#![allow(unsafe_code)] use egui::{ emath::Rect, epaint::{Color32, Mesh, Vertex}, }; pub use glow::Context; use memoffset::offset_of; use glow::HasContext; use crate::misc_util::{ as_u8_slice, compile_shader, glow_debug_print, link_program, srgbtexture2d, }; use crate::post_process::PostProcess; use crate::shader_version::ShaderVersion; use crate::vao_emulate; const VERT_SRC: &str = include_str!("shader/vertex.glsl"); const FRAG_SRC: &str = include_str!("shader/fragment.glsl"); /// OpenGL painter /// /// This struct must be destroyed with [`Painter::destroy`] before dropping, to ensure OpenGL /// objects have been properly deleted and are not leaked. pub struct Painter { program: glow::Program, u_screen_size: glow::UniformLocation, u_sampler: glow::UniformLocation, egui_texture: Option, egui_texture_version: Option, is_webgl_1: bool, is_embedded: bool, vertex_array: crate::misc_util::VAO, srgb_support: bool, /// `None` means unallocated (freed) slot. pub(crate) user_textures: Vec>, post_process: Option, vertex_buffer: glow::Buffer, element_array_buffer: glow::Buffer, // Stores outdated OpenGL textures that are yet to be deleted old_textures: Vec, // Only used in debug builds, to make sure we are destroyed correctly. destroyed: bool, } #[derive(Default)] pub(crate) struct UserTexture { /// Pending upload (will be emptied later). /// This is the format glow likes. pub(crate) data: Vec, pub(crate) size: (usize, usize), /// Lazily uploaded pub(crate) gl_texture: Option, } impl Painter { /// Create painter. /// /// Set `pp_fb_extent` to the framebuffer size to enable `sRGB` support on OpenGL ES and WebGL. /// /// Set `shader_prefix` if you want to turn on shader workaround e.g. `"#define APPLY_BRIGHTENING_GAMMA\n"` /// (see ). /// /// # Errors /// will return `Err` below cases /// * failed to compile shader /// * failed to create postprocess on webgl with `sRGB` support /// * failed to create buffer pub fn new( gl: &glow::Context, pp_fb_extent: Option<[i32; 2]>, shader_prefix: &str, ) -> Result { let support_vao = crate::misc_util::supports_vao(gl); let shader_version = ShaderVersion::get(gl); let is_webgl_1 = shader_version == ShaderVersion::Es100; let header = shader_version.version(); glow_debug_print(format!("Shader header: {:?}", header)); let srgb_support = gl.supported_extensions().contains("EXT_sRGB"); let (post_process, srgb_support_define) = match (shader_version, srgb_support) { //WebGL2 support sRGB default (ShaderVersion::Es300, _) | (ShaderVersion::Es100, true) => unsafe { //Add sRGB support marker for fragment shader if let Some([width, height]) = pp_fb_extent { glow_debug_print("WebGL with sRGB enabled so turn on post process"); //install post process to correct sRGB color ( Some(PostProcess::new( gl, shader_prefix, support_vao, is_webgl_1, width, height, )?), "#define SRGB_SUPPORTED", ) } else { glow_debug_print("WebGL or OpenGL ES detected but PostProcess disabled because dimension is None"); (None, "") } }, //WebGL1 without sRGB support disable postprocess and use fallback shader (ShaderVersion::Es100, false) => (None, ""), //OpenGL 2.1 or above always support sRGB so add sRGB support marker _ => (None, "#define SRGB_SUPPORTED"), }; unsafe { let vert = compile_shader( gl, glow::VERTEX_SHADER, &format!( "{}\n{}\n{}\n{}", header, shader_prefix, shader_version.is_new_shader_interface(), VERT_SRC ), )?; let frag = compile_shader( gl, glow::FRAGMENT_SHADER, &format!