mirror of
https://github.com/gwm17/implot.git
synced 2024-11-22 18:28:53 -05:00
Fix integer heatmaps not working properly
This commit is contained in:
parent
718351c6f5
commit
50407e5279
|
@ -35,8 +35,20 @@ using namespace gl;
|
|||
namespace ImPlot {
|
||||
namespace Backend {
|
||||
|
||||
struct Shader
|
||||
{
|
||||
GLuint ID = 0; ///< Shader ID for the heatmap shader
|
||||
|
||||
GLuint g_AttribLocationHeatmapSampler = 0; ///< Attribute location for the heatmap texture
|
||||
GLuint g_AttribLocationColormapSampler = 0; ///< Attribute location for the colormap texture
|
||||
GLuint g_AttribLocationProjection = 0; ///< Attribute location for the projection matrix uniform
|
||||
GLuint g_AttribLocationMinValue = 0; ///< Attribute location for the minimum value uniform
|
||||
GLuint g_AttribLocationMaxValue = 0; ///< Attribute location for the maximum value uniform
|
||||
};
|
||||
|
||||
struct HeatmapData
|
||||
{
|
||||
Shader* ShaderProgram;
|
||||
GLuint HeatmapTexID;
|
||||
GLuint ColormapTexID;
|
||||
float MinValue;
|
||||
|
@ -45,12 +57,8 @@ struct HeatmapData
|
|||
|
||||
struct ContextData
|
||||
{
|
||||
GLuint g_ShaderProgram = 0; ///< Shader ID for the heatmap shader
|
||||
GLuint g_AttribLocationHeatmapSampler = 0; ///< Attribute location for the heatmap texture
|
||||
GLuint g_AttribLocationColormapSampler = 0; ///< Attribute location for the colormap texture
|
||||
GLuint g_AttribLocationProjection = 0; ///< Attribute location for the projection matrix uniform
|
||||
GLuint g_AttribLocationMinValue = 0; ///< Attribute location for the minimum value uniform
|
||||
GLuint g_AttribLocationMaxValue = 0; ///< Attribute location for the maximum value uniform
|
||||
Shader ShaderInt; ///< Shader for integer heatmaps
|
||||
Shader ShaderFloat; ///< Shader for floating-point heatmaps
|
||||
|
||||
GLuint g_AttribLocationImGuiProjection = 0; ///< Attribute location for the projection matrix uniform (ImGui default shader)
|
||||
|
||||
|
@ -78,10 +86,78 @@ void DestroyContext()
|
|||
for(GLuint texID : Context.ColormapIDs)
|
||||
glDeleteTextures(1, &texID);
|
||||
|
||||
glDeleteProgram(Context.ShaderInt.ID);
|
||||
glDeleteProgram(Context.ShaderFloat.ID);
|
||||
|
||||
Context.HeatmapDataList.clear();
|
||||
Context.PlotIDs.Clear();
|
||||
}
|
||||
|
||||
#define VERTEX_SHADER_CODE \
|
||||
"#version 330 core\n" \
|
||||
"precision mediump float;\n" \
|
||||
"layout (location = %d) in vec2 Position;\n" \
|
||||
"layout (location = %d) in vec2 UV;\n" \
|
||||
"\n" \
|
||||
"uniform mat4 ProjMtx;\n" \
|
||||
"out vec2 Frag_UV;\n" \
|
||||
"\n" \
|
||||
"void main()\n" \
|
||||
"{\n" \
|
||||
" Frag_UV = UV;\n" \
|
||||
" gl_Position = ProjMtx * vec4(Position.xy, 0.0f, 1.0f);\n" \
|
||||
"}\n"
|
||||
|
||||
#define FRAGMENT_SHADER_CODE \
|
||||
"#version 330 core\n" \
|
||||
"precision mediump float;\n" \
|
||||
"\n" \
|
||||
"in vec2 Frag_UV;\n" \
|
||||
"out vec4 Out_Color;\n" \
|
||||
"\n" \
|
||||
"uniform sampler1D colormap;\n" \
|
||||
"uniform %csampler2D heatmap;\n" \
|
||||
"uniform float min_val;\n" \
|
||||
"uniform float max_val;\n" \
|
||||
"\n" \
|
||||
"void main()\n" \
|
||||
"{\n" \
|
||||
" float value = float(texture(heatmap, Frag_UV).r);\n" \
|
||||
" float offset = (value - min_val) / (max_val - min_val);\n" \
|
||||
" Out_Color = texture(colormap, clamp(offset, 0.0f, 1.0f));\n" \
|
||||
