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Standandardize backends for future implementations
This commit is contained in:
parent
27769a846f
commit
449b30b389
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@ -24,156 +24,25 @@
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#pragma once
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#include "../implot.h"
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#ifdef IMPLOT_BACKEND_ENABLE_OPENGL3
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#define IMPLOT_BACKEND_ENABLED
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#define IMPLOT_BACKEND_HAS_HEATMAP
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#define IMPLOT_BACKEND_HAS_COLORMAP
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#if defined(IMPLOT_BACKEND_ENABLE_OPENGL3)
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#include "implot_impl_opengl3.h"
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#elif defined(IMPLOT_BACKEND_ENABLE_METAL)
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#include "implot_impl_metal.h"
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#endif
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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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* A backend may store in this struct any data it needs, with no constraints. A
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* pointer to this struct will be stored inside ImPlot's context and can be
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* accessed at any time. This pointer will be set to the returned value of @ref
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* CreateContext(). All resources held by this struct must be freed inside @ref
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* DestroyContext().
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*/
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struct ContextData;
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/**
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* @brief Create backend context
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*
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* Creates and intializes the backend context. The returned pointer will be saved
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* in ImPlot's context and can be accessed later.
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*/
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IMPLOT_API void* CreateContext();
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/**
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* @brief Destroy backend context
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*
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* Destroys and frees any memory or resources needed by the backend. After this
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* call returns, no more calls to any backend function will be performed.
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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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* Adds a colormap to be handled by the backend.
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*
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* @param keys Colors for this colormap, in RGBA format
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* @param count Number of colors in this colormap
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* @param qual Qualitative: whether the colormap is continuous (`false`) or
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* not (`true`)
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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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* Sets the data of the heatmap with the given plot ID.
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*
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* @param plotID ID of the heatmap to update. This ID is unique, but it is not
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* continuous nor always positive.
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* @param values Data of the heatmap to be set.`values[0]` corresponds with the
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* top-left corner of the data.
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* @param rows Number of rows of this heatmap
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* @param cols Number of columns of this heatmap
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*/
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IMPLOT_API void SetHeatmapData(int plotID, const ImS8* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImU8*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImU8* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImS16*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImS16* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImU16*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImU16* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImS32*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImS32* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImU32*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImU32* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const float*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const float* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const double*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const double* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImS64*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImS64* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImU64*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols);
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/**
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* @brief Render heatmap
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*
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* Renders the heatmap by submitting the appropriate commands to the current
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* draw list.
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*
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* @param plotID ID of the heatmap to be rendered
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* @param DrawList Draw list where to submit the render commands
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* @param bounds_min Minimum bounds of the heatmap (without clipping)
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* @param bounds_max Maximum bounds of the heatmap (without clipping)
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* @param scale_min Minimum value of the heatmap
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* @param scale_max Maximum value of the heatmap
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* @param colormap Colormap to be used when rendering this heatmap
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*
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* @note There might be values greater than `scale_max` or lower than `scale_min`.
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* The shader used for rendering should clamp this values appropriately.
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*/
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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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}
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}
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namespace ImPlot {
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namespace Backend {
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#ifndef IMPLOT_BACKEND_ENABLED
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inline void* CreateContext() { return nullptr; }
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inline void DestroyContext() {}
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inline void* CreateContext() { return nullptr; }
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inline void DestroyContext() {}
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inline void BustPlotCache() {}
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inline void BustItemCache() {}
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inline void BustPlotCache() {}
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inline void BustItemCache() {}
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#endif
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#ifndef IMPLOT_BACKEND_HAS_COLORMAP
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inline void AddColormap(const ImU32*, int, bool) {}
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inline void AddColormap(const ImU32*, int, bool) {}
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#endif
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}
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@ -3,6 +3,7 @@
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#include "../implot.h"
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#include "../implot_internal.h"
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#include "implot_backend.h"
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#include "implot_impl_opengl3.h"
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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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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ImGuiStorage ItemIDs; ///< PlotID <-> Heatmap array index table
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ImVector<float> temp1; ///< Temporary data
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ImVector<ImS32> temp2; ///< Temporary data
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void DestroyContext()
