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Add common interface for backends & move context to ImPlotContext
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154
backends/implot_gpu.h
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154
backends/implot_gpu.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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#include "../implot.h"
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namespace ImPlot {
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namespace Backend {
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/**
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* @brief Struct to hold backend-related context data
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*
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* A backend may store in this struct any data it needs, with no constraints. A
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* pointer to this struct will be stored inside ImPlot's context and can be
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* accessed at any time. This pointer will be set to the returned value of @ref
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* CreateContext(). All resources held by this struct must be freed inside @ref
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* DestroyContext().
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*/
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struct ContextData;
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/**
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* @brief Create backend context
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*
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* Creates and intializes the backend context. The returned pointer will be saved
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* in ImPlot's context and can be accessed later.
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*/
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IMPLOT_API void* CreateContext();
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/**
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* @brief Destroy backend context
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*
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* Destroys and frees any memory or resources needed by the backend. After this
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* call returns, no more calls to any backend function will be performed.
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*/
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IMPLOT_API void DestroyContext();
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/**
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* @brief Add a colormap
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*
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* Adds a colormap to be handled by the backend.
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*
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* @param keys Colors for this colormap, in RGBA format
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* @param count Number of colors in this colormap
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* @param qual Qualitative: whether the colormap is continuous (`false`) or
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* not (`true`)
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*/
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IMPLOT_API void AddColormap(const ImU32* keys, int count, bool qual);
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/**
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* @brief Set heatmap data
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*
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* Sets the data of the heatmap with the given plot ID.
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*
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* @param plotID ID of the heatmap to update. This ID is unique, but it is not
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* continuous nor always positive.
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* @param values Data of the heatmap to be set.`values[0]` corresponds with the
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* top-left corner of the data.
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* @param rows Number of rows of this heatmap
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* @param cols Number of columns of this heatmap
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*/
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IMPLOT_API void SetHeatmapData(int plotID, const ImS8* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImU8*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImU8* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImS16*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImS16* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImU16*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImU16* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImS32*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImS32* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImU32*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImU32* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const float*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const float* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const double*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const double* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImS64*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImS64* values, int rows, int cols);
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/** @copydoc SetHeatmapData(int,const ImU64*,int,int) */
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IMPLOT_API void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols);
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/**
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* @brief Render heatmap
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*
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* Renders the heatmap by submitting the appropriate commands to the current
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* draw list.
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*
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* @param plotID ID of the heatmap to be rendered
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* @param DrawList Draw list where to submit the render commands
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* @param bounds_min Minimum bounds of the heatmap (without clipping)
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* @param bounds_max Maximum bounds of the heatmap (without clipping)
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* @param scale_min Minimum value of the heatmap
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* @param scale_max Maximum value of the heatmap
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* @param colormap Colormap to be used when rendering this heatmap
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*
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* @note There might be values greater than `scale_max` or lower than `scale_min`.
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* The shader used for rendering should clamp this values appropriately.
