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https://github.com/emilk/egui.git
synced 2026-08-31 13:50:04 -04:00
Handle more than 2^16 vertices in WebGL renderer
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@@ -41,6 +41,8 @@ impl Mesh {
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/// Uniformly colored rectangle
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pub fn add_rect(&mut self, top_left: Vertex, bottom_right: Vertex) {
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debug_assert_eq!(top_left.color, bottom_right.color);
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let idx = self.vertices.len() as u32;
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self.triangle(idx + 0, idx + 1, idx + 2);
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self.triangle(idx + 2, idx + 1, idx + 3);
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@@ -60,6 +62,58 @@ impl Mesh {
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self.vertices.push(botom_left);
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self.vertices.push(bottom_right);
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}
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/// Split a large mesh into many small.
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/// All the returned meshes will have indices that fit into u16.
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pub fn split_to_u16(self) -> Vec<Mesh> {
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const MAX_SIZE: u32 = 1 << 16;
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if self.vertices.len() < MAX_SIZE as usize {
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return vec![self]; // Common-case optimization
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}
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let mut output = vec![];
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let mut index_cursor = 0;
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while index_cursor < self.indices.len() {
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let span_start = index_cursor;
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let mut min_vindex = self.indices[index_cursor];
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let mut max_vindex = self.indices[index_cursor];
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while index_cursor < self.indices.len() {
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let (mut new_min, mut new_max) = (min_vindex, max_vindex);
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for i in 0..3 {
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let idx = self.indices[index_cursor + i];
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new_min = new_min.min(idx);
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new_max = new_max.max(idx);
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}
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if new_max - new_min < MAX_SIZE {
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// Triangle fits
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min_vindex = new_min;
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max_vindex = new_max;
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index_cursor += 3;
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} else {
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break;
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}
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}
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assert!(
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index_cursor > span_start,
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"One triangle spanned more than {} vertices",
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MAX_SIZE
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);
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output.push(Mesh {
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indices: self.indices[span_start..index_cursor]
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.iter()
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.map(|vi| vi - min_vindex)
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.collect(),
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vertices: self.vertices[(min_vindex as usize)..=(max_vindex as usize)].to_vec(),
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});
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}
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return output;
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}
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}
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#[derive(Clone, Copy, PartialEq)]
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@@ -60,7 +60,7 @@ impl GuiInput {
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// ----------------------------------------------------------------------------
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/// 0-255 sRGBA
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#[derive(Clone, Copy, Debug, Default, Serialize)]
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#[derive(Clone, Copy, Debug, Default, Eq, Ord, PartialEq, PartialOrd, Serialize)]
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pub struct Color {
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pub r: u8,
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pub g: u8,
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