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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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for(const HeatmapData& data : Context.HeatmapDataList)
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glDeleteTextures(1, &data.HeatmapTexID);
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glDeleteProgram(Context.ShaderFloat.ID);
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Context.HeatmapDataList.clear();
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Context.PlotIDs.Clear();
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Context.ItemIDs.Clear();
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}
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#define HEATMAP_VERTEX_SHADER_CODE \
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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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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&Context.ImGuiShader);
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static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd)
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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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int plotID = (int)(intptr_t)cmd->UserCallbackData;
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int plotIdx = Context.PlotIDs.GetInt(plotID, -1);
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int itemID = (int)(intptr_t)cmd->UserCallbackData;
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int plotIdx = Context.ItemIDs.GetInt(itemID, -1);
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HeatmapData& data = Context.HeatmapDataList[plotIdx];
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// Get projection matrix of current shader
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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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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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static void SetTextureData(int itemID, const void* data, GLsizei rows, GLsizei cols, GLint internalFormat, GLenum format, GLenum type)
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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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int idx = Context.PlotIDs.GetInt(plotID, -1);
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int idx = Context.ItemIDs.GetInt(itemID, -1);
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GLuint texID = Context.HeatmapDataList[idx].HeatmapTexID;
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Context.HeatmapDataList[idx].ShaderProgram = (type == GL_FLOAT ? &Context.ShaderFloat : &Context.ShaderInt);
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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);
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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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return textureID;
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}
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void SetHeatmapData(int plotID, const ImS8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R8I, GL_RED_INTEGER, GL_BYTE); }
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void SetHeatmapData(int plotID, const ImU8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE); }
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void SetHeatmapData(int plotID, const ImS16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R16I, GL_RED_INTEGER, GL_SHORT); }
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void SetHeatmapData(int plotID, const ImU16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT); }
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void SetHeatmapData(int plotID, const ImS32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT); }
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void SetHeatmapData(int plotID, const ImU32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT); }
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void SetHeatmapData(int plotID, const float* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R32F, GL_RED, GL_FLOAT); }
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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(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 plotID, 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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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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if(Context.temp1.Size < rows * cols)
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Context.temp1.resize(rows * cols);
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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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SetTextureData(plotID, Context.temp1.Data, rows, cols, GL_R32F, GL_RED, GL_FLOAT);
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SetTextureData(itemID, Context.temp1.Data, rows, cols, GL_R32F, GL_RED, GL_FLOAT);
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}
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void SetHeatmapData(int plotID, const ImS64* values, int rows, int cols)
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void SetHeatmapData(int itemID, const ImS64* values, int rows, int cols)
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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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if(Context.temp2.Size < rows * cols)
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Context.temp2.resize(rows * cols);
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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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SetTextureData(plotID, Context.temp2.Data, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT);
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SetTextureData(itemID, Context.temp2.Data, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT);
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}
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void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
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void SetHeatmapData(int itemID, const ImU64* values, int rows, int cols)
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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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if(Context.temp3.Size < rows * cols)
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Context.temp3.resize(rows * cols);
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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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SetTextureData(plotID, Context.temp3.Data, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
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SetTextureData(itemID, Context.temp3.Data, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
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}
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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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void RenderHeatmap(int itemID, 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, Context.HeatmapDataList.Size);
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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int idx = Context.ItemIDs.GetInt(itemID, Context.HeatmapDataList.Size);
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if(idx == Context.HeatmapDataList.Size)
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{
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// New entry
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Context.PlotIDs.SetInt(plotID, Context.HeatmapDataList.Size);
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Context.ItemIDs.SetInt(itemID, Context.HeatmapDataList.Size);
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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 || 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.AddCallback(RenderCallback, (void*)(intptr_t)itemID);
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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(ResetState, nullptr);
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void BustPlotCache()
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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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for(const HeatmapData& data : Context.HeatmapDataList)
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glDeleteTextures(1, &data.HeatmapTexID);
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Context.HeatmapDataList.clear();
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Context.PlotIDs.Clear();
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Context.ItemIDs.Clear();
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}
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void BustItemCache() {}
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194
backends/implot_impl_opengl3.h
Normal file
194
backends/implot_impl_opengl3.h
Normal file
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@ -0,0 +1,194 @@
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// MIT License
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// Copyright (c) 2021 Evan Pezent
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
// ImPlot v0.10 WIP
|
||||
|
||||
#pragma once
|
||||
|
||||
#define IMPLOT_BACKEND_ENABLED
|
||||
#define IMPLOT_BACKEND_HAS_HEATMAP
|
||||
#define IMPLOT_BACKEND_HAS_COLORMAP
|
||||
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_ES3) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
|
||||
// Try to detect GLES on matching platforms
|
||||
#if defined(__APPLE__)
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
|
||||
// Otherwise try to detect supported Desktop OpenGL loaders..
