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hub / github.com/brenocq/implot3d / PrimLine

Function PrimLine

implot3d_items.cpp:283–318  ·  view source on GitHub ↗

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281//-----------------------------------------------------------------------------
282
283IMPLOT3D_INLINE void PrimLine(ImDrawList3D& draw_list_3d, const ImVec2& P1, const ImVec2& P2, float half_weight, ImU32 col, const ImVec2& tex_uv0,
284 const ImVec2& tex_uv1, double z) {
285 float dx = P2.x - P1.x;
286 float dy = P2.y - P1.y;
287 IMPLOT3D_NORMALIZE2F(dx, dy);
288 dx *= half_weight;
289 dy *= half_weight;
290 draw_list_3d._VtxWritePtr[0].pos.x = P1.x + dy;
291 draw_list_3d._VtxWritePtr[0].pos.y = P1.y - dx;
292 draw_list_3d._VtxWritePtr[0].uv = tex_uv0;
293 draw_list_3d._VtxWritePtr[0].col = col;
294 draw_list_3d._VtxWritePtr[1].pos.x = P2.x + dy;
295 draw_list_3d._VtxWritePtr[1].pos.y = P2.y - dx;
296 draw_list_3d._VtxWritePtr[1].uv = tex_uv0;
297 draw_list_3d._VtxWritePtr[1].col = col;
298 draw_list_3d._VtxWritePtr[2].pos.x = P2.x - dy;
299 draw_list_3d._VtxWritePtr[2].pos.y = P2.y + dx;
300 draw_list_3d._VtxWritePtr[2].uv = tex_uv1;
301 draw_list_3d._VtxWritePtr[2].col = col;
302 draw_list_3d._VtxWritePtr[3].pos.x = P1.x - dy;
303 draw_list_3d._VtxWritePtr[3].pos.y = P1.y + dx;
304 draw_list_3d._VtxWritePtr[3].uv = tex_uv1;
305 draw_list_3d._VtxWritePtr[3].col = col;
306 draw_list_3d._VtxWritePtr += 4;
307 draw_list_3d._IdxWritePtr[0] = (ImDrawIdx)(draw_list_3d._VtxCurrentIdx);
308 draw_list_3d._IdxWritePtr[1] = (ImDrawIdx)(draw_list_3d._VtxCurrentIdx + 1);
309 draw_list_3d._IdxWritePtr[2] = (ImDrawIdx)(draw_list_3d._VtxCurrentIdx + 2);
310 draw_list_3d._IdxWritePtr[3] = (ImDrawIdx)(draw_list_3d._VtxCurrentIdx);
311 draw_list_3d._IdxWritePtr[4] = (ImDrawIdx)(draw_list_3d._VtxCurrentIdx + 2);
312 draw_list_3d._IdxWritePtr[5] = (ImDrawIdx)(draw_list_3d._VtxCurrentIdx + 3);
313 draw_list_3d._IdxWritePtr += 6;
314 draw_list_3d._VtxCurrentIdx += 4;
315 draw_list_3d._ZWritePtr[0] = z;
316 draw_list_3d._ZWritePtr[1] = z;
317 draw_list_3d._ZWritePtr += 2;
318}
319
320//-----------------------------------------------------------------------------
321// [SECTION] Renderers

Callers 4

RenderMethod · 0.85
RenderMethod · 0.85
RenderMethod · 0.85
RenderMethod · 0.85

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