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Add GPU-accelerated heatmaps (#254)
* Add GPU-accelerated heatmaps * Add BustPlotCache() and other small changes * Fixupside-down heatmaps * Prevent new/delete on each call to PlotHeatmap() on certain cases * Add common interface for backends & move context to ImPlotContext * Fix integer heatmaps not working properly * Misc changes - Rename implot_gpu.h -> implot_backend.h - Rename IMPLOT_ENABLE_OPENGL3_ACCELERATION -> IMPLOT_BACKEND_ENABLE_OPENGL3 - Use gp.CurrentItem->ID over gp.CurrentPlot->ID - Add flags for different features supported by backends * Cleanup & maintenance - Removed unnecessary attributes from shader - Renamed functions & structs - Reduced memory footprint of OpenGL backend context * Standandardize backends for future implementations * Added logarithmic X & Y axes * Fix vertically-flipped 2D histograms * Fix incorrect colormap colors
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backends/implot_backend.h
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49
backends/implot_backend.h
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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
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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// ImPlot v0.10 WIP
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#pragma once
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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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#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 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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#endif
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}
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}
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392
backends/implot_impl_opengl3.cpp
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backends/implot_impl_opengl3.cpp
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#ifdef IMPLOT_BACKEND_ENABLE_OPENGL3
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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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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
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#include <GL/gl3w.h> // Initialize with gl3wInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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#include <GL/glew.h> // Initialize with glewInit()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Initialize with gladLoadGL()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
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#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
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#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
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#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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namespace ImPlot {
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namespace Backend {
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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 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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GLuint AttribLocationAxisLog = 0; ///< Attribute location for the logarithmic axes uniform
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GLuint AttribLocationMinBounds = 0; ///< Attribute location for the minimum bounds uniform
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GLuint AttribLocationMaxBounds = 0; ///< Attribute location for the maximum bounds uniform
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};
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struct HeatmapData
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{
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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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ImPlotPoint MinBounds; ///< Minimum bounds of the heatmap
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ImPlotPoint MaxBounds; ///< Maximum bounds of the heatmap
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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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bool AxisLogX; ///< Whether the X axis is logarithmic or not
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bool AxisLogY; ///< Whether the Y axis is logarithmic or not
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};
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struct ContextData
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{
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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 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 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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ImVector<ImU32> temp3; ///< Temporary data
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};
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void* CreateContext()
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{
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return new ContextData;
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}
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void DestroyContext()
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{
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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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for(GLuint texID : Context.ColormapIDs)
