egui/egui_glow/src/painter.rs

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#![allow(unsafe_code)]
use egui::{
emath::Rect,
epaint::{Color32, Mesh, Vertex},
};
pub use glow::Context;
use memoffset::offset_of;
use glow::HasContext;
use crate::misc_util::{
as_u8_slice, compile_shader, glow_debug_print, link_program, srgbtexture2d,
};
use crate::post_process::PostProcess;
use crate::shader_version::ShaderVersion;
use crate::vao_emulate;
const VERT_SRC: &str = include_str!("shader/vertex.glsl");
const FRAG_SRC: &str = include_str!("shader/fragment.glsl");
/// OpenGL painter
///
/// This struct must be destroyed with [`Painter::destroy`] before dropping, to ensure OpenGL
/// objects have been properly deleted and are not leaked.
pub struct Painter {
program: glow::Program,
u_screen_size: glow::UniformLocation,
u_sampler: glow::UniformLocation,
egui_texture: Option<glow::Texture>,
egui_texture_version: Option<u64>,
is_webgl_1: bool,
is_embedded: bool,
vertex_array: crate::misc_util::VAO,
srgb_support: bool,
/// `None` means unallocated (freed) slot.
pub(crate) user_textures: Vec<Option<UserTexture>>,
post_process: Option<PostProcess>,
vertex_buffer: glow::Buffer,
element_array_buffer: glow::Buffer,
// Stores outdated OpenGL textures that are yet to be deleted
old_textures: Vec<glow::Texture>,
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// Only used in debug builds, to make sure we are destroyed correctly.
destroyed: bool,
}
#[derive(Default)]
pub(crate) struct UserTexture {
/// Pending upload (will be emptied later).
/// This is the format glow likes.
pub(crate) data: Vec<u8>,
pub(crate) size: (usize, usize),
/// Lazily uploaded
pub(crate) gl_texture: Option<glow::Texture>,
}
impl Painter {
/// Create painter.
///
/// Set `pp_fb_extent` to the framebuffer size to enable `sRGB` support on OpenGL ES and WebGL.
///
/// Set `shader_prefix` if you want to turn on shader workaround e.g. `"#define APPLY_BRIGHTENING_GAMMA\n"`
/// (see <https://github.com/emilk/egui/issues/794>).
///
/// # Errors
/// will return `Err` below cases
/// * failed to compile shader
/// * failed to create postprocess on webgl with `sRGB` support
/// * failed to create buffer
pub fn new(
gl: &glow::Context,
pp_fb_extent: Option<[i32; 2]>,
shader_prefix: &str,
) -> Result<Painter, String> {
let support_vao = crate::misc_util::supports_vao(gl);
let shader_version = ShaderVersion::get(gl);
let is_webgl_1 = shader_version == ShaderVersion::Es100;
let header = shader_version.version();
glow_debug_print(header);
let srgb_support = gl.supported_extensions().contains("EXT_sRGB");
let (post_process, srgb_support_define) = match (shader_version, srgb_support) {
//WebGL2 support sRGB default
(ShaderVersion::Es300, _) | (ShaderVersion::Es100, true) => unsafe {
//Add sRGB support marker for fragment shader
if let Some([width, height]) = pp_fb_extent {
glow_debug_print("WebGL with sRGB enabled so turn on post process");
//install post process to correct sRGB color
(
Some(PostProcess::new(
gl,
shader_prefix,
support_vao,
is_webgl_1,
width,
height,
)?),
"#define SRGB_SUPPORTED",
)
} else {
glow_debug_print("WebGL or OpenGL ES detected but PostProcess disabled because dimension is None");
(None, "")
}
},
//WebGL1 without sRGB support disable postprocess and use fallback shader
(ShaderVersion::Es100, false) => (None, ""),
//OpenGL 2.1 or above always support sRGB so add sRGB support marker
_ => (None, "#define SRGB_SUPPORTED"),
};
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unsafe {
let vert = compile_shader(
gl,
glow::VERTEX_SHADER,
&format!(
"{}\n{}\n{}\n{}",
header,
shader_prefix,
shader_version.is_new_shader_interface(),
VERT_SRC
),
)?;
let frag = compile_shader(
gl,
glow::FRAGMENT_SHADER,
&format!(
"{}\n{}\n{}\n{}\n{}",
header,
shader_prefix,
srgb_support_define,
shader_version.is_new_shader_interface(),
FRAG_SRC
),
)?;
let program = link_program(gl, [vert, frag].iter())?;
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gl.detach_shader(program, vert);
