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Fix incorrect colormap colors

This commit is contained in:
marcizhu 2021-07-02 23:01:31 +02:00
parent bef982f0b6
commit 353e8ed0aa
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GPG Key ID: 2D8FA5B173E88095

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@ -111,8 +111,8 @@ void DestroyContext()
"\n" \ "\n" \
"void main()\n" \ "void main()\n" \
"{\n" \ "{\n" \
" Frag_UV = UV;\n" \ " Frag_UV = UV;\n" \
" gl_Position = ProjMtx * vec4(Position.xy, 0.0f, 1.0f);\n" \ " gl_Position = ProjMtx * vec4(Position.xy, 0.0f, 1.0f);\n" \
"}\n" "}\n"
#define HEATMAP_FRAGMENT_SHADER_CODE \ #define HEATMAP_FRAGMENT_SHADER_CODE \
@ -141,12 +141,14 @@ void DestroyContext()
"\n" \ "\n" \
"void main()\n" \ "void main()\n" \
"{\n" \ "{\n" \
" float min_tex_offs = 0.5 / float(textureSize(colormap, 0));\n" \
" float uv_x = ax_log.x ? log_den(Frag_UV.x, bounds_min.x, bounds_max.x) : Frag_UV.x;\n" \ " float uv_x = ax_log.x ? log_den(Frag_UV.x, bounds_min.x, bounds_max.x) : Frag_UV.x;\n" \
" float uv_y = ax_log.y ? log_den(Frag_UV.y, bounds_min.y, bounds_max.y) : Frag_UV.y;\n" \ " float uv_y = ax_log.y ? log_den(Frag_UV.y, bounds_min.y, bounds_max.y) : Frag_UV.y;\n" \
"\n" \ "\n" \
" float value = float(texture(heatmap, vec2(uv_x, uv_y)).r);\n" \ " float value = float(texture(heatmap, vec2(uv_x, uv_y)).r);\n" \
" float offset = (value - min_val) / (max_val - min_val);\n" \ " float offset = (value - min_val) / (max_val - min_val);\n" \
" Out_Color = texture(colormap, clamp(offset, 0.0f, 1.0f));\n" \ " offset = mix(min_tex_offs, 1.0 - min_tex_offs, clamp(offset, 0.0f, 1.0f));\n" \
" Out_Color = texture(colormap, offset);\n" \
"}\n" "}\n"
static void CompileShader(HeatmapShader& ShaderProgram, GLchar* VertexShaderCode, GLchar* FragmentShaderCode) static void CompileShader(HeatmapShader& ShaderProgram, GLchar* VertexShaderCode, GLchar* FragmentShaderCode)
@ -262,7 +264,7 @@ void AddColormap(const ImU32* keys, int count, bool qual)
GLuint textureID; GLuint textureID;
glGenTextures(1, &textureID); glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_1D, textureID); glBindTexture(GL_TEXTURE_1D, textureID);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, count, 0, GL_RGBA, GL_UNSIGNED_BYTE, keys); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, count, 0, GL_RGBA, GL_UNSIGNED_BYTE, keys);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, qual ? GL_NEAREST : GL_LINEAR); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, qual ? GL_NEAREST : GL_LINEAR);