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https://github.com/emilk/egui.git
synced 2026-09-02 14:50:03 -04:00
Texture loading in egui (#1110)
* Move texture allocation into epaint/egui proper * Add TextureHandle * egui_glow: cast using bytemuck instead of unsafe code * Optimize glium painter * Optimize WebGL * Add example of loading an image from file
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@@ -112,6 +112,9 @@ pub struct EguiGlow {
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pub egui_ctx: egui::Context,
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pub egui_winit: egui_winit::State,
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pub painter: crate::Painter,
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shapes: Vec<egui::epaint::ClippedShape>,
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textures_delta: egui::TexturesDelta,
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}
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#[cfg(feature = "winit")]
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@@ -128,6 +131,8 @@ impl EguiGlow {
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eprintln!("some error occurred in initializing painter\n{}", error);
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})
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.unwrap(),
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shapes: Default::default(),
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textures_delta: Default::default(),
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}
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}
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@@ -141,36 +146,51 @@ impl EguiGlow {
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self.egui_winit.on_event(&self.egui_ctx, event)
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}
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/// Returns `needs_repaint` and shapes to draw.
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/// Returns `true` if egui requests a repaint.
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///
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/// Call [`Self::paint`] later to paint.
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pub fn run(
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&mut self,
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window: &glutin::window::Window,
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run_ui: impl FnMut(&egui::Context),
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) -> (bool, Vec<egui::epaint::ClippedShape>) {
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) -> bool {
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let raw_input = self.egui_winit.take_egui_input(window);
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let (egui_output, shapes) = self.egui_ctx.run(raw_input, run_ui);
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let needs_repaint = egui_output.needs_repaint;
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self.egui_winit
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let textures_delta = self
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.egui_winit
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.handle_output(window, &self.egui_ctx, egui_output);
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(needs_repaint, shapes)
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self.shapes = shapes;
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self.textures_delta.append(textures_delta);
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needs_repaint
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}
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/// Paint the results of the last call to [`Self::run`].
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pub fn paint(
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&mut self,
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gl_window: &glutin::WindowedContext<glutin::PossiblyCurrent>,
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gl: &glow::Context,
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shapes: Vec<egui::epaint::ClippedShape>,
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) {
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let shapes = std::mem::take(&mut self.shapes);
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let mut textures_delta = std::mem::take(&mut self.textures_delta);
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for (id, image) in textures_delta.set {
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self.painter.set_texture(gl, id, &image);
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}
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let clipped_meshes = self.egui_ctx.tessellate(shapes);
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let dimensions: [u32; 2] = gl_window.window().inner_size().into();
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self.painter
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.upload_egui_texture(gl, &self.egui_ctx.font_image());
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self.painter.paint_meshes(
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gl,
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dimensions,
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self.egui_ctx.pixels_per_point(),
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clipped_meshes,
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);
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for id in textures_delta.free.drain(..) {
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self.painter.free_texture(gl, id);
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}
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}
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/// Call to release the allocated graphics resources.
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