1
0
mirror of https://github.com/emilk/egui.git synced 2026-08-31 22:00:03 -04:00

Move all crates into a crates directory (#1940)

This commit is contained in:
Emil Ernerfeldt
2022-08-20 10:41:49 +02:00
committed by GitHub
parent 5c63648c02
commit 041f2e64ba
260 changed files with 59 additions and 57 deletions

132
crates/egui_glow/src/lib.rs Normal file
View File

@@ -0,0 +1,132 @@
//! [`egui`] bindings for [`glow`](https://github.com/grovesNL/glow).
//!
//! The main types you want to look are are [`Painter`] and [`EguiGlow`].
//!
//! If you are writing an app, you may want to look at [`eframe`](https://docs.rs/eframe) instead.
//!
//! ## Feature flags
#![cfg_attr(feature = "document-features", doc = document_features::document_features!())]
//!
#![allow(clippy::float_cmp)]
#![allow(clippy::manual_range_contains)]
pub mod painter;
pub use glow;
pub use painter::{CallbackFn, Painter};
mod misc_util;
mod post_process;
mod shader_version;
mod vao;
#[cfg(all(not(target_arch = "wasm32"), feature = "winit"))]
pub mod winit;
#[cfg(all(not(target_arch = "wasm32"), feature = "winit"))]
pub use winit::*;
/// Check for OpenGL error and report it using `tracing::error`.
///
/// Only active in debug builds!
///
/// ``` no_run
/// # let glow_context = todo!();
/// use egui_glow::check_for_gl_error;
/// check_for_gl_error!(glow_context);
/// check_for_gl_error!(glow_context, "during painting");
/// ```
#[macro_export]
macro_rules! check_for_gl_error {
($gl: expr) => {{
if cfg!(debug_assertions) {
$crate::check_for_gl_error_impl($gl, file!(), line!(), "")
}
}};
($gl: expr, $context: literal) => {{
if cfg!(debug_assertions) {
$crate::check_for_gl_error_impl($gl, file!(), line!(), $context)
}
}};
}
/// Check for OpenGL error and report it using `tracing::error`.
///
/// WARNING: slow! Only use during setup!
///
/// ``` no_run
/// # let glow_context = todo!();
/// use egui_glow::check_for_gl_error_even_in_release;
/// check_for_gl_error_even_in_release!(glow_context);
/// check_for_gl_error_even_in_release!(glow_context, "during painting");
/// ```
#[macro_export]
macro_rules! check_for_gl_error_even_in_release {
($gl: expr) => {{
$crate::check_for_gl_error_impl($gl, file!(), line!(), "")
}};
($gl: expr, $context: literal) => {{
$crate::check_for_gl_error_impl($gl, file!(), line!(), $context)
}};
}
#[doc(hidden)]
pub fn check_for_gl_error_impl(gl: &glow::Context, file: &str, line: u32, context: &str) {
use glow::HasContext as _;
#[allow(unsafe_code)]
let error_code = unsafe { gl.get_error() };
if error_code != glow::NO_ERROR {
let error_str = match error_code {
glow::INVALID_ENUM => "GL_INVALID_ENUM",
glow::INVALID_VALUE => "GL_INVALID_VALUE",
glow::INVALID_OPERATION => "GL_INVALID_OPERATION",
glow::STACK_OVERFLOW => "GL_STACK_OVERFLOW",
glow::STACK_UNDERFLOW => "GL_STACK_UNDERFLOW",
glow::OUT_OF_MEMORY => "GL_OUT_OF_MEMORY",
glow::INVALID_FRAMEBUFFER_OPERATION => "GL_INVALID_FRAMEBUFFER_OPERATION",
glow::CONTEXT_LOST => "GL_CONTEXT_LOST",
0x8031 => "GL_TABLE_TOO_LARGE1",
0x9242 => "CONTEXT_LOST_WEBGL",
_ => "<unknown>",
};
if context.is_empty() {
tracing::error!(
"GL error, at {}:{}: {} (0x{:X}). Please file a bug at https://github.com/emilk/egui/issues",
file,
line,
error_str,
error_code,
);
} else {
tracing::error!(
"GL error, at {}:{} ({}): {} (0x{:X}). Please file a bug at https://github.com/emilk/egui/issues",
file,
line,
context,
error_str,
error_code,
);
}
}
}
// ---------------------------------------------------------------------------
/// Profiling macro for feature "puffin"
macro_rules! profile_function {
($($arg: tt)*) => {
#[cfg(feature = "puffin")]
#[cfg(not(target_arch = "wasm32"))]
puffin::profile_function!($($arg)*);
};
}
pub(crate) use profile_function;
/// Profiling macro for feature "puffin"
macro_rules! profile_scope {
($($arg: tt)*) => {
#[cfg(feature = "puffin")]
#[cfg(not(target_arch = "wasm32"))]
puffin::profile_scope!($($arg)*);
};
}
pub(crate) use profile_scope;

