7eef2544ab
Funciones C++/ImGui para dashboards (grid, panel, docking, sidebar, tabs), visualizaciones (candlestick, gauge, histogram, pie, sparkline, heatmap, scatter, line, bar, surface3d, kpi, table), grafos (force layout, renderer, viewport, spatial hash, types) y utilidades (time series buffer, tracy zones, memory/fps overlay, plot theme). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
88 lines
3.2 KiB
Markdown
88 lines
3.2 KiB
Markdown
---
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name: graph_renderer
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kind: function
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lang: cpp
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domain: viz
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version: "1.0.0"
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purity: impure
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signature: "GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererConfig& config)"
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description: "Renderer GPU de grafos con instanced rendering a FBO, compatible con ImGui::Image para visualizacion de grafos grandes"
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tags: [graph, renderer, opengl, gpu, instanced, fbo, visualization]
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uses_functions: []
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uses_types: ["GraphData_cpp_viz"]
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returns: []
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returns_optional: false
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error_type: "error_go_core"
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imports: [imgui]
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tested: false
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tests: []
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test_file_path: ""
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file_path: "cpp/functions/viz/graph_renderer.cpp"
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framework: imgui
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params:
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- name: width
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desc: "Ancho del framebuffer en pixels"
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- name: height
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desc: "Alto del framebuffer en pixels"
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- name: config
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desc: "Configuracion visual: outline width, edge width, edge alpha, color de fondo, fade de aristas por distancia a camara"
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output: "Handle opaco al renderer. Usar graph_renderer_draw() para obtener texture ID de OpenGL, pasable directamente a ImGui::Image()"
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---
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# graph_renderer
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Renderer GPU de grafos basado en OpenGL 3.3 core profile con instanced rendering. Renderiza nodos y aristas de un `GraphData` a un FBO interno y retorna el texture ID para integracion directa con `ImGui::Image()`.
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## Funciones del API
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```cpp
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// Ciclo de vida
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GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererConfig& config = {});
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void graph_renderer_destroy(GraphRenderer* r);
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void graph_renderer_resize(GraphRenderer* r, int width, int height);
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// Renderizado
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unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph,
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float cam_x, float cam_y, float cam_zoom);
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```
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## Ejemplo de uso con ImGui
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```cpp
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// Inicializacion (una vez)
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GraphRenderer* renderer = graph_renderer_create(800, 600);
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// En el render loop
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ImVec2 panel_size = ImGui::GetContentRegionAvail();
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graph_renderer_resize(renderer, (int)panel_size.x, (int)panel_size.y);
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unsigned int tex = graph_renderer_draw(renderer, graph_data,
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cam_x, cam_y, cam_zoom);
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ImGui::Image((ImTextureID)(uintptr_t)tex,
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panel_size,
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ImVec2(0, 1), ImVec2(1, 0)); // flip Y para OpenGL
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// Destruccion
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graph_renderer_destroy(renderer);
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```
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## Notas de implementacion
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**Renderizado de nodos:** Instanced rendering con un quad unitario [-0.5, 0.5] expandido por el tamano del nodo. El fragment shader aplica un SDF circular con anti-aliasing via `smoothstep` y un anillo de outline.
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**Renderizado de aristas:** `GL_LINES` con datos de posicion y color empaquetados por arista. El ancho se controla con `GraphRendererConfig::edge_width`.
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**Transformacion de camara:**
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```
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tx = -cam_x * zoom + width/2
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ty = -cam_y * zoom + height/2
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ndc = (screen / viewport) * 2 - 1
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```
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**Paleta de comunidades:** 10 colores ABGR usados cuando `node.color == 0`, seleccionados por `node.community % 10`.
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**Estado GL:** Guarda y restaura `GL_FRAMEBUFFER_BINDING` y `GL_VIEWPORT` para ser compatible con el render loop de ImGui sin efectos secundarios.
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**Includes GL:** Usa `#define GL_GLEXT_PROTOTYPES` + `<GL/gl.h>` + `<GL/glext.h>`. Si el proyecto carga funciones GL via glad/gl3w, reemplazar estos includes por el loader correspondiente.
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