//! Mostly a carbon-copy of `webgl1.rs`. use { js_sys::WebAssembly, wasm_bindgen::{prelude::*, JsCast}, web_sys::{WebGl2RenderingContext, WebGlBuffer, WebGlProgram, WebGlShader, WebGlTexture}, }; use egui::{ emath::clamp, paint::{Color32, Texture}, vec2, }; type Gl = WebGl2RenderingContext; const VERTEX_SHADER_SOURCE: &str = r#" precision mediump float; uniform vec2 u_screen_size; attribute vec2 a_pos; attribute vec2 a_tc; attribute vec4 a_srgba; varying vec4 v_rgba; varying vec2 v_tc; // 0-1 linear from 0-255 sRGB vec3 linear_from_srgb(vec3 srgb) { bvec3 cutoff = lessThan(srgb, vec3(10.31475)); vec3 lower = srgb / vec3(3294.6); vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4)); return mix(higher, lower, vec3(cutoff)); } vec4 linear_from_srgba(vec4 srgba) { return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0); } 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); // egui encodes vertex colors in gamma spaces, so we must decode the colors here: v_rgba = linear_from_srgba(a_srgba); v_tc = a_tc; } "#; const FRAGMENT_SHADER_SOURCE: &str = r#" precision mediump float; uniform sampler2D u_sampler; varying vec4 v_rgba; varying vec2 v_tc; // 0-255 sRGB from 0-1 linear vec3 srgb_from_linear(vec3 rgb) { bvec3 cutoff = lessThan(rgb, vec3(0.0031308)); vec3 lower = rgb * vec3(3294.6); vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025); return mix(higher, lower, vec3(cutoff)); } vec4 srgba_from_linear(vec4 rgba) { return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a); } void main() { // The texture is set up with `SRGB8_ALPHA8`, so no need to decode here! vec4 texture_rgba = texture2D(u_sampler, v_tc); /// Multiply vertex color with texture color (in linear space). gl_FragColor = v_rgba * texture_rgba; // We must gamma-encode again since WebGL doesn't support linear blending in the framebuffer. gl_FragColor = srgba_from_linear(v_rgba * texture_rgba) / 255.0; // WebGL doesn't support linear blending in the framebuffer, // so we apply this hack to at least get a bit closer to the desired blending: gl_FragColor.a = pow(gl_FragColor.a, 1.6); // Empiric nonsense } "#; pub struct WebGl2Painter { canvas_id: String, canvas: web_sys::HtmlCanvasElement, gl: WebGl2RenderingContext, program: WebGlProgram, index_buffer: WebGlBuffer, pos_buffer: WebGlBuffer, tc_buffer: WebGlBuffer, color_buffer: WebGlBuffer, egui_texture: WebGlTexture, egui_texture_version: Option, /// `None` means unallocated (freed) slot. user_textures: Vec>, } #[derive(Default)] struct UserTexture { size: (usize, usize), /// Pending upload (will be emptied later). pixels: Vec, /// Lazily uploaded gl_texture: Option, } impl WebGl2Painter { pub fn new(canvas_id: &str) -> Result { let canvas = crate::canvas_element_or_die(canvas_id); let gl = canvas .get_context("webgl2")? .ok_or_else(|| JsValue::from("Failed to get WebGl2 context"))? .dyn_into::()?; // -------------------------------------------------------------------- let egui_texture = gl.create_texture().unwrap(); gl.bind_texture(Gl::TEXTURE_2D, Some(&egui_texture)); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32); let vert_shader = compile_shader(&gl, Gl::VERTEX_SHADER, VERTEX_SHADER_SOURCE)?; let frag_shader = compile_shader(&gl, Gl::FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE)?; let program = link_program(&gl, [vert_shader, frag_shader].iter())?; let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?; let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?; let tc_buffer = gl.create_buffer().ok_or("failed to create tc_buffer")?; let color_buffer = gl.create_buffer().ok_or("failed to create color_buffer")?; Ok(WebGl2Painter { canvas_id: canvas_id.to_owned(), canvas, gl, program, index_buffer, pos_buffer, tc_buffer, color_buffer, egui_texture, egui_texture_version: None, user_textures: Default::default(), }) } fn alloc_user_texture_index(&mut self) -> usize { for (index, tex) in self.user_textures.iter_mut().enumerate() { if tex.is_none() { *tex = Some(Default::default()); return index; } } let index = self.user_textures.len(); self.user_textures.push(Some(Default::default())); index } fn alloc_user_texture( &mut self, size: (usize, usize), srgba_pixels: &[Color32], ) -> egui::TextureId { let index = self.alloc_user_texture_index(); assert_eq!