Cleanup.
This commit is contained in:
Родитель
d1b6cc762c
Коммит
167a6717c5
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@ -206,14 +206,6 @@ void imguiEnum(LightType::Enum& _enum)
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);
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}
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void imguiBool(const char* _str, bool& _flag, bool _enabled = true)
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{
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if (imguiCheck(_str, _flag, _enabled) )
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{
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_flag = !_flag;
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}
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}
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struct PosNormalTexcoordVertex
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{
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float m_x;
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@ -382,29 +382,6 @@ void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBott
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}
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}
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void imguiBool(const char* _str, bool& _flag, bool _enabled = true)
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{
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if (imguiCheck(_str, _flag, _enabled) )
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{
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_flag = !_flag;
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}
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}
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void imguiColorWheel(const char* _str, float _color[3], bool* _activated, bool _enabled = true)
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{
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char buf[128];
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bx::snprintf(buf, 127, "%s [RGB %-2.2f %-2.2f %-2.2f]", _str, _color[0], _color[1], _color[2]);
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if (imguiButton(buf, true))
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{
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*_activated = !*_activated;
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}
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if (*_activated)
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{
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imguiColorWheel(_color, false, _enabled);
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}
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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@ -595,9 +572,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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imguiSlider("Glossiness" , &settings.m_glossiness, 0.0f, 1.0f, 0.01f);
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imguiSeparator();
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imguiColorWheel("Diffuse color:", &settings.m_rgbDiff[0], &settings.m_showDiffColorWheel);
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imguiColorWheel("Diffuse color:", &settings.m_rgbDiff[0], settings.m_showDiffColorWheel);
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imguiSeparator();
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imguiColorWheel("Specular color:", &settings.m_rgbSpec[0], &settings.m_showSpecColorWheel);
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imguiColorWheel("Specular color:", &settings.m_rgbSpec[0], settings.m_showSpecColorWheel);
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imguiSeparator();
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imguiLabel("Predefined materials:");
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@ -70,49 +70,213 @@ static void imguiFree(void* _ptr, void* /*_userptr*/)
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namespace
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{
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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uint32_t m_abgr;
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static void init()
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float sign(float px, float py, float ax, float ay, float bx, float by)
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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return (px - bx) * (ay - by) - (ax - bx) * (py - by);
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorVertex::ms_decl;
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struct PosColorUvVertex
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{
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float m_x;
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float m_y;
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float m_u;
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float m_v;
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uint32_t m_abgr;
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static void init()
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bool pointInTriangle(float px, float py, float ax, float ay, float bx, float by, float cx, float cy)
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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const bool b1 = sign(px, py, ax, ay, bx, by) < 0.0f;
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const bool b2 = sign(px, py, bx, by, cx, cy) < 0.0f;
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const bool b3 = sign(px, py, cx, cy, ax, ay) < 0.0f;
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return ((b1 == b2) && (b2 == b3));
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}
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static bgfx::VertexDecl ms_decl;
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};
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void closestPointOnLine(float& ox, float &oy, float px, float py, float ax, float ay, float bx, float by)
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{
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float dx = px - ax;
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float dy = py - ay;
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bgfx::VertexDecl PosColorUvVertex::ms_decl;
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float lx = bx - ax;
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float ly = by - ay;
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float len = sqrtf(lx*lx+ly*ly);
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// Normalize.
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float invLen = 1.0f/len;
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lx*=invLen;
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ly*=invLen;
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float dot = (dx*lx + dy*ly);
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if (dot < 0.0f)
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{
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ox = ax;
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oy = ay;
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}
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else if (dot > len)
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{
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ox = bx;
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oy = by;
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}
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else
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{
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ox = ax + lx*dot;
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oy = ay + ly*dot;
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}
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}
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void closestPointOnTriangle(float& ox, float &oy, float px, float py, float ax, float ay, float bx, float by, float cx, float cy)
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{
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float abx, aby;
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float bcx, bcy;
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float cax, cay;
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closestPointOnLine(abx, aby, px, py, ax, ay, bx, by);
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closestPointOnLine(bcx, bcy, px, py, bx, by, cx, cy);
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closestPointOnLine(cax, cay, px, py, cx, cy, ax, ay);
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const float pabx = px - abx;
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const float paby = py - aby;
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const float pbcx = px - bcx;
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const float pbcy = py - bcy;
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const float pcax = px - cax;
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const float pcay = py - cay;
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const float lab = sqrtf(pabx*pabx+paby*paby);
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const float lbc = sqrtf(pbcx*pbcx+pbcy*pbcy);
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const float lca = sqrtf(pcax*pcax+pcay*pcay);
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const float m = bx::fmin3(lab, lbc, lca);
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if (m == lab)
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{
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ox = abx;
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oy = aby;
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}
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else if (m == lbc)
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{
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ox = bcx;
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oy = bcy;
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}
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else// if (m == lca).