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*/
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IMPLOT_API void RenderHeatmap(
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int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max,
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float scale_min, float scale_max, ImPlotColormap colormap);
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/** @brief Bust plot cache. Called from @ref ImPlot::BustPlotCache() */
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IMPLOT_API void BustPlotCache();
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/** @brief Bust item cache. Called from @ref ImPlot::BustItemCache() */
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IMPLOT_API void BustItemCache();
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#if !defined(IMPLOT_ENABLE_OPENGL3_ACCELERATION)
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// Dummy implementation for backend functions
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inline void* CreateContext() { return nullptr; }
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inline void DestroyContext() {}
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inline void AddColormap(const ImU32*, int, bool) {}
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inline void BustPlotCache() {}
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inline void BustItemCache() {}
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#endif
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}
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}
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@ -2,6 +2,7 @@
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#include "../implot.h"
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#include "../implot_internal.h"
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#include "implot_gpu.h"
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#endif
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namespace ImPlot {
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namespace Backends {
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namespace Backend {
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struct HeatmapData
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{
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float MaxValue;
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};
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struct OpenGLContextData
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struct ContextData
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{
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GLuint g_ShaderProgram = 0; ///< Shader ID for the heatmap shader
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GLuint g_AttribLocationHeatmapSampler = 0; ///< Attribute location for the heatmap texture
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ImVector<ImU32> temp3;
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};
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static OpenGLContextData Context;
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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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Context.HeatmapDataList.clear();
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Context.PlotIDs.Clear();
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}
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static void CreateShader(const ImDrawList*, const ImDrawCmd*)
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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GLuint CurrentShader;
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&CurrentShader);
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GLuint g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(CurrentShader, "Position");
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GLuint g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(CurrentShader, "UV");
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GLuint g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(CurrentShader, "Color");
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const GLchar* VertexShaderCode_t =
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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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"layout (location = %d) in vec4 Color;\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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GLchar* VertexShaderCode = new GLchar[512];
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snprintf(VertexShaderCode, 512, VertexShaderCode_t, g_AttribLocationVtxPos, g_AttribLocationVtxUV, g_AttribLocationVtxColor);
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snprintf(VertexShaderCode, 512, VertexShaderCode_t, g_AttribLocationVtxPos, g_AttribLocationVtxUV);
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GLuint g_VertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(g_VertexShader, 1, &VertexShaderCode, nullptr);
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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 plotID = (int)(intptr_t)cmd->UserCallbackData;
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int plotIdx = Context.PlotIDs.GetInt(plotID, -1);
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HeatmapData& data = Context.HeatmapDataList[plotIdx];
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static void SetTextureData(int plotID, const void* data, GLsizei rows, GLsizei cols, GLenum type)
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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int idx = Context.PlotIDs.GetInt(plotID, -1);
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GLuint texID = Context.HeatmapDataList[idx].HeatmapTexID;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cols, rows, 0, GL_RED, type, data);
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}
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void OpenGL3_AddColormap(const ImU32* keys, int count, bool qual)
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void AddColormap(const ImU32* keys, int count, bool qual)
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{
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GLuint texID;
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glGenTextures(1, &texID);
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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); // PETA AQUI (GImPlot es NULL)
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Context.ColormapIDs.push_back(texID);
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}
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return textureID;
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}
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void OpenGL3_SetHeatmapData(int plotID, const ImS8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_BYTE); }
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void OpenGL3_SetHeatmapData(int plotID, const ImU8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_BYTE); }
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void OpenGL3_SetHeatmapData(int plotID, const ImS16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_SHORT); }
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void OpenGL3_SetHeatmapData(int plotID, const ImU16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_SHORT); }
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void OpenGL3_SetHeatmapData(int plotID, const ImS32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_INT); }
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void OpenGL3_SetHeatmapData(int plotID, const ImU32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_INT); }
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void OpenGL3_SetHeatmapData(int plotID, const float* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_FLOAT); }
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void SetHeatmapData(int plotID, const ImS8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_BYTE); }
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void SetHeatmapData(int plotID, const ImU8* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_BYTE); }
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void SetHeatmapData(int plotID, const ImS16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_SHORT); }
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void SetHeatmapData(int plotID, const ImU16* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_SHORT); }
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void SetHeatmapData(int plotID, const ImS32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_INT); }
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void SetHeatmapData(int plotID, const ImU32* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_UNSIGNED_INT); }
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void SetHeatmapData(int plotID, const float* values, int rows, int cols) { SetTextureData(plotID, values, rows, cols, GL_FLOAT); }
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void OpenGL3_SetHeatmapData(int plotID, const double* values, int rows, int cols)
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void SetHeatmapData(int plotID, 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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SetTextureData(plotID, Context.temp1.Data, rows, cols, GL_FLOAT);
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}
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void OpenGL3_SetHeatmapData(int plotID, const ImS64* values, int rows, int cols)
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void SetHeatmapData(int plotID, 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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SetTextureData(plotID, Context.temp2.Data, rows, cols, GL_INT);
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}
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void OpenGL3_SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
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void SetHeatmapData(int plotID, const ImU64* values, int rows, int cols)
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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if(Context.temp3.Size < rows * cols)
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Context.temp3.resize(rows * cols);
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SetTextureData(plotID, Context.temp3.Data, rows, cols, GL_UNSIGNED_INT);
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}
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void OpenGL3_RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap)
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void RenderHeatmap(int plotID, ImDrawList& DrawList, const ImVec2& bounds_min, const ImVec2& bounds_max, float scale_min, float scale_max, ImPlotColormap colormap)
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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int idx = Context.PlotIDs.GetInt(plotID, -1);
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if(idx < 0)
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DrawList.AddCallback(ImDrawCallback_ResetRenderState, nullptr);
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}
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void OpenGL3_BustPlotCache()
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void BustPlotCache()
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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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Context.PlotIDs.Clear();
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}
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void BustItemCache() {}
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}
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}
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18
implot.cpp
18
implot.cpp
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@ -88,16 +88,6 @@ You can read releases logs https://github.com/epezent/implot/releases for more d
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#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.