View File

@@ -0,0 +1,40 @@
#![allow(unsafe_code)]
use glow::HasContext as _;
pub(crate) unsafe fn compile_shader(
gl: &glow::Context,
shader_type: u32,
source: &str,
) -> Result<glow::Shader, String> {
let shader = gl.create_shader(shader_type)?;
gl.shader_source(shader, source);
gl.compile_shader(shader);
if gl.get_shader_compile_status(shader) {
Ok(shader)
} else {
Err(gl.get_shader_info_log(shader))
}
}
pub(crate) unsafe fn link_program<'a, T: IntoIterator<Item = &'a glow::Shader>>(
gl: &glow::Context,
shaders: T,
) -> Result<glow::Program, String> {
let program = gl.create_program()?;
for shader in shaders {
gl.attach_shader(program, *shader);
}
gl.link_program(program);
if gl.get_program_link_status(program) {
Ok(program)
} else {
Err(gl.get_program_info_log(program))
}
}

View File

@@ -0,0 +1,768 @@
#![allow(unsafe_code)]
use std::{collections::HashMap, sync::Arc};
use egui::{
emath::Rect,
epaint::{Color32, Mesh, PaintCallbackInfo, Primitive, Vertex},
};
use glow::HasContext as _;
use memoffset::offset_of;
use crate::check_for_gl_error;
use crate::misc_util::{compile_shader, link_program};
use crate::post_process::PostProcess;
use crate::shader_version::ShaderVersion;
use crate::vao;
pub use glow::Context;
const VERT_SRC: &str = include_str!("shader/vertex.glsl");
const FRAG_SRC: &str = include_str!("shader/fragment.glsl");
pub type TextureFilter = egui::TextureFilter;
trait TextureFilterExt {
fn glow_code(&self) -> u32;
}
impl TextureFilterExt for TextureFilter {
fn glow_code(&self) -> u32 {
match self {
TextureFilter::Linear => glow::LINEAR,
TextureFilter::Nearest => glow::NEAREST,
}
}
}
/// 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: Arc<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,
vao: crate::vao::VertexArrayObject,
srgb_support: bool,
post_process: Option<PostProcess>,
vbo: glow::Buffer,
element_array_buffer: glow::Buffer,
textures: HashMap<egui::TextureId, glow::Texture>,
next_native_tex_id: u64,
/// 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,
}
/// A callback function that can be used to compose an [`egui::PaintCallback`] for custom rendering
/// with [`glow`].
///
/// The callback is passed, the [`egui::PaintCallbackInfo`] and the [`Painter`] which can be used to
/// access the OpenGL context.
///
/// # Example
///
/// See the [`custom3d_glow`](https://github.com/emilk/egui/blob/master/egui_demo_app/src/apps/custom3d_wgpu.rs) demo source for a detailed usage example.
pub struct CallbackFn {
f: Box<dyn Fn(PaintCallbackInfo, &Painter) + Sync + Send>,
}
impl CallbackFn {
pub fn new<F: Fn(PaintCallbackInfo, &Painter) + Sync + Send + 'static>(callback: F) -> Self {
let f = Box::new(callback);
CallbackFn { f }
}
}
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: Arc<glow::Context>,
pp_fb_extent: Option<[i32; 2]>,
shader_prefix: &str,
) -> Result<Painter, String> {
crate::profile_function!();
crate::check_for_gl_error_even_in_release!(&gl, "before Painter::new");
let max_texture_side = unsafe { gl.get_parameter_i32(glow::MAX_TEXTURE_SIZE) } as usize;
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(size) = 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,
is_webgl_1,
size,
)?),
"#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 vbo = gl.create_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 stride = std::mem::size_of::<Vertex>() as i32;
let buffer_infos = vec![
vao::BufferInfo {
location: a_pos_loc,
vector_size: 2,
data_type: glow::FLOAT,
normalized: false,
stride,
offset: offset_of!(Vertex, pos) as i32,
},
vao::BufferInfo {
location: a_tc_loc,
vector_size: 2,
data_type: glow::FLOAT,
normalized: false,
stride,
offset: offset_of!(Vertex, uv) as i32,
},
vao::BufferInfo {
location: a_srgba_loc,
vector_size: 4,
data_type: glow::UNSIGNED_BYTE,
normalized: false,
stride,
offset: offset_of!(Vertex, color) as i32,
},
];
let vao = crate::vao::VertexArrayObject::new(&gl, vbo, buffer_infos);
let element_array_buffer = gl.create_buffer()?;
crate::check_for_gl_error_even_in_release!(&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),
vao,
srgb_support,
post_process,
vbo,
element_array_buffer,
textures: Default::default(),
next_native_tex_id: 1 << 32,
textures_to_destroy: Vec::new(),
destroyed: false,
})
}
}
/// Access the shared glow context.
pub fn gl(&self) -> &Arc<glow::Context> {
&self.gl
}
pub fn max_texture_side(&self) -> usize {
self.max_texture_side
}
/// The framebuffer we use as an intermediate render target,
/// or `None` if we are painting to the screen framebuffer directly.
///
/// This is the framebuffer that is bound when [`egui::Shape::Callback`] is called,
/// and is where any callbacks should ultimately render onto.
///
/// So if in a [`egui::Shape::Callback`] you need to use an offscreen FBO, you should
/// then restore to this afterwards with
/// `gl.bind_framebuffer(glow::FRAMEBUFFER, painter.intermediate_fbo());`
pub fn intermediate_fbo(&self) -> Option<glow::Framebuffer> {
self.post_process.as_ref().map(|pp| pp.fbo())
}
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.disable(glow::DEPTH_TEST);