gl.detach_shader(program, frag);
gl.delete_shader(vert);
gl.delete_shader(frag);
let u_screen_size = gl.get_uniform_location(program, "u_screen_size").unwrap();
let u_sampler = gl.get_uniform_location(program, "u_sampler").unwrap();
let vertex_buffer = gl.create_buffer()?;
let element_array_buffer = gl.create_buffer()?;
gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
let a_pos_loc = gl.get_attrib_location(program, "a_pos").unwrap();
let a_tc_loc = gl.get_attrib_location(program, "a_tc").unwrap();
let a_srgba_loc = gl.get_attrib_location(program, "a_srgba").unwrap();
let mut vertex_array = if support_vao {
crate::misc_util::VAO::native(gl)
} else {
crate::misc_util::VAO::emulated()
};
vertex_array.bind_vertex_array(gl);
vertex_array.bind_buffer(gl, &vertex_buffer);
let stride = std::mem::size_of::<Vertex>() as i32;
let position_buffer_info = vao_emulate::BufferInfo {
location: a_pos_loc,
vector_size: 2,
data_type: glow::FLOAT,
normalized: false,
stride,
offset: offset_of!(Vertex, pos) as i32,
};
let tex_coord_buffer_info = vao_emulate::BufferInfo {
location: a_tc_loc,
vector_size: 2,
data_type: glow::FLOAT,
normalized: false,
stride,
offset: offset_of!(Vertex, uv) as i32,
};
let color_buffer_info = vao_emulate::BufferInfo {
location: a_srgba_loc,
vector_size: 4,
data_type: glow::UNSIGNED_BYTE,
normalized: false,
stride,
offset: offset_of!(Vertex, color) as i32,
};
vertex_array.add_new_attribute(gl, position_buffer_info);
vertex_array.add_new_attribute(gl, tex_coord_buffer_info);
vertex_array.add_new_attribute(gl, color_buffer_info);
assert_eq!(gl.get_error(), glow::NO_ERROR, "OpenGL error occurred!");
Ok(Painter {
program,
u_screen_size,
u_sampler,
egui_texture: None,
egui_texture_version: None,
is_webgl_1,
is_embedded: matches!(shader_version, ShaderVersion::Es100 | ShaderVersion::Es300),
vertex_array,
srgb_support,
user_textures: Default::default(),
post_process,
vertex_buffer,
element_array_buffer,
old_textures: Vec::new(),
destroyed: false,
})
}
}
pub fn upload_egui_texture(&mut self, gl: &glow::Context, texture: &egui::Texture) {
self.assert_not_destroyed();
if self.egui_texture_version == Some(texture.version) {
return; // No change
}
let gamma = if self.is_embedded && self.post_process.is_none() {
1.0 / 2.2
} else {
1.0
};
let pixels: Vec<u8> = texture
.srgba_pixels(gamma)
.flat_map(|a| Vec::from(a.to_array()))
.collect();
if let Some(old_tex) = std::mem::replace(
&mut self.egui_texture,
Some(srgbtexture2d(
gl,
self.is_webgl_1,
self.srgb_support,
&pixels,
texture.width,
texture.height,
)),
) {
unsafe {
gl.delete_texture(old_tex);
}
}
self.egui_texture_version = Some(texture.version);
}
unsafe fn prepare_painting(
&mut self,
[width_in_pixels, height_in_pixels]: [u32; 2],
gl: &glow::Context,
pixels_per_point: f32,
) -> (u32, u32) {
gl.enable(glow::SCISSOR_TEST);
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// egui outputs mesh in both winding orders
gl.disable(glow::CULL_FACE);
gl.enable(glow::BLEND);
gl.blend_equation(glow::FUNC_ADD);
gl.blend_func_separate(
// egui outputs colors with premultiplied alpha:
glow::ONE,
glow::ONE_MINUS_SRC_ALPHA,
// Less important, but this is technically the correct alpha blend function
// when you want to make use of the framebuffer alpha (for screenshots, compositing, etc).
glow::ONE_MINUS_DST_ALPHA,
glow::ONE,
);
let width_in_points = width_in_pixels as f32 / pixels_per_point;
let height_in_points = height_in_pixels as f32 / pixels_per_point;
gl.viewport(0, 0, width_in_pixels as i32, height_in_pixels as i32);
gl.use_program(Some(self.program));
gl.uniform_2_f32(Some(&self.u_screen_size), width_in_points, height_in_points);
gl.uniform_1_i32(Some(&self.u_sampler), 0);
gl.active_texture(glow::TEXTURE0);
self.vertex_array.bind_vertex_array(gl);
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.element_array_buffer));
(width_in_pixels, height_in_pixels)
}
/// Main entry-point for painting a frame.
/// You should call `target.clear_color(..)` before
/// and `target.finish()` after this.