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#endif
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#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION
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namespace ImPlot {
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namespace Backends {
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void OpenGL3_BustPlotCache();
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}
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}
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#endif
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// Global plot context
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ImPlotContext* GImPlot = NULL;
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ImPlotContext* CreateContext() {
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ImPlotContext* ctx = IM_NEW(ImPlotContext)();
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Initialize(ctx);
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if (GImPlot == NULL)
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SetCurrentContext(ctx);
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ctx->backendCtx = Backend::CreateContext();
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Initialize(ctx);
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return ctx;
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}
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void DestroyContext(ImPlotContext* ctx) {
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Backend::DestroyContext();
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if (ctx == NULL)
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ctx = GImPlot;
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if (GImPlot == ctx)
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@ -498,9 +490,7 @@ ImPlotPlot* GetCurrentPlot() {
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void BustPlotCache() {
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GImPlot->Plots.Clear();
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#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION
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Backends::OpenGL3_BustPlotCache();
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#endif
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Backend::BustPlotCache();
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}
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void PushLinkedAxis(ImPlotAxis& axis) {
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@ -37,21 +37,12 @@
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#include <time.h>
|
||||
#include "imgui_internal.h"
|
||||
#include "backends/implot_gpu.h"
|
||||
|
||||
#ifndef IMPLOT_VERSION
|
||||
#error Must include implot.h before implot_internal.h
|
||||
#endif
|
||||
|
||||
#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION
|
||||
namespace ImPlot {
|
||||
namespace Backends {
|
||||
|
||||
void OpenGL3_AddColormap(const ImU32* keys, int count, bool qual);
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Constants
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -386,9 +377,7 @@ struct ImPlotColormapData {
|
|||
int idx = Count++;
|
||||
Map.SetInt(id,idx);
|
||||
_AppendTable(idx);
|
||||
#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION
|
||||
ImPlot::Backends::OpenGL3_AddColormap(keys, count, qual);
|
||||
#endif
|
||||
ImPlot::Backend::AddColormap(keys, count, qual);
|
||||
return idx;
|
||||
}
|
||||
|
||||
|
@ -929,6 +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_gpu.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define sprintf sprintf_s
|
||||
|
@ -53,26 +54,6 @@
|
|||
#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 {
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -158,6 +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;
|
||||
|
@ -1915,8 +1897,8 @@ void RenderHeatmap(Transformer transformer, ImDrawList& DrawList, const T* value
|
|||
ImVec2 bmin = transformer(bounds_min);
|
||||
ImVec2 bmax = transformer(bounds_max);
|
||||
|
||||
Backends::OpenGL3_RenderHeatmap(gp.CurrentPlot->ID, DrawList, bmin, bmax, scale_min, scale_max, gp.Style.Colormap);
|
||||
Backends::OpenGL3_SetHeatmapData(gp.CurrentPlot->ID, values, rows, cols);
|
||||
Backend::RenderHeatmap(gp.CurrentPlot->ID, DrawList, bmin, bmax, scale_min, scale_max, gp.Style.Colormap);
|
||||
Backend::SetHeatmapData(gp.CurrentPlot->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()) {
|
||||
|
|
Loading…
Reference in New Issue
Block a user