self.gl.color_mask(true, true, true, true);
self.gl.enable(glow::BLEND);
self.gl
.blend_equation_separate(glow::FUNC_ADD, 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,
);
if !cfg!(target_arch = "wasm32") {
self.gl.enable(glow::FRAMEBUFFER_SRGB);
check_for_gl_error!(&self.gl, "FRAMEBUFFER_SRGB");
}
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.vao.bind(&self.gl);
self.gl
.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.element_array_buffer));
check_for_gl_error!(&self.gl, "prepare_painting");
(width_in_pixels, height_in_pixels)
}
/// You are expected to have cleared the color buffer before calling this.
pub fn paint_and_update_textures(
&mut self,
screen_size_px: [u32; 2],
pixels_per_point: f32,
clipped_primitives: &[egui::ClippedPrimitive],
textures_delta: &egui::TexturesDelta,
) {
crate::profile_function!();
for (id, image_delta) in &textures_delta.set {
self.set_texture(*id, image_delta);
}
self.paint_primitives(screen_size_px, 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,
screen_size_px: [u32; 2],
pixels_per_point: f32,
clipped_primitives: &[egui::ClippedPrimitive],
) {
crate::profile_function!();
self.assert_not_destroyed();
if let Some(ref mut post_process) = self.post_process {
unsafe {
post_process.begin(screen_size_px[0] as i32, screen_size_px[1] as i32);
post_process.bind();
self.gl.disable(glow::SCISSOR_TEST);
self.gl
.viewport(0, 0, screen_size_px[0] as i32, screen_size_px[1] as i32);
// use the same clear-color as was set for the screen framebuffer.
self.gl.clear(glow::COLOR_BUFFER_BIT);
}
}
let size_in_pixels = unsafe { self.prepare_painting(screen_size_px, 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() {
crate::profile_scope!("callback");
// 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,
);
}
let info = egui::PaintCallbackInfo {
viewport: callback.rect,
clip_rect: *clip_rect,
pixels_per_point,
screen_size_px,
};
if let Some(callback) = callback.callback.downcast_ref::<CallbackFn>() {
(callback.f)(info, self);
} else {
tracing::warn!("Warning: Unsupported render callback. Expected egui_glow::CallbackFn");
}
check_for_gl_error!(&self.gl, "callback");
// Restore state:
unsafe {
if let Some(ref mut post_process) = self.post_process {
post_process.bind();
}
self.prepare_painting(screen_size_px, pixels_per_point)
};
}
}
}
}
unsafe {
self.vao.unbind(&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.texture(mesh.texture_id) {
unsafe {
self.gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vbo));
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,
);
}
check_for_gl_error!(&self.gl, "paint_mesh");
} else {
tracing::warn!("Failed to find texture {:?}", mesh.texture_id);
}
}
// ------------------------------------------------------------------------
pub fn set_texture(&mut self, tex_id: egui::TextureId, delta: &egui::epaint::ImageDelta) {
crate::profile_function!();
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, delta.filter, data);
}
egui::ImageData::Font(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, delta.filter, &data);
}
};
}
fn upload_texture_srgb(
&mut self,
pos: Option<[usize; 2]>,
[w, h]: [usize; 2],
texture_filter: TextureFilter,
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,
texture_filter.glow_code() as i32,
);
self.gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MIN_FILTER,
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 texture(&self, texture_id: egui::TextureId) -> Option<glow::Texture> {
self.textures.get(&texture_id).copied()
}
#[deprecated = "renamed 'texture'"]
pub fn get_texture(&self, texture_id: egui::TextureId) -> Option<glow::Texture> {
self.texture(texture_id)
}
#[allow(clippy::needless_pass_by_value)] // False positive
pub fn register_native_texture(&mut self, native: glow::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
}
#[allow(clippy::needless_pass_by_value)] // False positive
pub fn replace_native_texture(&mut self, id: egui::TextureId, replacing: glow::Texture) {
if let Some(old_tex) = self.textures.insert(id, replacing) {
self.textures_to_destroy.push(old_tex);
}
}
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.vbo);
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, screen_size_in_pixels: [u32; 2], clear_color: egui::Rgba) {
crate::profile_function!();
unsafe {
gl.disable(glow::SCISSOR_TEST);
gl.viewport(
0,
0,
screen_size_in_pixels[0] as i32,
screen_size_in_pixels[1] as i32,
);
if true {
// verified to be correct on eframe native (on Mac).
gl.clear_color(
clear_color[0],
clear_color[1],
clear_color[2],
clear_color[3],
);
} else {
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!"
);
}
}
}
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;
// Round to integer:
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;
// Clamp:
let clip_min_x = clip_min_x.clamp(0, size_in_pixels.0 as i32);
let clip_min_y = clip_min_y.clamp(0, size_in_pixels.1 as i32);
let clip_max_x = clip_max_x.clamp(clip_min_x, size_in_pixels.0 as i32);
let clip_max_y = clip_max_y.clamp(clip_min_y, size_in_pixels.1 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,
);
}
}