( "{}\n{}\n{}\n{}\n{}", header, shader_prefix, srgb_support_define, shader_version.is_new_shader_interface(), FRAG_SRC ), )?; let program = link_program(gl, [vert, frag].iter())?; gl.detach_shader(program, vert); gl.detach_shader(program, frag); gl.delete_shader(vert); gl.delete_shader(frag); let u_screen_size = gl.get_uniform_location(program, "u_screen_size").unwrap(); let u_sampler = gl.get_uniform_location(program, "u_sampler").unwrap(); let vertex_buffer = gl.create_buffer()?; let element_array_buffer = gl.create_buffer()?; gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer)); let a_pos_loc = gl.get_attrib_location(program, "a_pos").unwrap(); let a_tc_loc = gl.get_attrib_location(program, "a_tc").unwrap(); let a_srgba_loc = gl.get_attrib_location(program, "a_srgba").unwrap(); let mut vertex_array = if support_vao { crate::misc_util::VAO::native(gl) } else { crate::misc_util::VAO::emulated() }; vertex_array.bind_vertex_array(gl); vertex_array.bind_buffer(gl, &vertex_buffer); let stride = std::mem::size_of::() as i32; let position_buffer_info = vao_emulate::BufferInfo { location: a_pos_loc, vector_size: 2, data_type: glow::FLOAT, normalized: false, stride, offset: offset_of!(Vertex, pos) as i32, }; let tex_coord_buffer_info = vao_emulate::BufferInfo { location: a_tc_loc, vector_size: 2, data_type: glow::FLOAT, normalized: false, stride, offset: offset_of!(Vertex, uv) as i32, }; let color_buffer_info = vao_emulate::BufferInfo { location: a_srgba_loc, vector_size: 4, data_type: glow::UNSIGNED_BYTE, normalized: false, stride, offset: offset_of!(Vertex, color) as i32, }; vertex_array.add_new_attribute(gl, position_buffer_info); vertex_array.add_new_attribute(gl, tex_coord_buffer_info); vertex_array.add_new_attribute(gl, color_buffer_info); assert_eq!(gl.get_error(), glow::NO_ERROR, "OpenGL error occurred!"); Ok(Painter { program, u_screen_size, u_sampler, egui_texture: None, egui_texture_version: None, is_webgl_1, is_embedded: matches!(shader_version, ShaderVersion::Es100 | ShaderVersion::Es300), vertex_array, srgb_support, user_textures: Default::default(), post_process, vertex_buffer, element_array_buffer, old_textures: Vec::new(), destroyed: false, }) } } pub fn upload_egui_texture(&mut self, gl: &glow::Context, texture: &egui::Texture) { self.assert_not_destroyed(); if self.egui_texture_version == Some(texture.version) { return; // No change } let gamma = if self.is_embedded && self.post_process.is_none() { 1.0 / 2.2 } else { 1.0 }; let pixels: Vec = texture .srgba_pixels(gamma) .flat_map(|a| Vec::from(a.to_array())) .collect(); if let Some(old_tex) = std::mem::replace( &mut self.egui_texture, Some(srgbtexture2d( gl, self.is_webgl_1, self.srgb_support, &pixels, texture.width, texture.height, )), ) { unsafe { gl.delete_texture(old_tex); } } self.egui_texture_version = Some(texture.version); } unsafe fn prepare_painting( &mut self, [width_in_pixels, height_in_pixels]: [u32; 2], gl: &glow::Context, pixels_per_point: f32, ) -> (u32, u32) { gl.enable(glow::SCISSOR_TEST); // egui outputs mesh in both winding orders gl.disable(glow::CULL_FACE); gl.enable(glow::BLEND); gl.blend_equation(glow::FUNC_ADD); gl.blend_func_separate( // egui outputs colors with premultiplied alpha: glow::ONE, glow::ONE_MINUS_SRC_ALPHA, // Less important, but this is technically the correct alpha blend function // when you want to make use of the framebuffer alpha (for screenshots, compositing, etc). glow::ONE_MINUS_DST_ALPHA, glow::ONE, ); let width_in_points = width_in_pixels as f32 / pixels_per_point; let height_in_points = height_in_pixels as f32 / pixels_per_point; gl.viewport(0, 0, width_in_pixels as i32, height_in_pixels as i32); gl.use_program(Some(self.program)); gl.uniform_2_f32(Some(&self.u_screen_size), width_in_points, height_in_points); gl.uniform_1_i32(Some(&self.u_sampler), 0); gl.active_texture(glow::TEXTURE0); self.vertex_array.bind_vertex_array(gl); gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.element_array_buffer)); (width_in_pixels, height_in_pixels) } /// Main entry-point for painting a frame. /// You should call `target.clear_color(..)