[egui_glium] clean up the code for the glium OpenGL painter
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deb1c33760
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6e7507373a
1 changed files with 74 additions and 156 deletions
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@ -9,7 +9,6 @@ use {
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glium::{
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implement_vertex,
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index::PrimitiveType,
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program,
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texture::{self, srgb_texture2d::SrgbTexture2d},
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uniform,
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uniforms::SamplerWrapFunction,
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@ -17,9 +16,55 @@ use {
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},
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};
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const VERTEX_SHADER_SOURCE: &str = r#"
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#version 140
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uniform vec2 u_screen_size;
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in vec2 a_pos;
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in vec4 a_srgba; // 0-255 sRGB
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in vec2 a_tc;
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out vec4 v_rgba;
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out vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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"#;
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const FRAGMENT_SHADER_SOURCE: &str = r#"
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#version 140
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uniform sampler2D u_sampler;
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in vec4 v_rgba;
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in vec2 v_tc;
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out vec4 f_color;
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void main() {
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// The texture sampler is sRGB aware, and glium already expects linear rgba output
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// so no need for any sRGB conversions here:
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f_color = v_rgba * texture(u_sampler, v_tc);
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}
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"#;
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pub struct Painter {
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program: glium::Program,
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egui_texture: SrgbTexture2d,
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egui_texture: Option<SrgbTexture2d>,
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egui_texture_version: Option<u64>,
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user_textures: Vec<UserTexture>,
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@ -37,156 +82,13 @@ struct UserTexture {
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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,
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140 => {
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vertex: "
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#version 140
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uniform vec2 u_screen_size;
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in vec2 a_pos;
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in vec4 a_srgba;
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in vec2 a_tc;
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out vec4 v_rgba;
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out vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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",
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fragment: "
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#version 140
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uniform sampler2D u_sampler;
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in vec4 v_rgba;
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in vec2 v_tc;
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out vec4 f_color;
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void main() {
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// glium expects linear rgba
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f_color = v_rgba * texture(u_sampler, v_tc);
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}
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"
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},
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110 => {
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vertex: "
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#version 110
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uniform vec2 u_screen_size;
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attribute vec2 a_pos;
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attribute vec4 a_srgba;
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attribute vec2 a_tc;
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varying vec4 v_rgba;
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varying vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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",
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fragment: "
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#version 110
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uniform sampler2D u_sampler;
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varying vec4 v_rgba;
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varying vec2 v_tc;
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void main() {
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// glium expects linear rgba
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gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
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}
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",
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},
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100 => {
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vertex: "
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#version 100
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uniform mediump vec2 u_screen_size;
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attribute mediump vec2 a_pos;
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attribute mediump vec4 a_srgba;
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attribute mediump vec2 a_tc;
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varying mediump vec4 v_rgba;
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varying mediump vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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",
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fragment: "
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#version 100
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uniform sampler2D u_sampler;
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varying mediump vec4 v_rgba;
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varying mediump vec2 v_tc;
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void main() {
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// glium expects linear rgba
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gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
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}
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",
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},
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)
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.unwrap();
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let pixels = vec![vec![255u8, 0u8], vec![0u8, 255u8]];
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let format = texture::SrgbFormat::U8U8U8U8;
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let mipmaps = texture::MipmapsOption::NoMipmap;
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let egui_texture = SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap();
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let program =
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glium::Program::from_source(facade, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE, None)
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.expect("Failed to compile shader");
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Painter {
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program,
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egui_texture,
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egui_texture: None,
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egui_texture_version: None,
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user_textures: Default::default(),
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}
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@ -229,11 +131,12 @@ impl Painter {
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let format = texture::SrgbFormat::U8U8U8U8;
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let mipmaps = texture::MipmapsOption::NoMipmap;
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self.egui_texture = SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap();
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self.egui_texture =
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Some(SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap());
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self.egui_texture_version = Some(texture.version);
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}
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fn upload_user_textures(&mut self, facade: &dyn glium::backend::Facade) {
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fn upload_pending_user_textures(&mut self, facade: &dyn glium::backend::Facade) {
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for user_texture in &mut self.user_textures {
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if user_texture.texture.is_none() {
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let pixels = std::mem::take(&mut user_texture.pixels);
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@ -245,6 +148,7 @@ impl Painter {
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}
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}
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/// Main entry-point for painting a frame
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pub fn paint_jobs(
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&mut self,
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display: &glium::Display,
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@ -252,7 +156,7 @@ impl Painter {
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texture: &egui::Texture,
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) {
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self.upload_egui_texture(display, texture);
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self.upload_user_textures(display);
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self.upload_pending_user_textures(display);
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let mut target = display.draw();
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target.clear_color(0.0, 0.0, 0.0, 0.0);
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@ -264,7 +168,7 @@ impl Painter {
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fn get_texture(&self, texture_id: egui::TextureId) -> &SrgbTexture2d {
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match texture_id {
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egui::TextureId::Egui => &self.egui_texture,
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egui::TextureId::Egui => self.egui_texture.as_ref().unwrap(),
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egui::TextureId::User(id) => {
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let id = id as usize;
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assert!(id < self.user_textures.len());
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@ -303,11 +207,13 @@ impl Painter {
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})
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.collect();
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// TODO: we should probably reuse the `VertexBuffer` instead of allocating a new one each frame.
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glium::VertexBuffer::new(display, &vertices).unwrap()
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};
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let indices: Vec<u32> = triangles.indices.iter().map(|idx| *idx as u32).collect();
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// TODO: we should probably reuse the `IndexBuffer` instead of allocating a new one each frame.
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let index_buffer =
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glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &indices).unwrap();
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@ -324,24 +230,36 @@ impl Painter {
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};
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// Egui outputs colors with premultiplied alpha:
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let blend_func = glium::BlendingFunction::Addition {
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let color_blend_func = glium::BlendingFunction::Addition {
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source: glium::LinearBlendingFactor::One,
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destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
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};
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// Less important, but this is technically the correct alpha blend function
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// when you want to make use of the framebuffer alpha (for screenshots, compositing, etc).
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let alpha_blend_func = glium::BlendingFunction::Addition {
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source: glium::LinearBlendingFactor::OneMinusDestinationAlpha,
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destination: glium::LinearBlendingFactor::One,
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};
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let blend = glium::Blend {
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color: blend_func,
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alpha: blend_func,
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color: color_blend_func,
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alpha: alpha_blend_func,
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..Default::default()
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};
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// Transform clip rect to physical pixels:
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let clip_min_x = pixels_per_point * clip_rect.min.x;
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let clip_min_y = pixels_per_point * clip_rect.min.y;
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let clip_max_x = pixels_per_point * clip_rect.max.x;
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let clip_max_y = pixels_per_point * clip_rect.max.y;
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// Make sure clip rect can fit withing an `u32`:
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let clip_min_x = clamp(clip_min_x, 0.0..=width_pixels as f32);
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let clip_min_y = clamp(clip_min_y, 0.0..=height_pixels as f32);
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let clip_max_x = clamp(clip_max_x, clip_min_x..=width_pixels as f32);
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let clip_max_y = clamp(clip_max_y, clip_min_y..=height_pixels as f32);
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let clip_min_x = clip_min_x.round() as u32;
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let clip_min_y = clip_min_y.round() as u32;
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let clip_max_x = clip_max_x.round() as u32;
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