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Standandardize backends for future implementations

This commit is contained in:
marcizhu 2021-06-24 10:39:21 +02:00
parent 27769a846f
commit 449b30b389
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GPG Key ID: 2D8FA5B173E88095
3 changed files with 239 additions and 175 deletions

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@ -24,156 +24,25 @@
#pragma once
#include "../implot.h"
#ifdef IMPLOT_BACKEND_ENABLE_OPENGL3
#define IMPLOT_BACKEND_ENABLED
#define IMPLOT_BACKEND_HAS_HEATMAP
#define IMPLOT_BACKEND_HAS_COLORMAP
#if defined(IMPLOT_BACKEND_ENABLE_OPENGL3)
#include "implot_impl_opengl3.h"
#elif defined(IMPLOT_BACKEND_ENABLE_METAL)
#include "implot_impl_metal.h"
#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 will 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 plotID ID of the heatmap to update. This ID is unique, but it is not
* continuous nor always positive.
* @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 plotID, const ImS8* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const ImU8*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const ImU8* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const ImS16*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const ImS16* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const ImU16*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const ImU16* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const ImS32*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const ImS32* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const ImU32*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const ImU32* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const float*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const float* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const double*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const double* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const ImS64*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const ImS64* values, int rows, int cols);
/** @copydoc SetHeatmapData(int,const ImU64*,int,int) */
IMPLOT_API void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols);
/**
* @brief Render heatmap
*
* Renders the heatmap by submitting the appropriate commands to the current
* draw list.
*
* @param plotID 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 should clamp this values appropriately.
*/
IMPLOT_API void RenderHeatmap(
int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max,
float scale_min, float scale_max, ImPlotColormap colormap);
}
}
namespace ImPlot {
namespace Backend {
#ifndef IMPLOT_BACKEND_ENABLED
inline void* CreateContext() { return nullptr; }
inline void DestroyContext() {}
inline void* CreateContext() { return nullptr; }
inline void DestroyContext() {}
inline void BustPlotCache() {}
inline void BustItemCache() {}
inline void BustPlotCache() {}
inline void BustItemCache() {}
#endif
#ifndef IMPLOT_BACKEND_HAS_COLORMAP
inline void AddColormap(const ImU32*, int, bool) {}
inline void AddColormap(const ImU32*, int, bool) {}
#endif
}

