Mesh::split_to_u16 now returns a 16-bit indexed Mesh16

This commit is contained in:
Emil Ernerfeldt 2021-01-25 22:06:06 +01:00
parent b493bc6efc
commit 2a10747843
5 changed files with 77 additions and 22 deletions

View file

@ -24,6 +24,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
* `DragValue::range` is now called `clamp_range` and also clamps incoming values.
* Renamed `Triangles` to `Mesh`.
* The tesselator now wraps the clip rectangle and mesh in `struct ClippedMesh(Rect, Mesh)`.
* `Mesh::split_to_u16` now returns a 16-bit indexed `Mesh16`.
### Fixed 🐛

View file

@ -6,7 +6,7 @@ use {
use egui::{
math::clamp,
paint::{Color32, Mesh, Texture},
paint::{Color32, Texture},
vec2,
};
@ -265,9 +265,8 @@ impl WebGlPainter {
}
}
fn paint_mesh(&self, mesh: &Mesh) -> Result<(), JsValue> {
fn paint_mesh(&self, mesh: &egui::paint::Mesh16) -> Result<(), JsValue> {
debug_assert!(mesh.is_valid());
let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
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());
@ -293,9 +292,9 @@ impl WebGlPainter {
let indices_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let indices_ptr = indices.as_ptr() as u32 / 2;
let indices_ptr = mesh.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);
.subarray(indices_ptr, indices_ptr + mesh.indices.len() as u32);
gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer));
gl.buffer_data_with_array_buffer_view(
@ -379,7 +378,12 @@ impl WebGlPainter {
// --------------------------------------------------------------------
gl.draw_elements_with_i32(Gl::TRIANGLES, indices.len() as i32, Gl::UNSIGNED_SHORT, 0);
gl.draw_elements_with_i32(
Gl::TRIANGLES,
mesh.indices.len() as i32,
Gl::UNSIGNED_SHORT,
0,
);
Ok(())
}

View file

@ -8,7 +8,7 @@ use {
use egui::{
math::clamp,
paint::{Color32, Mesh, Texture},
paint::{Color32, Texture},
vec2,
};
@ -255,9 +255,8 @@ impl WebGl2Painter {
}
}
fn paint_mesh(&self, mesh: &Mesh) -> Result<(), JsValue> {
fn paint_mesh(&self, mesh: &egui::paint::Mesh16) -> Result<(), JsValue> {
debug_assert!(mesh.is_valid());
let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
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());
@ -283,9 +282,9 @@ impl WebGl2Painter {
let indices_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let indices_ptr = indices.as_ptr() as u32 / 2;
let indices_ptr = mesh.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);
.subarray(indices_ptr, indices_ptr + mesh.indices.len() as u32);
gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer));
gl.buffer_data_with_array_buffer_view(
@ -369,7 +368,12 @@ impl WebGl2Painter {
// --------------------------------------------------------------------
gl.draw_elements_with_i32(Gl::TRIANGLES, indices.len() as i32, Gl::UNSIGNED_SHORT, 0);
gl.draw_elements_with_i32(
Gl::TRIANGLES,
mesh.indices.len() as i32,
Gl::UNSIGNED_SHORT,
0,
);
Ok(())
}

View file

@ -57,7 +57,7 @@ mod texture_atlas;
pub use {
color::{Color32, Rgba},
mesh::{Mesh, Vertex},
mesh::{Mesh, Mesh16, Vertex},
shadow::Shadow,
shape::Shape,
stats::PaintStats,

View file

@ -25,6 +25,8 @@ pub struct Vertex {
pub struct Mesh {
/// Draw as triangles (i.e. the length is always multiple of three).
///
/// If you only support 16-bit indices you can use [`Mesh::split_to_u16`].
///
/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
pub indices: Vec<u32>,
@ -51,8 +53,12 @@ impl Mesh {
/// Are all indices within the bounds of the contained vertices?
pub fn is_valid(&self) -> bool {
if self.vertices.len() <= u32::MAX as usize {
let n = self.vertices.len() as u32;
self.indices.iter().all(|&i| i < n)
} else {
false
}
}
pub fn is_empty(&self) -> bool {
@ -149,13 +155,20 @@ impl Mesh {
/// This is for platforms that only support 16-bit index buffers.
///
/// Splits this mesh into many smaller meshes (if needed).
/// All the returned meshes will have indices that fit into a `u16`.
pub fn split_to_u16(self) -> Vec<Mesh> {
/// Splits this mesh into many smaller meshes (if needed)
/// where the smaller meshes have 16-bit indices.
pub fn split_to_u16(self) -> Vec<Mesh16> {
debug_assert!(self.is_valid());
const MAX_SIZE: u32 = 1 << 16;
if self.vertices.len() < MAX_SIZE as usize {
return vec![self]; // Common-case optimization
// Common-case optimization:
return vec![Mesh16 {
indices: self.indices.iter().map(|&i| i as u16).collect(),
vertices: self.vertices,
texture_id: self.texture_id,
}];
}
let mut output = vec![];
@ -190,14 +203,17 @@ impl Mesh {
MAX_SIZE
);
output.push(Mesh {
use std::convert::TryFrom;
let mesh = Mesh16 {
indices: self.indices[span_start..index_cursor]
.iter()
.map(|vi| vi - min_vindex)
.map(|vi| u16::try_from(vi - min_vindex).unwrap())
.collect(),
vertices: self.vertices[(min_vindex as usize)..=(max_vindex as usize)].to_vec(),
texture_id: self.texture_id,
});
};
debug_assert!(mesh.is_valid());
output.push(mesh);
}
output
}
@ -209,3 +225,33 @@ impl Mesh {
}
}
}
// ----------------------------------------------------------------------------
/// A version of [`Mesh`] that uses 16-bit indices.
///
/// This is produced by [`Mesh::split_to_u16`] and is meant to be used for legacy render backends.
pub struct Mesh16 {
/// Draw as triangles (i.e. the length is always multiple of three).
///
/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
pub indices: Vec<u16>,
/// The vertex data indexed by `indices`.
pub vertices: Vec<Vertex>,
/// The texture to use when drawing these triangles.
pub texture_id: TextureId,
}
impl Mesh16 {
/// Are all indices within the bounds of the contained vertices?
pub fn is_valid(&self) -> bool {
if self.vertices.len() <= u16::MAX as usize {
let n = self.vertices.len() as u16;
self.indices.iter().all(|&i| i < n)
} else {
false
}
}
}