egui/egui_glium/src/painter.rs

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#![allow(deprecated)] // legacy implement_vertex macro
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use {
egui::{
math::clamp,
paint::{PaintJobs, Triangles},
Rect, Srgba,
},
glium::{
implement_vertex,
index::PrimitiveType,
program,
texture::{self, srgb_texture2d::SrgbTexture2d},
uniform,
uniforms::SamplerWrapFunction,
Frame, Surface,
},
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};
pub struct Painter {
program: glium::Program,
egui_texture: SrgbTexture2d,
egui_texture_version: Option<u64>,
user_textures: Vec<UserTexture>,
}
#[derive(Default)]
struct UserTexture {
/// Pending upload (will be emptied later).
/// This is the format glium likes.
pixels: Vec<Vec<(u8, u8, u8, u8)>>,
/// Lazily uploaded
texture: Option<SrgbTexture2d>,
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}
impl Painter {
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pub fn new(facade: &dyn glium::backend::Facade) -> Painter {
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let program = program!(facade,
140 => {
vertex: "
#version 140
uniform vec2 u_screen_size;
in vec2 a_pos;
in vec4 a_srgba;
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in vec2 a_tc;
out vec4 v_rgba;
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out vec2 v_tc;
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, cutoff);
}
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
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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);
v_rgba = linear_from_srgba(a_srgba);
v_tc = a_tc;
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}
",
fragment: "
#version 140
uniform sampler2D u_sampler;
in vec4 v_rgba;
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in vec2 v_tc;
out vec4 f_color;
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void main() {
// glium expects linear rgba
f_color = v_rgba * texture(u_sampler, v_tc);
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}
"
},
110 => {
vertex: "
#version 110
uniform vec2 u_screen_size;
attribute vec2 a_pos;
attribute vec4 a_srgba;
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attribute vec2 a_tc;
varying vec4 v_rgba;
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varying vec2 v_tc;
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, cutoff);
}
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
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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);
v_rgba = linear_from_srgba(a_srgba);
v_tc = a_tc;
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}
",
fragment: "
#version 110
uniform sampler2D u_sampler;
varying vec4 v_rgba;
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varying vec2 v_tc;
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void main() {
// glium expects linear rgba
gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
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}
",
},
100 => {
vertex: "
#version 100
uniform mediump vec2 u_screen_size;
attribute mediump vec2 a_pos;
attribute mediump vec4 a_srgba;
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attribute mediump vec2 a_tc;
varying mediump vec4 v_rgba;
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varying mediump vec2 v_tc;
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, cutoff);
}
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
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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);
v_rgba = linear_from_srgba(a_srgba);
v_tc = a_tc;
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}
",
fragment: "
#version 100
uniform sampler2D u_sampler;
varying mediump vec4 v_rgba;
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varying mediump vec2 v_tc;
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void main() {
// glium expects linear rgba
gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
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}
",
},
)
.unwrap();
let pixels = vec![vec![255u8, 0u8], vec![0u8, 255u8]];
let format = texture::SrgbFormat::U8U8U8U8;
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let mipmaps = texture::MipmapsOption::NoMipmap;
let egui_texture = SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap();
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Painter {
program,
egui_texture,
egui_texture_version: None,
user_textures: Default::default(),
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}
}
pub fn new_user_texture(&mut self, size: (usize, usize), pixels: &[Srgba]) -> egui::TextureId {
assert_eq!(size.0 * size.1, pixels.len());
let pixels: Vec<Vec<(u8, u8, u8, u8)>> = pixels
.chunks(size.0 as usize)
.map(|row| row.iter().map(|srgba| srgba.to_tuple()).collect())
.collect();
let id = egui::TextureId::User(self.user_textures.len() as u64);
self.user_textures.push(UserTexture {
pixels,
texture: None,
});
id
}
fn upload_egui_texture(
&mut self,
facade: &dyn glium::backend::Facade,
texture: &egui::Texture,
) {
if self.egui_texture_version == Some(texture.version) {
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return; // No change
}
let pixels: Vec<Vec<(u8, u8, u8, u8)>> = texture
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.pixels
.chunks(texture.width as usize)
.map(|row| {
row.iter()
.map(|&a| Srgba::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 = SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap();
self.egui_texture_version = Some(texture.version);
}
fn upload_user_textures(&mut self, facade: &dyn glium::backend::Facade) {
for user_texture in &mut self.user_textures {
if user_texture.texture.is_none() {
let pixels = std::mem::take(&mut user_texture.pixels);
let format = texture::SrgbFormat::U8U8U8U8;
let mipmaps = texture::MipmapsOption::NoMipmap;
user_texture.texture =
Some(SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap());
}
}
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}
pub fn paint_jobs(
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&mut self,
display: &glium::Display,
jobs: PaintJobs,
texture: &egui::Texture,
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) {
self.upload_egui_texture(display, texture);
self.upload_user_textures(display);
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let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 0.0);
for (clip_rect, triangles) in jobs {
self.paint_job(&mut target, display, clip_rect, &triangles)
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}
target.finish().unwrap();
}
fn get_texture(&self, texture_id: egui::TextureId) -> &SrgbTexture2d {
match texture_id {
egui::TextureId::Egui => &self.egui_texture,
egui::TextureId::User(id) => {
let id = id as usize;
assert!(id < self.user_textures.len());
let texture = self.user_textures[id].texture.as_ref();
texture.expect("Should have been uploaded")
}
}
}
#[inline(never)] // Easier profiling
fn paint_job(
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&mut self,
target: &mut Frame,
display: &glium::Display,
clip_rect: Rect,
triangles: &Triangles,
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) {
debug_assert!(triangles.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> = triangles
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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();
glium::VertexBuffer::new(display, &vertices).unwrap()
};
let indices: Vec<u32> = triangles.indices.iter().map(|idx| *idx as u32).collect();
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let index_buffer =
glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &indices).unwrap();
let pixels_per_point = display.gl_window().window().scale_factor() as f32;
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let (width_pixels, height_pixels) = display.get_framebuffer_dimensions();
let width_points = width_pixels as f32 / pixels_per_point;
let height_points = height_pixels as f32 / pixels_per_point;
let texture = self.get_texture(triangles.texture_id);
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let uniforms = uniform! {
u_screen_size: [width_points, height_points],
u_sampler: texture.sampled().wrap_function(SamplerWrapFunction::Clamp),
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};
// Egui outputs colors with premultiplied alpha:
let blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
};
let blend = glium::Blend {
color: blend_func,
alpha: blend_func,
..Default::default()
};
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 = clamp(clip_min_x, 0.0..=width_pixels as f32);
let clip_min_y = clamp(clip_min_y, 0.0..=height_pixels as f32);
let clip_max_x = clamp(clip_max_x, clip_min_x..=width_pixels as f32);
let clip_max_y = clamp(clip_max_y, clip_min_y..=height_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;
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let params = glium::DrawParameters {
blend,
scissor: Some(glium::Rect {
left: clip_min_x,
bottom: height_pixels - clip_max_y,
width: clip_max_x - clip_min_x,
height: clip_max_y - clip_min_y,
}),
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..Default::default()
};
target
.draw(
&vertex_buffer,
&index_buffer,
&self.program,
&uniforms,
&params,
)
.unwrap();
}
}