egui/egui_glium/src/painter.rs

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#![allow(deprecated)] // legacy implement_vertex macro
#![allow(semicolon_in_expressions_from_macros)] // glium::program! macro
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use {
egui::{
emath::Rect,
epaint::{Color32, Mesh},
},
glium::{
implement_vertex,
index::PrimitiveType,
program,
texture::{self, srgb_texture2d::SrgbTexture2d},
uniform,
uniforms::{MagnifySamplerFilter, SamplerWrapFunction},
},
std::{collections::HashMap, rc::Rc},
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};
pub struct Painter {
program: glium::Program,
egui_texture: Option<SrgbTexture2d>,
egui_texture_version: Option<u64>,
/// Index is the same as in [`egui::TextureId::User`].
user_textures: HashMap<u64, Rc<SrgbTexture2d>>,
#[cfg(feature = "epi")]
next_native_tex_id: u64, // TODO: 128-bit texture space?
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}
impl Painter {
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pub fn new(facade: &dyn glium::backend::Facade) -> Painter {
let program = program! {
facade,
120 => {
vertex: include_str!("shader/vertex_120.glsl"),
fragment: include_str!("shader/fragment_120.glsl"),
},
140 => {
vertex: include_str!("shader/vertex_140.glsl"),
fragment: include_str!("shader/fragment_140.glsl"),
},
100 es => {
vertex: include_str!("shader/vertex_100es.glsl"),
fragment: include_str!("shader/fragment_100es.glsl"),
},
300 es => {
vertex: include_str!("shader/vertex_300es.glsl"),
fragment: include_str!("shader/fragment_300es.glsl"),
},
}
.expect("Failed to compile shader");
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Painter {
program,
egui_texture: None,
egui_texture_version: None,
user_textures: Default::default(),
#[cfg(feature = "epi")]
next_native_tex_id: 1 << 32,
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}
}
pub fn upload_egui_texture(
&mut self,
facade: &dyn glium::backend::Facade,
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font_image: &egui::FontImage,
) {
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if self.egui_texture_version == Some(font_image.version) {
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return; // No change
}
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let pixels: Vec<Vec<(u8, u8, u8, u8)>> = font_image
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.pixels
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.chunks(font_image.width as usize)
.map(|row| {
row.iter()
.map(|&a| Color32::from_white_alpha(a).to_tuple())
.collect()
})
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.collect();
let format = texture::SrgbFormat::U8U8U8U8;
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let mipmaps = texture::MipmapsOption::NoMipmap;
self.egui_texture =
Some(SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap());
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self.egui_texture_version = Some(font_image.version);
}
/// Main entry-point for painting a frame.
/// You should call `target.clear_color(..)` before
/// and `target.finish()` after this.
pub fn paint_meshes<T: glium::Surface>(
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&mut self,
display: &glium::Display,
target: &mut T,
pixels_per_point: f32,
cipped_meshes: Vec<egui::ClippedMesh>,
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font_image: &egui::FontImage,
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) {
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self.upload_egui_texture(display, font_image);
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for egui::ClippedMesh(clip_rect, mesh) in cipped_meshes {
self.paint_mesh(target, display, pixels_per_point, clip_rect, &mesh);
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}
}
#[inline(never)] // Easier profiling
fn paint_mesh<T: glium::Surface>(
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&mut self,
target: &mut T,
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display: &glium::Display,
pixels_per_point: f32,
clip_rect: Rect,
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mesh: &Mesh,
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) {
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debug_assert!(mesh.is_valid());
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let vertex_buffer = {
#[derive(Copy, Clone)]
struct Vertex {
a_pos: [f32; 2],
a_tc: [f32; 2],
a_srgba: [u8; 4],
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}
implement_vertex!(Vertex, a_pos, a_tc, a_srgba);
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let vertices: Vec<Vertex> = mesh
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.vertices
.iter()
.map(|v| Vertex {
a_pos: [v.pos.x, v.pos.y],
a_tc: [v.uv.x, v.uv.y],
a_srgba: v.color.to_array(),
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})
.collect();
// TODO: we should probably reuse the `VertexBuffer` instead of allocating a new one each frame.
