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painter.rs
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#![allow(unsafe_code)]
use std::{collections::HashMap, rc::Rc};
use egui::{
emath::Rect,
epaint::{Color32, Mesh, Primitive, Vertex},
};
use glow::HasContext;
use memoffset::offset_of;
use crate::misc_util::{check_for_gl_error, compile_shader, link_program};
use crate::post_process::PostProcess;
use crate::shader_version::ShaderVersion;
use crate::vao_emulate;
pub use glow::Context;
const VERT_SRC: &str = include_str!("shader/vertex.glsl");
const FRAG_SRC: &str = include_str!("shader/fragment.glsl");
/// An OpenGL painter using [`glow`].
///
/// This is responsible for painting egui and managing egui textures.
/// You can access the underlying [`glow::Context`] with [`Self::gl`].
///
/// This struct must be destroyed with [`Painter::destroy`] before dropping, to ensure OpenGL
/// objects have been properly deleted and are not leaked.
pub struct Painter {
gl: Rc<glow::Context>,
max_texture_side: usize,
program: glow::Program,
u_screen_size: glow::UniformLocation,
u_sampler: glow::UniformLocation,
is_webgl_1: bool,
is_embedded: bool,
vertex_array: crate::misc_util::VAO,
srgb_support: bool,
/// The filter used for subsequent textures.
texture_filter: TextureFilter,
post_process: Option<PostProcess>,
vertex_buffer: glow::Buffer,
element_array_buffer: glow::Buffer,
textures: HashMap<egui::TextureId, glow::Texture>,
#[cfg(feature = "epi")]
next_native_tex_id: u64, // TODO: 128-bit texture space?
/// Stores outdated OpenGL textures that are yet to be deleted
textures_to_destroy: Vec<glow::Texture>,
/// Used to make sure we are destroyed correctly.
destroyed: bool,
}
#[derive(Copy, Clone)]
pub enum TextureFilter {
Linear,
Nearest,
}
impl Default for TextureFilter {
fn default() -> Self {
TextureFilter::Linear
}
}
impl TextureFilter {
pub(crate) fn glow_code(&self) -> u32 {
match self {
TextureFilter::Linear => glow::LINEAR,
TextureFilter::Nearest => glow::NEAREST,
}
}
}
impl Painter {
/// Create painter.
///
/// Set `pp_fb_extent` to the framebuffer size to enable `sRGB` support on OpenGL ES and WebGL.
///
/// Set `shader_prefix` if you want to turn on shader workaround e.g. `"#define APPLY_BRIGHTENING_GAMMA\n"`
/// (see <https://github.com/emilk/egui/issues/794>).
///
/// # Errors
/// will return `Err` below cases
/// * failed to compile shader
/// * failed to create postprocess on webgl with `sRGB` support
/// * failed to create buffer
pub fn new(
gl: Rc<glow::Context>,
pp_fb_extent: Option<[i32; 2]>,
shader_prefix: &str,
) -> Result<Painter, String> {
check_for_gl_error(&gl, "before Painter::new");
let max_texture_side = unsafe { gl.get_parameter_i32(glow::MAX_TEXTURE_SIZE) } as usize;
let support_vao = crate::misc_util::supports_vao(&gl);
let shader_version = ShaderVersion::get(&gl);
let is_webgl_1 = shader_version == ShaderVersion::Es100;
let header = shader_version.version();
tracing::debug!("Shader header: {:?}.", header);
let srgb_support = gl.supported_extensions().contains("EXT_sRGB");
let (post_process, srgb_support_define) = match (shader_version, srgb_support) {
// WebGL2 support sRGB default
(ShaderVersion::Es300, _) | (ShaderVersion::Es100, true) => unsafe {
// Add sRGB support marker for fragment shader
if let Some([width, height]) = pp_fb_extent {
tracing::debug!("WebGL with sRGB enabled. Turning on post processing for linear framebuffer blending.");
// install post process to correct sRGB color:
(
Some(PostProcess::new(
gl.clone(),
shader_prefix,
support_vao,
is_webgl_1,
width,
height,
)?),
"#define SRGB_SUPPORTED",
)
} else {
tracing::debug!("WebGL or OpenGL ES detected but PostProcess disabled because dimension is None");
(None, "")
}
},
// WebGL1 without sRGB support disable postprocess and use fallback shader
(ShaderVersion::Es100, false) => (None, ""),
// OpenGL 2.1 or above always support sRGB so add sRGB support marker
_ => (None, "#define SRGB_SUPPORTED"),
};
unsafe {
let vert = compile_shader(
&gl,
glow::VERTEX_SHADER,
&format!(
"{}\n{}\n{}\n{}",
header,
shader_prefix,