(size.0 * size.1, srgba_pixels.len()); if let Some(Some(user_texture)) = self.user_textures.get_mut(index) { let mut pixels: Vec = Vec::with_capacity(srgba_pixels.len() * 4); for srgba in srgba_pixels { pixels.push(srgba.r()); pixels.push(srgba.g()); pixels.push(srgba.b()); pixels.push(srgba.a()); } *user_texture = UserTexture { size, pixels, gl_texture: None, }; } egui::TextureId::User(index as u64) } fn free_user_texture(&mut self, id: egui::TextureId) { if let egui::TextureId::User(id) = id { let index = id as usize; if index < self.user_textures.len() { self.user_textures[index] = None; } } } fn get_texture(&self, texture_id: egui::TextureId) -> Option<&WebGlTexture> { match texture_id { egui::TextureId::Egui => Some(&self.egui_texture), egui::TextureId::User(id) => self .user_textures .get(id as usize)? .as_ref()? .gl_texture .as_ref(), } } fn upload_user_textures(&mut self) { let gl = &self.gl; for user_texture in &mut self.user_textures { if let Some(user_texture) = user_texture { if user_texture.gl_texture.is_none() { let pixels = std::mem::take(&mut user_texture.pixels); let gl_texture = gl.create_texture().unwrap(); gl.bind_texture(Gl::TEXTURE_2D, Some(&gl_texture)); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32); gl.bind_texture(Gl::TEXTURE_2D, Some(&gl_texture)); let level = 0; let internal_format = Gl::SRGB8_ALPHA8; let border = 0; let src_format = Gl::RGBA; let src_type = Gl::UNSIGNED_BYTE; gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1); gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array( Gl::TEXTURE_2D, level, internal_format as i32, user_texture.size.0 as i32, user_texture.size.1 as i32, border, src_format, src_type, Some(&pixels), ) .unwrap(); user_texture.gl_texture = Some(gl_texture); } } } } fn paint_mesh(&self, mesh: &egui::paint::Mesh16) -> Result<(), JsValue> { debug_assert!(mesh.is_valid()); let mut positions: Vec = Vec::with_capacity(2 * mesh.vertices.len()); let mut tex_coords: Vec = Vec::with_capacity(2 * mesh.vertices.len()); for v in &mesh.vertices { positions.push(v.pos.x); positions.push(v.pos.y); tex_coords.push(v.uv.x); tex_coords.push(v.uv.y); } let mut colors: Vec = Vec::with_capacity(4 * mesh.vertices.len()); for v in &mesh.vertices { colors.push(v.color[0]); colors.push(v.color[1]); colors.push(v.color[2]); colors.push(v.color[3]); } // -------------------------------------------------------------------- let gl = &self.gl; let indices_memory_buffer = wasm_bindgen::memory() .dyn_into::()? .buffer(); 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 + mesh.indices.len() as u32); gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer)); gl.buffer_data_with_array_buffer_view( Gl::ELEMENT_ARRAY_BUFFER, &indices_array, Gl::STREAM_DRAW, ); // -------------------------------------------------------------------- let pos_memory_buffer = wasm_bindgen::memory() .dyn_into::()? .buffer(); let pos_ptr = positions.as_ptr() as u32 / 4; let pos_array = js_sys::Float32Array::new(&pos_memory_buffer) .subarray(pos_ptr, pos_ptr + positions.len() as u32); gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.pos_buffer)); gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &pos_array, Gl::STREAM_DRAW); let a_pos_loc = gl.get_attrib_location(&self.program, "a_pos"); assert!(a_pos_loc >= 0); let a_pos_loc = a_pos_loc as u32; let normalize = false; let stride = 0; let offset = 0; gl.vertex_attrib_pointer_with_i32(a_pos_loc, 2, Gl::FLOAT, normalize, stride, offset); gl.enable_vertex_attrib_array(a_pos_loc); // -------------------------------------------------------------------- let tc_memory_buffer = wasm_bindgen::memory() .dyn_into::()? .buffer(); let tc_ptr = tex_coords.as_ptr() as u32 / 4; let tc_array = js_sys::Float32Array::new(&tc_memory_buffer) .subarray(tc_ptr, tc_ptr + tex_coords.len() as u32); gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.tc_buffer)); gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &tc_array, Gl::STREAM_DRAW); let a_tc_loc = gl.get_attrib_location(&self.program, "a_tc"); assert!(a_tc_loc >= 0); let a_tc_loc = a_tc_loc as u32; let normalize = false; let stride = 0; let offset = 0; gl.vertex_attrib_pointer_with_i32(a_tc_loc, 2, Gl::FLOAT, normalize, stride, offset); gl.enable_vertex_attrib_array(a_tc_loc); // -------------------------------------------------------------------- let colors_memory_buffer = wasm_bindgen::memory() .dyn_into::()? .buffer(); let colors_ptr = colors.as_ptr() as u32; let colors_array = js_sys::Uint8Array::new(&colors_memory_buffer) .subarray(colors_ptr, colors_ptr + colors.len() as u32); gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.color_buffer)); gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &colors_array, Gl::STREAM_DRAW); let a_srgba_loc = gl.get_attrib_location(&self.program, "a_srgba"); assert!