egui/egui_web/src/webgl2.rs

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//! Mostly a carbon-copy of `webgl1.rs`.
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use {
js_sys::WebAssembly,
wasm_bindgen::{prelude::*, JsCast},
web_sys::{WebGl2RenderingContext, WebGlBuffer, WebGlProgram, WebGlShader, WebGlTexture},
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};
use egui::{
emath::vec2,
epaint::{Color32, Texture},
};
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type Gl = WebGl2RenderingContext;
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pub struct WebGl2Painter {
canvas_id: String,
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canvas: web_sys::HtmlCanvasElement,
gl: WebGl2RenderingContext,
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program: WebGlProgram,
index_buffer: WebGlBuffer,
pos_buffer: WebGlBuffer,
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tc_buffer: WebGlBuffer,
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color_buffer: WebGlBuffer,
egui_texture: WebGlTexture,
egui_texture_version: Option<u64>,
/// `None` means unallocated (freed) slot.
user_textures: Vec<Option<UserTexture>>,
}
#[derive(Default)]
struct UserTexture {
size: (usize, usize),
/// Pending upload (will be emptied later).
pixels: Vec<u8>,
/// Lazily uploaded
gl_texture: Option<WebGlTexture>,
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}
impl WebGl2Painter {
pub fn new(canvas_id: &str) -> Result<WebGl2Painter, JsValue> {
let canvas = crate::canvas_element_or_die(canvas_id);
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let gl = canvas
.get_context("webgl2")?
.ok_or_else(|| JsValue::from("Failed to get WebGl2 context"))?
.dyn_into::<WebGl2RenderingContext>()?;
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// --------------------------------------------------------------------
let egui_texture = gl.create_texture().unwrap();
gl.bind_texture(Gl::TEXTURE_2D, Some(&egui_texture));
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32);
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32);
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let vert_shader = compile_shader(
&gl,
Gl::VERTEX_SHADER,
include_str!("shader/vertex_300es.glsl"),
)?;
let frag_shader = compile_shader(
&gl,
Gl::FRAGMENT_SHADER,
include_str!("shader/fragment_300es.glsl"),
)?;
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?;
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let tc_buffer = gl.create_buffer().ok_or("failed to create tc_buffer")?;
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let color_buffer = gl.create_buffer().ok_or("failed to create color_buffer")?;
Ok(WebGl2Painter {
canvas_id: canvas_id.to_owned(),
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canvas,
gl,
program,
index_buffer,
pos_buffer,
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tc_buffer,
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color_buffer,
egui_texture,
egui_texture_version: None,
user_textures: Default::default(),
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})
}
fn alloc_user_texture_index(&mut self) -> usize {
for (index, tex) in self.user_textures.iter_mut().enumerate() {
if tex.is_none() {
*tex = Some(Default::default());
return index;
}
}
let index = self.user_textures.len();
self.user_textures.push(Some(Default::default()));
index
}
fn alloc_user_texture(
&mut self,
size: (usize, usize),
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srgba_pixels: &[Color32],
) -> egui::TextureId {
let index = self.alloc_user_texture_index();
assert_eq!(size.0 * size.1, srgba_pixels.len());
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if let Some(Some(user_texture)) = self.user_textures.get_mut(index) {
let mut pixels: Vec<u8> = Vec::with_capacity(srgba_pixels.len() * 4);
for srgba in srgba_pixels {
pixels.push(srgba.r());
pixels.push(srgba.g());
pixels.push(srgba.b());
pixels.push(srgba.a());
}
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*user_texture = UserTexture {
size,
pixels,
gl_texture: None,
};
}
egui::TextureId::User(index as u64)
}
fn free_user_texture(&mut self, id: egui::TextureId) {
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<&WebGlTexture> {
match texture_id {
egui::TextureId::Egui => Some(&self.egui_texture),
egui::TextureId::User(id) => self
.user_textures
.get(id as usize)?
.as_ref()?