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glDeleteTextures(1, &texID);
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glDeleteProgram(Context.ShaderInt.ID);
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glDeleteProgram(Context.ShaderFloat.ID);
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Context.HeatmapDataList.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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"#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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"layout (location = %d) in vec2 UV;\n" \
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"\n" \
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"uniform mat4 ProjMtx;\n" \
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"out vec2 Frag_UV;\n" \
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"\n" \
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"void main()\n" \
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"{\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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"}\n"
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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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"in vec2 Frag_UV;\n" \
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"out vec4 Out_Color;\n" \
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"\n" \
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"uniform sampler1D colormap;\n" \
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"uniform %csampler2D heatmap;\n" \
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"uniform float min_val;\n" \
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"uniform float max_val;\n" \
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"\n" \
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"uniform vec2 bounds_min;\n" \
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"uniform vec2 bounds_max;\n" \
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"uniform bvec2 ax_log;\n" \
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"\n" \
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"float log_den(float x, float min_rng, float max_rng)\n" \
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"{\n" \
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" float minrl = log(min_rng);\n" \
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" float maxrl = log(max_rng);\n" \
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"\n" \
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" return (exp((maxrl - minrl) * x + minrl) - min_rng) / (max_rng - min_rng);" \
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"}\n" \
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"\n" \
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"void main()\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_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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" 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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" 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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static void CompileShader(HeatmapShader& ShaderProgram, GLchar* VertexShaderCode, GLchar* FragmentShaderCode)
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{
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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 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, VertexShader);
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glAttachShader(ShaderProgram.ID, FragmentShader);
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glLinkProgram(ShaderProgram.ID);
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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.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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ShaderProgram.AttribLocationMinBounds = glGetUniformLocation(ShaderProgram.ID, "bounds_min");
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ShaderProgram.AttribLocationMaxBounds = glGetUniformLocation(ShaderProgram.ID, "bounds_max");
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ShaderProgram.AttribLocationAxisLog = glGetUniformLocation(ShaderProgram.ID, "ax_log");
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glUseProgram(ShaderProgram.ID);
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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 CreateHeatmapShader(const ImDrawList*, const ImDrawCmd*)
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&Context.ImGuiShader);
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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[1000];
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GLchar* FragmentShaderCode = new GLchar[1000];
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snprintf(VertexShaderCode, 1000, HEATMAP_VERTEX_SHADER_CODE, AttribLocationVtxPos, AttribLocationVtxUV);
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snprintf(FragmentShaderCode, 1000, HEATMAP_FRAGMENT_SHADER_CODE, ' ');
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CompileShader(Context.ShaderFloat, VertexShaderCode, FragmentShaderCode);
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snprintf(VertexShaderCode, 1000, HEATMAP_VERTEX_SHADER_CODE, AttribLocationVtxPos, AttribLocationVtxUV);
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snprintf(FragmentShaderCode, 1000, HEATMAP_FRAGMENT_SHADER_CODE, 'i');
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CompileShader(Context.ShaderInt, VertexShaderCode, FragmentShaderCode);