"}\n"
|
||||
|
||||
static void CompileShader(Shader& ShaderProgram, GLchar* VertexShaderCode, GLchar* FragmentShaderCode)
|
||||
{
|
||||
GLuint g_VertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(g_VertexShader, 1, &VertexShaderCode, nullptr);
|
||||
glCompileShader(g_VertexShader);
|
||||
|
||||
GLuint g_FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_FragmentShader, 1, &FragmentShaderCode, nullptr);
|
||||
glCompileShader(g_FragmentShader);
|
||||
|
||||
ShaderProgram.ID = glCreateProgram();
|
||||
glAttachShader(ShaderProgram.ID, g_VertexShader);
|
||||
glAttachShader(ShaderProgram.ID, g_FragmentShader);
|
||||
glLinkProgram(ShaderProgram.ID);
|
||||
|
||||
glDetachShader(ShaderProgram.ID, g_VertexShader);
|
||||
glDetachShader(ShaderProgram.ID, g_FragmentShader);
|
||||
glDeleteShader(g_VertexShader);
|
||||
glDeleteShader(g_FragmentShader);
|
||||
|
||||
ShaderProgram.g_AttribLocationHeatmapSampler = glGetUniformLocation(ShaderProgram.ID, "heatmap");
|
||||
ShaderProgram.g_AttribLocationColormapSampler = glGetUniformLocation(ShaderProgram.ID, "colormap");
|
||||
ShaderProgram.g_AttribLocationProjection = glGetUniformLocation(ShaderProgram.ID, "ProjMtx");
|
||||
ShaderProgram.g_AttribLocationMinValue = glGetUniformLocation(ShaderProgram.ID, "min_val");
|
||||
ShaderProgram.g_AttribLocationMaxValue = glGetUniformLocation(ShaderProgram.ID, "max_val");
|
||||
|
||||
glUseProgram(ShaderProgram.ID);
|
||||
glUniform1i(ShaderProgram.g_AttribLocationHeatmapSampler, 0); // Set texture slot of heatmap texture
|
||||
glUniform1i(ShaderProgram.g_AttribLocationColormapSampler, 1); // Set texture slot of colormap texture
|
||||
}
|
||||
|
||||
static void CreateShader(const ImDrawList*, const ImDrawCmd*)
|
||||
{
|
||||
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
|
||||
|
@ -91,74 +167,25 @@ static void CreateShader(const ImDrawList*, const ImDrawCmd*)
|
|||
|
||||
Context.g_AttribLocationImGuiProjection = glGetUniformLocation(CurrentShader, "ProjMtx");
|
||||
|
||||
GLuint g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(CurrentShader, "Position");
|
||||
GLuint g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(CurrentShader, "UV");
|
||||
|
||||
const GLchar* VertexShaderCode_t =
|
||||
"#version 330 core\n"
|
||||
"precision mediump float;\n"
|
||||
"layout (location = %d) in vec2 Position;\n"
|
||||
"layout (location = %d) in vec2 UV;\n"
|
||||
"\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy, 0.0f, 1.0f);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* FragmentShaderCode =
|
||||
"#version 330 core\n"
|
||||
"precision mediump float;\n"
|
||||
"\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"\n"
|
||||
"uniform sampler1D colormap;\n"
|
||||
"uniform sampler2D heatmap;\n"
|
||||
"uniform float min_val;\n"
|
||||
"uniform float max_val;\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" float offset = (texture(heatmap, Frag_UV).r - min_val) / (max_val - min_val);\n"
|
||||
" Out_Color = texture(colormap, clamp(offset, 0.0f, 1.0f));\n"
|
||||
"}\n";
|
||||
GLuint g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(CurrentShader, "Position");
|
||||
GLuint g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(CurrentShader, "UV");
|
||||
|
||||
GLchar* VertexShaderCode = new GLchar[512];
|
||||
snprintf(VertexShaderCode, 512, VertexShaderCode_t, g_AttribLocationVtxPos, g_AttribLocationVtxUV);
