From 88c33ecc2926fa992a4a3e46907cd8daed60c45a Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 28 Aug 2014 14:52:10 +0100 Subject: [PATCH] Fixes to allow clean 1-pixel thick lines in more use cases. PixelCenterOffset not the same as previously! --- examples/directx9_example/main.cpp | 4 +- examples/opengl_example/main.cpp | 4 +- imgui.cpp | 77 +++++++++++++++++------------- imgui.h | 2 +- 4 files changed, 48 insertions(+), 39 deletions(-) diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index 63760eb5a..28630ab5e 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -22,8 +22,8 @@ struct CUSTOMVERTEX // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: -// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) { size_t total_vtx_count = 0; @@ -82,7 +82,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c D3DXMatrixIdentity(&mat); g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat); g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); - D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f); + D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat); // Render command lists diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp index 7f698ab36..53e05399d 100644 --- a/examples/opengl_example/main.cpp +++ b/examples/opengl_example/main.cpp @@ -13,8 +13,8 @@ static GLuint fontTex; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: -// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) { if (cmd_lists_count == 0) @@ -151,7 +151,7 @@ void InitImGui() ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions. io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable) - io.PixelCenterOffset = 0.5f; // Align OpenGL texels + io.PixelCenterOffset = 0.0f; // Align OpenGL texels io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; diff --git a/imgui.cpp b/imgui.cpp index ba5746f3a..a634dd3bd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -88,8 +88,8 @@ } - if text or lines are blurry when integrating ImGui in your engine: - - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) + - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f - some widgets carry state and requires an unique ID to do so. - unique ID are typically derived from a string label, an indice or a pointer. @@ -280,7 +280,7 @@ ImGuiIO::ImGuiIO() LogFilename = "imgui_log.txt"; Font = NULL; FontAllowScaling = false; - PixelCenterOffset = 0.5f; + PixelCenterOffset = 0.0f; MousePos = ImVec2(-1,-1); MousePosPrev = ImVec2(-1,-1); MouseDoubleClickTime = 0.30f; @@ -1560,8 +1560,10 @@ static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); if (border && (window->Flags & ImGuiWindowFlags_ShowBorders)) { - window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), rounding); - window->DrawList->AddRect(p_min, p_max, window->Color(ImGuiCol_Border), rounding); + // FIXME: I have no idea how this is working correctly but it is the best I've found that works on multiple rendering + const float offset = GImGui.IO.PixelCenterOffset; + window->DrawList->AddRect(p_min+ImVec2(1.5f-offset,1.5f-offset), p_max+ImVec2(1.0f-offset*2,1.0f-offset*2), window->Color(ImGuiCol_BorderShadow), rounding); + window->DrawList->AddRect(p_min+ImVec2(0.5f-offset,0.5f-offset), p_max+ImVec2(0.0f-offset*2,0.0f-offset*2), window->Color(ImGuiCol_Border), rounding); } } @@ -2768,20 +2770,21 @@ static bool CloseWindowButton(bool* open) const ImGuiID id = window->GetID("##CLOSE"); const float size = window->TitleBarHeight() - 4.0f; - const ImGuiAabb bb(window->Aabb().GetTR() + ImVec2(-2.0f-size,2.0f), window->Aabb().GetTR() + ImVec2(-2.0f,2.0f+size)); + const ImGuiAabb bb(window->Aabb().GetTR() + ImVec2(-3.0f-size,2.0f), window->Aabb().GetTR() + ImVec2(-3.0f,2.0f+size)); bool hovered, held; bool pressed = ButtonBehaviour(bb, id, &hovered, &held, true); // Render const ImU32 col = window->Color((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton); - window->DrawList->AddCircleFilled(bb.GetCenter(), ImMax(2.0f,size*0.5f-2.0f), col, 16); + const ImVec2 center = bb.GetCenter(); + window->DrawList->AddCircleFilled(center, ImMax(2.0f,size*0.5f), col, 16); - const float cross_padding = 4.0f; - if (hovered && bb.GetWidth() >= (cross_padding+1)*2 && bb.GetHeight() >= (cross_padding+1)*2) + const float cross_extent = (size * 0.5f * 0.7071f) - 1.0f; + if (hovered) { - window->DrawList->AddLine(bb.GetTL()+ImVec2(+cross_padding,+cross_padding), bb.GetBR()+ImVec2(-cross_padding,-cross_padding), window->Color(ImGuiCol_Text)); - window->DrawList->AddLine(bb.GetBL()+ImVec2(+cross_padding,-cross_padding), bb.GetTR()+ImVec2(-cross_padding,+cross_padding), window->Color(ImGuiCol_Text)); + window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), window->Color(ImGuiCol_Text)); + window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), window->Color(ImGuiCol_Text)); } if (open != NULL && pressed) @@ -4815,16 +4818,18 @@ void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col) void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col) { - const ImVec2 n = (b - a) / ImLength(b - a); - const ImVec2 hn = ImVec2(n.y, -n.x) * 0.5f; + const float offset = GImGui.IO.PixelCenterOffset; + const ImVec2 hn = (b - a) * (0.50f / ImLength(b - a)); // half normal + const ImVec2 hp0 = ImVec2(offset - hn.y, offset + hn.x); // half perpendiculars + user offset + const ImVec2 hp1 = ImVec2(offset + hn.y, offset - hn.x); - AddVtx(a - hn, col); - AddVtx(b - hn, col); - AddVtx(a + hn, col); - - AddVtx(b - hn, col); - AddVtx(b + hn, col); - AddVtx(a + hn, col); + // Two triangles makes up one line. Using triangles allows us to make draw calls. + AddVtx(a + hp0, col); + AddVtx(b + hp0, col); + AddVtx(a + hp1, col); + AddVtx(b + hp0, col); + AddVtx(b + hp1, col); + AddVtx(a + hp1, col); } void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col) @@ -4966,10 +4971,12 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec if ((col >> 24) == 0) return; + const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset); + ReserveVertices(3); - AddVtx(a, col); - AddVtx(b, col); - AddVtx(c, col); + AddVtx(a + offset, col); + AddVtx(b + offset, col); + AddVtx(c + offset, col); } void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments) @@ -4977,13 +4984,15 @@ void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int nu if ((col >> 24) == 0) return; + const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset); + ReserveVertices((unsigned int)num_segments*6); const float a_step = 2*PI/(float)num_segments; float a0 = 0.0f; for (int i = 0; i < num_segments; i++) { const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step; - AddVtxLine(centre + ImVec2(cos(a0),sin(a0))*radius, centre + ImVec2(cos(a1),sin(a1))*radius, col); + AddVtxLine(centre + offset + ImVec2(cos(a0),sin(a0))*radius, centre + ImVec2(cos(a1),sin(a1))*radius, col); a0 = a1; } } @@ -4993,15 +5002,17 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, if ((col >> 24) == 0) return; + const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset); + ReserveVertices((unsigned int)num_segments*3); const float a_step = 2*PI/(float)num_segments; float a0 = 0.0f; for (int i = 0; i < num_segments; i++) { const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step; - AddVtx(centre + ImVec2(cos(a0),sin(a0))*radius, col); - AddVtx(centre + ImVec2(cos(a1),sin(a1))*radius, col); - AddVtx(centre, col); + AddVtx(centre + offset + ImVec2(cos(a0),sin(a0))*radius, col); + AddVtx(centre + offset + ImVec2(cos(a1),sin(a1))*radius, col); + AddVtx(centre + offset, col); a0 = a1; } } @@ -5231,13 +5242,11 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c const float outline = (float)Info->Outline; // Align to be pixel perfect - pos.x = (float)(int)pos.x + 0.5f; - pos.y = (float)(int)pos.y + 0.5f; + pos.x = (float)(int)pos.x; + pos.y = (float)(int)pos.y; const ImVec4 clip_rect = clip_rect_ref; - const float uv_offset = GImGui.IO.PixelCenterOffset; - float x = pos.x; float y = pos.y; for (const char* s = text_begin; s < text_end; s++) @@ -5274,10 +5283,10 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c continue; } - const float s1 = (uv_offset + glyph->X) * tex_scale_x; - const float t1 = (uv_offset + glyph->Y) * tex_scale_y; - const float s2 = (uv_offset + glyph->X + glyph->Width) * tex_scale_x; - const float t2 = (uv_offset + glyph->Y + glyph->Height) * tex_scale_y; + const float s1 = (glyph->X) * tex_scale_x; + const float t1 = (glyph->Y) * tex_scale_y; + const float s2 = (glyph->X + glyph->Width) * tex_scale_x; + const float t2 = (glyph->Y + glyph->Height) * tex_scale_y; out_vertices[0].pos = ImVec2(x1, y1); out_vertices[0].uv = ImVec2(s1, t1); diff --git a/imgui.h b/imgui.h index 0f6ed9d1b..7ca519ad0 100644 --- a/imgui.h +++ b/imgui.h @@ -391,7 +391,7 @@ struct ImGuiIO ImFont Font; // // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font). float FontHeight; // // Default font height, must be the vertical distance between two lines of text, aka == CalcTextSize(" ").y bool FontAllowScaling; // = false // Set to allow scaling text with CTRL+Wheel. - float PixelCenterOffset; // = 0.5f // Set to 0.0f for DirectX <= 9, 0.5f for Direct3D >= 10 and OpenGL. + float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry // Settings - Rendering function (REQUIRED) // See example code if you are unsure of how to implement this.