egui/egui_glium/src/painter.rs
Emil Ernerfeldt fd5ab736bb Rename from "Emigui" to "Egui"
Shorter to type (especially in code).
2020-05-30 10:22:35 +02:00

306 lines
12 KiB
Rust

#![allow(deprecated)] // legacy implement_vertex macro
use {
egui::{
paint::{PaintBatches, Triangles},
Rect,
},
glium::{implement_vertex, index::PrimitiveType, program, texture, uniform, Frame, Surface},
};
pub struct Painter {
program: glium::Program,
texture: texture::texture2d::Texture2d,
current_texture_id: Option<u64>,
}
impl Painter {
pub fn new(facade: &dyn glium::backend::Facade) -> Painter {
let program = program!(facade,
140 => {
vertex: "
#version 140
uniform vec4 u_clip_rect; // min_x, min_y, max_x, max_y
uniform vec2 u_screen_size;
uniform vec2 u_tex_size;
in vec2 a_pos;
in vec4 a_color;
in vec2 a_tc;
out vec2 v_pos;
out vec4 v_color;
out vec2 v_tc;
out vec4 v_clip_rect;
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_pos = a_pos;
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
v_clip_rect = u_clip_rect;
}
",
fragment: "
#version 140
uniform sampler2D u_sampler;
in vec2 v_pos;
in vec4 v_color;
in vec2 v_tc;
in vec4 v_clip_rect;
out vec4 f_color;
// glium expects linear output.
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
vec3 lower = srgb / vec3(12.92);
return mix(higher, lower, cutoff);
}
void main() {
if (v_pos.x < v_clip_rect.x) { discard; }
if (v_pos.y < v_clip_rect.y) { discard; }
if (v_pos.x > v_clip_rect.z) { discard; }
if (v_pos.y > v_clip_rect.w) { discard; }
f_color = v_color;
f_color.rgb = linear_from_srgb(f_color.rgb);
f_color *= texture(u_sampler, v_tc).r;
}
"
},
110 => {
vertex: "
#version 110
uniform vec4 u_clip_rect; // min_x, min_y, max_x, max_y
uniform vec2 u_screen_size;
uniform vec2 u_tex_size;
attribute vec2 a_pos;
attribute vec4 a_color;
attribute vec2 a_tc;
varying vec2 v_pos;
varying vec4 v_color;
varying vec2 v_tc;
varying vec4 v_clip_rect;
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_pos = a_pos;
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
v_clip_rect = u_clip_rect;
}
",
fragment: "
#version 110
uniform sampler2D u_sampler;
varying vec2 v_pos;
varying vec4 v_color;
varying vec2 v_tc;
varying vec4 v_clip_rect;
// glium expects linear output.
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
vec3 lower = srgb / vec3(12.92);
return mix(higher, lower, cutoff);
}
void main() {
if (v_pos.x < v_clip_rect.x) { discard; }
if (v_pos.y < v_clip_rect.y) { discard; }
if (v_pos.x > v_clip_rect.z) { discard; }
if (v_pos.y > v_clip_rect.w) { discard; }
gl_FragColor = v_color;
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
gl_FragColor *= texture2D(u_sampler, v_tc).r;
}
",
},
100 => {
vertex: "
#version 100
uniform mediump vec4 u_clip_rect; // min_x, min_y, max_x, max_y
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 vec2 v_pos;
varying mediump vec4 v_color;
varying mediump vec2 v_tc;
varying mediump vec4 v_clip_rect;
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_pos = a_pos;
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
v_clip_rect = u_clip_rect;
}
",
fragment: "
#version 100
uniform sampler2D u_sampler;
varying mediump vec2 v_pos;
varying mediump vec4 v_color;
varying mediump vec2 v_tc;
varying mediump vec4 v_clip_rect
// glium expects linear output.
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
vec3 lower = srgb / vec3(12.92);
return mix(higher, lower, cutoff);
}
void main() {
if (v_pos.x < v_clip_rect.x) { discard; }
if (v_pos.y < v_clip_rect.y) { discard; }
if (v_pos.x > v_clip_rect.z) { discard; }
if (v_pos.y > v_clip_rect.w) { discard; }
gl_FragColor = v_color;
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
gl_FragColor *= 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: &dyn glium::backend::Facade, texture: &egui::Texture) {
if self.current_texture_id == Some(texture.id) {
return; // No change
}
let pixels: Vec<Vec<u8>> = 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);
}
pub fn paint_batches(
&mut self,
display: &glium::Display,
batches: PaintBatches,
texture: &egui::Texture,
) {
self.upload_texture(display, texture);
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 0.0);
for (clip_rect, triangles) in batches {
self.paint_batch(&mut target, display, clip_rect, &triangles, texture)
}
target.finish().unwrap();
}
#[inline(never)] // Easier profiling
fn paint_batch(
&mut self,
target: &mut Frame,
display: &glium::Display,
clip_rect: Rect,
triangles: &Triangles,
texture: &egui::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<Vertex> = triangles
.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<u32> = triangles.indices.iter().map(|idx| *idx as u32).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_clip_rect: [clip_rect.min.x, clip_rect.min.y, clip_rect.max.x, clip_rect.max.y],
u_screen_size: [width_points, height_points],
u_tex_size: [texture.width as f32, texture.height as f32],
u_sampler: &self.texture,
};
// Emilib outputs colors with premultiplied alpha:
let blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
};
let blend = glium::Blend {
color: blend_func,
alpha: blend_func,
..Default::default()
};
let params = glium::DrawParameters {
blend,
..Default::default()
};
target
.draw(
&vertex_buffer,
&index_buffer,
&self.program,
&uniforms,
&params,
)
.unwrap();
}
}