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{
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ox = cax;
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oy = cay;
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}
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}
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/// Reference: http://codeitdown.com/hsl-hsb-hsv-color/
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void rgbToHsv(float _hsv[3], const float _rgb[3])
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{
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const float min = bx::fmin3(_rgb[0], _rgb[1], _rgb[2]);
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const float max = bx::fmax3(_rgb[0], _rgb[1], _rgb[2]);
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const float delta = max - min;
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if (0.0f == delta)
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{
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_hsv[0] = 0.0f; // Achromatic.
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}
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else
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{
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if (max == _rgb[0])
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{
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_hsv[0] = (_rgb[1]-_rgb[2])/delta + (_rgb[1]<_rgb[2]?6.0f:0.0f); // Between yellow and magenta.
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}
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else if(max == _rgb[1])
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{
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_hsv[0] = (_rgb[2]-_rgb[0])/delta + 2.0f; // Between cyan and yellow.
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}
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else //if(max == _rgb[2]).
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{
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_hsv[0] = (_rgb[0]-_rgb[1])/delta + 4.0f; // Between magenta and cyan.
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}
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_hsv[0] /= 6.0f;
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}
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_hsv[1] = max == 0.0f ? 0.0f : delta/max;
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_hsv[2] = max;
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}
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/// Reference: http://codeitdown.com/hsl-hsb-hsv-color/
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void hsvToRgb(float _rgb[3], const float _hsv[3])
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{
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const int32_t ii = int32_t(_hsv[0]*6.0f);
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const float ff = _hsv[0]*6.0f - float(ii);
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const float vv = _hsv[2];
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const float pp = vv * (1.0f - _hsv[1]);
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const float qq = vv * (1.0f - _hsv[1]*ff);
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const float tt = vv * (1.0f - _hsv[1]*(1.0f-ff));
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switch (ii)
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{
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case 0: _rgb[0] = vv; _rgb[1] = tt; _rgb[2] = pp; break;
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case 1: _rgb[0] = qq; _rgb[1] = vv; _rgb[2] = pp; break;
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case 2: _rgb[0] = pp; _rgb[1] = vv; _rgb[2] = tt; break;
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case 3: _rgb[0] = pp; _rgb[1] = qq; _rgb[2] = vv; break;
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case 4: _rgb[0] = tt; _rgb[1] = pp; _rgb[2] = vv; break;
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case 5: _rgb[0] = vv; _rgb[1] = pp; _rgb[2] = qq; break;
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}
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}
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inline float vec2Dot(const float* __restrict _a, const float* __restrict _b)
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{
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return _a[0]*_b[0] + _a[1]*_b[1];
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}
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void barycentric(float& _u, float& _v, float& _w
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, float _ax, float _ay
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, float _bx, float _by
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, float _cx, float _cy
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, float _px, float _py
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)
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{
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const float v0[2] = { _bx - _ax, _by - _ay };
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const float v1[2] = { _cx - _ax, _cy - _ay };
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const float v2[2] = { _px - _ax, _py - _ay };
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const float d00 = vec2Dot(v0, v0);
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const float d01 = vec2Dot(v0, v1);
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const float d11 = vec2Dot(v1, v1);
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const float d20 = vec2Dot(v2, v0);
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const float d21 = vec2Dot(v2, v1);
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const float denom = d00 * d11 - d01 * d01;
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_v = (d11 * d20 - d01 * d21) / denom;
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_w = (d00 * d21 - d01 * d20) / denom;
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_u = 1.0f - _v - _w;
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}
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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uint32_t m_abgr;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorVertex::ms_decl;
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struct PosColorUvVertex
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{
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float m_x;
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float m_y;
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float m_u;
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float m_v;
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uint32_t m_abgr;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorUvVertex::ms_decl;
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} // namespace
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@ -1394,187 +1558,8 @@ struct Imgui
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}
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}
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/// Assumes _min < _max.
