Simplify backends by adding fn paint_and_update_textures
helper
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parent
8f887e2ebd
commit
0a46634c13
7 changed files with 73 additions and 42 deletions
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@ -67,14 +67,10 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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std::thread::sleep(std::time::Duration::from_millis(10));
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}
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let (needs_repaint, mut textures_delta, shapes) =
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let (needs_repaint, textures_delta, shapes) =
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integration.update(display.gl_window().window());
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let clipped_meshes = integration.egui_ctx.tessellate(shapes);
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for (id, image_delta) in textures_delta.set {
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painter.set_texture(&display, id, &image_delta);
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}
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// paint:
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{
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use glium::Surface as _;
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@ -82,20 +78,17 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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let color = integration.app.clear_color();
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target.clear_color(color[0], color[1], color[2], color[3]);
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painter.paint_meshes(
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painter.paint_and_update_textures(
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&display,
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&mut target,
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integration.egui_ctx.pixels_per_point(),
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clipped_meshes,
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&textures_delta,
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);
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target.finish().unwrap();
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}
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for id in textures_delta.free.drain(..) {
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painter.free_texture(id);
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}
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{
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*control_flow = if integration.should_quit() {
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glutin::event_loop::ControlFlow::Exit
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@ -157,22 +157,14 @@ impl EguiGlium {
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/// Paint the results of the last call to [`Self::run`].
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pub fn paint<T: glium::Surface>(&mut self, display: &glium::Display, target: &mut T) {
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let shapes = std::mem::take(&mut self.shapes);
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let mut textures_delta = std::mem::take(&mut self.textures_delta);
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for (id, image_delta) in textures_delta.set {
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self.painter.set_texture(display, id, &image_delta);
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}
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let textures_delta = std::mem::take(&mut self.textures_delta);
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let clipped_meshes = self.egui_ctx.tessellate(shapes);
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self.painter.paint_meshes(
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self.painter.paint_and_update_textures(
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display,
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target,
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self.egui_ctx.pixels_per_point(),
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clipped_meshes,
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&textures_delta,
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);
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for id in textures_delta.free.drain(..) {
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self.painter.free_texture(id);
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}
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}
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}
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@ -65,6 +65,25 @@ impl Painter {
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self.max_texture_side
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}
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pub fn paint_and_update_textures<T: glium::Surface>(
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&mut self,
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display: &glium::Display,
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target: &mut T,
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pixels_per_point: f32,
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clipped_meshes: Vec<egui::ClippedMesh>,
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textures_delta: &egui::TexturesDelta,
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) {
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for (id, image_delta) in &textures_delta.set {
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self.set_texture(display, *id, image_delta);
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}
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self.paint_meshes(display, target, pixels_per_point, clipped_meshes);
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for &id in &textures_delta.free {
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self.free_texture(id);
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}
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}
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/// Main entry-point for painting a frame.
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/// You should call `target.clear_color(..)` before
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/// and `target.finish()` after this.
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@ -73,9 +92,9 @@ impl Painter {
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display: &glium::Display,
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target: &mut T,
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pixels_per_point: f32,
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cipped_meshes: Vec<egui::ClippedMesh>,
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clipped_meshes: Vec<egui::ClippedMesh>,
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) {
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for egui::ClippedMesh(clip_rect, mesh) in cipped_meshes {
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for egui::ClippedMesh(clip_rect, mesh) in clipped_meshes {
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self.paint_mesh(target, display, pixels_per_point, clip_rect, &mesh);
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}
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}
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@ -83,14 +83,9 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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std::thread::sleep(std::time::Duration::from_millis(10));
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}
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let (needs_repaint, mut textures_delta, shapes) =
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integration.update(gl_window.window());
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let (needs_repaint, textures_delta, shapes) = integration.update(gl_window.window());
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let clipped_meshes = integration.egui_ctx.tessellate(shapes);
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for (id, image_delta) in textures_delta.set {
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painter.set_texture(&gl, id, &image_delta);
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}
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// paint:
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{
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let color = integration.app.clear_color();
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@ -100,20 +95,17 @@ pub fn run(app: Box<dyn epi::App>, native_options: &epi::NativeOptions) -> ! {
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gl.clear_color(color[0], color[1], color[2], color[3]);
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gl.clear(glow::COLOR_BUFFER_BIT);
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}
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painter.paint_meshes(
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painter.paint_and_update_textures(
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&gl,
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gl_window.window().inner_size().into(),
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integration.egui_ctx.pixels_per_point(),
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clipped_meshes,
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&textures_delta,
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);
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gl_window.swap_buffers().unwrap();
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}
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for id in textures_delta.free.drain(..) {
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painter.free_texture(&gl, id);
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}
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{
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*control_flow = if integration.should_quit() {
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winit::event_loop::ControlFlow::Exit
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@ -270,6 +270,25 @@ impl Painter {
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(width_in_pixels, height_in_pixels)
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}
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pub fn paint_and_update_textures(
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&mut self,
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gl: &glow::Context,
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inner_size: [u32; 2],
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pixels_per_point: f32,
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clipped_meshes: Vec<egui::ClippedMesh>,
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textures_delta: &egui::TexturesDelta,
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) {
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for (id, image_delta) in &textures_delta.set {
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self.set_texture(gl, *id, image_delta);
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}
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self.paint_meshes(gl, inner_size, pixels_per_point, clipped_meshes);
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for &id in &textures_delta.free {
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self.free_texture(gl, id);
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}
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}
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/// Main entry-point for painting a frame.
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/// You should call `target.clear_color(..)` before
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/// and `target.finish()` after this.
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@ -294,17 +294,14 @@ impl AppRunner {
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/// Paint the results of the last call to [`Self::logic`].
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pub fn paint(&mut self, clipped_meshes: Vec<egui::ClippedMesh>) -> Result<(), JsValue> {
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let textures_delta = std::mem::take(&mut self.textures_delta);
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for (id, image_delta) in textures_delta.set {
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self.painter.set_texture(id, &image_delta);
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}
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self.painter.clear(self.app.clear_color());
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self.painter
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.paint_meshes(clipped_meshes, self.egui_ctx.pixels_per_point())?;
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for id in textures_delta.free {
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self.painter.free_texture(id);
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}
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self.painter.paint_and_update_textures(
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clipped_meshes,
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self.egui_ctx.pixels_per_point(),
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&textures_delta,
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)?;
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Ok(())
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}
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@ -22,4 +22,23 @@ pub trait Painter {
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) -> Result<(), JsValue>;
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fn name(&self) -> &'static str;
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fn paint_and_update_textures(
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&mut self,
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clipped_meshes: Vec<egui::ClippedMesh>,
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pixels_per_point: f32,
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textures_delta: &egui::TexturesDelta,
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) -> Result<(), JsValue> {
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for (id, image_delta) in &textures_delta.set {
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self.set_texture(*id, image_delta);
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}
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self.paint_meshes(clipped_meshes, pixels_per_point)?;
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for &id in &textures_delta.free {
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self.free_texture(id);
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}
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Ok(())
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}
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}
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