///
/// The following OpenGL features will be set:
/// - Scissor test will be enabled
/// - Cull face will be disabled
/// - Blend will be enabled
///
/// The scissor area and blend parameters will be changed.
///
/// As well as this, the following objects will be unset:
/// - Vertex Buffer
/// - Element Buffer
/// - Texture (and active texture will be set to 0)
/// - Program
///
/// Please be mindful of these effects when integrating into your program, and also be mindful
/// of the effects your program might have on this code. Look at the source if in doubt.
pub fn paint_meshes(
&mut self,
inner_size: [u32; 2],
gl: &glow::Context,
pixels_per_point: f32,
clipped_meshes: Vec<egui::ClippedMesh>,
) {
//chimera of egui_glow and egui_web
self.assert_not_destroyed();
self.upload_pending_user_textures(gl);
if let Some(ref mut post_process) = self.post_process {
unsafe {
post_process.begin(gl, inner_size[0] as i32, inner_size[1] as i32);
}
}
let size_in_pixels = unsafe { self.prepare_painting(inner_size, gl, pixels_per_point) };
for egui::ClippedMesh(clip_rect, mesh) in clipped_meshes {
self.paint_mesh(gl, size_in_pixels, pixels_per_point, clip_rect, &mesh);
}
unsafe {
self.vertex_array.unbind_vertex_array(gl);
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
if let Some(ref post_process) = self.post_process {
post_process.end(gl);
}
assert_eq!(glow::NO_ERROR, gl.get_error(), "GL error occurred!");
}
}
#[inline(never)] // Easier profiling
fn paint_mesh(
&mut self,
gl: &glow::Context,
size_in_pixels: (u32, u32),
pixels_per_point: f32,
clip_rect: Rect,
mesh: &Mesh,
) {
debug_assert!(mesh.is_valid());
if let Some(texture) = self.get_texture(mesh.texture_id) {
unsafe {
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buffer));
gl.buffer_data_u8_slice(
glow::ARRAY_BUFFER,
as_u8_slice(mesh.vertices.as_slice()),
glow::STREAM_DRAW,
);
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.element_array_buffer));
gl.buffer_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
as_u8_slice(mesh.indices.as_slice()),
glow::STREAM_DRAW,
);
gl.bind_texture(glow::TEXTURE_2D, Some(texture));
}
// Transform clip rect to physical pixels:
let clip_min_x = pixels_per_point * clip_rect.min.x;
let clip_min_y = pixels_per_point * clip_rect.min.y;
let clip_max_x = pixels_per_point * clip_rect.max.x;
let clip_max_y = pixels_per_point * clip_rect.max.y;
// Make sure clip rect can fit within a `u32`:
let clip_min_x = clip_min_x.clamp(0.0, size_in_pixels.0 as f32);
let clip_min_y = clip_min_y.clamp(0.0, size_in_pixels.1 as f32);
let clip_max_x = clip_max_x.clamp(clip_min_x, size_in_pixels.0 as f32);
let clip_max_y = clip_max_y.clamp(clip_min_y, size_in_pixels.1 as f32);
let clip_min_x = clip_min_x.round() as i32;
let clip_min_y = clip_min_y.round() as i32;
let clip_max_x = clip_max_x.round() as i32;
let clip_max_y = clip_max_y.round() as i32;
unsafe {
gl.scissor(
clip_min_x,
size_in_pixels.1 as i32 - clip_max_y,
clip_max_x - clip_min_x,
clip_max_y - clip_min_y,
);
gl.draw_elements(
glow::TRIANGLES,
mesh.indices.len() as i32,
glow::UNSIGNED_INT,
0,
);
}
}
}
// ------------------------------------------------------------------------
// user textures: this is an experimental feature.
// No need to implement this in your egui integration!
pub fn alloc_user_texture(&mut self) -> egui::TextureId {
self.assert_not_destroyed();
for (i, tex) in self.user_textures.iter_mut().enumerate() {
if tex.is_none() {
*tex = Some(Default::default());
return egui::TextureId::User(i as u64);
}
}
let id = egui::TextureId::User(self.user_textures.len() as u64);
self.user_textures.push(Some(Default::default()));
id
}
/// register glow texture as egui texture
/// Usable for render to image rectangle
#[allow(clippy::needless_pass_by_value)]
pub fn register_glow_texture(&mut self, texture: glow::Texture) -> egui::TextureId {
self.assert_not_destroyed();
let id = self.alloc_user_texture();
if let egui::TextureId::User(id) = id {
if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) {
if let UserTexture {
gl_texture: Some(old_tex),
..