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inline float clampf(float _val, float _min, float _max)
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{
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return ( _val > _max ? _max
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: _val < _min ? _min
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: _val
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);
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}
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float sign(float px, float py, float ax, float ay, float bx, float by)
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{
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return (px - bx) * (ay - by) - (ax - bx) * (py - by);
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}
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bool pointInTriangle(float px, float py, float ax, float ay, float bx, float by, float cx, float cy)
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{
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const bool b1 = sign(px, py, ax, ay, bx, by) < 0.0f;
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const bool b2 = sign(px, py, bx, by, cx, cy) < 0.0f;
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const bool b3 = sign(px, py, cx, cy, ax, ay) < 0.0f;
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return ((b1 == b2) && (b2 == b3));
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}
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void closestPointOnLine(float& ox, float &oy, float px, float py, float ax, float ay, float bx, float by)
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{
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float dx = px - ax;
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float dy = py - ay;
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float lx = bx - ax;
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float ly = by - ay;
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float len = sqrtf(lx*lx+ly*ly);
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// Normalize.
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float invLen = 1.0f/len;
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lx*=invLen;
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ly*=invLen;
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float dot = (dx*lx + dy*ly);
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if (dot < 0.0f)
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{
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ox = ax;
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oy = ay;
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}
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else if (dot > len)
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{
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ox = bx;
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oy = by;
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}
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else
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{
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ox = ax + lx*dot;
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oy = ay + ly*dot;
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}
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}
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void closestPointOnTriangle(float& ox, float &oy, float px, float py, float ax, float ay, float bx, float by, float cx, float cy)
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{
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float abx, aby;
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float bcx, bcy;
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float cax, cay;
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closestPointOnLine(abx, aby, px, py, ax, ay, bx, by);
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closestPointOnLine(bcx, bcy, px, py, bx, by, cx, cy);
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closestPointOnLine(cax, cay, px, py, cx, cy, ax, ay);
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const float pabx = px - abx;
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const float paby = py - aby;
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const float pbcx = px - bcx;
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const float pbcy = py - bcy;
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const float pcax = px - cax;
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const float pcay = py - cay;
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const float lab = sqrtf(pabx*pabx+paby*paby);
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const float lbc = sqrtf(pbcx*pbcx+pbcy*pbcy);
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const float lca = sqrtf(pcax*pcax+pcay*pcay);
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const float m = bx::fmin(lab, bx::fmin(lbc, lca));
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if (m == lab)
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{
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ox = abx;
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oy = aby;
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}
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else if (m == lbc)
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{
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ox = bcx;
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oy = bcy;
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}
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else// if (m == lca).
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{
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ox = cax;
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oy = cay;
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}
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}
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/// Reference: http://codeitdown.com/hsl-hsb-hsv-color/
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void rgbToHsv(float _hsv[3], const float _rgb[3])
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{
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const float min = bx::fmin(_rgb[0], bx::fmin(_rgb[1], _rgb[2]));
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const float max = bx::fmax(_rgb[0], bx::fmax(_rgb[1], _rgb[2]));
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const float delta = max - min;
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if (0.0f == delta)
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{
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_hsv[0] = 0.0f; // Achromatic.
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}
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else
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{
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if (max == _rgb[0])
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{
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_hsv[0] = (_rgb[1]-_rgb[2])/delta + (_rgb[1]<_rgb[2]?6.0f:0.0f); // Between yellow and magenta.
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}
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else if(max == _rgb[1])
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{
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_hsv[0] = (_rgb[2]-_rgb[0])/delta + 2.0f; // Between cyan and yellow.
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}
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else //if(max == _rgb[2]).
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{
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_hsv[0] = (_rgb[0]-_rgb[1])/delta + 4.0f; // Between magenta and cyan.
