#![allow(deprecated)] // legacy implement_vertex macro use { egui::{ emath::{clamp, Rect}, epaint::{Color32, Mesh}, }, glium::{ implement_vertex, index::PrimitiveType, program, texture::{self, srgb_texture2d::SrgbTexture2d}, uniform, uniforms::{MagnifySamplerFilter, SamplerWrapFunction}, Frame, Surface, }, }; pub struct Painter { program: glium::Program, egui_texture: Option, egui_texture_version: Option, /// `None` means unallocated (freed) slot. user_textures: Vec>, } #[derive(Default)] struct UserTexture { /// Pending upload (will be emptied later). /// This is the format glium likes. pixels: Vec>, /// Lazily uploaded gl_texture: Option, } impl Painter { pub fn new(facade: &dyn glium::backend::Facade) -> Painter { let program = program! { facade, 120 => { vertex: include_str!("shader/vertex_120.glsl"), fragment: include_str!("shader/fragment_120.glsl"), }, 140 => { vertex: include_str!("shader/vertex_140.glsl"), fragment: include_str!("shader/fragment_140.glsl"), }, 100 es => { vertex: include_str!("shader/vertex_100es.glsl"), fragment: include_str!("shader/fragment_100es.glsl"), }, 300 es => { vertex: include_str!("shader/vertex_300es.glsl"), fragment: include_str!("shader/fragment_300es.glsl"), }, } .expect("Failed to compile shader"); Painter { program, egui_texture: None, egui_texture_version: None, user_textures: Default::default(), } } pub fn upload_egui_texture( &mut self, facade: &dyn glium::backend::Facade, texture: &egui::Texture, ) { if self.egui_texture_version == Some(texture.version) { return; // No change } let pixels: Vec> = texture .pixels .chunks(texture.width as usize) .map(|row| { row.iter() .map(|&a| Color32::from_white_alpha(a).to_tuple()) .collect() }) .collect(); let format = texture::SrgbFormat::U8U8U8U8; let mipmaps = texture::MipmapsOption::NoMipmap; self.egui_texture = Some(SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap()); self.egui_texture_version = Some(texture.version); } /// Main entry-point for painting a frame pub fn paint_meshes( &mut self, display: &glium::Display, pixels_per_point: f32, clear_color: egui::Rgba, cipped_meshes: Vec, egui_texture: &egui::Texture, ) { self.upload_egui_texture(display, egui_texture); self.upload_pending_user_textures(display); let mut target = display.draw(); // Verified to be gamma-correct. target.clear_color( clear_color[0], clear_color[1], clear_color[2], clear_color[3], ); for egui::ClippedMesh(clip_rect, mesh) in cipped_meshes { self.paint_mesh(&mut target, display, pixels_per_point, clip_rect, &mesh) } target.finish().unwrap(); } #[inline(never)] // Easier profiling pub fn paint_mesh( &mut self, target: &mut Frame, display: &glium::Display, pixels_per_point: f32, clip_rect: Rect, mesh: &Mesh, ) { debug_assert!(mesh.is_valid()); let vertex_buffer = { #[derive(Copy, Clone)] struct Vertex { a_pos: [f32; 2], a_tc: [f32; 2], a_srgba: [u8; 4], } implement_vertex!(Vertex, a_pos, a_tc, a_srgba); let vertices: Vec = mesh .vertices .iter() .map(|v| Vertex { a_pos: [v.pos.x, v.pos.y], a_tc: [v.uv.x, v.uv.y], a_srgba: v.color.to_array(), }) .collect(); // TODO: we should probably reuse the `VertexBuffer` instead of allocating a new one each frame. glium::VertexBuffer::new(display, &vertices).unwrap() }; let indices: Vec = mesh.indices.iter().map(|idx| *idx as u32).collect(); // TODO: we should probably reuse the `IndexBuffer` instead of allocating a new one each frame. let index_buffer = glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &indices).unwrap(); let (width_in_pixels, height_in_pixels) = display.get_framebuffer_dimensions(); let width_in_points = width_in_pixels as f32 / pixels_per_point; let height_in_points = height_in_pixels as f32 / pixels_per_point; if let Some(texture) = self.get_texture(mesh.texture_id) { // The texture coordinates for text are so that both nearest and linear should work with the egui font texture. // For user textures linear sampling is more likely to be the right choice. let filter = MagnifySamplerFilter::Linear; let uniforms = uniform! { u_screen_size: [width_in_points, height_in_points], u_sampler: texture.sampled().magnify_filter(filter).wrap_function(SamplerWrapFunction::Clamp), }; // egui outputs colors with premultiplied alpha: let color_blend_func = glium::BlendingFunction::Addition { source: glium::LinearBlendingFactor::One, destination: glium::LinearBlendingFactor::OneMinusSourceAlpha, }; // 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). let alpha_blend_func = glium::BlendingFunction::Addition { source: glium::LinearBlendingFactor::OneMinusDestinationAlpha, destination: glium::LinearBlendingFactor::One, }; let blend = glium::Blend { color: color_blend_func, alpha: alpha_blend_func, ..Default::default() }; // egui outputs mesh in both winding orders: let backface_culling = glium::BackfaceCullingMode::CullingDisabled; // 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 = clamp(clip_min_x, 0.0..=width_in_pixels as f32); let clip_min_y = clamp(clip_min_y, 0.0..=height_in_pixels as f32); let clip_max_x = clamp(clip_max_x, clip_min_x..=width_in_pixels as f32); let clip_max_y = clamp(clip_max_y, clip_min_y..=height_in_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, backface_culling, scissor: Some(glium::Rect { left: clip_min_x, bottom: height_in_pixels - clip_max_y, width: clip_max_x - clip_min_x, height: clip_max_y - clip_min_y, }), ..Default::default() }; target .draw( &vertex_buffer, &index_buffer, &self.program, &uniforms, ¶ms, ) .unwrap(); } } // ------------------------------------------------------------------------ // 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 { 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 glium texture as egui texture /// Usable for render to image rectangle pub fn register_glium_texture( &mut self, texture: glium::texture::SrgbTexture2d, ) -> egui::TextureId { 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) { *user_texture = UserTexture { pixels: vec![], gl_texture: Some(texture), } } } id } pub fn set_user_texture( &mut self, id: egui::TextureId, size: (usize, usize), pixels: &[Color32], ) { assert_eq!(size.0 * size.1, pixels.len()); if let egui::TextureId::User(id) = id { if let Some(Some(user_texture)) = self.user_textures.get_mut(id as usize) { let pixels: Vec> = pixels .chunks(size.0 as usize) .map(|row| row.iter().map(|srgba| srgba.to_tuple()).collect()) .collect(); *user_texture = UserTexture { pixels, gl_texture: None, }; } } } pub 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; } } } pub fn get_texture(&self, texture_id: egui::TextureId) -> Option<&SrgbTexture2d> { match texture_id { egui::TextureId::Egui => self.egui_texture.as_ref(), egui::TextureId::User(id) => self .user_textures .get(id as usize)? .as_ref()? .gl_texture .as_ref(), } } pub fn upload_pending_user_textures(&mut self, facade: &dyn glium::backend::Facade) { 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 format = texture::SrgbFormat::U8U8U8U8; let mipmaps = texture::MipmapsOption::NoMipmap; user_texture.gl_texture = Some(SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap()); } } } } }