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Shadows: Fix to support for colored-only font atlas. (4202)
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@ -4063,7 +4063,7 @@ static void GaussianBlur(float* data, int size)
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// Generate the actual pixel data for rounded corners in the atlas
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static void ImFontAtlasBuildRenderShadowTexData(ImFontAtlas* atlas)
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{
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IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
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IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
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IM_ASSERT(atlas->ShadowRectIds[0] >= 0 && atlas->ShadowRectIds[1] >= 0);
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// Because of the blur, we have to generate the full 3x3 texture here, and then we chop that down to just the 2x2 section we need later.
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@ -4110,9 +4110,13 @@ static void ImFontAtlasBuildRenderShadowTexData(ImFontAtlas* atlas)
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for (int y = 0; y < shadow_tex_size; y++)
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for (int x = 0; x < shadow_tex_size; x++)
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{
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const float alpha = tex_data[x + (y * size)];
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const unsigned int offset = (int)(r.X + x) + (int)(r.Y + y) * tex_w;
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atlas->TexPixelsAlpha8[offset] = (unsigned char)(0xFF * alpha);
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const float alpha_f = tex_data[x + (y * size)];
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const unsigned char alpha_8 = (unsigned char)(0xFF * alpha_f);
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if (atlas->TexPixelsAlpha8)
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atlas->TexPixelsAlpha8[offset] = alpha_8;
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else
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atlas->TexPixelsRGBA32[offset] = IM_COL32(255, 255, 255, alpha_8);
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}
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// Generate UVs for each of the nine sections, which are arranged in a 3x3 grid starting from 0 in the top-left and going across then down
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@ -4180,9 +4184,13 @@ static void ImFontAtlasBuildRenderShadowTexData(ImFontAtlas* atlas)
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{
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const int src_x = ImClamp(x - src_x_offset, 0, size - 1);
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const int src_y = ImClamp(y - src_y_offset, 0, size - 1);
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const float alpha = tex_data[src_x + (src_y * size)];
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const float alpha_f = tex_data[src_x + (src_y * size)];
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const unsigned char alpha_8 = (unsigned char)(0xFF * alpha_f);
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const unsigned int offset = (int)(r.X + x) + (int)(r.Y + y) * tex_w;
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atlas->TexPixelsAlpha8[offset] = (unsigned char)(0xFF * alpha);
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if (atlas->TexPixelsAlpha8)
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atlas->TexPixelsAlpha8[offset] = alpha_8;
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else
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atlas->TexPixelsRGBA32[offset] = IM_COL32(255, 255, 255, alpha_8);
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}
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// Remove the padding we added
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