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}
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_hsv[0] /= 6.0f;
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}
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_hsv[1] = max == 0.0f ? 0.0f : delta/max;
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_hsv[2] = max;
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}
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/// Reference: http://codeitdown.com/hsl-hsb-hsv-color/
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void hsvToRgb(float _rgb[3], const float _hsv[3])
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{
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const int32_t ii = int32_t(_hsv[0]*6.0f);
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const float ff = _hsv[0]*6.0f - float(ii);
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const float vv = _hsv[2];
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const float pp = vv * (1.0f - _hsv[1]);
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const float qq = vv * (1.0f - _hsv[1]*ff);
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const float tt = vv * (1.0f - _hsv[1]*(1.0f-ff));
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switch (ii)
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{
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case 0: _rgb[0] = vv; _rgb[1] = tt; _rgb[2] = pp; break;
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case 1: _rgb[0] = qq; _rgb[1] = vv; _rgb[2] = pp; break;
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case 2: _rgb[0] = pp; _rgb[1] = vv; _rgb[2] = tt; break;
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case 3: _rgb[0] = pp; _rgb[1] = qq; _rgb[2] = vv; break;
|
||||
case 4: _rgb[0] = tt; _rgb[1] = pp; _rgb[2] = vv; break;
|
||||
case 5: _rgb[0] = vv; _rgb[1] = pp; _rgb[2] = qq; break;
|
||||
}
|
||||
}
|
||||
|
||||
inline float vec2Dot(const float* __restrict _a, const float* __restrict _b)
|
||||
{
|
||||
return _a[0]*_b[0] + _a[1]*_b[1];
|
||||
}
|
||||
|
||||
void barycentric(float& _u, float& _v, float& _w
|
||||
, float _ax, float _ay
|
||||
, float _bx, float _by
|
||||
, float _cx, float _cy
|
||||
, float _px, float _py
|
||||
)
|
||||
{
|
||||
const float v0[2] = { _bx - _ax, _by - _ay };
|
||||
const float v1[2] = { _cx - _ax, _cy - _ay };
|
||||
const float v2[2] = { _px - _ax, _py - _ay };
|
||||
const float d00 = vec2Dot(v0, v0);
|
||||
const float d01 = vec2Dot(v0, v1);
|
||||
const float d11 = vec2Dot(v1, v1);
|
||||
const float d20 = vec2Dot(v2, v0);
|
||||
const float d21 = vec2Dot(v2, v1);
|
||||
const float denom = d00 * d11 - d01 * d01;
|
||||
_v = (d11 * d20 - d01 * d21) / denom;
|
||||
_w = (d00 * d21 - d01 * d20) / denom;
|
||||
_u = 1.0f - _v - _w;
|
||||
}
|
||||
|
||||
void colorWheelWidget(float _color[3], bool _respectIndentation, bool _enabled)
|
||||
{
|
||||
if (NULL == m_nvg)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_widgetId++;
|
||||
const uint32_t wheelId = (m_areaId << 16) | m_widgetId;
|
||||
m_widgetId++;
|
||||
|
@ -1635,7 +1620,8 @@ struct Imgui
|
|||
}
|
||||
|
||||
// Set hue.
|
||||
if (m_left && isActive(wheelId))
|
||||
if (m_left
|
||||
&& isActive(wheelId))
|
||||
{
|
||||
hsv[0] = atan2f(cmy, cmx)/NVG_PI*0.5f;
|
||||
if (hsv[0] < 0.0f)
|
||||
|
@ -1646,7 +1632,9 @@ struct Imgui
|
|||
|
||||
}
|
||||
|
||||
if (_enabled && m_left && isActive(triangleId))
|
||||
if (_enabled
|
||||
&& m_left
|
||||
&& isActive(triangleId))
|
||||
{
|
||||
float an = -hsv[0]*NVG_PI*2.0f;
|
||||
float tmx = (cmx*cosf(an)-cmy*sinf(an));
|
||||
|
@ -1692,111 +1680,112 @@ struct Imgui
|
|||
|
||||
float uu, vv, ww;
|
||||
barycentric(uu, vv, ww
|
||||
, aa[0], aa[1]
|
||||
, bb[0], bb[1]
|
||||
, cc[0], cc[1]
|
||||
, aa[0], aa[1]
|
||||
, bb[0], bb[1]
|
||||
, cc[0], cc[1]
|
||||
, sel[0], sel[1]
|
||||
);
|
||||
|
||||
const float val = clampf(1.0f-vv, 0.0001f, 1.0f);
|
||||
const float sat = clampf(uu/val, 0.0001f, 1.0f);
|
||||
const float val = bx::fclamp(1.0f-vv, 0.0001f, 1.0f);
|
||||
const float sat = bx::fclamp(uu/val, 0.0001f, 1.0f);
|
||||
|
||||
const float out[3] = { hsv[0], sat, val };
|
||||
hsvToRgb(_color, out);
|
||||
|
||||
// Draw widget.
