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Add common interface for backends & move context to ImPlotContext

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marcizhu 2021-06-22 17:07:56 +02:00
parent aa716726da
commit 718351c6f5
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5 changed files with 220 additions and 68 deletions

154
backends/implot_gpu.h Normal file
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@ -0,0 +1,154 @@
// 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
#include "../implot.h"
namespace ImPlot {
namespace Backend {
/**
* @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 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);
/**
* @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);
/** @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();
#if !defined(IMPLOT_ENABLE_OPENGL3_ACCELERATION)
// Dummy implementation for backend functions
inline void* CreateContext() { return nullptr; }
inline void DestroyContext() {}
inline void AddColormap(const ImU32*, int, bool) {}
inline void BustPlotCache() {}
inline void BustItemCache() {}
#endif
}
}

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@ -2,6 +2,7 @@
#include "../implot.h" #include "../implot.h"
#include "../implot_internal.h" #include "../implot_internal.h"
#include "implot_gpu.h"
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h> #include <GLES2/gl2.h>
@ -32,7 +33,7 @@ using namespace gl;
#endif #endif
namespace ImPlot { namespace ImPlot {
namespace Backends { namespace Backend {
struct HeatmapData struct HeatmapData
{ {
@ -42,7 +43,7 @@ struct HeatmapData
float MaxValue; float MaxValue;
}; };
struct OpenGLContextData struct ContextData
{ {
GLuint g_ShaderProgram = 0; ///< Shader ID for the heatmap shader GLuint g_ShaderProgram = 0; ///< Shader ID for the heatmap shader
GLuint g_AttribLocationHeatmapSampler = 0; ///< Attribute location for the heatmap texture GLuint g_AttribLocationHeatmapSampler = 0; ///< Attribute location for the heatmap texture
@ -62,10 +63,29 @@ struct OpenGLContextData
ImVector<ImU32> temp3; ImVector<ImU32> temp3;
}; };
static OpenGLContextData Context; void* CreateContext()
{
return new ContextData;
}
void DestroyContext()
{
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
for(const HeatmapData& data : Context.HeatmapDataList)
glDeleteTextures(1, &data.HeatmapTexID);
for(GLuint texID : Context.ColormapIDs)
glDeleteTextures(1, &texID);
Context.HeatmapDataList.clear();
Context.PlotIDs.Clear();
}
static void CreateShader(const ImDrawList*, const ImDrawCmd*) static void CreateShader(const ImDrawList*, const ImDrawCmd*)
{ {
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
GLuint CurrentShader; GLuint CurrentShader;
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&CurrentShader); glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&CurrentShader);
@ -73,14 +93,12 @@ static void CreateShader(const ImDrawList*, const ImDrawCmd*)
GLuint g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(CurrentShader, "Position"); GLuint g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(CurrentShader, "Position");
GLuint g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(CurrentShader, "UV"); GLuint g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(CurrentShader, "UV");
GLuint g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(CurrentShader, "Color");
const GLchar* VertexShaderCode_t = const GLchar* VertexShaderCode_t =
"#version 330 core\n" "#version 330 core\n"
"precision mediump float;\n" "precision mediump float;\n"
"layout (location = %d) in vec2 Position;\n" "layout (location = %d) in vec2 Position;\n"
"layout (location = %d) in vec2 UV;\n" "layout (location = %d) in vec2 UV;\n"
"layout (location = %d) in vec4 Color;\n"
"\n" "\n"
"uniform mat4 ProjMtx;\n" "uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n" "out vec2 Frag_UV;\n"
@ -110,7 +128,7 @@ static void CreateShader(const ImDrawList*, const ImDrawCmd*)
"}\n"; "}\n";
GLchar* VertexShaderCode = new GLchar[512]; GLchar* VertexShaderCode = new GLchar[512];
