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Add version of PathArcTo() and PathArcToFast() with adaptive renderin…
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…g quality. (#3491)
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thedmd authored and ocornut committed Mar 11, 2021
1 parent 8ed34af commit e45847d
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6 changes: 5 additions & 1 deletion docs/CHANGELOG.txt
Expand Up @@ -75,9 +75,13 @@ Other Changes:
This can currently only ever be set by the Freetype renderer.
- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tesselate.
The adapative tesselation uses look up tables, tends to be faster than old PathArcTo() while maintaining
quality for large arcs (tesselation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
- ImDrawList: PathArcToFast() also adaptively tesselate efficiently. This means that large rounded corners
in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
- ImDrawList: AddCircle, AddCircleFilled(): New default for style.
- Backends: Android: Added native Android backend. (#3446) [@duddel]
- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
alpha compositing and transparent windows. (#2766, #3447 etc.).
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4 changes: 3 additions & 1 deletion imgui.h
Expand Up @@ -2436,7 +2436,7 @@ struct ImDrawList
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
Expand Down Expand Up @@ -2482,6 +2482,8 @@ struct ImDrawList
IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset();
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
};

// All draw data to render a Dear ImGui frame
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144 changes: 130 additions & 14 deletions imgui_draw.cpp
Expand Up @@ -374,18 +374,22 @@ ImDrawListSharedData::ImDrawListSharedData()
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}

void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
return;

IM_ASSERT(max_error > 0.0f);
CircleSegmentMaxError = max_error;
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = (float)i;
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}

// Initialize before use in a new frame. We always have a command ready in the buffer.
Expand Down Expand Up @@ -1026,32 +1030,86 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
}
}

// 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
if (radius <= 0.0f)
{
_Path.push_back(center);
return;
}
IM_ASSERT(a_min_of_12 <= a_max_of_12);
IM_ASSERT(a_min_sample <= a_max_sample);

// For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12,
// but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise.
#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1
a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
#endif
// Calculate arc auto segment step size
if (a_step <= 0)
a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);

// Make sure we never do steps larger than one quarter of the circle
a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);

// Normalize a_min_sample to always start lie in [0..IM_DRAWLIST_ARCFAST_SAMPLE_MAX] range.
if (a_min_sample < 0)
{
int normalized_sample = a_min_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
if (normalized_sample < 0)
normalized_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
a_max_sample += (normalized_sample - a_min_sample);
a_min_sample = normalized_sample;
}

const int sample_range = a_max_sample - a_min_sample;
const int a_next_step = a_step;

int samples = sample_range + 1;
bool extra_max_sample = false;
if (a_step > 1)
{
samples = sample_range / a_step + 1;
const int overstep = sample_range % a_step;

if (overstep > 0)
{
extra_max_sample = true;
samples++;

_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
for (int a = a_min_of_12; a <= a_max_of_12; a++)
// When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,
// distribute first step range evenly between them by reducing first step size.
if (sample_range > 0)
a_step -= (a_step - overstep) / 2;
}
}

_Path.resize(_Path.Size + samples);
ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);

int sample_index = a_min_sample;
for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)
{
// a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;

const ImVec2 s = _Data->ArcFastVtx[sample_index];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}

if (extra_max_sample)
{
const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)];
_Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
if (normalized_max_sample < 0)
normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;

const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}

IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);
}

void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
{
Expand All @@ -1070,6 +1128,64 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
}
}

// 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius <= 0.0f)
{
_Path.push_back(center);
return;
}
IM_ASSERT(a_min_of_12 <= a_max_of_12);
_PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);
}

void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
{
_Path.push_back(center);
return;
}
IM_ASSERT(a_min <= a_max);

if (num_segments > 0)
{
_PathArcToN(center, radius, a_min, a_max, num_segments);
return;
}

// Automatic segment count
if (radius <= _Data->ArcFastRadiusCutoff)
{
// We are going to use precomputed values for mid samples.
// Determine first and last sample in lookup table that belong to the arc.
const int a_min_sample = (int)ImCeil(IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f));
const int a_max_sample = (int)( IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f));
const int a_mid_samples = ImMax(a_max_sample - a_min_sample, 0);

const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const bool a_emit_start = (a_min_segment_angle - a_min) > 0.0f;
const bool a_emit_end = (a_max - a_max_segment_angle) > 0.0f;

_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
if (a_emit_start)
_Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));
if (a_max_sample >= a_min_sample)
_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);
if (a_emit_end)
_Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));
}
else
{
const float arc_length = a_max - a_min;
const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
_PathArcToN(center, radius, a_min, a_max, arc_segment_count);
}
}

ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
{
float u = 1.0f - t;
Expand Down
14 changes: 10 additions & 4 deletions imgui_internal.h
Expand Up @@ -636,10 +636,15 @@ struct IMGUI_API ImChunkStream
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)

// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1
// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))

// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.
#endif
#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.

// Data shared between all ImDrawList instances
// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
Expand All @@ -654,7 +659,8 @@ struct IMGUI_API ImDrawListSharedData
ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)

// [Internal] Lookup tables
ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas

Expand Down

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