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glium::VertexBuffer::new(display, &vertices).unwrap()
};
// TODO: we should probably reuse the `IndexBuffer` instead of allocating a new one each frame.
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let index_buffer =
glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &mesh.indices).unwrap();
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let (width_in_pixels, height_in_pixels) = display.get_framebuffer_dimensions();
let width_in_points = width_in_pixels as f32 / pixels_per_point;
let height_in_points = height_in_pixels as f32 / pixels_per_point;
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if let Some(texture) = self.get_texture(mesh.texture_id) {
// The texture coordinates for text are so that both nearest and linear should work with the egui font texture.
// For user textures linear sampling is more likely to be the right choice.
let filter = MagnifySamplerFilter::Linear;
let uniforms = uniform! {
u_screen_size: [width_in_points, height_in_points],
u_sampler: texture.sampled().magnify_filter(filter).wrap_function(SamplerWrapFunction::Clamp),
};
// egui outputs colors with premultiplied alpha:
let color_blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
};
// 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).
let alpha_blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::OneMinusDestinationAlpha,
destination: glium::LinearBlendingFactor::One,
};
let blend = glium::Blend {
color: color_blend_func,
alpha: alpha_blend_func,
..Default::default()
};
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// egui outputs mesh in both winding orders:
let backface_culling = glium::BackfaceCullingMode::CullingDisabled;
// 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;
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// Make sure clip rect can fit within a `u32`:
let clip_min_x = clip_min_x.clamp(0.0, width_in_pixels as f32);
let clip_min_y = clip_min_y.clamp(0.0, height_in_pixels as f32);
let clip_max_x = clip_max_x.clamp(clip_min_x, width_in_pixels as f32);
let clip_max_y = clip_max_y.clamp(clip_min_y, height_in_pixels as f32);
let clip_min_x = clip_min_x.round() as u32;
let clip_min_y = clip_min_y.round() as u32;
let clip_max_x = clip_max_x.round() as u32;
let clip_max_y = clip_max_y.round() as u32;
let params = glium::DrawParameters {
blend,
backface_culling,
scissor: Some(glium::Rect {
left: clip_min_x,
bottom: height_in_pixels - clip_max_y,
width: clip_max_x - clip_min_x,
height: clip_max_y - clip_min_y,
}),
..Default::default()
};
target
.draw(
&vertex_buffer,
&index_buffer,
&self.program,
&uniforms,
&params,
)
.unwrap();
}
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}
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// ------------------------------------------------------------------------
#[cfg(feature = "epi")]
pub fn set_texture(
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&mut self,
facade: &dyn glium::backend::Facade,
tex_id: u64,
image: &epi::Image,
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) {
assert_eq!(
image.size[0] * image.size[1],
image.pixels.len(),
"Mismatch between texture size and texel count"
);
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let pixels: Vec<Vec<(u8, u8, u8, u8)>> = image
.pixels
.chunks(image.size[0] as usize)
.map(|row| row.iter().map(|srgba| srgba.to_tuple()).collect())
.collect();
let format = texture::SrgbFormat::U8U8U8U8;
let mipmaps = texture::MipmapsOption::NoMipmap;
let gl_texture = SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap();
self.user_textures.insert(tex_id, gl_texture.into());
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}
pub fn free_texture(&mut self, tex_id: u64) {
self.user_textures.remove(&tex_id);
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}
fn get_texture(&self, texture_id: egui::TextureId) -> Option<&SrgbTexture2d> {
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match texture_id {
egui::TextureId::Egui => self.egui_texture.as_ref(),
egui::TextureId::User(id) => self.user_textures.get(&id).map(|rc| rc.as_ref()),
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}
}
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}
#[cfg(feature = "epi")]
impl epi::NativeTexture for Painter {
type Texture = Rc<SrgbTexture2d>;
fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId {
let id = self.next_native_tex_id;
self.next_native_tex_id += 1;
self.user_textures.insert(id, native);
egui::TextureId::User(id as u64)
}
fn replace_native_texture(&mut self, id: egui::TextureId, replacing: Self::Texture) {
if let egui::TextureId::User(id) = id {
self.user_textures.insert(id, replacing);
}
}
}