mirror of
https://github.com/gwm17/implot.git
synced 2024-11-26 12:18:52 -05:00
Cleanup & maintenance
- Removed unnecessary attributes from shader - Renamed functions & structs - Reduced memory footprint of OpenGL backend context
This commit is contained in:
parent
541521fe69
commit
27769a846f
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@ -35,6 +35,10 @@
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namespace ImPlot {
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namespace Backend {
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//-----------------------------------------------------------------------------
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// [SECTION] Misc backend functions
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//-----------------------------------------------------------------------------
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/**
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* @brief Struct to hold backend-related context data
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*
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@ -62,6 +66,16 @@ IMPLOT_API void* CreateContext();
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*/
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IMPLOT_API void DestroyContext();
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/** @brief Bust plot cache. Called from @ref ImPlot::BustPlotCache() */
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IMPLOT_API void BustPlotCache();
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/** @brief Bust item cache. Called from @ref ImPlot::BustItemCache() */
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IMPLOT_API void BustItemCache();
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//-----------------------------------------------------------------------------
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// [SECTION] Colormap functions
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//-----------------------------------------------------------------------------
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/**
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* @brief Add a colormap
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*
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@ -74,6 +88,10 @@ IMPLOT_API void DestroyContext();
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*/
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IMPLOT_API void AddColormap(const ImU32* keys, int count, bool qual);
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//-----------------------------------------------------------------------------
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// [SECTION] Heatmap functions
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//-----------------------------------------------------------------------------
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/**
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* @brief Set heatmap data
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*
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@ -136,12 +154,6 @@ IMPLOT_API void RenderHeatmap(
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int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max,
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float scale_min, float scale_max, ImPlotColormap colormap);
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/** @brief Bust plot cache. Called from @ref ImPlot::BustPlotCache() */
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IMPLOT_API void BustPlotCache();
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/** @brief Bust item cache. Called from @ref ImPlot::BustItemCache() */
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IMPLOT_API void BustItemCache();
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}
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}
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@ -35,40 +35,39 @@ using namespace gl;
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namespace ImPlot {
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namespace Backend {
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struct Shader
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struct HeatmapShader
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{
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GLuint ID = 0; ///< Shader ID for the heatmap shader
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GLuint ID = 0; ///< Shader ID for the heatmap shader
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GLuint g_AttribLocationHeatmapSampler = 0; ///< Attribute location for the heatmap texture
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GLuint g_AttribLocationColormapSampler = 0; ///< Attribute location for the colormap texture
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GLuint g_AttribLocationProjection = 0; ///< Attribute location for the projection matrix uniform
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GLuint g_AttribLocationMinValue = 0; ///< Attribute location for the minimum value uniform
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GLuint g_AttribLocationMaxValue = 0; ///< Attribute location for the maximum value uniform
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GLuint AttribLocationProjection = 0; ///< Attribute location for the projection matrix uniform
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GLuint AttribLocationMinValue = 0; ///< Attribute location for the minimum value uniform
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GLuint AttribLocationMaxValue = 0; ///< Attribute location for the maximum value uniform
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};
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struct HeatmapData
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{
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Shader* ShaderProgram;
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GLuint HeatmapTexID;
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GLuint ColormapTexID;
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float MinValue;
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float MaxValue;
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HeatmapShader* ShaderProgram; ///< Shader to be used by this heatmap (either ShaderInt or ShaderFloat)
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GLuint HeatmapTexID; ///< Texture ID of the heatmap 2D texture
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GLuint ColormapTexID; ///< Texture ID of the colormap 1D texture
