//! Mostly a carbon-copy of `webgl1.rs`. use std::collections::HashMap; use { js_sys::WebAssembly, wasm_bindgen::{prelude::*, JsCast}, web_sys::{ WebGl2RenderingContext, WebGlBuffer, WebGlFramebuffer, WebGlProgram, WebGlShader, WebGlTexture, WebGlVertexArrayObject, }, }; use egui::{emath::vec2, epaint::Color32}; type Gl = WebGl2RenderingContext; 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, post_process: PostProcess, textures: HashMap, next_native_tex_id: u64, } 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 vert_shader = compile_shader( &gl, Gl::VERTEX_SHADER, include_str!("shader/main_vertex_100es.glsl"), )?; let frag_shader = compile_shader( &gl, Gl::FRAGMENT_SHADER, include_str!("shader/main_fragment_100es.glsl"), )?; 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")?; let post_process = PostProcess::new(gl.clone(), canvas.width() as i32, canvas.height() as i32)?; Ok(WebGl2Painter { canvas_id: canvas_id.to_owned(), canvas, gl, program, index_buffer, pos_buffer, tc_buffer, color_buffer, post_process, textures: Default::default(), next_native_tex_id: 1 << 32, }) } fn get_texture(&self, texture_id: egui::TextureId) -> Option<&WebGlTexture> { self.textures.get(&texture_id) } fn paint_mesh(&self, mesh: &egui::epaint::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()); let mut colors: Vec = Vec::with_capacity(4 * 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); 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(()) } fn set_texture_rgba( &mut self, tex_id: egui::TextureId, pos: Option<[usize; 2]>, [w, h]: [usize; 2], pixels: &[u8], ) { let gl = &self.gl; let gl_texture = self .textures .entry(tex_id) .or_insert_with(|| 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 _); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as _); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as _); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as _); 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); if let Some([x, y]) = pos { gl.tex_sub_image_2d_with_i32_and_i32_and_u32_and_type_and_opt_u8_array( Gl::TEXTURE_2D, level, x as _, y as _, w as _, h as _, src_format, src_type, Some(pixels), ) .unwrap(); } else { 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 _, w as _, h as _, border, src_format, src_type, Some(pixels), ) .unwrap(); } } } impl epi::NativeTexture for WebGl2Painter { type Texture = WebGlTexture; fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId { let id = egui::TextureId::User(self.next_native_tex_id); self.next_native_tex_id += 1; self.textures.insert(id, native); id } fn replace_native_texture(&mut self, id: egui::TextureId, native: Self::Texture) { self.textures.insert(id, native); } } impl crate::Painter for WebGl2Painter { fn max_texture_side(&self) -> usize { if let Ok(max_texture_side) = self .gl .get_parameter(web_sys::WebGl2RenderingContext::MAX_TEXTURE_SIZE) { if let Some(max_texture_side) = max_texture_side.as_f64() { return max_texture_side as usize; } } crate::console_error("Failed to query max texture size"); 2048 } fn set_texture(&mut self, tex_id: egui::TextureId, delta: &egui::epaint::ImageDelta) { match &delta.image { egui::ImageData::Color(image) => { assert_eq!( image.width() * image.height(), image.pixels.len(), "Mismatch between texture size and texel count" ); let data: &[u8] = bytemuck::cast_slice(image.pixels.as_ref()); self.set_texture_rgba(tex_id, delta.pos, image.size, data); } egui::ImageData::Alpha(image) => { let gamma = 1.0; let data: Vec = image .srgba_pixels(gamma) .flat_map(|a| a.to_array()) .collect(); self.set_texture_rgba(tex_id, delta.pos, image.size, &data); } }; } fn free_texture(&mut self, tex_id: egui::TextureId) { self.textures.remove(&tex_id); } 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 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> { let gl = &self.gl; self.post_process .begin(self.canvas.width() as i32, self.canvas.height() as i32)?; 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 = clip_min_x.clamp(0.0, screen_size_pixels.x); let clip_min_y = clip_min_y.clamp(0.0, screen_size_pixels.y); let clip_max_x = clip_max_x.clamp(clip_min_x, screen_size_pixels.x); let clip_max_y = clip_max_y.clamp(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 )); } } self.post_process.end(); Ok(()) } fn name(&self) -> &'static str { "egui_web (WebGL2)" } } /// Uses a framebuffer to render everything in linear color space and convert it back to sRGB /// in a separate "post processing" step struct PostProcess { gl: Gl, pos_buffer: WebGlBuffer, index_buffer: WebGlBuffer, vao: WebGlVertexArrayObject, texture: WebGlTexture, texture_size: (i32, i32), fbo: WebGlFramebuffer, program: WebGlProgram, } impl PostProcess { fn new(gl: Gl, width: i32, height: i32) -> Result { let fbo = gl .create_framebuffer() .ok_or("failed to create framebuffer")?; gl.bind_framebuffer(Gl::FRAMEBUFFER, Some(&fbo)); let texture = gl.create_texture().unwrap(); gl.bind_texture(Gl::TEXTURE_2D, Some(&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::NEAREST as i32); gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::NEAREST as i32); 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, 0, Gl::SRGB8_ALPHA8 as i32, width, height, 0, Gl::RGBA, Gl::UNSIGNED_BYTE, None, ) .unwrap(); gl.framebuffer_texture_2d( Gl::FRAMEBUFFER, Gl::COLOR_ATTACHMENT0, Gl::TEXTURE_2D, Some(&texture), 0, ); gl.bind_texture(Gl::TEXTURE_2D, None); gl.bind_framebuffer(Gl::FRAMEBUFFER, None); let vert_shader = compile_shader( &gl, Gl::VERTEX_SHADER, include_str!("shader/post_vertex_100es.glsl"), )?; let frag_shader = compile_shader( &gl, Gl::FRAGMENT_SHADER, include_str!("shader/post_fragment_100es.glsl"), )?; let program = link_program(&gl, [vert_shader, frag_shader].iter())?; let vao = gl.create_vertex_array().ok_or("failed to create vao")?; gl.bind_vertex_array(Some(&vao)); let positions = vec![0u8, 0, 1, 0, 0, 1, 1, 1]; let indices = vec![0u8, 1, 2, 1, 2, 3]; let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?; gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&pos_buffer)); gl.buffer_data_with_u8_array(Gl::ARRAY_BUFFER, &positions, Gl::STATIC_DRAW); let a_pos_loc = gl.get_attrib_location(&program, "a_pos"); assert!(a_pos_loc >= 0); gl.vertex_attrib_pointer_with_i32(a_pos_loc as u32, 2, Gl::UNSIGNED_BYTE, false, 0, 0); gl.enable_vertex_attrib_array(a_pos_loc as u32); gl.bind_buffer(Gl::ARRAY_BUFFER, None); let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?; gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&index_buffer)); gl.buffer_data_with_u8_array(Gl::ELEMENT_ARRAY_BUFFER, &indices, Gl::STATIC_DRAW); gl.bind_vertex_array(None); gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, None); Ok(PostProcess { gl, pos_buffer, index_buffer, vao, texture, texture_size: (width, height), fbo, program, }) } fn begin(&mut self, width: i32, height: i32) -> Result<(), JsValue> { let gl = &self.gl; if (width, height) != self.texture_size { gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture)); 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, 0, Gl::SRGB8_ALPHA8 as i32, width, height, 0, Gl::RGBA, Gl::UNSIGNED_BYTE, None, )?; gl.bind_texture(Gl::TEXTURE_2D, None); self.texture_size = (width, height); } gl.bind_framebuffer(Gl::FRAMEBUFFER, Some(&self.fbo)); gl.clear_color(0.0, 0.0, 0.0, 0.0); gl.clear(Gl::COLOR_BUFFER_BIT); Ok(()) } fn end(&self) { let gl = &self.gl; gl.bind_framebuffer(Gl::FRAMEBUFFER, None); gl.disable(Gl::SCISSOR_TEST); gl.use_program(Some(&self.program)); gl.active_texture(Gl::TEXTURE0); gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture)); let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap(); gl.uniform1i(Some(&u_sampler_loc), 0); gl.bind_vertex_array(Some(&self.vao)); gl.draw_elements_with_i32(Gl::TRIANGLES, 6, Gl::UNSIGNED_BYTE, 0); gl.bind_texture(Gl::TEXTURE_2D, None); gl.bind_vertex_array(None); gl.use_program(None); } } impl Drop for PostProcess { fn drop(&mut self) { let gl = &self.gl; gl.delete_vertex_array(Some(&self.vao)); gl.delete_buffer(Some(&self.pos_buffer)); gl.delete_buffer(Some(&self.index_buffer)); gl.delete_program(Some(&self.program)); gl.delete_framebuffer(Some(&self.fbo)); gl.delete_texture(Some(&self.texture)); } } 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())) } }