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glUseProgram(0);
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delete[] VertexShaderCode;
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delete[] FragmentShaderCode;
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}
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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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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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float OrthoProjection[4][4];
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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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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->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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glUniform2i(data.ShaderProgram->AttribLocationAxisLog, data.AxisLogX, data.AxisLogY); // Logarithmic axis
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glUniform2f(data.ShaderProgram->AttribLocationMinBounds, data.MinBounds.x, data.MinBounds.y); // Set minimum bounds
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glUniform2f(data.ShaderProgram->AttribLocationMaxBounds, data.MaxBounds.x, data.MaxBounds.y); // Set maximum bounds
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}
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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 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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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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// Set heatmap data
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glBindTexture(GL_TEXTURE_2D, texID);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, cols, rows, 0, format, type, data);
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}
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void AddColormap(const ImU32* keys, int count, bool qual)
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{
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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_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_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_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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Context.ColormapIDs.push_back(textureID);
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}
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static GLuint CreateHeatmapTexture()
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{
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GLuint textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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return textureID;
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}
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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 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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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(itemID, Context.temp1.Data, rows, cols, GL_R32F, GL_RED, GL_FLOAT);
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}
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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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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(itemID, Context.temp2.Data, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT);
|
||||
}
|
||||
|
||||
void SetHeatmapData(int itemID, const ImU64* values, int rows, int cols)
|
||||
{
|
||||
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
|
||||
|
||||
if(Context.temp3.Size < rows * cols)
|
||||
Context.temp3.resize(rows * cols);
|
||||
|
||||
for(int i = 0; i < rows*cols; i++)
|
||||
Context.temp3[i] = (ImU32)values[i];
|
||||
|
||||
SetTextureData(itemID, Context.temp3.Data, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
|
||||
}
|
||||
|
||||
void SetAxisLog(int itemID, bool x_is_log, bool y_is_log, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max)
|
||||
{
|
||||
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
|
||||
int idx = Context.ItemIDs.GetInt(itemID, -1);
|
||||
HeatmapData& data = Context.HeatmapDataList[idx];
|
||||
|
||||
data.AxisLogX = x_is_log;
|
||||
data.AxisLogY = y_is_log;
|
||||
data.MinBounds = bounds_min;
|
||||
data.MaxBounds = bounds_max;
|
||||
}
|
||||
|
||||
void RenderHeatmap(int itemID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap, bool reverse_y)
|
||||
{
|
||||
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
|
||||
int idx = Context.ItemIDs.GetInt(itemID, Context.HeatmapDataList.Size);
|
||||
|
||||
if(idx == Context.HeatmapDataList.Size)
|
||||
{
|
||||
// New entry
|
||||
Context.ItemIDs.SetInt(itemID, Context.HeatmapDataList.Size);
|
||||
Context.HeatmapDataList.push_back(HeatmapData());
|
||||
Context.HeatmapDataList[idx].HeatmapTexID = CreateHeatmapTexture();
|
||||
}
|
||||
|
||||
HeatmapData& data = Context.HeatmapDataList[idx];
|
||||
data.ColormapTexID = Context.ColormapIDs[colormap];
|
||||
data.MinValue = scale_min;
|
||||
data.MaxValue = scale_max;
|
||||
|
||||
if(Context.ShaderInt.ID == 0 || Context.ShaderFloat.ID == 0)
|
||||
DrawList.AddCallback(CreateHeatmapShader, nullptr);
|
||||
|
||||
DrawList.AddCallback(RenderCallback, (void*)(intptr_t)itemID);
|
||||
DrawList.PrimReserve(6, 4);
|
||||
DrawList.PrimRectUV(bounds_min, bounds_max, ImVec2(0.0f, reverse_y ? 1.0f : 0.0f), ImVec2(1.0f, reverse_y ? 0.0f : 1.0f), 0);
