// #![deny(warnings)] use { emigui::{ label, math::vec2, widgets::{Button, Label}, Emigui, Mesh, }, glium::{glutin, implement_vertex, index::PrimitiveType, program, texture, uniform, Surface}, }; struct Painter { program: glium::Program, texture: texture::texture2d::Texture2d, current_texture_id: Option, } impl Painter { fn new(facade: &glium::backend::Facade) -> Painter { let program = program!(facade, 140 => { vertex: " #version 140 uniform vec2 u_screen_size; uniform vec2 u_tex_size; in vec2 a_pos; in vec4 a_color; in vec2 a_tc; out vec4 v_color; out vec2 v_tc; 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_color = a_color / 255.0; v_tc = a_tc / u_tex_size; } ", fragment: " #version 140 uniform sampler2D u_sampler; in vec4 v_color; in vec2 v_tc; out vec4 f_color; void main() { f_color = v_color; f_color.a *= texture(u_sampler, v_tc).r; } " }, 110 => { vertex: " #version 110 uniform vec2 u_screen_size; uniform vec2 u_tex_size; attribute vec2 a_pos; attribute vec4 a_color; attribute vec2 a_tc; varying vec4 v_color; varying vec2 v_tc; 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_color = a_color / 255.0; v_tc = a_tc / u_tex_size; } ", fragment: " #version 110 uniform sampler2D u_sampler; varying vec4 v_color; varying vec2 v_tc; void main() { gl_FragColor = v_color; gl_FragColor.a *= texture2D(u_sampler, v_tc).r; } ", }, 100 => { vertex: " #version 100 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 vec4 v_color; varying mediump vec2 v_tc; 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_color = a_color / 255.0; v_tc = a_tc / u_tex_size; } ", fragment: " #version 100 uniform sampler2D u_sampler; varying mediump vec4 v_color; varying mediump vec2 v_tc; void main() { gl_FragColor = v_color; gl_FragColor.a *= texture2D(u_sampler, v_tc).r; } ", }, ) .unwrap(); let pixels = vec![vec![255u8, 0u8], vec![0u8, 255u8]]; let format = texture::UncompressedFloatFormat::U8; let mipmaps = texture::MipmapsOption::NoMipmap; let texture = texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap(); Painter { program, texture, current_texture_id: None, } } fn upload_texture(&mut self, facade: &glium::backend::Facade, texture: &emigui::Texture) { if self.current_texture_id == Some(texture.id) { return; // No change } let pixels: Vec> = texture .pixels .chunks(texture.width as usize) .map(|row| row.to_vec()) .collect(); let format = texture::UncompressedFloatFormat::U8; let mipmaps = texture::MipmapsOption::NoMipmap; self.texture = texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap(); self.current_texture_id = Some(texture.id); } fn paint(&mut self, display: &glium::Display, mesh: Mesh, texture: &emigui::Texture) { self.upload_texture(display, texture); let vertex_buffer = { #[derive(Copy, Clone)] struct Vertex { a_pos: [f32; 2], a_color: [u8; 4], a_tc: [u16; 2], } implement_vertex!(Vertex, a_pos, a_color, a_tc); let vertices: Vec = mesh .vertices .iter() .map(|v| Vertex { a_pos: [v.pos.x, v.pos.y], a_color: [v.color.r, v.color.g, v.color.b, v.color.a], a_tc: [v.uv.0, v.uv.1], }) .collect(); glium::VertexBuffer::new(display, &vertices).unwrap() }; let indices: Vec = mesh.indices.iter().map(|idx| *idx as u16).collect(); let index_buffer = glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &indices).unwrap(); let pixels_per_point = display.gl_window().get_hidpi_factor() as f32; let (width_pixels, height_pixels) = display.get_framebuffer_dimensions(); let width_points = width_pixels as f32 / pixels_per_point; let height_points = height_pixels as f32 / pixels_per_point; let uniforms = uniform! { u_screen_size: [width_points, height_points], u_tex_size: [texture.width as f32, texture.height as f32], u_sampler: &self.texture, }; let params = glium::DrawParameters { blend: glium::Blend::alpha_blending(), ..Default::default() }; let mut target = display.draw(); target.clear_color(0.0, 0.0, 0.0, 0.0); target .draw( &vertex_buffer, &index_buffer, &self.program, &uniforms, ¶ms, ) .unwrap(); target.finish().unwrap(); } } fn main() { let mut events_loop = glutin::EventsLoop::new(); let window = glutin::WindowBuilder::new().with_title("Emigui example"); let context = glutin::ContextBuilder::new(); let display = glium::Display::new(window, context, &events_loop).unwrap(); let pixels_per_point = display.gl_window().get_hidpi_factor() as f32; let mut emigui = Emigui::new(pixels_per_point); let mut painter = Painter::new(&display); let mut raw_input = emigui::RawInput { mouse_down: false, mouse_pos: None, screen_size: { let (width, height) = display.get_framebuffer_dimensions(); vec2(width as f32, height as f32) / pixels_per_point }, pixels_per_point, }; let mut paint = |raw_input| { emigui.new_frame(raw_input); let mut region = emigui.whole_screen_region(); let mut region = region.left_column(region.width().min(480.0)); region.add(label!("Emigui!").text_style(emigui::TextStyle::Heading)); let exit = region.add(Button::new("Quit")).clicked; emigui.example(&mut region); let mesh = emigui.paint(); painter.paint(&display, mesh, emigui.texture()); exit }; paint(raw_input); events_loop.run_forever(|event| { match event { glutin::Event::WindowEvent { event, .. } => match event { glutin::WindowEvent::CloseRequested => return glutin::ControlFlow::Break, glutin::WindowEvent::Resized(glutin::dpi::LogicalSize { width, height }) => { raw_input.screen_size = vec2(width as f32, height as f32) / pixels_per_point; if paint(raw_input) { return glutin::ControlFlow::Break; } } glutin::WindowEvent::MouseInput { state, .. } => { raw_input.mouse_down = state == glutin::ElementState::Pressed; if paint(raw_input) { return glutin::ControlFlow::Break; } } glutin::WindowEvent::CursorMoved { position, .. } => { raw_input.mouse_pos = Some(vec2(position.x as f32, position.y as f32)); if paint(raw_input) { return glutin::ControlFlow::Break; } } _ => (), }, _ => (), } glutin::ControlFlow::Continue }); }