snprintf(VertexShaderCode, 512, VertexShaderCode_t, g_AttribLocationVtxPos, g_AttribLocationVtxUV, g_AttribLocationVtxColor); snprintf(VertexShaderCode, 512, VertexShaderCode_t, g_AttribLocationVtxPos, g_AttribLocationVtxUV);
GLuint g_VertexShader = glCreateShader(GL_VERTEX_SHADER); GLuint g_VertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(g_VertexShader, 1, &VertexShaderCode, nullptr); glShaderSource(g_VertexShader, 1, &VertexShaderCode, nullptr);
@ -145,6 +163,8 @@ static void CreateShader(const ImDrawList*, const ImDrawCmd*)
static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd) static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd)
{ {
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
int plotID = (int)(intptr_t)cmd->UserCallbackData; int plotID = (int)(intptr_t)cmd->UserCallbackData;
int plotIdx = Context.PlotIDs.GetInt(plotID, -1); int plotIdx = Context.PlotIDs.GetInt(plotID, -1);
HeatmapData& data = Context.HeatmapDataList[plotIdx]; HeatmapData& data = Context.HeatmapDataList[plotIdx];
@ -175,6 +195,8 @@ static void UnbindTexture(const ImDrawList*, const ImDrawCmd*)
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, GLenum type)
{ {
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
int idx = Context.PlotIDs.GetInt(plotID, -1); int idx = Context.PlotIDs.GetInt(plotID, -1);
GLuint texID = Context.HeatmapDataList[idx].HeatmapTexID; GLuint texID = Context.HeatmapDataList[idx].HeatmapTexID;
@ -183,7 +205,7 @@ static void SetTextureData(int plotID, const void* data, GLsizei rows, GLsizei c
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cols, rows, 0, GL_RED, type, data); glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cols, rows, 0, GL_RED, type, data);
} }
void OpenGL3_AddColormap(const ImU32* keys, int count, bool qual) void AddColormap(const ImU32* keys, int count, bool qual)
{ {
GLuint texID; GLuint texID;
glGenTextures(1, &texID); glGenTextures(1, &texID);
@ -195,6 +217,7 @@ void OpenGL3_AddColormap(const ImU32* keys, int count, bool qual)
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, qual ? GL_NEAREST : GL_LINEAR); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, qual ? GL_NEAREST : GL_LINEAR);
glBindTexture(GL_TEXTURE_1D, 0); glBindTexture(GL_TEXTURE_1D, 0);
ContextData& Context = *((ContextData*)GImPlot->backendCtx); // PETA AQUI (GImPlot es NULL)
Context.ColormapIDs.push_back(texID); Context.ColormapIDs.push_back(texID);
} }
@ -210,16 +233,18 @@ static GLuint CreateHeatmapTexture()
return textureID; return textureID;
} }
void OpenGL3_SetHeatmapData(int plotID, const ImS8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_BYTE); } void SetHeatmapData(int plotID, const ImS8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_BYTE); }
void OpenGL3_SetHeatmapData(int plotID, const ImU8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_BYTE); } void SetHeatmapData(int plotID, const ImU8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_BYTE); }
void OpenGL3_SetHeatmapData(int plotID, const ImS16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_SHORT); } void SetHeatmapData(int plotID, const ImS16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_SHORT); }
void OpenGL3_SetHeatmapData(int plotID, const ImU16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_SHORT); } void SetHeatmapData(int plotID, const ImU16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_SHORT); }
void OpenGL3_SetHeatmapData(int plotID, const ImS32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_INT); } void SetHeatmapData(int plotID, const ImS32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_INT); }
void OpenGL3_SetHeatmapData(int plotID, const ImU32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_INT); } void SetHeatmapData(int plotID, const ImU32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_INT); }
void OpenGL3_SetHeatmapData(int plotID, const float* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_FLOAT); } void SetHeatmapData(int plotID, const float* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_FLOAT); }
