egui/emigui_wasm/src/webgl.rs

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Rust
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use {
js_sys::WebAssembly,
wasm_bindgen::{prelude::*, JsCast},
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web_sys::{WebGlBuffer, WebGlProgram, WebGlRenderingContext, WebGlShader, WebGlTexture},
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};
use emigui::{vec2, Color, PaintBatches, Pos2, Texture, Triangles};
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type Gl = WebGlRenderingContext;
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pub struct Painter {
canvas: web_sys::HtmlCanvasElement,
gl: WebGlRenderingContext,
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texture: WebGlTexture,
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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,
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tex_size: (u16, u16),
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current_texture_id: Option<u64>,
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}
impl Painter {
pub 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(),
)
}
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pub fn new(canvas_id: &str) -> Result<Painter, JsValue> {
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let document = web_sys::window().unwrap().document().unwrap();
let canvas = document.get_element_by_id(canvas_id).unwrap();
let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
let gl = canvas
.get_context("webgl")?
.unwrap()
.dyn_into::<WebGlRenderingContext>()?;
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// --------------------------------------------------------------------
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let gl_texture = gl.create_texture().unwrap();
gl.bind_texture(Gl::TEXTURE_2D, Some(&gl_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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// --------------------------------------------------------------------
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let vert_shader = compile_shader(
&gl,
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Gl::VERTEX_SHADER,
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r#"
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uniform vec4 u_clip_rect; // min_x, min_y, max_x, max_y
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uniform vec2 u_screen_size;
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uniform vec2 u_tex_size;
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attribute vec2 a_pos;
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attribute vec2 a_tc;
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attribute vec4 a_color;
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varying vec2 v_pos;
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varying vec4 v_color;
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varying vec2 v_tc;
varying vec4 v_clip_rect;
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void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
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v_pos = a_pos;
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v_color = a_color;
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v_tc = a_tc / u_tex_size;
v_clip_rect = u_clip_rect;
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}
"#,
)?;
let frag_shader = compile_shader(
&gl,
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Gl::FRAGMENT_SHADER,
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r#"
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uniform sampler2D u_sampler;
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precision highp float;
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varying vec2 v_pos;
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varying vec4 v_color;
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varying vec2 v_tc;
varying vec4 v_clip_rect;
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void main() {
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if (v_pos.x < v_clip_rect.x) { discard; }
if (v_pos.y < v_clip_rect.y) { discard; }
if (v_pos.x > v_clip_rect.z) { discard; }
if (v_pos.y > v_clip_rect.w) { discard; }
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gl_FragColor = v_color;
gl_FragColor *= texture2D(u_sampler, v_tc).a;
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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(Painter {
canvas,
gl,
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texture: gl_texture,
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program,
index_buffer,
pos_buffer,
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tc_buffer,
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color_buffer,
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tex_size: (0, 0),
current_texture_id: None,
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})
}
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fn upload_texture(&mut self, texture: &Texture) {
if self.current_texture_id == Some(texture.id) {
return; // No change
}
let gl = &self.gl;
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
let level = 0;
let internal_format = Gl::ALPHA;
let border = 0;
let src_format = Gl::ALPHA;
let src_type = Gl::UNSIGNED_BYTE;
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(&texture.pixels),
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)
.unwrap();
self.tex_size = (texture.width as u16, texture.height as u16);
self.current_texture_id = Some(texture.id);
}
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pub fn paint_batches(
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&mut self,
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bg_color: Color,
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batches: PaintBatches,
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texture: &Texture,
pixels_per_point: f32,
) -> Result<(), JsValue> {
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self.upload_texture(texture);
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let gl = &self.gl;
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gl.enable(Gl::BLEND);
gl.blend_func(Gl::ONE, Gl::ONE_MINUS_SRC_ALPHA); // premultiplied alpha
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gl.use_program(Some(&self.program));
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gl.active_texture(Gl::TEXTURE0);
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
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let u_clip_rect_loc = gl
.get_uniform_location(&self.program, "u_clip_rect")
.unwrap();
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_tex_size_loc = gl
.get_uniform_location(&self.program, "u_tex_size")
.unwrap();
gl.uniform2f(
Some(&u_tex_size_loc),
f32::from(self.tex_size.0),
f32::from(self.tex_size.1),
);
let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
gl.uniform1i(Some(&u_sampler_loc), 0);
gl.viewport(
0,
0,
self.canvas.width() as i32,
self.canvas.height() as i32,
);
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gl.clear_color(
bg_color.r as f32 / 255.0,
bg_color.g as f32 / 255.0,
bg_color.b as f32 / 255.0,
bg_color.a as f32 / 255.0,
);
gl.clear(Gl::COLOR_BUFFER_BIT);
for (clip_rect, triangles) in batches {
// Avoid infinities in shader:
let clip_min = clip_rect.min.max(Pos2::default());
let clip_max = clip_rect.max.min(Pos2::default() + screen_size_points);
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gl.uniform4f(
Some(&u_clip_rect_loc),
clip_min.x,
clip_min.y,
clip_max.x,
clip_max.y,
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);
for triangles in triangles.split_to_u16() {
self.paint_triangles(&triangles)?;
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}
}
Ok(())
}
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fn paint_triangles(&self, triangles: &Triangles) -> Result<(), JsValue> {
let indices: Vec<u16> = triangles.indices.iter().map(|idx| *idx as u16).collect();
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let mut positions: Vec<f32> = Vec::with_capacity(2 * triangles.vertices.len());
let mut tex_coords: Vec<u16> = Vec::with_capacity(2 * triangles.vertices.len());
for v in &triangles.vertices {
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positions.push(v.pos.x);
positions.push(v.pos.y);
tex_coords.push(v.uv.0);
tex_coords.push(v.uv.1);
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}
let mut colors: Vec<u8> = Vec::with_capacity(4 * triangles.vertices.len());
for v in &triangles.vertices {
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colors.push(v.color.r);
colors.push(v.color.g);
colors.push(v.color.b);
colors.push(v.color.a);
}
// --------------------------------------------------------------------
let gl = &self.gl;
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let indices_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let indices_ptr = indices.as_ptr() as u32 / 2;
let indices_array = js_sys::Int16Array::new(&indices_memory_buffer)
.subarray(indices_ptr, indices_ptr + 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 / 2;
let tc_array = js_sys::Uint16Array::new(&tc_memory_buffer)
.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(
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a_tc_loc,
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2,
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Gl::UNSIGNED_SHORT,
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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_color_loc = gl.get_attrib_location(&self.program, "a_color");
assert!(a_color_loc >= 0);
let a_color_loc = a_color_loc as u32;
let normalize = true;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_color_loc,
4,
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Gl::UNSIGNED_BYTE,
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normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_color_loc);
// --------------------------------------------------------------------
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gl.draw_elements_with_i32(Gl::TRIANGLES, indices.len() as i32, Gl::UNSIGNED_SHORT, 0);
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Ok(())
}
}
fn compile_shader(
gl: &WebGlRenderingContext,
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: &WebGlRenderingContext,
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()))
}
}