View File

@@ -0,0 +1,284 @@
#![allow(unsafe_code)]
use crate::check_for_gl_error;
use crate::misc_util::{compile_shader, link_program};
use crate::vao::BufferInfo;
use glow::HasContext as _;
/// Uses a framebuffer to render everything in linear color space and convert it back to `sRGB`
/// in a separate "post processing" step
pub(crate) struct PostProcess {
gl: std::sync::Arc<glow::Context>,
pos_buffer: glow::Buffer,
index_buffer: glow::Buffer,
vao: crate::vao::VertexArrayObject,
is_webgl_1: bool,
color_texture: glow::Texture,
depth_renderbuffer: Option<glow::Renderbuffer>,
texture_size: (i32, i32),
fbo: glow::Framebuffer,
program: glow::Program,
}
impl PostProcess {
pub(crate) unsafe fn new(
gl: std::sync::Arc<glow::Context>,
shader_prefix: &str,
is_webgl_1: bool,
[width, height]: [i32; 2],
) -> Result<PostProcess, String> {
gl.pixel_store_i32(glow::UNPACK_ALIGNMENT, 1);
let fbo = gl.create_framebuffer()?;
gl.bind_framebuffer(glow::FRAMEBUFFER, Some(fbo));
// ----------------------------------------------
// Set up color tesxture:
let color_texture = gl.create_texture()?;
gl.bind_texture(glow::TEXTURE_2D, Some(color_texture));
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_S,
glow::CLAMP_TO_EDGE as i32,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_T,
glow::CLAMP_TO_EDGE as i32,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MIN_FILTER,
glow::NEAREST as i32,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_MAG_FILTER,
glow::NEAREST as i32,
);
let (internal_format, format) = if is_webgl_1 {
(glow::SRGB_ALPHA, glow::SRGB_ALPHA)
} else {
(glow::SRGB8_ALPHA8, glow::RGBA)
};
gl.tex_image_2d(
glow::TEXTURE_2D,
0,
internal_format as i32,
width,
height,
0,
format,
glow::UNSIGNED_BYTE,
None,
);
crate::check_for_gl_error_even_in_release!(&gl, "post process texture initialization");
gl.framebuffer_texture_2d(
glow::FRAMEBUFFER,
glow::COLOR_ATTACHMENT0,
glow::TEXTURE_2D,
Some(color_texture),
0,
);
gl.bind_texture(glow::TEXTURE_2D, None);
// ---------------------------------------------------------
// Depth buffer - we only need this when embedding 3D within egui using `egui::PaintCallback`.
// TODO(emilk): add a setting to enable/disable the depth buffer.
let with_depth_buffer = true;
let depth_renderbuffer = if with_depth_buffer {
let depth_renderbuffer = gl.create_renderbuffer()?;
gl.bind_renderbuffer(glow::RENDERBUFFER, Some(depth_renderbuffer));
gl.renderbuffer_storage(glow::RENDERBUFFER, glow::DEPTH_COMPONENT16, width, height);
gl.bind_renderbuffer(glow::RENDERBUFFER, None);
Some(depth_renderbuffer)
} else {
None
};
// ---------------------------------------------------------
gl.bind_framebuffer(glow::FRAMEBUFFER, None);
// ---------------------------------------------------------
let vert_shader = compile_shader(
&gl,
glow::VERTEX_SHADER,
&format!(
"{}\n{}",
shader_prefix,
include_str!("shader/post_vertex_100es.glsl")
),
)?;
let frag_shader = compile_shader(
&gl,
glow::FRAGMENT_SHADER,
&format!(
"{}\n{}",
shader_prefix,
include_str!("shader/post_fragment_100es.glsl")
),
)?;
let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
let positions: Vec<f32> = vec![0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0];
let indices: Vec<u8> = vec![0, 1, 2, 1, 2, 3];
let pos_buffer = gl.create_buffer()?;
gl.bind_buffer(glow::ARRAY_BUFFER, Some(pos_buffer));
gl.buffer_data_u8_slice(
glow::ARRAY_BUFFER,