void OpenGL3_SetHeatmapData(int plotID, const double* values, int rows, int cols) void SetHeatmapData(int plotID, const double* values, int rows, int cols)
{ {
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
if(Context.temp1.Size < rows * cols) if(Context.temp1.Size < rows * cols)
Context.temp1.resize(rows * cols); Context.temp1.resize(rows * cols);
@ -229,8 +254,10 @@ void OpenGL3_SetHeatmapData(int plotID, const double* values, int rows, int cols
SetTextureData(plotID, Context.temp1.Data, rows, cols, GL_FLOAT); SetTextureData(plotID, Context.temp1.Data, rows, cols, GL_FLOAT);
} }
void OpenGL3_SetHeatmapData(int plotID, const ImS64* values, int rows, int cols) void SetHeatmapData(int plotID, const ImS64* values, int rows, int cols)
{ {
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
if(Context.temp2.Size < rows * cols) if(Context.temp2.Size < rows * cols)
Context.temp2.resize(rows * cols); Context.temp2.resize(rows * cols);
@ -240,8 +267,10 @@ void OpenGL3_SetHeatmapData(int plotID, const ImS64* values, int rows, int cols)
SetTextureData(plotID, Context.temp2.Data, rows, cols, GL_INT); SetTextureData(plotID, Context.temp2.Data, rows, cols, GL_INT);
} }
void OpenGL3_SetHeatmapData(int plotID, const ImU64* values, int rows, int cols) void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
{ {
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
if(Context.temp3.Size < rows * cols) if(Context.temp3.Size < rows * cols)
Context.temp3.resize(rows * cols); Context.temp3.resize(rows * cols);
@ -251,8 +280,9 @@ void OpenGL3_SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
SetTextureData(plotID, Context.temp3.Data, rows, cols, GL_UNSIGNED_INT); SetTextureData(plotID, Context.temp3.Data, rows, cols, GL_UNSIGNED_INT);
} }
void OpenGL3_RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap) void RenderHeatmap(int plotID, 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, -1); int idx = Context.PlotIDs.GetInt(plotID, -1);
if(idx < 0) if(idx < 0)
@ -285,8 +315,10 @@ void OpenGL3_RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bound
DrawList.AddCallback(ImDrawCallback_ResetRenderState, nullptr); DrawList.AddCallback(ImDrawCallback_ResetRenderState, nullptr);
} }
void OpenGL3_BustPlotCache() void BustPlotCache()
{ {
ContextData& Context = *((ContextData*)GImPlot->backendCtx);
for(const HeatmapData& data : Context.HeatmapDataList) for(const HeatmapData& data : Context.HeatmapDataList)
glDeleteTextures(1, &data.HeatmapTexID); glDeleteTextures(1, &data.HeatmapTexID);
@ -294,6 +326,8 @@ void OpenGL3_BustPlotCache()
Context.PlotIDs.Clear(); Context.PlotIDs.Clear();
} }
void BustItemCache() {}
} }
} }

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@ -88,16 +88,6 @@ You can read releases logs https://github.com/epezent/implot/releases for more d
#define GetBufSize GetSize // A little bit ugly since 'GetBufSize' could technically be used elsewhere (but currently isn't). Could use a proxy define if needed. #define GetBufSize GetSize // A little bit ugly since 'GetBufSize' could technically be used elsewhere (but currently isn't). Could use a proxy define if needed.
#endif #endif
#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION
namespace ImPlot {
namespace Backends {
void OpenGL3_BustPlotCache();
}
}
#endif
// Global plot context // Global plot context
ImPlotContext* GImPlot = NULL; ImPlotContext* GImPlot = NULL;
@ -384,13 +374,15 @@ void SetImGuiContext(ImGuiContext* ctx) {
ImPlotContext* CreateContext() { ImPlotContext* CreateContext() {
ImPlotContext* ctx = IM_NEW(ImPlotContext)(); ImPlotContext* ctx = IM_NEW(ImPlotContext)();
Initialize(ctx);
if (GImPlot == NULL) if (GImPlot == NULL)
SetCurrentContext(ctx); SetCurrentContext(ctx);
ctx->backendCtx = Backend::CreateContext();
Initialize(ctx);
return ctx; return ctx;
} }
void DestroyContext(ImPlotContext* ctx) { void DestroyContext(ImPlotContext* ctx) {
Backend::DestroyContext();
if (ctx == NULL) if (ctx == NULL)
ctx = GImPlot; ctx = GImPlot;
if (GImPlot == ctx) if (GImPlot == ctx)
@ -498,9 +490,7 @@ ImPlotPlot* GetCurrentPlot() {
void BustPlotCache() { void BustPlotCache() {
