diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ce65396a..5118fece 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -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] diff --git a/imgui.cpp b/imgui.cpp index af632a8e..a8599afb 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -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(); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index fe892451..9b440878 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -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)