shader_version.is_new_shader_interface(),
VERT_SRC
),
)?;
let frag = compile_shader(
&gl,
glow::FRAGMENT_SHADER,
&format!(
"{}\n{}\n{}\n{}\n{}",
header,
shader_prefix,
srgb_support_define,
shader_version.is_new_shader_interface(),
FRAG_SRC
),
)?;
let program = link_program(&gl, [vert, frag].iter())?;
gl.detach_shader(program, vert);
gl.detach_shader(program, frag);
gl.delete_shader(vert);
gl.delete_shader(frag);
let u_screen_size = gl.get_uniform_location(program, "u_screen_size").unwrap();
let u_sampler = gl.get_uniform_location(program, "u_sampler").unwrap();
let vertex_buffer = gl.create_buffer()?;
let element_array_buffer = gl.create_buffer()?;
gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
let a_pos_loc = gl.get_attrib_location(program, "a_pos").unwrap();
let a_tc_loc = gl.get_attrib_location(program, "a_tc").unwrap();
let a_srgba_loc = gl.get_attrib_location(program, "a_srgba").unwrap();
let mut vertex_array = if support_vao {
crate::misc_util::VAO::native(&gl)
} else {
crate::misc_util::VAO::emulated()
};
vertex_array.bind_vertex_array(&gl);
vertex_array.bind_buffer(&gl, &vertex_buffer);
let stride = std::mem::size_of::<Vertex>() as i32;
let position_buffer_info = vao_emulate::BufferInfo {
location: a_pos_loc,
vector_size: 2,
data_type: glow::FLOAT,
normalized: false,
stride,
offset: offset_of!(Vertex, pos) as i32,
};
let tex_coord_buffer_info = vao_emulate::BufferInfo {
location: a_tc_loc,
vector_size: 2,
data_type: glow::FLOAT,
normalized: false,
stride,
offset: offset_of!(Vertex, uv) as i32,
};
let color_buffer_info = vao_emulate::BufferInfo {
location: a_srgba_loc,
vector_size: 4,
data_type: glow::UNSIGNED_BYTE,
normalized: false,
stride,
offset: offset_of!(Vertex, color) as i32,
};
vertex_array.add_new_attribute(&gl, position_buffer_info);
vertex_array.add_new_attribute(&gl, tex_coord_buffer_info);
vertex_array.add_new_attribute(&gl, color_buffer_info);
check_for_gl_error(&gl, "after Painter::new");
Ok(Painter {
gl,
max_texture_side,
program,
u_screen_size,
u_sampler,
is_webgl_1,
is_embedded: matches!(shader_version, ShaderVersion::Es100 | ShaderVersion::Es300),
vertex_array,
srgb_support,
texture_filter: Default::default(),
post_process,
vertex_buffer,
element_array_buffer,
textures: Default::default(),
#[cfg(feature = "epi")]
next_native_tex_id: 1 << 32,
textures_to_destroy: Vec::new(),
destroyed: false,
})
}
}
/// Access the shared glow context.
pub fn gl(&self) -> &std::rc::Rc<glow::Context> {
&self.gl
}
pub fn max_texture_side(&self) -> usize {
self.max_texture_side
}
unsafe fn prepare_painting(
&mut self,
[width_in_pixels, height_in_pixels]: [u32; 2],
pixels_per_point: f32,
) -> (u32, u32) {
self.gl.enable(glow::SCISSOR_TEST);
// egui outputs mesh in both winding orders
self.gl.disable(glow::CULL_FACE);
self.gl.enable(glow::BLEND);
self.gl.blend_equation(glow::FUNC_ADD);
self.gl.blend_func_separate(
// egui outputs colors with premultiplied alpha:
glow::ONE,
glow::ONE_MINUS_SRC_ALPHA,
// 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).
glow::ONE_MINUS_DST_ALPHA,
glow::ONE,
);
let width_in_points = width_in_pixels as f32 / pixels_per_point;
let height_in_points = height_in_pixels as f32 / pixels_per_point;
self.gl
.viewport(0, 0, width_in_pixels as i32, height_in_pixels as i32);
self.gl.use_program(Some(self.program));
self.gl
.uniform_2_f32(Some(&self.u_screen_size), width_in_points, height_in_points);
self.gl.uniform_1_i32(Some(&self.u_sampler), 0);
self.gl.active_texture(glow::TEXTURE0);
self.vertex_array.bind_vertex_array(&self.gl);
self.gl
.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.element_array_buffer));
(width_in_pixels, height_in_pixels)
}
pub fn paint_and_update_textures(
&mut self,
inner_size: [u32; 2],
pixels_per_point: f32,
clipped_primitives: &[egui::ClippedPrimitive],
textures_delta: &egui::TexturesDelta,
) {
for (id, image_delta) in &textures_delta.set {
self.set_texture(*id, image_delta);
}
self.paint_primitives(inner_size, pixels_per_point, clipped_primitives);
for &id in &textures_delta.free {
self.free_texture(id);
}
}
/// Main entry-point for painting a frame.