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float MinValue; ///< Minimum value of the colormap
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float MaxValue; ///< Maximum value of the colormap
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};
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struct ContextData
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{
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Shader ShaderInt; ///< Shader for integer heatmaps
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Shader ShaderFloat; ///< Shader for floating-point heatmaps
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HeatmapShader ShaderInt; ///< Shader for integer heatmaps
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HeatmapShader ShaderFloat; ///< Shader for floating-point heatmaps
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GLuint g_AttribLocationImGuiProjection = 0; ///< Attribute location for the projection matrix uniform (ImGui default shader)
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GLuint AttribLocationImGuiProjection = 0; ///< Attribute location for the projection matrix uniform (ImGui default shader)
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GLuint ImGuiShader = 0; ///< Shader ID of ImGui's default shader
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ImVector<HeatmapData> HeatmapDataList; ///< Array of heatmap data
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ImVector<GLuint> ColormapIDs; ///< Texture IDs of the colormap textures
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ImGuiStorage PlotIDs; ///< PlotID <-> Heatmap array index table
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ImVector<HeatmapData> HeatmapDataList; ///< Array of heatmap data
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ImVector<GLuint> ColormapIDs; ///< Texture IDs of the colormap textures
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ImGuiStorage PlotIDs; ///< PlotID <-> Heatmap array index table
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ImVector<float> temp1;
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ImVector<ImS32> temp2;
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ImVector<ImU32> temp3;
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ImVector<float> temp1; ///< Temporary data
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ImVector<ImS32> temp2; ///< Temporary data
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ImVector<ImU32> temp3; ///< Temporary data
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};
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void* CreateContext()
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@ -93,7 +92,7 @@ void DestroyContext()
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Context.PlotIDs.Clear();
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}
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#define VERTEX_SHADER_CODE \
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#define HEATMAP_VERTEX_SHADER_CODE \
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"#version 330 core\n" \
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"precision mediump float;\n" \
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"layout (location = %d) in vec2 Position;\n" \
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@ -108,7 +107,7 @@ void DestroyContext()
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" gl_Position = ProjMtx * vec4(Position.xy, 0.0f, 1.0f);\n" \
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"}\n"
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#define FRAGMENT_SHADER_CODE \
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#define HEATMAP_FRAGMENT_SHADER_CODE \
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"#version 330 core\n" \
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"precision mediump float;\n" \
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"\n" \
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@ -127,59 +126,55 @@ void DestroyContext()
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" Out_Color = texture(colormap, clamp(offset, 0.0f, 1.0f));\n" \
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"}\n"
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static void CompileShader(Shader& ShaderProgram, GLchar* VertexShaderCode, GLchar* FragmentShaderCode)
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static void CompileShader(HeatmapShader& ShaderProgram, GLchar* VertexShaderCode, GLchar* FragmentShaderCode)
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{
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GLuint g_VertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(g_VertexShader, 1, &VertexShaderCode, nullptr);
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glCompileShader(g_VertexShader);
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GLuint VertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(VertexShader, 1, &VertexShaderCode, nullptr);
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glCompileShader(VertexShader);
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GLuint g_FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_FragmentShader, 1, &FragmentShaderCode, nullptr);
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glCompileShader(g_FragmentShader);
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GLuint FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(FragmentShader, 1, &FragmentShaderCode, nullptr);
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glCompileShader(FragmentShader);
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ShaderProgram.ID = glCreateProgram();
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glAttachShader(ShaderProgram.ID, g_VertexShader);
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glAttachShader(ShaderProgram.ID, g_FragmentShader);
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glAttachShader(ShaderProgram.ID, VertexShader);
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glAttachShader(ShaderProgram.ID, FragmentShader);
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glLinkProgram(ShaderProgram.ID);
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glDetachShader(ShaderProgram.ID, g_VertexShader);
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glDetachShader(ShaderProgram.ID, g_FragmentShader);
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glDeleteShader(g_VertexShader);
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glDeleteShader(g_FragmentShader);
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glDetachShader(ShaderProgram.ID, VertexShader);
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glDetachShader(ShaderProgram.ID, FragmentShader);