bytemuck::cast_slice(&positions),
glow::STATIC_DRAW,
);
let a_pos_loc = gl
.get_attrib_location(program, "a_pos")
.ok_or_else(|| "failed to get location of a_pos".to_owned())?;
let vao = crate::vao::VertexArrayObject::new(
&gl,
pos_buffer,
vec![BufferInfo {
location: a_pos_loc,
vector_size: 2,
data_type: glow::FLOAT,
normalized: false,
stride: 0,
offset: 0,
}],
);
let index_buffer = gl.create_buffer()?;
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(index_buffer));
gl.buffer_data_u8_slice(glow::ELEMENT_ARRAY_BUFFER, &indices, glow::STATIC_DRAW);
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
crate::check_for_gl_error_even_in_release!(&gl, "post process initialization");
Ok(PostProcess {
gl,
pos_buffer,
index_buffer,
vao,
is_webgl_1,
color_texture,
depth_renderbuffer,
texture_size: (width, height),
fbo,
program,
})
}
/// What we render to.
pub(crate) fn fbo(&self) -> glow::Framebuffer {
self.fbo
}
pub(crate) unsafe fn begin(&mut self, width: i32, height: i32) {
if (width, height) != self.texture_size {
self.gl
.bind_texture(glow::TEXTURE_2D, Some(self.color_texture));
self.gl.pixel_store_i32(glow::UNPACK_ALIGNMENT, 1);
let (internal_format, format) = if self.is_webgl_1 {
(glow::SRGB_ALPHA, glow::SRGB_ALPHA)
} else {
(glow::SRGB8_ALPHA8, glow::RGBA)
};
self.gl.tex_image_2d(
glow::TEXTURE_2D,
0,
internal_format as i32,
width,
height,
0,
format,
glow::UNSIGNED_BYTE,
None,
);
self.gl.bind_texture(glow::TEXTURE_2D, None);
if let Some(depth_renderbuffer) = self.depth_renderbuffer {
self.gl
.bind_renderbuffer(glow::RENDERBUFFER, Some(depth_renderbuffer));
self.gl.renderbuffer_storage(
glow::RENDERBUFFER,
glow::DEPTH_COMPONENT16,
width,
height,
);
self.gl.bind_renderbuffer(glow::RENDERBUFFER, None);
}
self.texture_size = (width, height);
}
check_for_gl_error!(&self.gl, "PostProcess::begin");
}
pub(crate) unsafe fn bind(&self) {
self.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(self.fbo));
self.gl.framebuffer_texture_2d(
glow::FRAMEBUFFER,
glow::COLOR_ATTACHMENT0,
glow::TEXTURE_2D,
Some(self.color_texture),
0,
);
self.gl.framebuffer_renderbuffer(
glow::FRAMEBUFFER,
glow::DEPTH_ATTACHMENT,
glow::RENDERBUFFER,
self.depth_renderbuffer,
);
check_for_gl_error!(&self.gl, "PostProcess::bind");
}
pub(crate) unsafe fn end(&self) {
self.gl.bind_framebuffer(glow::FRAMEBUFFER, None);
self.gl.disable(glow::SCISSOR_TEST);
self.gl.use_program(Some(self.program));
self.gl.active_texture(glow::TEXTURE0);
self.gl
.bind_texture(glow::TEXTURE_2D, Some(self.color_texture));
let u_sampler_loc = self
.gl
.get_uniform_location(self.program, "u_sampler")
.unwrap();
self.gl.uniform_1_i32(Some(&u_sampler_loc), 0);
self.vao.bind(&self.gl);
self.gl
.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.index_buffer));
self.gl
.draw_elements(glow::TRIANGLES, 6, glow::UNSIGNED_BYTE, 0);
self.vao.unbind(&self.gl);
self.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
self.gl.bind_texture(glow::TEXTURE_2D, None);
self.gl.use_program(None);
check_for_gl_error!(&self.gl, "PostProcess::end");
}
pub(crate) unsafe fn destroy(&self) {
self.gl.delete_buffer(self.pos_buffer);
self.gl.delete_buffer(self.index_buffer);
self.gl.delete_program(self.program);
self.gl.delete_framebuffer(self.fbo);
self.gl.delete_texture(self.color_texture);
if let Some(depth_renderbuffer) = self.depth_renderbuffer {
self.gl.delete_renderbuffer(depth_renderbuffer);
}
}
}

