diff --git a/imgui.h b/imgui.h index 42aa8f6dad87..1beaec990955 100644 --- a/imgui.h +++ b/imgui.h @@ -2357,8 +2357,9 @@ struct ImDrawList IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. - IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); - + IMGUI_API void AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quad Bezier (3 control points) + IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + // Image primitives // - Read FAQ to understand what ImTextureID is. // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. @@ -2374,8 +2375,9 @@ struct ImDrawList 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, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, 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 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 PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, 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 PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quad Bezier (3 control points) + IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Advanced diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 4619997e7aa9..e1339a10aefe 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -6917,11 +6917,13 @@ static void ShowExampleAppCustomRendering(bool* p_open) // Draw a bunch of primitives ImGui::Text("All primitives"); - static float sz = 36.0f; + static float sz = 33.0f; static float thickness = 3.0f; static int ngon_sides = 6; static bool circle_segments_override = false; static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); @@ -6930,6 +6932,10 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40)) circle_segments_override = true; + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + if (ImGui::SliderInt("Curves segments", &curve_segments_override_v, 3, 40)) + curve_segments_override = true; ImGui::ColorEdit4("Color", &colf.x); const ImVec2 p = ImGui::GetCursorScreenPos(); @@ -6939,6 +6945,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; float x = p.x + 4.0f; float y = p.y + 4.0f; for (int n = 0; n < 2; n++) @@ -6955,7 +6962,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line - draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th); + draw_list->AddQuadBezierCurve(ImVec2(x, y + sz * 0.6), ImVec2(x + sz * 0.5, y - sz * 0.4), ImVec2(x + sz, y + sz), col, th, curve_segments); x += sz + spacing; // Quad Bezier (3 control points) + draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz), col, th, curve_segments); x = p.x + 4; y += sz + spacing; } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 451bc2ff3959..e2f414c6dc7c 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1050,6 +1050,7 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } +// Cubic bezier ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) { float u = 1.0f - t; @@ -1060,13 +1061,14 @@ ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y); } +// Cubic bezier // Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; - float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); - float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) @@ -1075,17 +1077,18 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl } else if (level < 10) { - float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; - float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; - float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; - float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; - float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; - float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; - PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); - PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } +// Cubic bezier void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) { ImVec2 p1 = _Path.back(); @@ -1101,6 +1104,51 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV } } +// Quadratic bezier +ImVec2 ImQuadBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Quadratic bezier +static void PathQuadBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathQuadBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathQuadBezierToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +// Quadratic bezier +void ImDrawList::PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + PathQuadBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImQuadBezierCalc(p1, p2, p3, t_step * i_step)); + } +} + void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) { rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); @@ -1310,6 +1358,17 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in PathFillConvex(col); } +// Quad Bezier takes 3 controls points +void ImDrawList::AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathQuadBezierCurveTo(p2, p3, num_segments); + PathStroke(col, false, thickness); +} + // Cubic Bezier takes 4 controls points void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) {