/// You should call `target.clear_color(..)` before
/// and `target.finish()` after this.
///
/// The following OpenGL features will be set:
/// - Scissor test will be enabled
/// - Cull face will be disabled
/// - Blend will be enabled
///
/// The scissor area and blend parameters will be changed.
///
/// As well as this, the following objects will be unset:
/// - Vertex Buffer
/// - Element Buffer
/// - Texture (and active texture will be set to 0)
/// - Program
///
/// Please be mindful of these effects when integrating into your program, and also be mindful
/// of the effects your program might have on this code. Look at the source if in doubt.
pub fn paint_primitives(
&mut self,
inner_size: [u32; 2],
pixels_per_point: f32,
clipped_primitives: &[egui::ClippedPrimitive],
) {
self.assert_not_destroyed();
if let Some(ref mut post_process) = self.post_process {
unsafe {
post_process.begin(inner_size[0] as i32, inner_size[1] as i32);
}
}
let size_in_pixels = unsafe { self.prepare_painting(inner_size, pixels_per_point) };
for egui::ClippedPrimitive {
clip_rect,
primitive,
} in clipped_primitives
{
set_clip_rect(&self.gl, size_in_pixels, pixels_per_point, *clip_rect);
match primitive {
Primitive::Mesh(mesh) => {
self.paint_mesh(mesh);
}
Primitive::Callback(callback) => {
if callback.rect.is_positive() {
// Transform callback rect to physical pixels:
let rect_min_x = pixels_per_point * callback.rect.min.x;
let rect_min_y = pixels_per_point * callback.rect.min.y;
let rect_max_x = pixels_per_point * callback.rect.max.x;
let rect_max_y = pixels_per_point * callback.rect.max.y;
let rect_min_x = rect_min_x.round() as i32;
let rect_min_y = rect_min_y.round() as i32;
let rect_max_x = rect_max_x.round() as i32;
let rect_max_y = rect_max_y.round() as i32;
unsafe {
self.gl.viewport(
rect_min_x,
size_in_pixels.1 as i32 - rect_max_y,
rect_max_x - rect_min_x,
rect_max_y - rect_min_y,
);
}
callback.call(self);
// Restore state:
unsafe {
if let Some(ref mut post_process) = self.post_process {
post_process.bind();
}
self.prepare_painting(inner_size, pixels_per_point)
};
}
}
}
}
unsafe {
self.vertex_array.unbind_vertex_array(&self.gl);
self.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
if let Some(ref post_process) = self.post_process {
post_process.end();
}
self.gl.disable(glow::SCISSOR_TEST);
check_for_gl_error(&self.gl, "painting");
}
}
#[inline(never)] // Easier profiling
fn paint_mesh(&mut self, mesh: &Mesh) {
debug_assert!(mesh.is_valid());
if let Some(texture) = self.get_texture(mesh.texture_id) {
unsafe {
self.gl
.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buffer));
self.gl.buffer_data_u8_slice(
glow::ARRAY_BUFFER,
bytemuck::cast_slice(&mesh.vertices),
glow::STREAM_DRAW,
);
self.gl
.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.element_array_buffer));
self.gl.buffer_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
bytemuck::cast_slice(&mesh.indices),
glow::STREAM_DRAW,
);
self.gl.bind_texture(glow::TEXTURE_2D, Some(texture));
}
unsafe {
self.gl.draw_elements(
glow::TRIANGLES,
mesh.indices.len() as i32,
glow::UNSIGNED_INT,
0,
);
}
}
}
// Set the filter to be used for any subsequent textures loaded via
// [`Self::set_texture`].