View File

@@ -0,0 +1,76 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_sampler;
#ifdef NEW_SHADER_INTERFACE
in vec4 v_rgba;
in vec2 v_tc;
out vec4 f_color;
// a dirty hack applied to support webGL2
#define gl_FragColor f_color
#define texture2D texture
#else
varying vec4 v_rgba;
varying vec2 v_tc;
#endif
#ifdef SRGB_SUPPORTED
void main() {
// The texture sampler is sRGB aware, and OpenGL already expects linear rgba output
// so no need for any sRGB conversions here:
gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
}
#else
// 0-255 sRGB from 0-1 linear
vec3 srgb_from_linear(vec3 rgb) {
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
vec3 lower = rgb * vec3(3294.6);
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
return mix(higher, lower, vec3(cutoff));
}
vec4 srgba_from_linear(vec4 rgba) {
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, vec3(cutoff));
}
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
void main() {
// We must decode the colors, since WebGL1 doesn't come with sRGBA textures:
vec4 texture_rgba = linear_from_srgba(texture2D(u_sampler, v_tc) * 255.0);
/// Multiply vertex color with texture color (in linear space).
gl_FragColor = v_rgba * texture_rgba;
// WebGL1 doesn't support linear blending in the framebuffer,
// so we do a hack here where we change the premultiplied alpha
// to do the multiplication in gamma space instead:
// Unmultiply alpha:
if (gl_FragColor.a > 0.0) {
gl_FragColor.rgb /= gl_FragColor.a;
}
// Empiric tweak to make e.g. shadows look more like they should:
gl_FragColor.a *= sqrt(gl_FragColor.a);
// To gamma:
gl_FragColor = srgba_from_linear(gl_FragColor) / 255.0;
// Premultiply alpha, this time in gamma space:
if (gl_FragColor.a > 0.0) {
gl_FragColor.rgb *= gl_FragColor.a;
}
}
#endif

View File

@@ -0,0 +1,26 @@
precision mediump float;
uniform sampler2D u_sampler;
varying vec2 v_tc;
// 0-255 sRGB from 0-1 linear
vec3 srgb_from_linear(vec3 rgb) {
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
vec3 lower = rgb * vec3(3294.6);
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
return mix(higher, lower, vec3(cutoff));
}
// 0-255 sRGBA from 0-1 linear
vec4 srgba_from_linear(vec4 rgba) {
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}
void main() {
gl_FragColor = texture2D(u_sampler, v_tc);
gl_FragColor = srgba_from_linear(gl_FragColor) / 255.0;
#ifdef APPLY_BRIGHTENING_GAMMA
gl_FragColor = vec4(pow(gl_FragColor.rgb, vec3(1.0/2.2)), gl_FragColor.a);
#endif
}

View File

@@ -0,0 +1,8 @@
precision mediump float;
attribute vec2 a_pos;
varying vec2 v_tc;
void main() {
gl_Position = vec4(a_pos * 2. - 1., 0.0, 1.0);
v_tc = a_pos;
}

View File

@@ -0,0 +1,43 @@
#ifdef NEW_SHADER_INTERFACE
#define I in
#define O out
#define V(x) x
#else
#define I attribute
#define O varying
#define V(x) vec3(x)
#endif
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_screen_size;
I vec2 a_pos;
I vec4 a_srgba; // 0-255 sRGB
I vec2 a_tc;
O vec4 v_rgba;
O vec2 v_tc;
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, V(cutoff));
}
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
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);
// egui encodes vertex colors in gamma space, so we must decode the colors here:
v_rgba = linear_from_srgba(a_srgba);
v_tc = a_tc;
}