.gl_texture
.as_ref(),
}
}
fn upload_user_textures(&mut self) {
let gl = &self.gl;
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for user_texture in self.user_textures.iter_mut().flatten() {
if user_texture.gl_texture.is_none() {
let pixels = std::mem::take(&mut user_texture.pixels);
let gl_texture = gl.create_texture().unwrap();
gl.bind_texture(Gl::TEXTURE_2D, Some(&gl_texture));
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32);
gl.bind_texture(Gl::TEXTURE_2D, Some(&gl_texture));
let level = 0;
let internal_format = Gl::SRGB8_ALPHA8;
let border = 0;
let src_format = Gl::RGBA;
let src_type = Gl::UNSIGNED_BYTE;
gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
Gl::TEXTURE_2D,
level,
internal_format as i32,
user_texture.size.0 as i32,
user_texture.size.1 as i32,
border,
src_format,
src_type,
Some(&pixels),
)
.unwrap();
user_texture.gl_texture = Some(gl_texture);
}
}
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}
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pub fn register_webgl_texture(&mut self, texture: WebGlTexture) -> egui::TextureId {
let id = self.alloc_user_texture_index();
if let Some(Some(user_texture)) = self.user_textures.get_mut(id) {
*user_texture = UserTexture {
size: (0, 0),
pixels: vec![],
gl_texture: Some(texture),
}
}
egui::TextureId::User(id as u64)
}
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fn paint_mesh(&self, mesh: &egui::epaint::Mesh16) -> Result<(), JsValue> {
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debug_assert!(mesh.is_valid());
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let mut positions: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
let mut tex_coords: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
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let mut colors: Vec<u8> = Vec::with_capacity(4 * mesh.vertices.len());
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for v in &mesh.vertices {
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positions.push(v.pos.x);
positions.push(v.pos.y);
tex_coords.push(v.uv.x);
tex_coords.push(v.uv.y);
colors.push(v.color[0]);
colors.push(v.color[1]);
colors.push(v.color[2]);
colors.push(v.color[3]);
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}
// --------------------------------------------------------------------
let gl = &self.gl;
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let indices_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let indices_ptr = mesh.indices.as_ptr() as u32 / 2;
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let indices_array = js_sys::Int16Array::new(&indices_memory_buffer)
.subarray(indices_ptr, indices_ptr + mesh.indices.len() as u32);
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer));
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gl.buffer_data_with_array_buffer_view(
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Gl::ELEMENT_ARRAY_BUFFER,
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&indices_array,
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Gl::STREAM_DRAW,
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);
// --------------------------------------------------------------------
let pos_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let pos_ptr = positions.as_ptr() as u32 / 4;
let pos_array = js_sys::Float32Array::new(&pos_memory_buffer)
.subarray(pos_ptr, pos_ptr + positions.len() as u32);
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gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.pos_buffer));
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &pos_array, Gl::STREAM_DRAW);
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let a_pos_loc = gl.get_attrib_location(&self.program, "a_pos");
assert!(a_pos_loc >= 0);
let a_pos_loc = a_pos_loc as u32;
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let normalize = false;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(a_pos_loc, 2, Gl::FLOAT, normalize, stride, offset);
gl.enable_vertex_attrib_array(a_pos_loc);
// --------------------------------------------------------------------
let tc_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let tc_ptr = tex_coords.as_ptr() as u32 / 4;
let tc_array = js_sys::Float32Array::new(&tc_memory_buffer)
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.subarray(tc_ptr, tc_ptr + tex_coords.len() as u32);
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.tc_buffer));
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &tc_array, Gl::STREAM_DRAW);
let a_tc_loc = gl.get_attrib_location(&self.program, "a_tc");
assert!(a_tc_loc >= 0);
let a_tc_loc = a_tc_loc as u32;
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let normalize = false;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(a_tc_loc, 2, Gl::FLOAT, normalize, stride, offset);
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gl.enable_vertex_attrib_array(a_tc_loc);
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// --------------------------------------------------------------------
let colors_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let colors_ptr = colors.as_ptr() as u32;
let colors_array = js_sys::Uint8Array::new(&colors_memory_buffer)
.subarray(colors_ptr, colors_ptr + colors.len() as u32);
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gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.color_buffer));
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &colors_array, Gl::STREAM_DRAW);
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let a_srgba_loc = gl.get_attrib_location(&self.program, "a_srgba");
assert!(a_srgba_loc >= 0);
let a_srgba_loc = a_srgba_loc as u32;
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let normalize = false;