} = std::mem::replace(
user_texture,
UserTexture {
data: vec![],
size: (0, 0),
gl_texture: Some(texture),
},
) {
self.old_textures.push(old_tex);
}
}
}
id
}
pub fn set_user_texture(
&mut self,
id: egui::TextureId,
size: (usize, usize),
pixels: &[Color32],
) {
self.assert_not_destroyed();
assert_eq!(
size.0 * size.1,
pixels.len(),
"Mismatch between size and texel count"
);
if let egui::TextureId::User(id) = id {
if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) {
let data: Vec<u8> = pixels
.iter()
.flat_map(|srgba| Vec::from(srgba.to_array()))
.collect();
if let UserTexture {
gl_texture: Some(old_tex),
..
} = std::mem::replace(
user_texture,
UserTexture {
data,
size,
gl_texture: None,
},
) {
self.old_textures.push(old_tex);
}
}
}
}
pub fn free_user_texture(&mut self, id: egui::TextureId) {
self.assert_not_destroyed();
if let egui::TextureId::User(id) = id {
let index = id as usize;
if index < self.user_textures.len() {
self.user_textures[index] = None;
}
}
}
pub fn get_texture(&self, texture_id: egui::TextureId) -> Option<glow::Texture> {
self.assert_not_destroyed();
match texture_id {
egui::TextureId::Egui => self.egui_texture,
egui::TextureId::User(id) => self.user_textures.get(id as usize)?.as_ref()?.gl_texture,
}
}
pub fn upload_pending_user_textures(&mut self, gl: &glow::Context) {
self.assert_not_destroyed();
for user_texture in self.user_textures.iter_mut().flatten() {
if user_texture.gl_texture.is_none() {
let data = std::mem::take(&mut user_texture.data);
user_texture.gl_texture = Some(srgbtexture2d(
gl,
self.is_webgl_1,
self.srgb_support,
&data,
user_texture.size.0,
user_texture.size.1,
));
user_texture.size = (0, 0);
}
}
for t in self.old_textures.drain(..) {
unsafe {
gl.delete_texture(t);
}
}
}
unsafe fn destroy_gl(&self, gl: &glow::Context) {
gl.delete_program(self.program);
if let Some(tex) = self.egui_texture {
gl.delete_texture(tex);
}
for tex in self.user_textures.iter().flatten() {
if let Some(t) = tex.gl_texture {
gl.delete_texture(t);
}
}
gl.delete_buffer(self.vertex_buffer);
gl.delete_buffer(self.element_array_buffer);
for t in &self.old_textures {
gl.delete_texture(*t);
}
}
/// This function must be called before Painter is dropped, as Painter has some OpenGL objects
/// that should be deleted.
pub fn destroy(&mut self, gl: &glow::Context) {
debug_assert!(!self.destroyed, "Only destroy once!");
unsafe {
self.destroy_gl(gl);
if let Some(ref post_process) = self.post_process {
post_process.destroy(gl);
}
}
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self.destroyed = true;
}
fn assert_not_destroyed(&self) {
debug_assert!(!self.destroyed, "the egui glow has already been destroyed!");
}
}
pub fn clear(gl: &glow::Context, dimension: [u32; 2], clear_color: egui::Rgba) {
unsafe {
gl.disable(glow::SCISSOR_TEST);
gl.viewport(0, 0, dimension[0] as i32, dimension[1] as i32);
let clear_color: Color32 = clear_color.into();
gl.clear_color(
clear_color[0] as f32 / 255.0,
clear_color[1] as f32 / 255.0,
clear_color[2] as f32 / 255.0,
clear_color[3] as f32 / 255.0,
);
gl.clear(glow::COLOR_BUFFER_BIT);
}
}
impl Drop for Painter {
fn drop(&mut self) {
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debug_assert!(
self.destroyed,
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"Make sure to call destroy() before dropping to avoid leaking OpenGL objects!"
);
}
}
#[cfg(feature = "epi")]
impl epi::TextureAllocator for Painter {
fn alloc_srgba_premultiplied(
&mut self,
size: (usize, usize),
srgba_pixels: &[Color32],
) -> egui::TextureId {
let id = self.alloc_user_texture();
self.set_user_texture(id, size, srgba_pixels);
id
}
fn free(&mut self, id: egui::TextureId) {
self.free_user_texture(id);
}
}
#[cfg(feature = "epi")]
impl epi::NativeTexture for Painter {
type Texture = glow::Texture;
fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId {
self.register_glow_texture(native)
}
fn replace_native_texture(&mut self, id: egui::TextureId, replacing: Self::Texture) {
if let egui::TextureId::User(id) = id {
if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) {
*user_texture = UserTexture {
data: vec![],
gl_texture: Some(replacing),
size: (0, 0),
};
}
}
}
}