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glDeleteShader(VertexShader);
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glDeleteShader(FragmentShader);
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ShaderProgram.g_AttribLocationHeatmapSampler = glGetUniformLocation(ShaderProgram.ID, "heatmap");
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ShaderProgram.g_AttribLocationColormapSampler = glGetUniformLocation(ShaderProgram.ID, "colormap");
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ShaderProgram.g_AttribLocationProjection = glGetUniformLocation(ShaderProgram.ID, "ProjMtx");
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ShaderProgram.g_AttribLocationMinValue = glGetUniformLocation(ShaderProgram.ID, "min_val");
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ShaderProgram.g_AttribLocationMaxValue = glGetUniformLocation(ShaderProgram.ID, "max_val");
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ShaderProgram.AttribLocationProjection = glGetUniformLocation(ShaderProgram.ID, "ProjMtx");
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ShaderProgram.AttribLocationMinValue = glGetUniformLocation(ShaderProgram.ID, "min_val");
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ShaderProgram.AttribLocationMaxValue = glGetUniformLocation(ShaderProgram.ID, "max_val");
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glUseProgram(ShaderProgram.ID);
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glUniform1i(ShaderProgram.g_AttribLocationHeatmapSampler, 0); // Set texture slot of heatmap texture
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glUniform1i(ShaderProgram.g_AttribLocationColormapSampler, 1); // Set texture slot of colormap texture
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glUniform1i(glGetUniformLocation(ShaderProgram.ID, "heatmap"), 0); // Set texture slot of heatmap texture
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glUniform1i(glGetUniformLocation(ShaderProgram.ID, "colormap"), 1); // Set texture slot of colormap texture
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}
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static void CreateShader(const ImDrawList*, const ImDrawCmd*)
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static void CreateHeatmapShader(const ImDrawList*, const ImDrawCmd*)
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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GLuint CurrentShader;
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&CurrentShader);
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&Context.ImGuiShader);
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Context.g_AttribLocationImGuiProjection = glGetUniformLocation(CurrentShader, "ProjMtx");
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GLuint g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(CurrentShader, "Position");
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GLuint g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(CurrentShader, "UV");
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Context.AttribLocationImGuiProjection = glGetUniformLocation(Context.ImGuiShader, "ProjMtx");
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GLuint AttribLocationVtxPos = (GLuint)glGetAttribLocation(Context.ImGuiShader, "Position");
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GLuint AttribLocationVtxUV = (GLuint)glGetAttribLocation(Context.ImGuiShader, "UV");
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GLchar* VertexShaderCode = new GLchar[512];
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GLchar* FragmentShaderCode = new GLchar[512];
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snprintf(VertexShaderCode, 512, VERTEX_SHADER_CODE, g_AttribLocationVtxPos, g_AttribLocationVtxUV);
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snprintf(FragmentShaderCode, 512, FRAGMENT_SHADER_CODE, ' ');
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snprintf(VertexShaderCode, 512, HEATMAP_VERTEX_SHADER_CODE, AttribLocationVtxPos, AttribLocationVtxUV);
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snprintf(FragmentShaderCode, 512, HEATMAP_FRAGMENT_SHADER_CODE, ' ');
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CompileShader(Context.ShaderFloat, VertexShaderCode, FragmentShaderCode);
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snprintf(VertexShaderCode, 512, VERTEX_SHADER_CODE, g_AttribLocationVtxPos, g_AttribLocationVtxUV);
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snprintf(FragmentShaderCode, 512, FRAGMENT_SHADER_CODE, 'i');
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snprintf(VertexShaderCode, 512, HEATMAP_VERTEX_SHADER_CODE, AttribLocationVtxPos, AttribLocationVtxUV);
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snprintf(FragmentShaderCode, 512, HEATMAP_FRAGMENT_SHADER_CODE, 'i');
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CompileShader(Context.ShaderInt, VertexShaderCode, FragmentShaderCode);
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glUseProgram(0);
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@ -196,12 +191,9 @@ static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd)
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int plotIdx = Context.PlotIDs.GetInt(plotID, -1);
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HeatmapData& data = Context.HeatmapDataList[plotIdx];
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GLuint CurrentShader;
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&CurrentShader);
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// Get projection matrix of current shader
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float OrthoProjection[4][4];
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glGetUniformfv(CurrentShader, Context.g_AttribLocationImGuiProjection, &OrthoProjection[0][0]);
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glGetUniformfv(Context.ImGuiShader, Context.AttribLocationImGuiProjection, &OrthoProjection[0][0]);
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// Enable our shader
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glUseProgram(data.ShaderProgram->ID);
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@ -209,15 +201,18 @@ static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd)
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glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, data.HeatmapTexID); // Set texture ID of data
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glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_1D, data.ColormapTexID); // Set texture ID of colormap