|
||||
DrawList.AddCallback(ResetState, nullptr);
|
||||
}
|
||||
|
||||
void BustPlotCache()
|
||||
{
|
||||
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
|
||||
|
||||
for(const HeatmapData& data : Context.HeatmapDataList)
|
||||
glDeleteTextures(1, &data.HeatmapTexID);
|
||||
|
||||
Context.HeatmapDataList.clear();
|
||||
Context.ItemIDs.Clear();
|
||||
}
|
||||
|
||||
void BustItemCache() {}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
208
backends/implot_impl_opengl3.h
Normal file
208
backends/implot_impl_opengl3.h
Normal file
|
@ -0,0 +1,208 @@
|
|||
// 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, bool reverse_y);
|
||||
|
||||
/**
|
||||
* @brief Set logarithmic axis
|
||||
*
|
||||
* Sets whether the X and Y axis are logarithmic or not, and their bounds. This
|
||||
* function only has to be called if either the axis change state or if the bounds
|
||||
* change.
|
||||
*
|
||||
* @param x_is_log Whether the X axis is logarithmic or not
|
||||
* @param y_is_log Whether the Y axis is logarithmic or not
|
||||
* @param bounds_min Minimum bounds (for X & Y) of the heatmap
|
||||
* @param bounds_min Maximum bounds (for X & Y) of the heatmap
|
||||
*/
|
||||
void SetAxisLog(int itemID, bool x_is_log, bool y_is_log, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max);
|
||||
|
||||
}
|
||||
}
|
|
@ -374,13 +374,15 @@ void SetImGuiContext(ImGuiContext* ctx) {
|
|||
|
||||
ImPlotContext* CreateContext() {
|
||||
ImPlotContext* ctx = IM_NEW(ImPlotContext)();
|
||||
Initialize(ctx);
|
||||
if (GImPlot == NULL)
|
||||
SetCurrentContext(ctx);
|
||||
ctx->backendCtx = Backend::CreateContext();
|
||||
Initialize(ctx);
|
||||
return ctx;
|
||||
}
|
||||
|
||||
void DestroyContext(ImPlotContext* ctx) {
|
||||
Backend::DestroyContext();
|
||||
if (ctx == NULL)
|
||||
ctx = GImPlot;
|
||||
if (GImPlot == ctx)
|
||||
|
@ -435,7 +437,6 @@ void Initialize(ImPlotContext* ctx) {
|
|||
IMPLOT_APPEND_CMAP(PiYG, false);
|
||||
IMPLOT_APPEND_CMAP(Spectral, false);
|
||||
IMPLOT_APPEND_CMAP(Greys, false);
|
||||
|
||||
}
|
||||
|
||||
void Reset(ImPlotContext* ctx) {
|
||||
|
@ -489,6 +490,7 @@ ImPlotPlot* GetCurrentPlot() {
|
|||
|
||||
void BustPlotCache() {
|
||||
GImPlot->Plots.Clear();
|
||||
Backend::BustPlotCache();
|
||||
}
|
||||
|
||||
void PushLinkedAxis(ImPlotAxis& axis) {
|
||||
|
|
|
@ -37,6 +37,7 @@
|
|||
|
||||
#include <time.h>
|
||||
#include "imgui_internal.h"
|
||||
#include "backends/implot_backend.h"
|
||||
|
||||
#ifndef IMPLOT_VERSION
|
||||
#error Must include implot.h before implot_internal.h
|
||||
|
@ -376,6 +377,7 @@ struct ImPlotColormapData {
|
|||
int idx = Count++;
|
||||
Map.SetInt(id,idx);
|
||||
_AppendTable(idx);
|
||||
ImPlot::Backend::AddColormap(keys, count, qual);
|
||||
return idx;
|
||||
}
|
||||
|
||||
|
@ -916,6 +918,9 @@ struct ImPlotContext {
|
|||
ImPlotNextItemData NextItemData;
|
||||
ImPlotInputMap InputMap;
|
||||
ImPlotPoint MousePos[IMPLOT_Y_AXES];
|
||||
|
||||
// Backend
|
||||
void* backendCtx;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
#include "implot.h"
|
||||
#include "implot_internal.h"
|
||||
#include "backends/implot_backend.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define sprintf sprintf_s
|
||||
|
@ -138,6 +139,7 @@ void HideNextItem(bool hidden, ImGuiCond cond) {
|
|||
|
||||
void BustItemCache() {
|
||||
ImPlotContext& gp = *GImPlot;
|
||||
Backend::BustItemCache();
|
||||
for (int p = 0; p < gp.Plots.GetBufSize(); ++p) {
|
||||
ImPlotPlot& plot = *gp.Plots.GetByIndex(p);
|
||||
plot.ColormapIdx = 0;
|
||||
|
@ -1890,13 +1892,22 @@ void RenderHeatmap(Transformer transformer, ImDrawList& DrawList, const T* value
|
|||
}
|
||||
const double yref = reverse_y ? bounds_max.y : bounds_min.y;
|
||||
const double ydir = reverse_y ? -1 : 1;
|
||||
#ifdef IMPLOT_BACKEND_HAS_HEATMAP
|
||||
ImVec2 bmin = transformer(bounds_min);
|
||||
ImVec2 bmax = transformer(bounds_max);
|
||||
ImPlotScale scale = GetCurrentScale();
|
||||
|
||||
// NOTE: Order is important!
|
||||
Backend::RenderHeatmap(gp.CurrentItem->ID, DrawList, bmin, bmax, scale_min, scale_max, gp.Style.Colormap, reverse_y);
|
||||
Backend::SetAxisLog(gp.CurrentItem->ID,
|
||||
scale == ImPlotScale_LogLin || scale == ImPlotScale_LogLog,
|
||||
scale == ImPlotScale_LinLog || scale == ImPlotScale_LogLog,
|
||||
bounds_min, bounds_max);
|
||||
Backend::SetHeatmapData(gp.CurrentItem->ID, values, rows, cols);
|
||||
#else
|
||||
GetterHeatmap<T> getter(values, rows, cols, scale_min, scale_max, (bounds_max.x - bounds_min.x) / cols, (bounds_max.y - bounds_min.y) / rows, bounds_min.x, yref, ydir);
|
||||
switch (GetCurrentScale()) {
|
||||
case ImPlotScale_LinLin: RenderPrimitives(RectRenderer<GetterHeatmap<T>, TransformerLinLin>(getter, TransformerLinLin()), DrawList, gp.CurrentPlot->PlotRect); break;
|
||||
case ImPlotScale_LogLin: RenderPrimitives(RectRenderer<GetterHeatmap<T>, TransformerLogLin>(getter, TransformerLogLin()), DrawList, gp.CurrentPlot->PlotRect); break;;
|
||||
case ImPlotScale_LinLog: RenderPrimitives(RectRenderer<GetterHeatmap<T>, TransformerLinLog>(getter, TransformerLinLog()), DrawList, gp.CurrentPlot->PlotRect); break;;
|
||||
case ImPlotScale_LogLog: RenderPrimitives(RectRenderer<GetterHeatmap<T>, TransformerLogLog>(getter, TransformerLogLog()), DrawList, gp.CurrentPlot->PlotRect); break;;
|
||||
}
|
||||
RenderPrimitives(RectRenderer<GetterHeatmap<T>, Transformer>(getter, transformer), DrawList, gp.CurrentPlot->PlotRect);
|
||||
#endif
|
||||
if (fmt != NULL) {
|
||||
const double w = (bounds_max.x - bounds_min.x) / cols;
|
||||
const double h = (bounds_max.y - bounds_min.y) / rows;
|
||||
|
|
Loading…
Reference in New Issue
Block a user