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https://github.com/gwm17/implot.git
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301 lines
11 KiB
C++
301 lines
11 KiB
C++
#ifdef IMPLOT_ENABLE_OPENGL3_ACCELERATION
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#include "../implot.h"
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#include "../implot_internal.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 Backends {
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struct HeatmapData
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{
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GLuint HeatmapTexID;
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GLuint ColormapTexID;
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float MinValue;
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float MaxValue;
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};
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struct OpenGLContextData
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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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GLuint g_AttribLocationColormapSampler = 0; ///< Attribute location for the colormap texture
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GLuint g_AttribLocationProjection = 0; ///< Attribute location for the projection matrix uniform
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GLuint g_AttribLocationMinValue = 0; ///< Attribute location for the minimum value uniform
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GLuint g_AttribLocationMaxValue = 0; ///< Attribute location for the maximum value uniform
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GLuint g_AttribLocationImGuiProjection = 0; ///< Attribute location for the projection matrix uniform (ImGui 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 PlotIDs; ///< PlotID <-> Heatmap array index table
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ImVector<float> temp1;
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ImVector<ImS32> temp2;
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ImVector<ImU32> temp3;
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};
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static OpenGLContextData Context;
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static void CreateShader(const ImDrawList*, const ImDrawCmd*)
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{
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GLuint CurrentShader;
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&CurrentShader);
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Context.g_AttribLocationImGuiProjection = glGetUniformLocation(CurrentShader, "ProjMtx");
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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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"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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const GLchar* FragmentShaderCode =
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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 sampler2D 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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"void main()\n"
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"{\n"
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" float offset = (texture(heatmap, Frag_UV).r - min_val) / (max_val - min_val);\n"
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" Out_Color = texture(colormap, clamp(offset, 0.0f, 1.0f));\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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GLuint g_VertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(g_VertexShader, 1, &VertexShaderCode, nullptr);
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glCompileShader(g_VertexShader);
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GLuint g_FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_FragmentShader, 1, &FragmentShaderCode, nullptr);
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glCompileShader(g_FragmentShader);
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Context.g_ShaderProgram = glCreateProgram();
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glAttachShader(Context.g_ShaderProgram, g_VertexShader);
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glAttachShader(Context.g_ShaderProgram, g_FragmentShader);
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glLinkProgram(Context.g_ShaderProgram);
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glDetachShader(Context.g_ShaderProgram, g_VertexShader);
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glDetachShader(Context.g_ShaderProgram, g_FragmentShader);
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glDeleteShader(g_VertexShader);
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glDeleteShader(g_FragmentShader);
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Context.g_AttribLocationHeatmapSampler = glGetUniformLocation(Context.g_ShaderProgram, "heatmap");
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Context.g_AttribLocationColormapSampler = glGetUniformLocation(Context.g_ShaderProgram, "colormap");
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Context.g_AttribLocationProjection = glGetUniformLocation(Context.g_ShaderProgram, "ProjMtx");
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Context.g_AttribLocationMinValue = glGetUniformLocation(Context.g_ShaderProgram, "min_val");
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Context.g_AttribLocationMaxValue = glGetUniformLocation(Context.g_ShaderProgram, "max_val");
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glUseProgram(Context.g_ShaderProgram);
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glUniform1i(Context.g_AttribLocationHeatmapSampler, 0); // Set texture slot of heatmap texture
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glUniform1i(Context.g_AttribLocationColormapSampler, 1); // Set texture slot of colormap texture
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delete[] VertexShaderCode;
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}
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static void RenderCallback(const ImDrawList*, const ImDrawCmd* cmd)
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{
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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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GLuint CurrentShader;
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&CurrentShader);
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// Get projection matrix of current shader
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float OrthoProjection[4][4];
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glGetUniformfv(CurrentShader, Context.g_AttribLocationImGuiProjection, &OrthoProjection[0][0]);
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// Enable our shader
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glUseProgram(Context.g_ShaderProgram);
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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(Context.g_AttribLocationProjection, 1, GL_FALSE, &OrthoProjection[0][0]);
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glUniform1f(Context.g_AttribLocationMinValue, data.MinValue); // Set minimum range
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glUniform1f(Context.g_AttribLocationMaxValue, data.MaxValue); // Set maximum range
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}
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static void UnbindTexture(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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}
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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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int idx = Context.PlotIDs.GetInt(plotID, -1);
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GLuint texID = Context.HeatmapDataList[idx].HeatmapTexID;
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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, 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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{
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GLuint texID;
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glGenTextures(1, &texID);
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glBindTexture(GL_TEXTURE_1D, texID);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 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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Context.ColormapIDs.push_back(texID);
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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 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 OpenGL3_SetHeatmapData(int plotID, const double* values, int rows, int cols)
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{
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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(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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{
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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(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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{
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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(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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{
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int idx = Context.PlotIDs.GetInt(plotID, -1);
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if(idx < 0)
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{
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// New entry
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HeatmapData data;
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data.HeatmapTexID = CreateHeatmapTexture();
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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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Context.PlotIDs.SetInt(plotID, Context.HeatmapDataList.Size);
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Context.HeatmapDataList.push_back(data);
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}
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else
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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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}
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if(Context.g_ShaderProgram == 0)
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DrawList.AddCallback(CreateShader, nullptr);
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DrawList.AddCallback(RenderCallback, (void*)(intptr_t)plotID);
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DrawList.PrimReserve(6, 4);
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DrawList.PrimRectUV(bounds_min, bounds_max, ImVec2(0.0f, 1.0f), ImVec2(1.0f, 0.0f), 0);
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DrawList.AddCallback(UnbindTexture, nullptr);
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DrawList.AddCallback(ImDrawCallback_ResetRenderState, nullptr);
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}
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void OpenGL3_BustPlotCache()
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{
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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.PlotIDs.Clear();
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}
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}
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}
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#endif
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