(a_srgba_loc >= 0); let a_srgba_loc = a_srgba_loc as u32; let normalize = false; let stride = 0; let offset = 0; gl.vertex_attrib_pointer_with_i32( a_srgba_loc, 4, Gl::UNSIGNED_BYTE, normalize, stride, offset, ); gl.enable_vertex_attrib_array(a_srgba_loc); // -------------------------------------------------------------------- gl.draw_elements_with_i32( Gl::TRIANGLES, mesh.indices.len() as i32, Gl::UNSIGNED_SHORT, 0, ); Ok(()) } } impl epi::TextureAllocator for WebGl2Painter { fn alloc_srgba_premultiplied( &mut self, size: (usize, usize), srgba_pixels: &[egui::Color32], ) -> egui::TextureId { self.alloc_user_texture(size, srgba_pixels) } fn free(&mut self, id: egui::TextureId) { self.free_user_texture(id) } } impl crate::Painter for WebGl2Painter { fn as_tex_allocator(&mut self) -> &mut dyn epi::TextureAllocator { self } fn debug_info(&self) -> String { format!( "Stored canvas size: {} x {}\n\ gl context size: {} x {}", self.canvas.width(), self.canvas.height(), self.gl.drawing_buffer_width(), self.gl.drawing_buffer_height(), ) } /// id of the canvas html element containing the rendering fn canvas_id(&self) -> &str { &self.canvas_id } fn upload_egui_texture(&mut self, texture: &Texture) { if self.egui_texture_version == Some(texture.version) { return; // No change } let mut pixels: Vec = Vec::with_capacity(texture.pixels.len() * 4); for srgba in texture.srgba_pixels() { pixels.push(srgba.r()); pixels.push(srgba.g()); pixels.push(srgba.b()); pixels.push(srgba.a()); } let gl = &self.gl; gl.bind_texture(Gl::TEXTURE_2D, Some(&self.egui_texture)); let level = 0; let internal_format = Gl::SRGB8_ALPHA8; let border = 0; let src_format = Gl::RGBA; let src_type = Gl::UNSIGNED_BYTE; gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1); gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array( Gl::TEXTURE_2D, level, internal_format as i32, texture.width as i32, texture.height as i32, border, src_format, src_type, Some(&pixels), ) .unwrap(); self.egui_texture_version = Some(texture.version); } fn clear(&mut self, clear_color: egui::Rgba) { let gl = &self.gl; gl.disable(Gl::SCISSOR_TEST); let width = self.canvas.width() as i32; let height = self.canvas.height() as i32; gl.viewport(0, 0, width, height); 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(Gl::COLOR_BUFFER_BIT); } fn paint_meshes( &mut self, clipped_meshes: Vec, pixels_per_point: f32, ) -> Result<(), JsValue> { self.upload_user_textures(); let gl = &self.gl; gl.enable(Gl::SCISSOR_TEST); gl.disable(Gl::CULL_FACE); // egui is not strict about winding order. 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); let u_screen_size_loc = gl .get_uniform_location(&self.program, "u_screen_size") .unwrap(); let screen_size_pixels = vec2(self.canvas.width() as f32, self.canvas.height() as f32); let screen_size_points = screen_size_pixels / pixels_per_point; gl.uniform2f( Some(&u_screen_size_loc), screen_size_points.x, screen_size_points.y, ); let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap(); gl.uniform1i(Some(&u_sampler_loc), 0); for egui::ClippedMesh(clip_rect, mesh) in clipped_meshes { if let Some(gl_texture) = self.get_texture(mesh.texture_id) { gl.bind_texture(Gl::TEXTURE_2D, Some(gl_texture)); 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; // 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 mesh in mesh.split_to_u16() { self.paint_mesh(&mesh)?; } } else { crate::console_warn(format!( "WebGL: Failed to find texture {:?}", mesh.texture_id )); } } Ok(()) } } fn compile_shader( gl: &WebGl2RenderingContext, shader_type: u32, source: &str, ) -> Result { let shader = gl .create_shader(shader_type) .ok_or_else(|| String::from("Unable to create shader object"))?; gl.shader_source(&shader, source); gl.compile_shader(&shader); if gl .get_shader_parameter(&shader, Gl::COMPILE_STATUS) .as_bool() .unwrap_or(false) { Ok(shader) } else { Err(gl .get_shader_info_log(&shader) .unwrap_or_else(|| "Unknown error creating shader".into())) } } fn link_program<'a, T: IntoIterator>( gl: &WebGl2RenderingContext, shaders: T, ) -> Result { let program = gl .create_program() .ok_or_else(|| String::from("Unable to create shader object"))?; for shader in shaders { gl.attach_shader(&program, shader) } gl.link_program(&program); if gl .get_program_parameter(&program, Gl::LINK_STATUS) .as_bool() .unwrap_or(false) { Ok(program) } else { Err(gl .get_program_info_log(&program) .unwrap_or_else(|| "Unknown error creating program object".into())) } }