[backend] use hardware scissor rect in WebGL and glium
This commit is contained in:
parent
c204922a3a
commit
520e42c11c
3 changed files with 43 additions and 60 deletions
|
@ -68,7 +68,7 @@ Add extremely quick animations for some things, maybe 2-3 frames. For instance:
|
|||
* [x] Use clip rectangles when painting
|
||||
* [x] Use clip rectangles when interacting
|
||||
* [x] Adjust clip rects so edges of child widgets aren't clipped
|
||||
* [ ] Use HW clip rects
|
||||
* [x] Use HW clip rects
|
||||
|
||||
### Modularity
|
||||
* [x] `trait Widget` (`Label`, `Slider`, `Checkbox`, ...)
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
use {
|
||||
egui::{
|
||||
math::clamp,
|
||||
paint::{PaintBatches, Triangles},
|
||||
Rect,
|
||||
},
|
||||
|
@ -20,36 +21,29 @@ impl Painter {
|
|||
140 => {
|
||||
vertex: "
|
||||
#version 140
|
||||
uniform vec4 u_clip_rect; // min_x, min_y, max_x, max_y
|
||||
uniform vec2 u_screen_size;
|
||||
uniform vec2 u_tex_size;
|
||||
in vec2 a_pos;
|
||||
in vec4 a_color;
|
||||
in vec2 a_tc;
|
||||
out vec2 v_pos;
|
||||
out vec4 v_color;
|
||||
out vec2 v_tc;
|
||||
out vec4 v_clip_rect;
|
||||
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_pos = a_pos;
|
||||
v_color = a_color / 255.0;
|
||||
v_tc = a_tc / u_tex_size;
|
||||
v_clip_rect = u_clip_rect;
|
||||
}
|
||||
",
|
||||
|
||||
fragment: "
|
||||
#version 140
|
||||
uniform sampler2D u_sampler;
|
||||
in vec2 v_pos;
|
||||
in vec4 v_color;
|
||||
in vec2 v_tc;
|
||||
in vec4 v_clip_rect;
|
||||
out vec4 f_color;
|
||||
|
||||
// glium expects linear output.
|
||||
|
@ -61,10 +55,6 @@ impl Painter {
|
|||
}
|
||||
|
||||
void main() {
|
||||
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; }
|
||||
f_color = v_color;
|
||||
f_color.rgb = linear_from_srgb(f_color.rgb);
|
||||
f_color *= texture(u_sampler, v_tc).r;
|
||||
|
@ -75,36 +65,29 @@ impl Painter {
|
|||
110 => {
|
||||
vertex: "
|
||||
#version 110
|
||||
uniform vec4 u_clip_rect; // min_x, min_y, max_x, max_y
|
||||
uniform vec2 u_screen_size;
|
||||
uniform vec2 u_tex_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec4 a_color;
|
||||
attribute vec2 a_tc;
|
||||
varying vec2 v_pos;
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_tc;
|
||||
varying vec4 v_clip_rect;
|
||||
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_pos = a_pos;
|
||||
v_color = a_color / 255.0;
|
||||
v_tc = a_tc / u_tex_size;
|
||||
v_clip_rect = u_clip_rect;
|
||||
}
|
||||
",
|
||||
|
||||
fragment: "
|
||||
#version 110
|
||||
uniform sampler2D u_sampler;
|
||||
varying vec2 v_pos;
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_tc;
|
||||
varying vec4 v_clip_rect;
|
||||
|
||||
// glium expects linear output.
|
||||
vec3 linear_from_srgb(vec3 srgb) {
|
||||
|
@ -115,10 +98,6 @@ impl Painter {
|
|||
}
|
||||
|
||||
void main() {
|
||||
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; }
|
||||
gl_FragColor = v_color;
|
||||
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
|
||||
gl_FragColor *= texture2D(u_sampler, v_tc).r;
|
||||
|
@ -129,36 +108,29 @@ impl Painter {
|
|||
100 => {
|
||||
vertex: "
|
||||
#version 100
|
||||
uniform mediump vec4 u_clip_rect; // min_x, min_y, max_x, max_y
|
||||
uniform mediump vec2 u_screen_size;
|
||||
uniform mediump vec2 u_tex_size;
|
||||
attribute mediump vec2 a_pos;
|
||||
attribute mediump vec4 a_color;
|
||||
attribute mediump vec2 a_tc;
|
||||
varying mediump vec2 v_pos;
|
||||
varying mediump vec4 v_color;
|
||||
varying mediump vec2 v_tc;
|
||||
varying mediump vec4 v_clip_rect;
|
||||
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_pos = a_pos;
|
||||
v_color = a_color / 255.0;
|
||||
v_tc = a_tc / u_tex_size;
|
||||
v_clip_rect = u_clip_rect;
|
||||
}
|
||||
",
|
||||
|
||||
fragment: "
|
||||
#version 100
|
||||
uniform sampler2D u_sampler;
|
||||
varying mediump vec2 v_pos;
|
||||
varying mediump vec4 v_color;
|
||||
varying mediump vec2 v_tc;
|
||||
varying mediump vec4 v_clip_rect
|
||||
|
||||
// glium expects linear output.