|
||||
GLchar* FragmentShaderCode = new GLchar[512];
|
||||
|
||||
GLuint g_VertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(g_VertexShader, 1, &VertexShaderCode, nullptr);
|
||||
glCompileShader(g_VertexShader);
|
||||
snprintf(VertexShaderCode, 512, VERTEX_SHADER_CODE, g_AttribLocationVtxPos, g_AttribLocationVtxUV);
|
||||
snprintf(FragmentShaderCode, 512, FRAGMENT_SHADER_CODE, ' ');
|
||||
|
||||
GLuint g_FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_FragmentShader, 1, &FragmentShaderCode, nullptr);
|
||||
glCompileShader(g_FragmentShader);
|
||||
CompileShader(Context.ShaderFloat, VertexShaderCode, FragmentShaderCode);
|
||||
|
||||
Context.g_ShaderProgram = glCreateProgram();
|
||||
glAttachShader(Context.g_ShaderProgram, g_VertexShader);
|
||||
glAttachShader(Context.g_ShaderProgram, g_FragmentShader);
|
||||
glLinkProgram(Context.g_ShaderProgram);
|
||||
snprintf(VertexShaderCode, 512, VERTEX_SHADER_CODE, g_AttribLocationVtxPos, g_AttribLocationVtxUV);
|
||||
snprintf(FragmentShaderCode, 512, FRAGMENT_SHADER_CODE, 'i');
|
||||
|
||||
glDetachShader(Context.g_ShaderProgram, g_VertexShader);
|
||||
glDetachShader(Context.g_ShaderProgram, g_FragmentShader);
|
||||
glDeleteShader(g_VertexShader);
|
||||
glDeleteShader(g_FragmentShader);
|
||||
|
||||
Context.g_AttribLocationHeatmapSampler = glGetUniformLocation(Context.g_ShaderProgram, "heatmap");
|
||||
Context.g_AttribLocationColormapSampler = glGetUniformLocation(Context.g_ShaderProgram, "colormap");
|
||||
Context.g_AttribLocationProjection = glGetUniformLocation(Context.g_ShaderProgram, "ProjMtx");
|
||||
Context.g_AttribLocationMinValue = glGetUniformLocation(Context.g_ShaderProgram, "min_val");
|
||||
Context.g_AttribLocationMaxValue = glGetUniformLocation(Context.g_ShaderProgram, "max_val");
|
||||
|
||||
glUseProgram(Context.g_ShaderProgram);
|
||||
glUniform1i(Context.g_AttribLocationHeatmapSampler, 0); // Set texture slot of heatmap texture
|
||||
glUniform1i(Context.g_AttribLocationColormapSampler, 1); // Set texture slot of colormap texture
|
||||
CompileShader(Context.ShaderInt, VertexShaderCode, FragmentShaderCode);
|
||||
glUseProgram(0);
|
||||
|
||||
delete[] VertexShaderCode;
|
||||
delete[] FragmentShaderCode;
|
||||
}
|
||||
|
||||
static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd)
|
||||
|
@ -177,14 +204,14 @@ static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd)
|
|||
glGetUniformfv(CurrentShader, Context.g_AttribLocationImGuiProjection, &OrthoProjection[0][0]);
|
||||
|
||||
// Enable our shader
|
||||
glUseProgram(Context.g_ShaderProgram);
|
||||
glUseProgram(data.ShaderProgram->ID);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, data.HeatmapTexID); // Set texture ID of data
|
||||
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_1D, data.ColormapTexID); // Set texture ID of colormap
|
||||
|
||||
glUniformMatrix4fv(Context.g_AttribLocationProjection, 1, GL_FALSE, &OrthoProjection[0][0]);
|
||||
glUniform1f(Context.g_AttribLocationMinValue, data.MinValue); // Set minimum range
|
||||
glUniform1f(Context.g_AttribLocationMaxValue, data.MaxValue); // Set maximum range
|
||||
glUniformMatrix4fv(data.ShaderProgram->g_AttribLocationProjection, 1, GL_FALSE, &OrthoProjection[0][0]);
|
||||
glUniform1f(data.ShaderProgram->g_AttribLocationMinValue, data.MinValue); // Set minimum range