GImPlot->Plots.Clear(); GImPlot->Plots.Clear();
#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION Backend::BustPlotCache();
Backends::OpenGL3_BustPlotCache();
#endif
} }
void PushLinkedAxis(ImPlotAxis& axis) { void PushLinkedAxis(ImPlotAxis& axis) {

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@ -37,21 +37,12 @@
#include <time.h> #include <time.h>
#include "imgui_internal.h" #include "imgui_internal.h"
#include "backends/implot_gpu.h"
#ifndef IMPLOT_VERSION #ifndef IMPLOT_VERSION
#error Must include implot.h before implot_internal.h #error Must include implot.h before implot_internal.h
#endif #endif
#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION
namespace ImPlot {
namespace Backends {
void OpenGL3_AddColormap(const ImU32* keys, int count, bool qual);
}
}
#endif
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Constants // [SECTION] Constants
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -386,9 +377,7 @@ struct ImPlotColormapData {
int idx = Count++; int idx = Count++;
Map.SetInt(id,idx); Map.SetInt(id,idx);
_AppendTable(idx); _AppendTable(idx);
#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION ImPlot::Backend::AddColormap(keys, count, qual);
ImPlot::Backends::OpenGL3_AddColormap(keys, count, qual);
#endif
return idx; return idx;
} }
@ -929,6 +918,9 @@ struct ImPlotContext {
ImPlotNextItemData NextItemData; ImPlotNextItemData NextItemData;
ImPlotInputMap InputMap; ImPlotInputMap InputMap;
ImPlotPoint MousePos[IMPLOT_Y_AXES]; ImPlotPoint MousePos[IMPLOT_Y_AXES];
// Backend
void* backendCtx;
}; };
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

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@ -24,6 +24,7 @@
#include "implot.h" #include "implot.h"
#include "implot_internal.h" #include "implot_internal.h"
#include "backends/implot_gpu.h"
#ifdef _MSC_VER #ifdef _MSC_VER
#define sprintf sprintf_s #define sprintf sprintf_s
@ -53,26 +54,6 @@
#endif #endif
#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION
namespace ImPlot {
namespace Backends {
void OpenGL3_SetHeatmapData(int texID, const ImS8* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const ImU8* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const ImS16* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const ImU16* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const ImS32* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const ImU32* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const ImS64* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const ImU64* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const float* values, int rows, int cols);
void OpenGL3_SetHeatmapData(int texID, const double* values, int rows, int cols);
void OpenGL3_RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap);
}
}
#endif
namespace ImPlot { namespace ImPlot {
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -158,6 +139,7 @@ void HideNextItem(bool hidden, ImGuiCond cond) {
void BustItemCache() { void BustItemCache() {
ImPlotContext& gp = *GImPlot; ImPlotContext& gp = *GImPlot;
Backend::BustItemCache();
for (int p = 0; p < gp.Plots.GetBufSize(); ++p) { for (int p = 0; p < gp.Plots.GetBufSize(); ++p) {
ImPlotPlot& plot = *gp.Plots.GetByIndex(p); ImPlotPlot& plot = *gp.Plots.GetByIndex(p);
plot.ColormapIdx = 0; plot.ColormapIdx = 0;
@ -1915,8 +1897,8 @@ void RenderHeatmap(Transformer transformer, ImDrawList& DrawList, const T* value
ImVec2 bmin = transformer(bounds_min); ImVec2 bmin = transformer(bounds_min);
ImVec2 bmax = transformer(bounds_max); ImVec2 bmax = transformer(bounds_max);
Backends::OpenGL3_RenderHeatmap(gp.CurrentPlot->ID, DrawList, bmin, bmax, scale_min, scale_max, gp.Style.Colormap); Backend::RenderHeatmap(gp.CurrentPlot->ID, DrawList, bmin, bmax, scale_min, scale_max, gp.Style.Colormap);
Backends::OpenGL3_SetHeatmapData(gp.CurrentPlot->ID, values, rows, cols); Backend::SetHeatmapData(gp.CurrentPlot->ID, values, rows, cols);
#else #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); 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()) { switch (GetCurrentScale()) {