Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer + omitting trailing empty ImDrawCmd in count + relying on IdxOffset value.

docking
ocornut 4 years ago
parent a129621292
commit 044ed22379

@ -61,6 +61,7 @@ Other Changes:
or CollapsingHeader() while dragging. (#1738)
- Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging
into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]

@ -76,7 +76,7 @@ CODE
// [SECTION] LOGGING/CAPTURING
// [SECTION] SETTINGS
// [SECTION] PLATFORM DEPENDENT HELPERS
// [SECTION] METRICS/DEBUG WINDOW
// [SECTION] METRICS/DEBUGGER WINDOW
*/
@ -10328,10 +10328,11 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
#endif
//-----------------------------------------------------------------------------
// [SECTION] METRICS/DEBUG WINDOW
// [SECTION] METRICS/DEBUGGER WINDOW
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_METRICS_WINDOW
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
static void MetricsHelpMarker(const char* desc)
{
@ -10401,26 +10402,23 @@ void ImGui::ShowMetricsWindow(bool* p_open)
return ImRect();
}
static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb)
static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
{
IM_ASSERT(show_mesh || show_aabb);
ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
// Draw wire-frame version of all triangles
ImRect clip_rect = draw_cmd->ClipRect;
ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
ImDrawListFlags backup_flags = fg_draw_list->Flags;
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3)
for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; )
{
ImVec2 triangle[3];
for (int n = 0; n < 3; n++)
{
ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
triangle[n] = p;
vtxs_rect.Add(p);
}
for (int n = 0; n < 3; n++, idx_n++)
vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
if (show_mesh)
fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles
}
@ -10435,7 +10433,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
{
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);
int cmd_count = draw_list->CmdBuffer.Size;
if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
cmd_count--;
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);
if (draw_list == ImGui::GetWindowDrawList())
{
ImGui::SameLine();
@ -10453,36 +10454,34 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (window && !window->WasActive)
ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
unsigned int elem_offset = 0;
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
{
if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
continue;
if (pcmd->UserCallback)
{
ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
continue;
}
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
char buf[300];
ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list)
NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb);
NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, show_drawcmd_mesh, show_drawcmd_aabb);
if (!pcmd_node_open)
continue;
// Calculate approximate coverage area (touched pixel count)
// This will be in pixels squared as long there's no post-scaling happening to the renderer output.
const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
float total_area = 0.0f;
for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3)
for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
{
ImVec2 triangle[3];
for (int n = 0; n < 3; n++)
triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
for (int n = 0; n < 3; n++, idx_n++)
triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
}
@ -10490,19 +10489,19 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
ImGui::Selectable(buf);
if (ImGui::IsItemHovered() && fg_draw_list)
NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false);
NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, true, false);
// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
ImGuiListClipper clipper;
clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
while (clipper.Step())
for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
{
char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
ImVec2 triangle[3];
for (int n = 0; n < 3; n++, idx_i++)
{
ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
triangle[n] = v.pos;
buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
(n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
@ -10774,7 +10773,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
{
ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly);
ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
ImGui::TreePop();
}
ImGui::TreePop();

@ -6539,7 +6539,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
// If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
// 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.
// If somehow this is ever becoming a problem we can switch to use e.g. a ImGuiStorager mapping key to last frame used.
// If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.
if (g.MenusIdSubmittedThisFrame.contains(id))
{
if (menu_is_open)

Loading…
Cancel
Save