|
||||
nvgSave(m_nvg);
|
||||
const float drawSaturation = _enabled ? 1.0f : 0.0f;
|
||||
|
||||
// Circle.
|
||||
for (uint8_t ii = 0; ii < 6; ii++)
|
||||
{
|
||||
const float a0 = float(ii)/6.0f * 2.0f*NVG_PI - aeps;
|
||||
const float a1 = float(ii+1.0f)/6.0f * 2.0f*NVG_PI + aeps;
|
||||
const float drawSaturation = _enabled ? 1.0f : 0.0f;
|
||||
|
||||
// Circle.
|
||||
for (uint8_t ii = 0; ii < 6; ii++)
|
||||
{
|
||||
const float a0 = float(ii)/6.0f * 2.0f*NVG_PI - aeps;
|
||||
const float a1 = float(ii+1.0f)/6.0f * 2.0f*NVG_PI + aeps;
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgArc(m_nvg, center[0], center[1], ri, a0, a1, NVG_CW);
|
||||
nvgArc(m_nvg, center[0], center[1], ro, a1, a0, NVG_CCW);
|
||||
nvgClosePath(m_nvg);
|
||||
|
||||
const float ax = center[0] + cosf(a0) * (ri+ro)*0.5f;
|
||||
const float ay = center[1] + sinf(a0) * (ri+ro)*0.5f;
|
||||
const float bx = center[0] + cosf(a1) * (ri+ro)*0.5f;
|
||||
const float by = center[1] + sinf(a1) * (ri+ro)*0.5f;
|
||||
NVGpaint paint = nvgLinearGradient(m_nvg
|
||||
, ax, ay
|
||||
, bx, by
|
||||
, nvgHSLA(a0/NVG_PI*0.5f,drawSaturation,0.55f,255)
|
||||
, nvgHSLA(a1/NVG_PI*0.5f,drawSaturation,0.55f,255)
|
||||
);
|
||||
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
}
|
||||
|
||||
// Circle stroke.
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgArc(m_nvg, center[0], center[1], ri, a0, a1, NVG_CW);
|
||||
nvgArc(m_nvg, center[0], center[1], ro, a1, a0, NVG_CCW);
|
||||
nvgClosePath(m_nvg);
|
||||
|
||||
const float ax = center[0] + cosf(a0) * (ri+ro)*0.5f;
|
||||
const float ay = center[1] + sinf(a0) * (ri+ro)*0.5f;
|
||||
const float bx = center[0] + cosf(a1) * (ri+ro)*0.5f;
|
||||
const float by = center[1] + sinf(a1) * (ri+ro)*0.5f;
|
||||
NVGpaint paint = nvgLinearGradient(m_nvg
|
||||
, ax, ay
|
||||
, bx, by
|
||||
, nvgHSLA(a0/NVG_PI*0.5f,drawSaturation,0.55f,255)
|
||||
, nvgHSLA(a1/NVG_PI*0.5f,drawSaturation,0.55f,255)
|
||||
);
|
||||
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
}
|
||||
|
||||
// Circle stroke.
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgCircle(m_nvg, center[0], center[1], ri-0.5f);
|
||||
nvgCircle(m_nvg, center[0], center[1], ro+0.5f);
|
||||
nvgStrokeColor(m_nvg, nvgRGBA(0,0,0,64));
|
||||
nvgStrokeWidth(m_nvg, 1.0f);
|
||||
nvgStroke(m_nvg);
|
||||
|
||||
nvgSave(m_nvg);
|
||||
{
|
||||
// Hue selector.
|
||||
nvgTranslate(m_nvg, center[0], center[1]);
|
||||
nvgRotate(m_nvg, hsv[0]*NVG_PI*2.0f);
|
||||
nvgStrokeWidth(m_nvg, 2.0f);
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgRect(m_nvg, ri-1.0f,-3.0f,rd+2.0f,6.0f);
|
||||
nvgStrokeColor(m_nvg, nvgRGBA(255,255,255,192));
|
||||
nvgStroke(m_nvg);
|
||||
|
||||
// Hue selector drop shadow.