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glUniformMatrix4fv(data.ShaderProgram->g_AttribLocationProjection, 1, GL_FALSE, &OrthoProjection[0][0]);
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glUniform1f(data.ShaderProgram->g_AttribLocationMinValue, data.MinValue); // Set minimum range
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glUniform1f(data.ShaderProgram->g_AttribLocationMaxValue, data.MaxValue); // Set maximum range
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glUniformMatrix4fv(data.ShaderProgram->AttribLocationProjection, 1, GL_FALSE, &OrthoProjection[0][0]);
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glUniform1f(data.ShaderProgram->AttribLocationMinValue, data.MinValue); // Set minimum range
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glUniform1f(data.ShaderProgram->AttribLocationMaxValue, data.MaxValue); // Set maximum range
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}
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static void UnbindTexture(const ImDrawList*, const ImDrawCmd*)
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static void ResetState(const ImDrawList*, const ImDrawCmd*)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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glUseProgram(Context.ImGuiShader);
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}
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static void SetTextureData(int plotID, const void* data, GLsizei rows, GLsizei cols, GLint internalFormat, GLenum format, GLenum type)
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@ -235,9 +230,9 @@ static void SetTextureData(int plotID, const void* data, GLsizei rows, GLsizei c
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void AddColormap(const ImU32* keys, int count, bool qual)
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{
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GLuint texID;
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glGenTextures(1, &texID);
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glBindTexture(GL_TEXTURE_1D, texID);
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GLuint textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_1D, textureID);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, count, 0, GL_RGBA, GL_UNSIGNED_BYTE, keys);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -245,8 +240,8 @@ void AddColormap(const ImU32* keys, int count, bool qual)
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, qual ? GL_NEAREST : GL_LINEAR);
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glBindTexture(GL_TEXTURE_1D, 0);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx); // PETA AQUI (GImPlot es NULL)
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Context.ColormapIDs.push_back(texID);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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Context.ColormapIDs.push_back(textureID);
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}
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static GLuint CreateHeatmapTexture()
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@ -311,36 +306,28 @@ void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
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void RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap)
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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int idx = Context.PlotIDs.GetInt(plotID, -1);
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int idx = Context.PlotIDs.GetInt(plotID, Context.HeatmapDataList.Size);
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if(idx < 0)
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if(idx == Context.HeatmapDataList.Size)
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{
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// New entry
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HeatmapData data;
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data.HeatmapTexID = CreateHeatmapTexture();
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data.ColormapTexID = Context.ColormapIDs[colormap];
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data.MinValue = scale_min;
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data.MaxValue = scale_max;
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Context.PlotIDs.SetInt(plotID, Context.HeatmapDataList.Size);
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Context.HeatmapDataList.push_back(data);
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}
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else
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{
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HeatmapData& data = Context.HeatmapDataList[idx];
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data.ColormapTexID = Context.ColormapIDs[colormap];
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data.MinValue = scale_min;
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data.MaxValue = scale_max;
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Context.HeatmapDataList.push_back(HeatmapData());
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Context.HeatmapDataList[idx].HeatmapTexID = CreateHeatmapTexture();
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}
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if(Context.ShaderInt.ID == 0)
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DrawList.AddCallback(CreateShader, nullptr);
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HeatmapData& data = Context.HeatmapDataList[idx];
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data.ColormapTexID = Context.ColormapIDs[colormap];
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data.MinValue = scale_min;
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data.MaxValue = scale_max;
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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(RenderCallback, (void*)(intptr_t)plotID);
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DrawList.PrimReserve(6, 4);
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DrawList.PrimRectUV(bounds_min, bounds_max, ImVec2(0.0f, 1.0f), ImVec2(1.0f, 0.0f), 0);
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DrawList.AddCallback(UnbindTexture, nullptr);
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DrawList.AddCallback(ImDrawCallback_ResetRenderState, nullptr);
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DrawList.AddCallback(ResetState, nullptr);
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}
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void BustPlotCache()
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