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Implement heatmap rendering in a single function (#263)
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8f1655b975
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@ -66,8 +66,11 @@ namespace Backend {
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void SetHeatmapData(int itemID, const double* values, int rows, int cols);
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void SetHeatmapData(int itemID, const double* values, int rows, int cols);
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void SetHeatmapData(int itemID, const float* values, int rows, int cols);
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void SetHeatmapData(int itemID, const float* values, int rows, int cols);
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void RenderHeatmap(
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void RenderHeatmap(
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int itemID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max,
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int itemID, const void* data, ImGuiDataType data_type, int rows, int cols,
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float scale_min, float scale_max, ImPlotColormap colormap, bool reverse_y);
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float scale_min, float scale_max, const ImVec2& coords_min,
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const ImVec2& coords_max, const ImPlotPoint& bounds_min,
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const ImPlotPoint& bounds_max, /*ImPlotScale*/int scale, bool reverse_y,
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ImPlotColormap cmap, ImDrawList& DrawList);
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void SetAxisLog(int itemID, bool x_is_log, bool y_is_log, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max);
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void SetAxisLog(int itemID, bool x_is_log, bool y_is_log, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max);
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#endif
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#endif
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@ -246,14 +246,9 @@ static void ResetState(const ImDrawList*, const ImDrawCmd*)
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glUseProgram(Context.ImGuiShader);
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glUseProgram(Context.ImGuiShader);
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}
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}
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static void SetTextureData(int itemID, const void* data, GLsizei rows, GLsizei cols, GLint internalFormat, GLenum format, GLenum type)
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static void SetTextureData(GLuint textureID, const void* data, GLsizei rows, GLsizei cols, GLint internalFormat, GLenum format, GLenum type)
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{
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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glBindTexture(GL_TEXTURE_2D, textureID);
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HeatmapData& hm = *Context.Heatmaps.GetByKey(itemID);
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hm.ShaderProgram = (type == GL_FLOAT ? &Context.ShaderFloat : &Context.ShaderInt);
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glBindTexture(GL_TEXTURE_2D, hm.HeatmapTexID);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, cols, rows, 0, format, type, data);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, cols, rows, 0, format, type, data);
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}
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}
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@ -273,15 +268,7 @@ void AddColormap(const ImU32* keys, int count, bool qual)
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Context.ColormapIDs.push_back(textureID);
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Context.ColormapIDs.push_back(textureID);
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}
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}
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void SetHeatmapData(int itemID, const ImS8* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R8I, GL_RED_INTEGER, GL_BYTE); }
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void SetHeatmapData(GLuint textureID, const double* values, int rows, int cols)
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void SetHeatmapData(int itemID, const ImU8* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE); }
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void SetHeatmapData(int itemID, const ImS16* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R16I, GL_RED_INTEGER, GL_SHORT); }
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void SetHeatmapData(int itemID, const ImU16* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT); }
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void SetHeatmapData(int itemID, const ImS32* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT); }
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void SetHeatmapData(int itemID, const ImU32* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT); }
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void SetHeatmapData(int itemID, const float* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R32F, GL_RED, GL_FLOAT); }
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void SetHeatmapData(int itemID, const double* values, int rows, int cols)
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{
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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@ -291,10 +278,10 @@ void SetHeatmapData(int itemID, const double* values, int rows, int cols)
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for(int i = 0; i < rows*cols; i++)
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for(int i = 0; i < rows*cols; i++)
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Context.temp1[i] = (float)values[i];
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Context.temp1[i] = (float)values[i];
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SetTextureData(itemID, Context.temp1.Data, rows, cols, GL_R32F, GL_RED, GL_FLOAT);
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SetTextureData(textureID, Context.temp1.Data, rows, cols, GL_R32F, GL_RED, GL_FLOAT);
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}
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}
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void SetHeatmapData(int itemID, const ImS64* values, int rows, int cols)
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void SetHeatmapData(GLuint textureID, const ImS64* values, int rows, int cols)
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{
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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@ -304,10 +291,10 @@ void SetHeatmapData(int itemID, const ImS64* values, int rows, int cols)
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for(int i = 0; i < rows*cols; i++)
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for(int i = 0; i < rows*cols; i++)
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Context.temp2[i] = (ImS32)values[i];
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Context.temp2[i] = (ImS32)values[i];
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SetTextureData(itemID, Context.temp2.Data, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT);
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SetTextureData(textureID, Context.temp2.Data, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT);
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}
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}
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void SetHeatmapData(int itemID, const ImU64* values, int rows, int cols)
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void SetHeatmapData(GLuint textureID, const ImU64* values, int rows, int cols)
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{
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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@ -317,32 +304,46 @@ void SetHeatmapData(int itemID, const ImU64* values, int rows, int cols)
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for(int i = 0; i < rows*cols; i++)
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for(int i = 0; i < rows*cols; i++)
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Context.temp3[i] = (ImU32)values[i];
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Context.temp3[i] = (ImU32)values[i];
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SetTextureData(itemID, Context.temp3.Data, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
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SetTextureData(textureID, Context.temp3.Data, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