|
||||
vec3 linear_from_srgb(vec3 srgb) {
|
||||
|
@ -169,10 +141,6 @@ impl Painter {
|
|||
}
|
||||
|
||||
void main() {
|
||||
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; }
|
||||
gl_FragColor = v_color;
|
||||
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
|
||||
gl_FragColor *= texture2D(u_sampler, v_tc).r;
|
||||
|
@ -271,7 +239,6 @@ impl Painter {
|
|||
let height_points = height_pixels as f32 / pixels_per_point;
|
||||
|
||||
let uniforms = uniform! {
|
||||
u_clip_rect: [clip_rect.min.x, clip_rect.min.y, clip_rect.max.x, clip_rect.max.y],
|
||||
u_screen_size: [width_points, height_points],
|
||||
u_tex_size: [texture.width as f32, texture.height as f32],
|
||||
u_sampler: &self.texture,
|
||||
|
@ -288,8 +255,27 @@ impl Painter {
|
|||
..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;
|
||||
|
||||
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,
|
||||
}),
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
|
|
|
@ -5,8 +5,9 @@ use {
|
|||
};
|
||||
|
||||
use egui::{
|
||||
math::clamp,
|
||||
paint::{Color, PaintBatches, Texture, Triangles},
|
||||
vec2, Pos2,
|
||||
vec2,
|
||||
};
|
||||
|
||||
type Gl = WebGlRenderingContext;
|
||||
|
@ -61,26 +62,21 @@ impl Painter {
|
|||
&gl,
|
||||
Gl::VERTEX_SHADER,
|
||||
r#"
|
||||
uniform vec4 u_clip_rect; // min_x, min_y, max_x, max_y
|
||||
uniform vec2 u_screen_size;
|
||||
uniform vec2 u_tex_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_tc;
|
||||
attribute vec4 a_color;
|
||||
varying vec2 v_pos;
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_tc;
|
||||
varying vec4 v_clip_rect;
|
||||
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_pos = a_pos;
|
||||
v_color = a_color;
|
||||
v_tc = a_tc / u_tex_size;
|
||||
v_clip_rect = u_clip_rect;
|
||||
}
|
||||
"#,
|
||||
)?;
|
||||
|
@ -90,15 +86,9 @@ impl Painter {
|
|||
r#"
|
||||
uniform sampler2D u_sampler;
|
||||
precision highp float;
|
||||
varying vec2 v_pos;
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_tc;
|
||||
varying vec4 v_clip_rect;
|
||||
void main() {
|
||||
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; }
|
||||
gl_FragColor = v_color;
|
||||
gl_FragColor *= texture2D(u_sampler, v_tc).a;
|
||||
}
|
||||
|
@ -165,16 +155,13 @@ impl Painter {
|
|||
|
||||
let gl = &self.gl;
|
||||
|
||||
gl.enable(Gl::SCISSOR_TEST);
|
||||
gl.enable(Gl::BLEND);
|
||||
gl.blend_func(Gl::ONE, Gl::ONE_MINUS_SRC_ALPHA); // premultiplied alpha
|
||||
gl.use_program(Some(&self.program));
|
||||
gl.active_texture(Gl::TEXTURE0);
|
||||
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
|
||||
|
||||
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();
|
||||
|
@ -204,6 +191,7 @@ impl Painter {
|
|||
self.canvas.width() as i32,
|
||||
self.canvas.height() as i32,
|
||||
);
|
||||
// TODO: sRGBA
|
||||
gl.clear_color(
|
||||
bg_color.r as f32 / 255.0,
|
||||
bg_color.g as f32 / 255.0,
|
||||
|
@ -213,16 +201,25 @@ impl Painter {
|
|||
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);
|
||||
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..=screen_size_pixels.x);
|
||||
let clip_min_y = clamp(clip_min_y, 0.0..=screen_size_pixels.y);
|
||||
let clip_max_x = clamp(clip_max_x, clip_min_x..=screen_size_pixels.x);
|
||||
let clip_max_y = clamp(clip_max_y, clip_min_y..=screen_size_pixels.y);
|
||||
let clip_min_x = clip_min_x.round() as i32;
|
||||
let clip_min_y = clip_min_y.round() as i32;
|
||||
let clip_max_x = clip_max_x.round() as i32;
|
||||
let clip_max_y = clip_max_y.round() as i32;
|
||||
|
||||
gl.uniform4f(
|
||||
Some(&u_clip_rect_loc),
|
||||
clip_min.x,
|
||||
clip_min.y,
|
||||
clip_max.x,
|
||||
clip_max.y,
|
||||
// scissor Y coordinate is from the bottom
|
||||
gl.scissor(
|
||||
clip_min_x,
|
||||
self.canvas.height() as i32 - clip_max_y,
|
||||
clip_max_x - clip_min_x,
|
||||
clip_max_y - clip_min_y,
|
||||
);
|
||||
|
||||
for triangles in triangles.split_to_u16() {
|
||||
|
|
Loading…
Reference in a new issue