` before /// and `target.finish()` after this. /// /// The following OpenGL features will be set: /// - Scissor test will be enabled /// - Cull face will be disabled /// - Blend will be enabled /// /// The scissor area and blend parameters will be changed. /// /// As well as this, the following objects will be unset: /// - Vertex Buffer /// - Element Buffer /// - Texture (and active texture will be set to 0) /// - Program /// /// Please be mindful of these effects when integrating into your program, and also be mindful /// of the effects your program might have on this code. Look at the source if in doubt. pub fn paint_meshes( &mut self, inner_size: [u32; 2], gl: &glow::Context, pixels_per_point: f32, clipped_meshes: Vec, ) { //chimera of egui_glow and egui_web self.assert_not_destroyed(); self.upload_pending_user_textures(gl); if let Some(ref mut post_process) = self.post_process { unsafe { post_process.begin(gl, inner_size[0] as i32, inner_size[1] as i32); } } let size_in_pixels = unsafe { self.prepare_painting(inner_size, gl, pixels_per_point) }; for egui::ClippedMesh(clip_rect, mesh) in clipped_meshes { self.paint_mesh(gl, size_in_pixels, pixels_per_point, clip_rect, &mesh); } unsafe { self.vertex_array.unbind_vertex_array(gl); gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None); if let Some(ref post_process) = self.post_process { post_process.end(gl); } assert_eq!(glow::NO_ERROR, gl.get_error(), "GL error occurred!"); } } #[inline(never)] // Easier profiling fn paint_mesh( &mut self, gl: &glow::Context, size_in_pixels: (u32, u32), pixels_per_point: f32, clip_rect: Rect, mesh: &Mesh, ) { debug_assert!(mesh.is_valid()); if let Some(texture) = self.get_texture(mesh.texture_id) { unsafe { gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buffer)); gl.buffer_data_u8_slice( glow::ARRAY_BUFFER, as_u8_slice(mesh.vertices.as_slice()), glow::STREAM_DRAW, ); gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.element_array_buffer)); gl.buffer_data_u8_slice( glow::ELEMENT_ARRAY_BUFFER, as_u8_slice(mesh.indices.as_slice()), glow::STREAM_DRAW, ); gl.bind_texture(glow::TEXTURE_2D, Some(texture)); } // Transform clip rect to physical pixels: 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; // Make sure clip rect can fit within a `u32`: let clip_min_x = clip_min_x.clamp(0.0, size_in_pixels.0 as f32); let clip_min_y = clip_min_y.clamp(0.0, size_in_pixels.1 as f32); let clip_max_x = clip_max_x.clamp(clip_min_x, size_in_pixels.0 as f32); let clip_max_y = clip_max_y.clamp(clip_min_y, size_in_pixels.1 as f32); 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; unsafe { gl.scissor( clip_min_x, size_in_pixels.1 as i32 - clip_max_y, clip_max_x - clip_min_x, clip_max_y - clip_min_y, ); gl.draw_elements( glow::TRIANGLES, mesh.indices.len() as i32, glow::UNSIGNED_INT, 0, ); } } } // ------------------------------------------------------------------------ // user textures: this is an experimental feature. // No need to implement this in your egui integration! pub fn alloc_user_texture(&mut self) -> egui::TextureId { self.assert_not_destroyed(); for (i, tex) in self.user_textures.iter_mut().enumerate() { if tex.is_none() { *tex = Some(Default::default()); return egui::TextureId::User(i as u64); } } let id = egui::TextureId::User(self.user_textures.len() as u64); self.user_textures.push(Some(Default::default())); id } /// register glow texture as egui texture /// Usable for render to image rectangle #[allow(clippy::needless_pass_by_value)] pub fn register_glow_texture(&mut self, texture: glow::Texture) -> egui::TextureId { self.assert_not_destroyed(); let id = self.alloc_user_texture(); if let egui::TextureId::User(id) = id { if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) { if let UserTexture { gl_texture: Some(old_tex), .. } = std::mem::replace( user_texture, UserTexture { data: vec![], size: (0, 0), gl_texture: Some(texture), }, ) { self.old_textures.push(old_tex); } } } id } pub fn set_user_texture( &mut self, id: egui::TextureId, size: (usize, usize), pixels: &[Color32], ) { self.assert_not_destroyed(); assert_eq!