mirror of
https://github.com/gwm17/implot.git
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389 lines
17 KiB
C++
389 lines
17 KiB
C++
#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, (float)data.MinBounds.x, (float)data.MinBounds.y); // Set minimum bounds
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glUniform2f(data.ShaderProgram->AttribLocationMaxBounds, (float)data.MaxBounds.x, (float)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);
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}
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void SetHeatmapData(int itemID, 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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for(int i = 0; i < rows*cols; i++)
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Context.temp3[i] = (ImU32)values[i];
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SetTextureData(itemID, Context.temp3.Data, rows, cols, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
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}
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void SetAxisLog(int itemID, bool x_is_log, bool y_is_log, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max)
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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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HeatmapData& data = Context.HeatmapDataList[idx];
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data.AxisLogX = x_is_log;
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data.AxisLogY = y_is_log;
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data.MinBounds = bounds_min;
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data.MaxBounds = bounds_max;
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}
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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)
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{
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ContextData& Context = *((ContextData*)GImPlot->backendCtx);
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int idx = Context.ItemIDs.GetInt(itemID, Context.HeatmapDataList.Size);
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if(idx == Context.HeatmapDataList.Size)
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{
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// New entry
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Context.ItemIDs.SetInt(itemID, Context.HeatmapDataList.Size);
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Context.HeatmapDataList.push_back(HeatmapData());
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Context.HeatmapDataList[idx].HeatmapTexID = CreateHeatmapTexture();
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}
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HeatmapData& data = Context.HeatmapDataList[idx];
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data.ColormapTexID = Context.ColormapIDs[colormap];
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data.MinValue = scale_min;
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data.MaxValue = scale_max;
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if(Context.ShaderInt.ID == 0 || Context.ShaderFloat.ID == 0)
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DrawList.AddCallback(CreateHeatmapShader, nullptr);
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DrawList.AddCallback(RenderCallback, (void*)(intptr_t)itemID);
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DrawList.PrimReserve(6, 4);
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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);
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DrawList.AddCallback(ResetState, nullptr);
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}
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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.HeatmapDataList.clear();
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Context.ItemIDs.Clear();
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}
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void BustItemCache() {}
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}
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}
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