View File

@@ -0,0 +1,88 @@
#![allow(unsafe_code)]
use std::convert::TryInto;
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[allow(dead_code)]
pub(crate) enum ShaderVersion {
Gl120,
Gl140,
Es100,
Es300,
}
impl ShaderVersion {
pub(crate) fn get(gl: &glow::Context) -> Self {
use glow::HasContext as _;
let shading_lang_string =
unsafe { gl.get_parameter_string(glow::SHADING_LANGUAGE_VERSION) };
let shader_version = Self::parse(&shading_lang_string);
tracing::debug!(
"Shader version: {:?} ({:?}).",
shader_version,
shading_lang_string
);
shader_version
}
#[inline]
pub(crate) fn parse(glsl_ver: &str) -> Self {
let start = glsl_ver.find(|c| char::is_ascii_digit(&c)).unwrap();
let es = glsl_ver[..start].contains(" ES ");
let ver = glsl_ver[start..]
.split_once(' ')
.map_or(&glsl_ver[start..], |x| x.0);
let [maj, min]: [u8; 2] = ver
.splitn(3, '.')
.take(2)
.map(|x| x.parse().unwrap_or_default())
.collect::<Vec<u8>>()
.try_into()
.unwrap();
if es {
if maj >= 3 {
Self::Es300
} else {
Self::Es100
}
} else if maj > 1 || (maj == 1 && min >= 40) {
Self::Gl140
} else {
Self::Gl120
}
}
pub(crate) fn version(&self) -> &'static str {
match self {
Self::Gl120 => "#version 120\n",
Self::Gl140 => "#version 140\n",
Self::Es100 => "#version 100\n",
Self::Es300 => "#version 300 es\n",
}
}
pub(crate) fn is_new_shader_interface(&self) -> &'static str {
match self {
ShaderVersion::Es300 | ShaderVersion::Gl140 => "#define NEW_SHADER_INTERFACE\n",
_ => "",
}
}
}
#[test]
fn test_shader_version() {
use ShaderVersion::{Es100, Es300, Gl120, Gl140};
for (s, v) in [
("1.2 OpenGL foo bar", Gl120),
("3.0", Gl140),
("0.0", Gl120),
("OpenGL ES GLSL 3.00 (WebGL2)", Es300),
("OpenGL ES GLSL 1.00 (WebGL)", Es100),
("OpenGL ES GLSL ES 1.00 foo bar", Es100),
("WebGL GLSL ES 3.00 foo bar", Es300),
("WebGL GLSL ES 3.00", Es300),
("WebGL GLSL ES 1.0 foo bar", Es100),
] {
assert_eq!(ShaderVersion::parse(s), v);
}
}

154
crates/egui_glow/src/vao.rs Normal file
View File

@@ -0,0 +1,154 @@
#![allow(unsafe_code)]
use glow::HasContext as _;
use crate::check_for_gl_error;
// ----------------------------------------------------------------------------
#[derive(Debug)]
pub(crate) struct BufferInfo {
pub location: u32, //
pub vector_size: i32,
pub data_type: u32, //GL_FLOAT,GL_UNSIGNED_BYTE
pub normalized: bool,
pub stride: i32,
pub offset: i32,
}
// ----------------------------------------------------------------------------
/// Wrapper around either Emulated VAO or GL's VAO.
pub(crate) struct VertexArrayObject {
// If `None`, we emulate VAO:s.
vao: Option<crate::glow::VertexArray>,
vbo: glow::Buffer,
buffer_infos: Vec<BufferInfo>,
}
impl VertexArrayObject {
#[allow(clippy::needless_pass_by_value)] // false positive
pub(crate) unsafe fn new(
gl: &glow::Context,
vbo: glow::Buffer,
buffer_infos: Vec<BufferInfo>,
) -> Self {
let vao = if supports_vao(gl) {
let vao = gl.create_vertex_array().unwrap();
check_for_gl_error!(gl, "create_vertex_array");
// Store state in the VAO:
gl.bind_vertex_array(Some(vao));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo));
for attribute in &buffer_infos {
gl.vertex_attrib_pointer_f32(
attribute.location,
attribute.vector_size,
attribute.data_type,
attribute.normalized,
attribute.stride,
attribute.offset,
);
check_for_gl_error!(gl, "vertex_attrib_pointer_f32");
gl.enable_vertex_attrib_array(attribute.location);
check_for_gl_error!(gl, "enable_vertex_attrib_array");
}
gl.bind_vertex_array(None);
Some(vao)
} else {
tracing::debug!("VAO not supported");
None
};
Self {
vao,
vbo,
buffer_infos,
}
}
pub(crate) unsafe fn bind(&self, gl: &glow::Context) {
if let Some(vao) = self.vao {
gl.bind_vertex_array(Some(vao));
check_for_gl_error!(gl, "bind_vertex_array");
} else {
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vbo));
check_for_gl_error!(gl, "bind_buffer");
for attribute in &self.buffer_infos {
gl.vertex_attrib_pointer_f32(
attribute.location,
attribute.vector_size,
attribute.data_type,
attribute.normalized,
attribute.stride,
attribute.offset,
);
check_for_gl_error!(gl, "vertex_attrib_pointer_f32");
gl.enable_vertex_attrib_array(attribute.location);
check_for_gl_error!(gl, "enable_vertex_attrib_array");
}
}
}
pub(crate) unsafe fn unbind(&self, gl: &glow::Context) {
if self.vao.is_some() {
gl.bind_vertex_array(None);
} else {
gl.bind_buffer(glow::ARRAY_BUFFER, None);
for attribute in &self.buffer_infos {
gl.disable_vertex_attrib_array(attribute.location);
}
}
}
}
// ----------------------------------------------------------------------------
fn supports_vao(gl: &glow::Context) -> bool {
const WEBGL_PREFIX: &str = "WebGL ";
const OPENGL_ES_PREFIX: &str = "OpenGL ES ";
let version_string = unsafe { gl.get_parameter_string(glow::VERSION) };
tracing::debug!("GL version: {:?}.", version_string);
// Examples:
// * "WebGL 2.0 (OpenGL ES 3.0 Chromium)"
// * "WebGL 2.0"
if let Some(pos) = version_string.rfind(WEBGL_PREFIX) {
let version_str = &version_string[pos + WEBGL_PREFIX.len()..];
if version_str.contains("1.0") {
// need to test OES_vertex_array_object .
let supported_extensions = gl.supported_extensions();
tracing::debug!("Supported OpenGL extensions: {:?}", supported_extensions);
supported_extensions.contains("OES_vertex_array_object")
} else {
true
}
} else if version_string.contains(OPENGL_ES_PREFIX) {
// glow targets es2.0+ so we don't concern about OpenGL ES-CM,OpenGL ES-CL
if version_string.contains("2.0") {
// need to test OES_vertex_array_object .
let supported_extensions = gl.supported_extensions();
tracing::debug!("Supported OpenGL extensions: {:?}", supported_extensions);
supported_extensions.contains("OES_vertex_array_object")
} else {
true
}
} else {
// from OpenGL 3 vao into core
if version_string.starts_with('2') {
// I found APPLE_vertex_array_object , GL_ATI_vertex_array_object ,ARB_vertex_array_object
// but APPLE's and ATI's very old extension.
let supported_extensions = gl.supported_extensions();
tracing::debug!("Supported OpenGL extensions: {:?}", supported_extensions);
supported_extensions.contains("ARB_vertex_array_object")
} else {
true
}
}
}