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let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_srgba_loc,
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4,
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Gl::UNSIGNED_BYTE,
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normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_srgba_loc);
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// --------------------------------------------------------------------
gl.draw_elements_with_i32(
Gl::TRIANGLES,
mesh.indices.len() as i32,
Gl::UNSIGNED_SHORT,
0,
);
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Ok(())
}
}
impl epi::TextureAllocator for WebGl2Painter {
fn alloc_srgba_premultiplied(
&mut self,
size: (usize, usize),
srgba_pixels: &[egui::Color32],
) -> egui::TextureId {
self.alloc_user_texture(size, srgba_pixels)
}
fn free(&mut self, id: egui::TextureId) {
self.free_user_texture(id)
}
}
impl crate::Painter for WebGl2Painter {
fn as_tex_allocator(&mut self) -> &mut dyn epi::TextureAllocator {
self
}
fn debug_info(&self) -> String {
format!(
"Stored canvas size: {} x {}\n\
gl context size: {} x {}",
self.canvas.width(),
self.canvas.height(),
self.gl.drawing_buffer_width(),
self.gl.drawing_buffer_height(),
)
}
/// id of the canvas html element containing the rendering
fn canvas_id(&self) -> &str {
&self.canvas_id
}
fn upload_egui_texture(&mut self, texture: &Texture) {
if self.egui_texture_version == Some(texture.version) {
return; // No change
}
let mut pixels: Vec<u8> = Vec::with_capacity(texture.pixels.len() * 4);
for srgba in texture.srgba_pixels() {
pixels.push(srgba.r());
pixels.push(srgba.g());
pixels.push(srgba.b());
pixels.push(srgba.a());
}
let gl = &self.gl;
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.egui_texture));
let level = 0;
let internal_format = Gl::SRGB8_ALPHA8;
let border = 0;
let src_format = Gl::RGBA;
let src_type = Gl::UNSIGNED_BYTE;
gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
Gl::TEXTURE_2D,
level,
internal_format as i32,
texture.width as i32,
texture.height as i32,
border,
src_format,
src_type,
Some(&pixels),
)
.unwrap();
self.egui_texture_version = Some(texture.version);
}
fn clear(&mut self, clear_color: egui::Rgba) {
let gl = &self.gl;
gl.disable(Gl::SCISSOR_TEST);
let width = self.canvas.width() as i32;
let height = self.canvas.height() as i32;
gl.viewport(0, 0, width, height);
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(Gl::COLOR_BUFFER_BIT);
}
fn paint_meshes(
&mut self,
clipped_meshes: Vec<egui::ClippedMesh>,
pixels_per_point: f32,
) -> Result<(), JsValue> {
self.upload_user_textures();
let gl = &self.gl;
gl.enable(Gl::SCISSOR_TEST);
gl.disable(Gl::CULL_FACE); // egui is not strict about winding order.
gl.enable(Gl::BLEND);
gl.blend_func(Gl::ONE, Gl::ONE_MINUS_SRC_ALPHA); // premultiplied alpha
gl.use_program(Some(&self.program));
gl.active_texture(Gl::TEXTURE0);
let u_screen_size_loc = gl
.get_uniform_location(&self.program, "u_screen_size")
.unwrap();
let screen_size_pixels = vec2(self.canvas.width() as f32, self.canvas.height() as f32);
let screen_size_points = screen_size_pixels / pixels_per_point;
gl.uniform2f(
Some(&u_screen_size_loc),
screen_size_points.x,
screen_size_points.y,
);
let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
gl.uniform1i(Some(&u_sampler_loc), 0);
for egui::ClippedMesh(clip_rect, mesh) in clipped_meshes {
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if let Some(gl_texture) = self.get_texture(mesh.texture_id) {
gl.bind_texture(Gl::TEXTURE_2D, Some(gl_texture));
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;
let clip_min_x = clip_min_x.clamp(0.0, screen_size_pixels.x);
let clip_min_y = clip_min_y.clamp(0.0, screen_size_pixels.y);
let clip_max_x = clip_max_x.clamp(clip_min_x, screen_size_pixels.x);
let clip_max_y = clip_max_y.clamp(clip_min_y, screen_size_pixels.y);
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;
// scissor Y coordinate is from the bottom
gl.scissor(
clip_min_x,
self.canvas.height() as i32 - clip_max_y,
clip_max_x - clip_min_x,
clip_max_y - clip_min_y,
);
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for mesh in mesh.split_to_u16() {
self.paint_mesh(&mesh)?;
}
} else {
crate::console_warn(format!(
"WebGL: Failed to find texture {:?}",
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mesh.texture_id
));
}
}
Ok(())
}
}
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fn compile_shader(
gl: &WebGl2RenderingContext,
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shader_type: u32,
source: &str,
) -> Result<WebGlShader, String> {
let shader = gl
.create_shader(shader_type)
.ok_or_else(|| String::from("Unable to create shader object"))?;
gl.shader_source(&shader, source);
gl.compile_shader(&shader);
if gl
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.get_shader_parameter(&shader, Gl::COMPILE_STATUS)
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.as_bool()
.unwrap_or(false)
{
Ok(shader)
} else {
Err(gl
.get_shader_info_log(&shader)
.unwrap_or_else(|| "Unknown error creating shader".into()))
}
}
fn link_program<'a, T: IntoIterator<Item = &'a WebGlShader>>(
gl: &WebGl2RenderingContext,
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shaders: T,
) -> Result<WebGlProgram, String> {
let program = gl
.create_program()
.ok_or_else(|| String::from("Unable to create shader object"))?;
for shader in shaders {
gl.attach_shader(&program, shader)
}
gl.link_program(&program);
if gl
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.get_program_parameter(&program, Gl::LINK_STATUS)
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.as_bool()
.unwrap_or(false)
{
Ok(program)
} else {
Err(gl
.get_program_info_log(&program)
.unwrap_or_else(|| "Unknown error creating program object".into()))
}
}