|
||||
NVGpaint paint = nvgBoxGradient(m_nvg, ri-3.0f,-5.0f,ro-ri+6.0f,10.0f, 2.0f,4.0f, nvgRGBA(0,0,0,128), nvgRGBA(0,0,0,0));
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgRect(m_nvg, ri-2.0f-10.0f,-4.0f-10.0f,ro-ri+4.0f+20.0f,8.0f+20.0f);
|
||||
nvgRect(m_nvg, ri-2.0f,-4.0f,ro-ri+4.0f,8.0f);
|
||||
nvgPathWinding(m_nvg, NVG_HOLE);
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
|
||||
// Center triangle stroke.
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgMoveTo(m_nvg, aa[0], aa[1]);
|
||||
nvgLineTo(m_nvg, bb[0], bb[1]);
|
||||
nvgLineTo(m_nvg, cc[0], cc[1]);
|
||||
nvgClosePath(m_nvg);
|
||||
nvgCircle(m_nvg, center[0], center[1], ri-0.5f);
|
||||
nvgCircle(m_nvg, center[0], center[1], ro+0.5f);
|
||||
nvgStrokeColor(m_nvg, nvgRGBA(0,0,0,64));
|
||||
nvgStrokeWidth(m_nvg, 1.0f);
|
||||
nvgStroke(m_nvg);
|
||||
|
||||
// Center triangle fill.
|
||||
paint = nvgLinearGradient(m_nvg, aa[0], aa[1], bb[0], bb[1], nvgHSL(hsv[0],drawSaturation,0.5f), nvgRGBA(0,0,0,255));
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
paint = nvgLinearGradient(m_nvg, (aa[0]+bb[0])*0.5f, (aa[1]+bb[1])*0.5f, cc[0], cc[1], nvgRGBA(0,0,0,0), nvgRGBA(255,255,255,255));
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
nvgSave(m_nvg);
|
||||
{
|
||||
// Hue selector.
|
||||
nvgTranslate(m_nvg, center[0], center[1]);
|
||||
nvgRotate(m_nvg, hsv[0]*NVG_PI*2.0f);
|
||||
nvgStrokeWidth(m_nvg, 2.0f);
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgRect(m_nvg, ri-1.0f,-3.0f,rd+2.0f,6.0f);
|
||||
nvgStrokeColor(m_nvg, nvgRGBA(255,255,255,192));
|
||||
nvgStroke(m_nvg);
|
||||
|
||||
// Color selector.
|
||||
nvgStrokeWidth(m_nvg, 2.0f);
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgCircle(m_nvg, sel[0], sel[1], 5);
|
||||
nvgStrokeColor(m_nvg, nvgRGBA(255,255,255,192));
|
||||
nvgStroke(m_nvg);
|
||||
// Hue selector drop shadow.
|
||||
NVGpaint paint = nvgBoxGradient(m_nvg, ri-3.0f,-5.0f,ro-ri+6.0f,10.0f, 2.0f,4.0f, nvgRGBA(0,0,0,128), nvgRGBA(0,0,0,0));
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgRect(m_nvg, ri-2.0f-10.0f,-4.0f-10.0f,ro-ri+4.0f+20.0f,8.0f+20.0f);
|
||||
nvgRect(m_nvg, ri-2.0f,-4.0f,ro-ri+4.0f,8.0f);
|
||||
nvgPathWinding(m_nvg, NVG_HOLE);
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
|
||||
// Color selector stroke.
|
||||
paint = nvgRadialGradient(m_nvg, sel[0], sel[1], 7.0f, 9.0f, nvgRGBA(0,0,0,64), nvgRGBA(0,0,0,0));
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgRect(m_nvg, sel[0]-20.0f, sel[1]-20.0f, 40.0f, 40.0f);
|
||||
nvgCircle(m_nvg, sel[0], sel[1], 7.0f);
|
||||
nvgPathWinding(m_nvg, NVG_HOLE);
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
// Center triangle stroke.