pub fn set_texture_filter(&mut self, texture_filter: TextureFilter) {
self.texture_filter = texture_filter;
}
// ------------------------------------------------------------------------
pub fn set_texture(&mut self, tex_id: egui::TextureId, delta: &egui::epaint::ImageDelta) {
self.assert_not_destroyed();
let glow_texture = *self
.textures
.entry(tex_id)
.or_insert_with(|| unsafe { self.gl.create_texture().unwrap() });
unsafe {
self.gl.bind_texture(glow::TEXTURE_2D, Some(glow_texture));
}
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.upload_texture_srgb(delta.pos, image.size, data);
}
egui::ImageData::Alpha(image) => {
assert_eq!(
image.width() * image.height(),
image.pixels.len(),
"Mismatch between texture size and texel count"
);
let gamma = if self.is_embedded && self.post_process.is_none() {
1.0 / 2.2
} else {
1.0
};
let data: Vec<u8> = image
.srgba_pixels(gamma)
.flat_map(|a| a.to_array())
.collect();
self.upload_texture_srgb(delta.pos, image.size, &data);
}
};
}
fn upload_texture_srgb(&mut self, pos: Option<[usize; 2]>, [w, h]: [usize; 2], data: &[u8]) {
assert_eq!(data.len(), w * h * 4);
assert!(
w >= 1 && h >= 1,
"Got a texture image of size {}x{}. A texture must at least be one texel wide.",
w,
h
);
assert!(
w <= self.max_texture_side && h <= self.max_texture_side,
"Got a texture image of size {}x{}, but the maximum supported texture side is only {}",
w,
h,
self.max_texture_side
);
unsafe {
self.gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MAG_FILTER,
self.texture_filter.glow_code() as i32,
);
self.gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MIN_FILTER,
self.texture_filter.glow_code() as i32,
);
self.gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_S,
glow::CLAMP_TO_EDGE as i32,
);
self.gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_T,
glow::CLAMP_TO_EDGE as i32,
);
check_for_gl_error(&self.gl, "tex_parameter");
let (internal_format, src_format) = if self.is_webgl_1 {
let format = if self.srgb_support {
glow::SRGB_ALPHA
} else {
glow::RGBA
};
(format, format)
} else {
(glow::SRGB8_ALPHA8, glow::RGBA)
};
self.gl.pixel_store_i32(glow::UNPACK_ALIGNMENT, 1);
let level = 0;
if let Some([x, y]) = pos {
self.gl.tex_sub_image_2d(
glow::TEXTURE_2D,
level,
x as _,
y as _,
w as _,
h as _,
src_format,
glow::UNSIGNED_BYTE,
glow::PixelUnpackData::Slice(data),
);
check_for_gl_error(&self.gl, "tex_sub_image_2d");
} else {
let border = 0;
self.gl.tex_image_2d(
glow::TEXTURE_2D,
level,
internal_format as _,
w as _,
h as _,
border,
src_format,
glow::UNSIGNED_BYTE,
Some(data),
);
check_for_gl_error(&self.gl, "tex_image_2d");
}
}
}
pub fn free_texture(&mut self, tex_id: egui::TextureId) {
if let Some(old_tex) = self.textures.remove(&tex_id) {
unsafe { self.gl.delete_texture(old_tex) };
}
}
/// Get the [`glow::Texture`] bound to a [`egui::TextureId`].
pub fn get_texture(&self, texture_id: egui::TextureId) -> Option<glow::Texture> {
self.textures.get(&texture_id).copied()
}
unsafe fn destroy_gl(&self) {
self.gl.delete_program(self.program);
for tex in self.textures.values() {
self.gl.delete_texture(*tex);
}
self.gl.delete_buffer(self.vertex_buffer);
self.gl.delete_buffer(self.element_array_buffer);
for t in &self.textures_to_destroy {
self.gl.delete_texture(*t);
}
}
/// This function must be called before [`Painter`] is dropped, as [`Painter`] has some OpenGL objects
/// that should be deleted.
pub fn destroy(&mut self) {
if !self.destroyed {
unsafe {
self.destroy_gl();
if let Some(ref post_process) = self.post_process {
post_process.destroy();
}
}
self.destroyed = true;
}
}
fn assert_not_destroyed(&self) {
assert!(!self.destroyed, "the egui glow has already been destroyed!");
}
}
pub fn clear(gl: &glow::Context, dimension: [u32; 2], clear_color: egui::Rgba) {
unsafe {
gl.disable(glow::SCISSOR_TEST);
gl.viewport(0, 0, dimension[0] as i32, dimension[1] as i32);
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(glow::COLOR_BUFFER_BIT);
}
}
impl Drop for Painter {
fn drop(&mut self) {
if !self.destroyed {
tracing::warn!(
"You forgot to call destroy() on the egui glow painter. Resources will leak!"
);
}
}
}
#[cfg(feature = "epi")]
impl epi::NativeTexture for Painter {
type Texture = glow::Texture;
fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId {
self.assert_not_destroyed();
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, replacing: Self::Texture) {
if let Some(old_tex) = self.textures.insert(id, replacing) {
self.textures_to_destroy.push(old_tex);
}
}
}
fn set_clip_rect(
gl: &glow::Context,
size_in_pixels: (u32, u32),
pixels_per_point: f32,
clip_rect: Rect,
) {
// 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 = clip_min_x.clamp(0.0, size_in_pixels.0 as f32);
let clip_min_y = clip_min_y.clamp(0.0, size_in_pixels.1 as f32);
let clip_max_x = clip_max_x.clamp(clip_min_x, size_in_pixels.0 as f32);
let clip_max_y = clip_max_y.clamp(clip_min_y, size_in_pixels.1 as f32);
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;
unsafe {
gl.scissor(
clip_min_x,
size_in_pixels.1 as i32 - clip_max_y,
clip_max_x - clip_min_x,
clip_max_y - clip_min_y,
);
}
}