Reintroduce color fixes to WebGL1 backend, but only if sRGB textures are supported (#652)
Also removed the 300es shaders, as they'd be identical to the 100es ones.
This commit is contained in:
parent
c510899019
commit
3a634ff46e
9 changed files with 224 additions and 27 deletions
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@ -39,7 +39,7 @@ impl epi::App for ColorTest {
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if frame.is_web() {
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ui.colored_label(
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RED,
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"NOTE: The WebGL1 backend does NOT pass the color test. The WebGL2 backend does."
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"NOTE: The WebGL1 backend without sRGB support does NOT pass the color test.",
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);
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ui.separator();
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}
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@ -6,7 +6,7 @@ All notable changes to the `egui_web` integration will be noted in this file.
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## Unreleased
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### Fixed 🐛
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* Fix alpha blending for WebGL2 backend, now having identical results as egui_glium
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* Fix alpha blending for WebGL2 and WebGL1 with sRGB support backends, now having identical results as egui_glium
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## 0.14.0 - 2021-08-24
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@ -73,6 +73,7 @@ features = [
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"Event",
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"EventListener",
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"EventTarget",
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"ExtSRgb",
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"File",
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"FileList",
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"FocusEvent",
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@ -1,7 +1,10 @@
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use {
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js_sys::WebAssembly,
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wasm_bindgen::{prelude::*, JsCast},
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web_sys::{WebGlBuffer, WebGlProgram, WebGlRenderingContext, WebGlShader, WebGlTexture},
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web_sys::{
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ExtSRgb, WebGlBuffer, WebGlFramebuffer, WebGlProgram, WebGlRenderingContext, WebGlShader,
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WebGlTexture,
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},
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};
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use egui::{
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@ -20,6 +23,8 @@ pub struct WebGlPainter {
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pos_buffer: WebGlBuffer,
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tc_buffer: WebGlBuffer,
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color_buffer: WebGlBuffer,
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texture_format: u32,
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post_process: Option<PostProcess>,
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egui_texture: WebGlTexture,
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egui_texture_version: Option<u64>,
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@ -57,18 +62,41 @@ impl WebGlPainter {
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32);
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32);
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/vertex_100es.glsl"),
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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include_str!("shader/fragment_100es.glsl"),
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)?;
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let srgb_supported = matches!(gl.get_extension("EXT_sRGB"), Ok(Some(_)));
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let (texture_format, program, post_process) = if srgb_supported {
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/main_vertex_100es.glsl"),
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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include_str!("shader/main_fragment_100es.glsl"),
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)?;
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
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let post_process =
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PostProcess::new(gl.clone(), canvas.width() as i32, canvas.height() as i32)?;
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(ExtSRgb::SRGB_ALPHA_EXT, program, Some(post_process))
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} else {
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/vertex_100es.glsl"),
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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include_str!("shader/fragment_100es.glsl"),
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)?;
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
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(Gl::RGBA, program, None)
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};
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
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let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
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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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@ -83,6 +111,8 @@ impl WebGlPainter {
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pos_buffer,
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tc_buffer,
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color_buffer,
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texture_format,
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post_process,
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egui_texture,
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egui_texture_version: None,
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user_textures: Default::default(),
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@ -169,11 +199,10 @@ impl WebGlPainter {
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gl.bind_texture(Gl::TEXTURE_2D, Some(&gl_texture));
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// TODO: https://developer.mozilla.org/en-US/docs/Web/API/EXT_sRGB
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let level = 0;
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let internal_format = Gl::RGBA;
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let internal_format = self.texture_format;
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let border = 0;
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let src_format = Gl::RGBA;
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let src_format = self.texture_format;
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let src_type = Gl::UNSIGNED_BYTE;
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gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
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Gl::TEXTURE_2D,
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@ -366,9 +395,13 @@ impl crate::Painter for WebGlPainter {
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return; // No change
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}
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let gamma = if self.post_process.is_none() {
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1.0 / 2.2 // HACK due to non-linear framebuffer blending.
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} else {
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1.0 // post process enables linear blending
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};
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let mut pixels: Vec<u8> = Vec::with_capacity(texture.pixels.len() * 4);
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let font_gamma = 1.0 / 2.2; // HACK due to non-linear framebuffer blending.
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for srgba in texture.srgba_pixels(font_gamma) {
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for srgba in texture.srgba_pixels(gamma) {
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pixels.push(srgba.r());
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pixels.push(srgba.g());
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pixels.push(srgba.b());
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@ -378,12 +411,10 @@ impl crate::Painter for WebGlPainter {
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let gl = &self.gl;
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gl.bind_texture(Gl::TEXTURE_2D, Some(&self.egui_texture));
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// TODO: https://developer.mozilla.org/en-US/docs/Web/API/EXT_sRGB
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// https://www.khronos.org/registry/webgl/extensions/EXT_sRGB/
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let level = 0;
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let internal_format = Gl::RGBA;
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let internal_format = self.texture_format;
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let border = 0;
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let src_format = Gl::RGBA;
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let src_format = self.texture_format;
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let src_type = Gl::UNSIGNED_BYTE;
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gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
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Gl::TEXTURE_2D,
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@ -429,6 +460,10 @@ impl crate::Painter for WebGlPainter {
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let gl = &self.gl;
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if let Some(ref mut post_process) = self.post_process {
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post_process.begin(self.canvas.width() as i32, self.canvas.height() as i32)?;
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}
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gl.enable(Gl::SCISSOR_TEST);
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gl.disable(Gl::CULL_FACE); // egui is not strict about winding order.