View File

@@ -0,0 +1,94 @@
pub use egui_winit;
use egui_winit::winit;
/// Use [`egui`] from a [`glow`] app based on [`winit`].
pub struct EguiGlow {
pub egui_ctx: egui::Context,
pub egui_winit: egui_winit::State,
pub painter: crate::Painter,
shapes: Vec<egui::epaint::ClippedShape>,
textures_delta: egui::TexturesDelta,
}
impl EguiGlow {
pub fn new<E>(
event_loop: &winit::event_loop::EventLoopWindowTarget<E>,
gl: std::sync::Arc<glow::Context>,
) -> Self {
let painter = crate::Painter::new(gl, None, "")
.map_err(|error| {
tracing::error!("error occurred in initializing painter:\n{}", error);
})
.unwrap();
Self {
egui_ctx: Default::default(),
egui_winit: egui_winit::State::new(event_loop),
painter,
shapes: Default::default(),
textures_delta: Default::default(),
}
}
/// Returns `true` if egui wants exclusive use of this event
/// (e.g. a mouse click on an egui window, or entering text into a text field).
/// For instance, if you use egui for a game, you want to first call this
/// and only when this returns `false` pass on the events to your game.
///
/// Note that egui uses `tab` to move focus between elements, so this will always return `true` for tabs.
pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) -> bool {
self.egui_winit.on_event(&self.egui_ctx, event)
}
/// Returns the `Duration` of the timeout after which egui should be repainted even if there's no new events.
///
/// Call [`Self::paint`] later to paint.
pub fn run(
&mut self,
window: &winit::window::Window,
run_ui: impl FnMut(&egui::Context),
) -> std::time::Duration {
let raw_input = self.egui_winit.take_egui_input(window);
let egui::FullOutput {
platform_output,
repaint_after,
textures_delta,
shapes,
} = self.egui_ctx.run(raw_input, run_ui);
self.egui_winit
.handle_platform_output(window, &self.egui_ctx, platform_output);
self.shapes = shapes;
self.textures_delta.append(textures_delta);
repaint_after
}
/// Paint the results of the last call to [`Self::run`].
pub fn paint(&mut self, window: &winit::window::Window) {
let shapes = std::mem::take(&mut self.shapes);
let mut textures_delta = std::mem::take(&mut self.textures_delta);
for (id, image_delta) in textures_delta.set {
self.painter.set_texture(id, &image_delta);
}
let clipped_primitives = self.egui_ctx.tessellate(shapes);
let dimensions: [u32; 2] = window.inner_size().into();
self.painter.paint_primitives(
dimensions,
self.egui_ctx.pixels_per_point(),
&clipped_primitives,
);
for id in textures_delta.free.drain(..) {
self.painter.free_texture(id);
}
}
/// Call to release the allocated graphics resources.
pub fn destroy(&mut self) {
self.painter.destroy();
}
}