|
||||
glUniform1f(data.ShaderProgram->g_AttribLocationMaxValue, data.MaxValue); // Set maximum range
|
||||
}
|
||||
|
||||
static void UnbindTexture(const ImDrawList*, const ImDrawCmd*)
|
||||
|
@ -193,16 +220,17 @@ static void UnbindTexture(const ImDrawList*, const ImDrawCmd*)
|
|||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
static void SetTextureData(int plotID, const void* data, GLsizei rows, GLsizei cols, GLenum type)
|
||||
static void SetTextureData(int plotID, const void* data, GLsizei rows, GLsizei cols, GLint internalFormat, GLenum format, GLenum type)
|
||||
{
|
||||
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
|
||||
|
||||
int idx = Context.PlotIDs.GetInt(plotID, -1);
|
||||
GLuint texID = Context.HeatmapDataList[idx].HeatmapTexID;
|
||||
Context.HeatmapDataList[idx].ShaderProgram = (type == GL_FLOAT ? &Context.ShaderFloat : &Context.ShaderInt);
|
||||
|
||||
// Set heatmap data
|
||||
glBindTexture(GL_TEXTURE_2D, texID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cols, rows, 0, GL_RED, type, data);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, cols, rows, 0, format, type, data);
|
||||
}
|
||||
|
||||
void AddColormap(const ImU32* keys, int count, bool qual)
|
||||
|
@ -233,13 +261,13 @@ static GLuint CreateHeatmapTexture()
|
|||
return textureID;
|
||||
}
|
||||
|
||||
void SetHeatmapData(int plotID, const ImS8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_BYTE); }
|
||||
void SetHeatmapData(int plotID, const ImU8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_BYTE); }
|
||||
void SetHeatmapData(int plotID, const ImS16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_SHORT); }
|
||||
void SetHeatmapData(int plotID, const ImU16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_SHORT); }
|
||||
void SetHeatmapData(int plotID, const ImS32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_INT); }
|
||||
void SetHeatmapData(int plotID, const ImU32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_INT); }
|
||||
void SetHeatmapData(int plotID, const float* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_FLOAT); }
|
||||
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 plotID, const double* values, int rows, int cols)
|
||||
{
|
||||
|
@ -251,7 +279,7 @@ 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_FLOAT);
|
||||
SetTextureData(plotID, Context.temp1.Data, rows, cols, GL_R32F, GL_RED, GL_FLOAT);
|
||||
}
|
||||
|
||||
void SetHeatmapData(int plotID, const ImS64* values, int rows, int cols)
|
||||
|
@ -264,7 +292,7 @@ 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_INT);
|
||||
SetTextureData(plotID, Context.temp2.Data, rows, cols, GL_R32I, GL_RED_INTEGER, GL_INT);
|
||||
}
|
||||
|
||||
void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
|
||||
|
@ -277,7 +305,7 @@ 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_UNSIGNED_INT);
|
||||
SetTextureData(plotID, 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)
|
||||
|
@ -305,7 +333,7 @@ void RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, c
|
|||
data.MaxValue = scale_max;
|
||||
}
|
||||
|
||||
if(Context.g_ShaderProgram == 0)
|
||||
if(Context.ShaderInt.ID == 0)
|
||||
DrawList.AddCallback(CreateShader, nullptr);
|
||||
|
||||
DrawList.AddCallback(RenderCallback, (void*)(intptr_t)plotID);
|
||||
|
|
Loading…
Reference in New Issue
Block a user