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Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer + omitting trailing empty ImDrawCmd in count + relying on IdxOffset value.
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@ -61,6 +61,7 @@ Other Changes:
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or CollapsingHeader() while dragging. (#1738)
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- Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging
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into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
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- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
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- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
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- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
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49
imgui.cpp
49
imgui.cpp
@ -76,7 +76,7 @@ CODE
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUG WINDOW
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// [SECTION] METRICS/DEBUGGER WINDOW
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*/
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@ -10328,10 +10328,11 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
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#endif
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//-----------------------------------------------------------------------------
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// [SECTION] METRICS/DEBUG WINDOW
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// [SECTION] METRICS/DEBUGGER WINDOW
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//-----------------------------------------------------------------------------
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#ifndef IMGUI_DISABLE_METRICS_WINDOW
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// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
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static void MetricsHelpMarker(const char* desc)
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{
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@ -10401,26 +10402,23 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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return ImRect();
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}
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static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb)
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static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
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{
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IM_ASSERT(show_mesh || show_aabb);
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ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
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ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
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ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
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// Draw wire-frame version of all triangles
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ImRect clip_rect = draw_cmd->ClipRect;
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ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
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ImDrawListFlags backup_flags = fg_draw_list->Flags;
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fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
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for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3)
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for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; )
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{
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ImVec2 triangle[3];
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for (int n = 0; n < 3; n++)
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{
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ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
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triangle[n] = p;
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vtxs_rect.Add(p);
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}
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for (int n = 0; n < 3; n++, idx_n++)
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vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
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if (show_mesh)
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fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles
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}
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@ -10435,7 +10433,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
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{
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bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
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int cmd_count = draw_list->CmdBuffer.Size;
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if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
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cmd_count--;
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bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
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if (draw_list == ImGui::GetWindowDrawList())
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{
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ImGui::SameLine();
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@ -10453,36 +10454,34 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (window && !window->WasActive)
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ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
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unsigned int elem_offset = 0;
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for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
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for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
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{
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if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
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continue;
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if (pcmd->UserCallback)
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{
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ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
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continue;
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}
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ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
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char buf[300];
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ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
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ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
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pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
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pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
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bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
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if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list)
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NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb);
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NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, show_drawcmd_mesh, show_drawcmd_aabb);
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if (!pcmd_node_open)
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continue;
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// Calculate approximate coverage area (touched pixel count)
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// This will be in pixels squared as long there's no post-scaling happening to the renderer output.
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const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
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const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
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float total_area = 0.0f;
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for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3)
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for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
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{
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ImVec2 triangle[3];
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for (int n = 0; n < 3; n++)
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triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
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for (int n = 0; n < 3; n++, idx_n++)
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triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
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total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
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}
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@ -10490,19 +10489,19 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
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ImGui::Selectable(buf);
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if (ImGui::IsItemHovered() && fg_draw_list)
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NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false);
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NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, true, false);
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// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
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ImGuiListClipper clipper;
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clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
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while (clipper.Step())
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for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
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for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
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{
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char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
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ImVec2 triangle[3];
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for (int n = 0; n < 3; n++, idx_i++)
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{
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ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
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const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
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triangle[n] = v.pos;
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buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
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(n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
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@ -10774,7 +10773,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
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{
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ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly);
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ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
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ImGui::TreePop();
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}
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ImGui::TreePop();
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@ -6539,7 +6539,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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// If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
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// We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.
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// If somehow this is ever becoming a problem we can switch to use e.g. a ImGuiStorager mapping key to last frame used.
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// If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.
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if (g.MenusIdSubmittedThisFrame.contains(id))
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{
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if (menu_is_open)
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