector(Math::Cos(a), Math::Sin(a));
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+
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+ vertices[offset_vertices + 2 * i].position = unit_vector * r + pos_center;
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+ vertices[offset_vertices + 2 * i].colour = color;
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+ vertices[offset_vertices + 2 * i + 1].position = unit_vector * R + pos_center;
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+ vertices[offset_vertices + 2 * i + 1].colour = color;
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+ }
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+
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+ for (int i = 0; i < num_triangles; i += 2)
|
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+ {
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+ indices[offset_indices + 3 * i + 0] = offset_vertices + i + 0;
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+ indices[offset_indices + 3 * i + 1] = offset_vertices + i + 2;
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+ indices[offset_indices + 3 * i + 2] = offset_vertices + i + 1;
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+
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|
+ indices[offset_indices + 3 * i + 3] = offset_vertices + i + 1;
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+ indices[offset_indices + 3 * i + 4] = offset_vertices + i + 2;
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|
|
+ indices[offset_indices + 3 * i + 5] = offset_vertices + i + 3;
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
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+
|
|
|
|
|
+void GeometryBackgroundBorder::DrawArcPoint(Vector2f pos_center, Vector2f pos_inner, float R, float a0, float a1, Colourb color0, Colourb color1, int num_points)
|
|
|
|
|
+{
|
|
|
|
|
+ RMLUI_ASSERT(R > 0 && num_points >= 2);
|
|
|
|
|
+
|
|
|
|
|
+ const int offset_vertices = (int)vertices.size();
|
|
|
|
|
+ vertices.reserve(offset_vertices + num_points + 2);
|
|
|
|
|
+
|
|
|
|
|
+ // Generate the vertices. We could also split the arc mid-way to create a sharp color transition.
|
|
|
|
|
+ DrawPoint(pos_inner, color0);
|
|
|
|
|
+ DrawArc(pos_center, Vector2f(R), a0, a1, color0, color1, num_points);
|
|
|
|
|
+ DrawPoint(pos_inner, color1);
|
|
|
|
|
+
|
|
|
|
|
+ RMLUI_ASSERT((int)vertices.size() - offset_vertices == num_points + 2);
|
|
|
|
|
+
|
|
|
|
|
+ // Swap the last two vertices such that the outer edge vertex is last, see the comment for the border drawing functions. Their colors should already be the same.
|
|
|
|
|
+ const int last_vertex = (int)vertices.size() - 1;
|
|
|
|
|
+ std::swap(vertices[last_vertex - 1].position, vertices[last_vertex].position);
|
|
|
|
|
+
|
|
|
|
|
+ // Generate the indices
|
|
|
|
|
+ const int num_triangles = (num_points - 1);
|
|
|
|
|
+
|
|
|
|
|
+ const int i_vertex_inner0 = offset_vertices;
|
|
|
|
|
+ const int i_vertex_inner1 = last_vertex - 1;
|
|
|
|
|
+
|
|
|
|
|
+ const int offset_indices = (int)indices.size();
|
|
|
|
|
+ indices.resize(offset_indices + 3 * num_triangles);
|
|
|
|
|
+
|
|
|
|
|
+ for (int i = 0; i < num_triangles; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ indices[offset_indices + 3 * i + 0] = (i > num_triangles / 2 ? i_vertex_inner1 : i_vertex_inner0);
|
|
|
|
|
+ indices[offset_indices + 3 * i + 1] = offset_vertices + i + 1;
|
|
|
|
|
+ indices[offset_indices + 3 * i + 2] = offset_vertices + i;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Since we swapped the last two vertices we also need to change the last triangle.
|
|
|
|
|
+ indices[offset_indices + 3 * (num_triangles - 1) + 1] = last_vertex;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void GeometryBackgroundBorder::FillEdge(int index_next_corner)
|
|
|
|
|
+{
|
|
|
|
|
+ const int offset_indices = (int)indices.size();
|
|
|
|
|
+ const int num_vertices = (int)vertices.size();
|
|
|
|
|
+ RMLUI_ASSERT(num_vertices >= 2);
|
|
|
|
|
+
|
|
|
|
|
+ indices.resize(offset_indices + 6);
|
|
|
|
|
+
|
|
|
|
|
+ indices[offset_indices + 0] = num_vertices - 2;
|
|
|
|
|
+ indices[offset_indices + 1] = index_next_corner;
|
|
|
|
|
+ indices[offset_indices + 2] = num_vertices - 1;
|
|
|
|
|
+
|
|
|
|
|
+ indices[offset_indices + 3] = num_vertices - 1;
|
|
|
|
|
+ indices[offset_indices + 4] = index_next_corner;
|
|
|
|
|
+ indices[offset_indices + 5] = index_next_corner + 1;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+int GeometryBackgroundBorder::GetNumPoints(float R) const
|
|
|
|
|
+{
|
|
|
|
|
+ return Math::Clamp(2 + int(R / 5.f), 2, 100);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+} // namespace Rml
|