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@ -3,6 +3,7 @@
#include "../implot.h"
#include "../implot_internal.h"
#include "implot_backend.h"
#include "implot_impl_opengl3.h"
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
@ -63,7 +64,7 @@ struct ContextData
ImVector<HeatmapData> HeatmapDataList; ///< Array of heatmap data
ImVector<GLuint> ColormapIDs; ///< Texture IDs of the colormap textures
ImGuiStorage PlotIDs; ///< PlotID <-> Heatmap array index table
ImGuiStorage ItemIDs; ///< PlotID <-> Heatmap array index table
ImVector<float> temp1; ///< Temporary data
ImVector<ImS32> temp2; ///< Temporary data
@ -77,7 +78,7 @@ void* CreateContext()
void DestroyContext()
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
for(const HeatmapData& data : Context.HeatmapDataList)
glDeleteTextures(1, &data.HeatmapTexID);
@ -89,7 +90,7 @@ void DestroyContext()
glDeleteProgram(Context.ShaderFloat.ID);
Context.HeatmapDataList.clear();
Context.PlotIDs.Clear();
Context.ItemIDs.Clear();
}
#define HEATMAP_VERTEX_SHADER_CODE \
@ -157,7 +158,7 @@ static void CompileShader(HeatmapShader& ShaderProgram, GLchar* VertexShaderCode
static void CreateHeatmapShader(const ImDrawList*, const ImDrawCmd*)
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&Context.ImGuiShader);
@ -185,10 +186,10 @@ static void CreateHeatmapShader(const ImDrawList*, const ImDrawCmd*)
static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd)
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
int plotID = (int)(intptr_t)cmd->UserCallbackData;
int plotIdx = Context.PlotIDs.GetInt(plotID, -1);
int itemID = (int)(intptr_t)cmd->UserCallbackData;
int plotIdx = Context.ItemIDs.GetInt(itemID, -1);
HeatmapData& data = Context.HeatmapDataList[plotIdx];
// Get projection matrix of current shader
@ -211,15 +212,15 @@ static void ResetState(const ImDrawList*, const ImDrawCmd*)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
glUseProgram(Context.ImGuiShader);
}
static void SetTextureData(int plotID, const void* data, GLsizei rows, GLsizei cols, GLint internalFormat, GLenum format, GLenum type)
static void SetTextureData(int itemID, const void* data, GLsizei rows, GLsizei cols, GLint internalFormat, GLenum format, GLenum type)
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
int idx = Context.PlotIDs.GetInt(plotID, -1);
int idx = Context.ItemIDs.GetInt(itemID, -1);
GLuint texID = Context.HeatmapDataList[idx].HeatmapTexID;
Context.HeatmapDataList[idx].ShaderProgram = (type == GL_FLOAT ? &Context.ShaderFloat : &Context.ShaderInt);
@ -240,7 +241,7 @@ void AddColormap(const ImU32* keys, int count, bool qual)
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, qual ? GL_NEAREST : GL_LINEAR);
glBindTexture(GL_TEXTURE_1D, 0);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
Context.ColormapIDs.push_back(textureID);
}
@ -256,17 +257,17 @@ static GLuint CreateHeatmapTexture()
return textureID;
}
void SetHeatmapData(int plotID, const ImS8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R8I, GL_RED_INTEGER, GL_BYTE); }
void SetHeatmapData(int plotID, const ImU8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE); }
void SetHeatmapData(int plotID, const ImS16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R16I, GL_RED_INTEGER, GL_SHORT); }
void SetHeatmapData(int plotID, const ImU16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT); }
void SetHeatmapData(int plotID, const ImS32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT); }
void SetHeatmapData(int plotID, const ImU32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT); }
void SetHeatmapData(int plotID, const float* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_R32F, GL_RED, GL_FLOAT); }
void SetHeatmapData(int itemID, const ImS8* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R8I, GL_RED_INTEGER, GL_BYTE); }
void SetHeatmapData(int itemID, const ImU8* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE); }
void SetHeatmapData(int itemID, const ImS16* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R16I, GL_RED_INTEGER, GL_SHORT); }
void SetHeatmapData(int itemID, const ImU16* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT); }
void SetHeatmapData(int itemID, const ImS32* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT); }
void SetHeatmapData(int itemID, const ImU32* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT); }
void SetHeatmapData(int itemID, const float* values, int rows, int cols) { SetTextureData(itemID, values, rows, cols, GL_R32F, GL_RED, GL_FLOAT); }
void SetHeatmapData(int plotID, const double* values, int rows, int cols)
void SetHeatmapData(int itemID, const double* values, int rows, int cols)
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
if(Context.temp1.Size < rows * cols)
Context.temp1.resize(rows * cols);
@ -274,12 +275,12 @@ void SetHeatmapData(int plotID, const double* values, int rows, int cols)
for(int i = 0; i < rows*cols; i++)
Context.temp1[i] = (float)values[i];
SetTextureData(plotID, Context.temp1.Data, rows, cols, GL_R32F, GL_RED, GL_FLOAT);
SetTextureData(itemID, Context.temp1.Data, rows, cols, GL_R32F, GL_RED, GL_FLOAT);
}
void SetHeatmapData(int plotID, const ImS64* values, int rows, int cols)
void SetHeatmapData(int itemID, const ImS64* values, int rows, int cols)
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
if(Context.temp2.Size < rows * cols)
Context.temp2.resize(rows * cols);
@ -287,12 +288,12 @@ void SetHeatmapData(int plotID, const ImS64* values, int rows, int cols)
for(int i = 0; i < rows*cols; i++)
Context.temp2[i] = (ImS32)values[i];
SetTextureData(plotID, Context.temp2.Data, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT);
SetTextureData(itemID, Context.temp2.Data, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT);
}
void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
void SetHeatmapData(int itemID, const ImU64* values, int rows, int cols)
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
if(Context.temp3.Size < rows * cols)
Context.temp3.resize(rows * cols);
@ -300,18 +301,18 @@ void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
for(int i = 0; i < rows*cols; i++)
Context.temp3[i] = (ImU32)values[i];
SetTextureData(plotID, Context.temp3.Data, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
SetTextureData(itemID, Context.temp3.Data, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
}
void RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap)
void RenderHeatmap(int itemID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap)
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
int idx = Context.PlotIDs.GetInt(plotID, Context.HeatmapDataList.Size);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
int idx = Context.ItemIDs.GetInt(itemID, Context.HeatmapDataList.Size);
if(idx == Context.HeatmapDataList.Size)
{
// New entry
Context.PlotIDs.SetInt(plotID, Context.HeatmapDataList.Size);
Context.ItemIDs.SetInt(itemID, Context.HeatmapDataList.Size);
Context.HeatmapDataList.push_back(HeatmapData());
Context.HeatmapDataList[idx].HeatmapTexID = CreateHeatmapTexture();
}
@ -324,7 +325,7 @@ void RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, c
if(Context.ShaderInt.ID == 0 || Context.ShaderFloat.ID == 0)
DrawList.AddCallback(CreateHeatmapShader, nullptr);
DrawList.AddCallback(RenderCallback, (void*)(intptr_t)plotID);
DrawList.AddCallback(RenderCallback, (void*)(intptr_t)itemID);
DrawList.PrimReserve(6, 4);
DrawList.PrimRectUV(bounds_min, bounds_max, ImVec2(0.0f, 1.0f), ImVec2(1.0f, 0.0f), 0);
DrawList.AddCallback(ResetState, nullptr);
@ -332,13 +333,13 @@ void RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, c
void BustPlotCache()
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
for(const HeatmapData& data : Context.HeatmapDataList)
glDeleteTextures(1, &data.HeatmapTexID);
Context.HeatmapDataList.clear();
Context.PlotIDs.Clear();
Context.ItemIDs.Clear();
}
void BustItemCache() {}

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@ -0,0 +1,194 @@
// MIT License
// Copyright (c) 2021 Evan Pezent
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// 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);
}
}