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Fix incorrect colormap colors
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bef982f0b6
commit
353e8ed0aa
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@ -111,8 +111,8 @@ void DestroyContext()
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"\n" \
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"\n" \
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"void main()\n" \
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"void main()\n" \
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"{\n" \
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"{\n" \
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" Frag_UV = UV;\n" \
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" Frag_UV = UV;\n" \
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" gl_Position = ProjMtx * vec4(Position.xy, 0.0f, 1.0f);\n" \
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" gl_Position = ProjMtx * vec4(Position.xy, 0.0f, 1.0f);\n" \
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"}\n"
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"}\n"
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#define HEATMAP_FRAGMENT_SHADER_CODE \
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#define HEATMAP_FRAGMENT_SHADER_CODE \
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@ -141,12 +141,14 @@ void DestroyContext()
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"\n" \
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"\n" \
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"void main()\n" \
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"void main()\n" \
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"{\n" \
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"{\n" \
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" float min_tex_offs = 0.5 / float(textureSize(colormap, 0));\n" \
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" float uv_x = ax_log.x ? log_den(Frag_UV.x, bounds_min.x, bounds_max.x) : Frag_UV.x;\n" \
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" float uv_x = ax_log.x ? log_den(Frag_UV.x, bounds_min.x, bounds_max.x) : Frag_UV.x;\n" \
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" float uv_y = ax_log.y ? log_den(Frag_UV.y, bounds_min.y, bounds_max.y) : Frag_UV.y;\n" \
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" float uv_y = ax_log.y ? log_den(Frag_UV.y, bounds_min.y, bounds_max.y) : Frag_UV.y;\n" \
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"\n" \
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"\n" \
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" float value = float(texture(heatmap, vec2(uv_x, uv_y)).r);\n" \
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" float value = float(texture(heatmap, vec2(uv_x, uv_y)).r);\n" \
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" float offset = (value - min_val) / (max_val - min_val);\n" \
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" float offset = (value - min_val) / (max_val - min_val);\n" \
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" Out_Color = texture(colormap, clamp(offset, 0.0f, 1.0f));\n" \
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" offset = mix(min_tex_offs, 1.0 - min_tex_offs, clamp(offset, 0.0f, 1.0f));\n" \
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" Out_Color = texture(colormap, offset);\n" \
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"}\n"
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"}\n"
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static void CompileShader(HeatmapShader& ShaderProgram, GLchar* VertexShaderCode, GLchar* FragmentShaderCode)
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static void CompileShader(HeatmapShader& ShaderProgram, GLchar* VertexShaderCode, GLchar* FragmentShaderCode)
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@ -262,7 +264,7 @@ void AddColormap(const ImU32* keys, int count, bool qual)
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GLuint textureID;
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GLuint textureID;
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glGenTextures(1, &textureID);
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_1D, 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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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 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_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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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, qual ? GL_NEAREST : GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, qual ? GL_NEAREST : GL_LINEAR);
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