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gl.enable(Gl::BLEND);
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@ -485,10 +520,171 @@ impl crate::Painter for WebGlPainter {
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));
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}
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}
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if let Some(ref post_process) = self.post_process {
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post_process.end();
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}
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Ok(())
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}
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}
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struct PostProcess {
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gl: Gl,
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pos_buffer: WebGlBuffer,
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a_pos_loc: u32,
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index_buffer: WebGlBuffer,
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texture: WebGlTexture,
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texture_size: (i32, i32),
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fbo: WebGlFramebuffer,
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program: WebGlProgram,
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}
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impl PostProcess {
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fn new(gl: Gl, width: i32, height: i32) -> Result<PostProcess, JsValue> {
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let fbo = gl
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.create_framebuffer()
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.ok_or("failed to create framebuffer")?;
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gl.bind_framebuffer(Gl::FRAMEBUFFER, Some(&fbo));
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let texture = gl.create_texture().unwrap();
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gl.bind_texture(Gl::TEXTURE_2D, Some(&texture));
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32);
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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::NEAREST as i32);
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::NEAREST as i32);
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gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
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gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
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Gl::TEXTURE_2D,
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0,
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ExtSRgb::SRGB_ALPHA_EXT as i32,
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width,
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height,
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0,
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ExtSRgb::SRGB_ALPHA_EXT,
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Gl::UNSIGNED_BYTE,
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None,
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)
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.unwrap();
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gl.framebuffer_texture_2d(
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Gl::FRAMEBUFFER,
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Gl::COLOR_ATTACHMENT0,
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Gl::TEXTURE_2D,
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Some(&texture),
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0,
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);
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gl.bind_texture(Gl::TEXTURE_2D, None);
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gl.bind_framebuffer(Gl::FRAMEBUFFER, None);
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/post_vertex_100es.glsl"),
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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include_str!("shader/post_fragment_100es.glsl"),
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)?;
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
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let positions = vec![0u8, 0, 1, 0, 0, 1, 1, 1];
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let indices = vec![0u8, 1, 2, 1, 2, 3];
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let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?;
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gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&pos_buffer));
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gl.buffer_data_with_u8_array(Gl::ARRAY_BUFFER, &positions, Gl::STATIC_DRAW);
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gl.bind_buffer(Gl::ARRAY_BUFFER, None);
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let a_pos_loc = gl.get_attrib_location(&program, "a_pos");
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assert!(a_pos_loc >= 0);
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let a_pos_loc = a_pos_loc as u32;
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let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&index_buffer));
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gl.buffer_data_with_u8_array(Gl::ELEMENT_ARRAY_BUFFER, &indices, Gl::STATIC_DRAW);
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, None);
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Ok(PostProcess {
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gl,
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pos_buffer,
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a_pos_loc,
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index_buffer,
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texture,
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texture_size: (width, height),
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fbo,
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program,
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})
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}
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fn begin(&mut self, width: i32, height: i32) -> Result<(), JsValue> {
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let gl = &self.gl;
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if (width, height) != self.texture_size {
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gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
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gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
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gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
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Gl::TEXTURE_2D,
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0,
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ExtSRgb::SRGB_ALPHA_EXT as i32,
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width,
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height,
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0,
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ExtSRgb::SRGB_ALPHA_EXT,
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Gl::UNSIGNED_BYTE,
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None,
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)?;
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gl.bind_texture(Gl::TEXTURE_2D, None);
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self.texture_size = (width, height);
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}
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gl.bind_framebuffer(Gl::FRAMEBUFFER, Some(&self.fbo));
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Ok(())
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}
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fn end(&self) {
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let gl = &self.gl;
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gl.bind_framebuffer(Gl::FRAMEBUFFER, None);
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gl.disable(Gl::SCISSOR_TEST);
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gl.use_program(Some(&self.program));
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gl.active_texture(Gl::TEXTURE0);
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gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
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let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
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gl.uniform1i(Some(&u_sampler_loc), 0);
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gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.pos_buffer));
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gl.vertex_attrib_pointer_with_i32(self.a_pos_loc, 2, Gl::UNSIGNED_BYTE, false, 0, 0);
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gl.enable_vertex_attrib_array(self.a_pos_loc);
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer));
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gl.draw_elements_with_i32(Gl::TRIANGLES, 6, Gl::UNSIGNED_BYTE, 0);
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, None);
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gl.bind_buffer(Gl::ARRAY_BUFFER, None);
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gl.bind_texture(Gl::TEXTURE_2D, None);
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gl.use_program(None);
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}
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}
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impl Drop for PostProcess {
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fn drop(&mut self) {
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let gl = &self.gl;
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gl.delete_buffer(Some(&self.pos_buffer));
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gl.delete_buffer(Some(&self.index_buffer));
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gl.delete_program(Some(&self.program));
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gl.delete_framebuffer(Some(&self.fbo));
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gl.delete_texture(Some(&self.texture));
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}
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}
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fn compile_shader(
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gl: &WebGlRenderingContext,
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shader_type: u32,
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@ -66,12 +66,12 @@ impl WebGl2Painter {
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/main_vertex_300es.glsl"),
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include_str!("shader/main_vertex_100es.glsl"),
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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include_str!("shader/main_fragment_300es.glsl"),
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include_str!("shader/main_fragment_100es.glsl"),
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)?;
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
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@ -555,12 +555,12 @@ impl PostProcess {
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/post_vertex_300es.glsl"),
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include_str!("shader/post_vertex_100es.glsl"),
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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include_str!("shader/post_fragment_300es.glsl"),
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include_str!("shader/post_fragment_100es.glsl"),
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)?;
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
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Loading…
Reference in a new issue