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgMoveTo(m_nvg, aa[0], aa[1]);
|
||||
nvgLineTo(m_nvg, bb[0], bb[1]);
|
||||
nvgLineTo(m_nvg, cc[0], cc[1]);
|
||||
nvgClosePath(m_nvg);
|
||||
nvgStrokeColor(m_nvg, nvgRGBA(0,0,0,64));
|
||||
nvgStroke(m_nvg);
|
||||
|
||||
// Center triangle fill.
|
||||
paint = nvgLinearGradient(m_nvg, aa[0], aa[1], bb[0], bb[1], nvgHSL(hsv[0],drawSaturation,0.5f), nvgRGBA(0,0,0,255));
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
paint = nvgLinearGradient(m_nvg, (aa[0]+bb[0])*0.5f, (aa[1]+bb[1])*0.5f, cc[0], cc[1], nvgRGBA(0,0,0,0), nvgRGBA(255,255,255,255));
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
|
||||
// Color selector.
|
||||
nvgStrokeWidth(m_nvg, 2.0f);
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgCircle(m_nvg, sel[0], sel[1], 5);
|
||||
nvgStrokeColor(m_nvg, nvgRGBA(255,255,255,192));
|
||||
nvgStroke(m_nvg);
|
||||
|
||||
// Color selector stroke.
|
||||
paint = nvgRadialGradient(m_nvg, sel[0], sel[1], 7.0f, 9.0f, nvgRGBA(0,0,0,64), nvgRGBA(0,0,0,0));
|
||||
nvgBeginPath(m_nvg);
|
||||
nvgRect(m_nvg, sel[0]-20.0f, sel[1]-20.0f, 40.0f, 40.0f);
|
||||
nvgCircle(m_nvg, sel[0], sel[1], 7.0f);
|
||||
nvgPathWinding(m_nvg, NVG_HOLE);
|
||||
nvgFillPaint(m_nvg, paint);
|
||||
nvgFill(m_nvg);
|
||||
}
|
||||
nvgRestore(m_nvg);
|
||||
}
|
||||
nvgRestore(m_nvg);
|
||||
|
||||
nvgRestore(m_nvg);
|
||||
}
|
||||
|
||||
int32_t m_mx;
|
||||
|
@ -2001,7 +1990,36 @@ int imguiReserve(int _y)
|
|||
return yy;
|
||||
}
|
||||
|
||||
void imguiColorWheel(float _color[3], bool _respectIndentation, bool _enabled)
|
||||
void imguiBool(const char* _text, bool& _flag, bool _enabled)
|
||||
{
|
||||
s_imgui.colorWheelWidget(_color, _respectIndentation, _enabled);
|
||||
if (imguiCheck(_text, _flag, _enabled) )
|
||||
{
|
||||
_flag = !_flag;
|
||||
}
|
||||
}
|
||||
|
||||
void imguiColorWheel(float _rgb[3], bool _respectIndentation, bool _enabled)
|
||||
{
|
||||
s_imgui.colorWheelWidget(_rgb, _respectIndentation, _enabled);
|
||||
}
|
||||
|
||||
void imguiColorWheel(const char* _text, float _rgb[3], bool& _activated, bool _enabled)
|
||||
{
|
||||
char buf[128];
|
||||
bx::snprintf(buf, sizeof(buf), "%s [RGB %-2.2f %-2.2f %-2.2f]"
|
||||
, _text
|
||||
, _rgb[0]
|
||||
, _rgb[1]
|
||||
, _rgb[2]
|
||||
);
|
||||
|
||||
if (imguiButton(buf, true) )
|
||||
{
|
||||
_activated = !_activated;
|
||||
}
|
||||
|
||||
if (_activated)
|
||||
{
|
||||
imguiColorWheel(_rgb, false, _enabled);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -83,6 +83,8 @@ void imguiDrawRoundedRect(float _x, float _y, float _w, float _h, float _r, uint
|
|||
void imguiDrawRect(float _x, float _y, float _w, float _h, uint32_t _argb);
|
||||
|
||||
int imguiReserve(int _y);
|
||||
void imguiColorWheel(float _color[3], bool _respectIndentation = false, bool _enabled = true);
|
||||
void imguiBool(const char* _text, bool& _flag, bool _enabled = true);
|
||||
void imguiColorWheel(float _rgb[3], bool _respectIndentation = false, bool _enabled = true);
|
||||
void imguiColorWheel(const char* _str, float _rgb[3], bool& _activated, bool _enabled = true);
|
||||
|
||||
#endif // IMGUI_H_HEADER_GUARD
|
||||
|
|
Загрузка…
Ссылка в новой задаче