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}
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}
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void SetAxisLog(int itemID, bool x_is_log, bool y_is_log, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max)
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void RenderHeatmap(
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{
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int itemID, const void* values, ImGuiDataType data_type, int rows, int cols, float scale_min, float scale_max,
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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const ImVec2& coords_min, const ImVec2& coords_max, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max,
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HeatmapData& data = *Context.Heatmaps.GetByKey(itemID);
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ImPlotScale scale, bool reverse_y, ImPlotColormap cmap, ImDrawList& DrawList)
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data.AxisLogX = x_is_log;
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data.AxisLogY = y_is_log;
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data.MinBounds = bounds_min;
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data.MaxBounds = bounds_max;
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}
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void RenderHeatmap(int itemID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap, bool reverse_y)
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{
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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HeatmapData& data = *Context.Heatmaps.GetOrAddByKey(itemID);
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HeatmapData& data = *Context.Heatmaps.GetOrAddByKey(itemID);
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data.ID = itemID;
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data.ID = itemID;
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data.ColormapTexID = Context.ColormapIDs[colormap];
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data.ColormapTexID = Context.ColormapIDs[cmap];
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data.MinValue = scale_min;
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data.MinValue = scale_min;
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data.MaxValue = scale_max;
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data.MaxValue = scale_max;
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data.AxisLogX = scale == ImPlotScale_LogLin || scale == ImPlotScale_LogLog;
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data.AxisLogY = scale == ImPlotScale_LinLog || scale == ImPlotScale_LogLog;
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data.MinBounds = bounds_min;
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data.MaxBounds = bounds_max;
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data.ShaderProgram = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double ? &Context.ShaderFloat : &Context.ShaderInt);
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switch(data_type)
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{
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case ImGuiDataType_S8: SetTextureData(data.HeatmapTexID, (const ImS8*) values, rows, cols, GL_R8I, GL_RED_INTEGER, GL_BYTE ); break;
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case ImGuiDataType_U8: SetTextureData(data.HeatmapTexID, (const ImU8*) values, rows, cols, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE ); break;
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case ImGuiDataType_S16: SetTextureData(data.HeatmapTexID, (const ImS16*)values, rows, cols, GL_R16I, GL_RED_INTEGER, GL_SHORT ); break;
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case ImGuiDataType_U16: SetTextureData(data.HeatmapTexID, (const ImU16*)values, rows, cols, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT); break;
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case ImGuiDataType_S32: SetTextureData(data.HeatmapTexID, (const ImS32*)values, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT ); break;
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case ImGuiDataType_U32: SetTextureData(data.HeatmapTexID, (const ImU32*)values, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT ); break;
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case ImGuiDataType_S64: SetHeatmapData(data.HeatmapTexID, (const ImS64*)values, rows, cols); break;
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case ImGuiDataType_U64: SetHeatmapData(data.HeatmapTexID, (const ImU64*)values, rows, cols); break;
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case ImGuiDataType_Float: SetTextureData(data.HeatmapTexID, (const float*)values, rows, cols, GL_R32F, GL_RED, GL_FLOAT); break;
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case ImGuiDataType_Double: SetHeatmapData(data.HeatmapTexID, (double*)values, rows, cols); break;
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};
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if(Context.ShaderInt.ID == 0 || Context.ShaderFloat.ID == 0)
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if(Context.ShaderInt.ID == 0 || Context.ShaderFloat.ID == 0)
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DrawList.AddCallback(CreateHeatmapShader, nullptr);
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DrawList.AddCallback(CreateHeatmapShader, nullptr);
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DrawList.AddCallback(RenderCallback, (void*)(intptr_t)itemID);
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DrawList.AddCallback(RenderCallback, (void*)(intptr_t)itemID);
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DrawList.PrimReserve(6, 4);
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DrawList.PrimReserve(6, 4);
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DrawList.PrimRectUV(bounds_min, bounds_max, ImVec2(0.0f, reverse_y ? 1.0f : 0.0f), ImVec2(1.0f, reverse_y ? 0.0f : 1.0f), 0);
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DrawList.PrimRectUV(coords_min, coords_max, ImVec2(0.0f, reverse_y ? 1.0f : 0.0f), ImVec2(1.0f, reverse_y ? 0.0f : 1.0f), 0);
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DrawList.AddCallback(ResetState, nullptr);
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DrawList.AddCallback(ResetState, nullptr);
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}
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}
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@ -1910,15 +1910,11 @@ void RenderHeatmap(Transformer transformer, ImDrawList& DrawList, const T* value
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if (GImPlot->Style.UseGpuAacceleration) {
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if (GImPlot->Style.UseGpuAacceleration) {
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ImVec2 bmin = transformer(bounds_min);
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ImVec2 bmin = transformer(bounds_min);
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ImVec2 bmax = transformer(bounds_max);
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ImVec2 bmax = transformer(bounds_max);
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ImPlotScale scale = GetCurrentScale();
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// NOTE: Order is important!
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Backend::RenderHeatmap(
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Backend::RenderHeatmap(gp.CurrentItem->ID, DrawList, bmin, bmax, (float)scale_min, (float)scale_max, gp.Style.Colormap, reverse_y);
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gp.CurrentItem->ID, values, ImGuiDataTypeGetter<T>::Value, rows, cols,
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Backend::SetAxisLog(gp.CurrentItem->ID,
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(float)scale_min, (float)scale_max, bmin, bmax, bounds_min, bounds_max,
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scale == ImPlotScale_LogLin || scale == ImPlotScale_LogLog,
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GetCurrentScale(), reverse_y, gp.Style.Colormap, DrawList);
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scale == ImPlotScale_LinLog || scale == ImPlotScale_LogLog,
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bounds_min, bounds_max);
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Backend::SetHeatmapData(gp.CurrentItem->ID, values, rows, cols);
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}
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}
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else
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else
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#endif
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#endif
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