|
||||
#elif defined(__has_include)
|
||||
#if __has_include(<GL/glew.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#elif __has_include(<glad/glad.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#elif __has_include(<glad/gl.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLAD2
|
||||
#elif __has_include(<GL/gl3w.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#elif __has_include(<glbinding/glbinding.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
|
||||
#elif __has_include(<glbinding/Binding.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
|
||||
#else
|
||||
#error "Cannot detect OpenGL loader!"
|
||||
#endif
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
namespace ImPlot {
|
||||
namespace Backend {
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Misc backend functions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief Struct to hold backend-related context data
|
||||
*
|
||||
* A backend may store in this struct any data it needs, with no constraints. A
|
||||
* pointer to this struct will be stored inside ImPlot's context and can be
|
||||
* accessed at any time. This pointer will be set to the returned value of @ref
|
||||
* CreateContext(). All resources held by this struct must be freed inside @ref
|
||||
* DestroyContext().
|
||||
*/
|
||||
struct ContextData;
|
||||
|
||||
/**
|
||||
* @brief Create backend context
|
||||
*
|
||||
* Creates and intializes the backend context. The returned pointer will be saved
|
||||
* in ImPlot's context and can be accessed later.
|
||||
*/
|
||||
IMPLOT_API void* CreateContext();
|
||||
|
||||
/**
|
||||
* @brief Destroy backend context
|
||||
*
|
||||
* Destroys and frees any memory or resources needed by the backend. After this
|
||||
* call returns, no more calls to any backend function can be performed.
|
||||
*/
|
||||
IMPLOT_API void DestroyContext();
|
||||
|
||||
/** @brief Bust plot cache. Called from @ref ImPlot::BustPlotCache() */
|
||||
IMPLOT_API void BustPlotCache();
|
||||
|
||||
/** @brief Bust item cache. Called from @ref ImPlot::BustItemCache() */
|
||||
IMPLOT_API void BustItemCache();
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Colormap functions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief Add a colormap
|
||||
*
|
||||
* Adds a colormap to be handled by the backend.
|
||||
*
|
||||
* @param keys Colors for this colormap, in RGBA format
|
||||
* @param count Number of colors in this colormap
|
||||
* @param qual Qualitative: whether the colormap is continuous (`false`) or
|
||||
* not (`true`)
|
||||
*/
|
||||
IMPLOT_API void AddColormap(const ImU32* keys, int count, bool qual);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Heatmap functions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief Set heatmap data
|
||||
*
|
||||
* Sets the data of the heatmap with the given plot ID.
|
||||
*
|
||||
* @param itemID ID of the heatmap to update.
|
||||
* @param values Data of the heatmap to be set.`values[0]` corresponds with the
|
||||
* top-left corner of the data.
|
||||
* @param rows Number of rows of this heatmap
|
||||
* @param cols Number of columns of this heatmap
|
||||
*/
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const ImS8* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const ImU8*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const ImU8* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const ImS16*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const ImS16* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const ImU16*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const ImU16* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const ImS32*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const ImS32* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const ImU32*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const ImU32* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const float*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const float* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const double*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const double* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const ImS64*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const ImS64* values, int rows, int cols);
|
||||
|
||||
/** @copydoc SetHeatmapData(int,const ImU64*,int,int) */
|
||||
IMPLOT_API void SetHeatmapData(int itemID, const ImU64* values, int rows, int cols);
|
||||
|
||||
/**
|
||||
* @brief Render heatmap
|
||||
*
|
||||
* Renders the heatmap using OpenGL acceleration
|
||||
*
|
||||
* @param itemID ID of the heatmap to be rendered
|
||||
* @param DrawList Draw list where to submit the render commands
|
||||
* @param bounds_min Minimum bounds of the heatmap (without clipping)
|
||||
* @param bounds_max Maximum bounds of the heatmap (without clipping)
|
||||
* @param scale_min Minimum value of the heatmap
|
||||
* @param scale_max Maximum value of the heatmap
|
||||
* @param colormap Colormap to be used when rendering this heatmap
|
||||
*
|
||||
* @note There might be values greater than `scale_max` or lower than `scale_min`.
|
||||
* The shader used for rendering will clamp this values.
|
||||
*/
|
||||
IMPLOT_API void RenderHeatmap(
|
||||
int itemID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max,
|
||||
float scale_min, float scale_max, ImPlotColormap colormap);
|
||||
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user