( size.0 * size.1, pixels.len(), "Mismatch between size and texel count" ); if let egui::TextureId::User(id) = id { if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) { let data: Vec = pixels .iter() .flat_map(|srgba| Vec::from(srgba.to_array())) .collect(); if let UserTexture { gl_texture: Some(old_tex), .. } = std::mem::replace( user_texture, UserTexture { data, size, gl_texture: None, }, ) { self.old_textures.push(old_tex); } } } } pub fn free_user_texture(&mut self, id: egui::TextureId) { self.assert_not_destroyed(); if let egui::TextureId::User(id) = id { let index = id as usize; if index < self.user_textures.len() { self.user_textures[index] = None; } } } pub fn get_texture(&self, texture_id: egui::TextureId) -> Option { self.assert_not_destroyed(); match texture_id { egui::TextureId::Egui => self.egui_texture, egui::TextureId::User(id) => self.user_textures.get(id as usize)?.as_ref()?.gl_texture, } } pub fn upload_pending_user_textures(&mut self, gl: &glow::Context) { self.assert_not_destroyed(); for user_texture in self.user_textures.iter_mut().flatten() { if user_texture.gl_texture.is_none() { let data = std::mem::take(&mut user_texture.data); user_texture.gl_texture = Some(srgbtexture2d( gl, self.is_webgl_1, self.srgb_support, &data, user_texture.size.0, user_texture.size.1, )); user_texture.size = (0, 0); } } for t in self.old_textures.drain(..) { unsafe { gl.delete_texture(t); } } } unsafe fn destroy_gl(&self, gl: &glow::Context) { gl.delete_program(self.program); if let Some(tex) = self.egui_texture { gl.delete_texture(tex); } for tex in self.user_textures.iter().flatten() { if let Some(t) = tex.gl_texture { gl.delete_texture(t); } } gl.delete_buffer(self.vertex_buffer); gl.delete_buffer(self.element_array_buffer); for t in &self.old_textures { gl.delete_texture(*t); } } /// This function must be called before Painter is dropped, as Painter has some OpenGL objects /// that should be deleted. pub fn destroy(&mut self, gl: &glow::Context) { debug_assert!(!self.destroyed, "Only destroy once!"); unsafe { self.destroy_gl(gl); if let Some(ref post_process) = self.post_process { post_process.destroy(gl); } } self.destroyed = true; } fn assert_not_destroyed(&self) { debug_assert!(!self.destroyed, "the egui glow has already been destroyed!"); } } pub fn clear(gl: &glow::Context, dimension: [u32; 2], clear_color: egui::Rgba) { unsafe { gl.disable(glow::SCISSOR_TEST); gl.viewport(0, 0, dimension[0] as i32, dimension[1] as i32); let clear_color: Color32 = clear_color.into(); gl.clear_color( clear_color[0] as f32 / 255.0, clear_color[1] as f32 / 255.0, clear_color[2] as f32 / 255.0, clear_color[3] as f32 / 255.0, ); gl.clear(glow::COLOR_BUFFER_BIT); } } impl Drop for Painter { fn drop(&mut self) { debug_assert!( self.destroyed, "Make sure to call destroy() before dropping to avoid leaking OpenGL objects!" ); } } #[cfg(feature = "epi")] impl epi::TextureAllocator for Painter { fn alloc_srgba_premultiplied( &mut self, size: (usize, usize), srgba_pixels: &[Color32], ) -> egui::TextureId { let id = self.alloc_user_texture(); self.set_user_texture(id, size, srgba_pixels); id } fn free(&mut self, id: egui::TextureId) { self.free_user_texture(id); } } #[cfg(feature = "epi")] impl epi::NativeTexture for Painter { type Texture = glow::Texture; fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId { self.register_glow_texture(native) } fn replace_native_texture(&mut self, id: egui::TextureId, replacing: Self::Texture) { if let egui::TextureId::User(id) = id { if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) { *user_texture = UserTexture { data: vec![], gl_texture: Some(replacing), size: (0, 0), }; } } } }