mirror of
https://github.com/emilk/egui.git
synced 2026-06-27 23:13:13 -04:00
rename egui_wasm to egui_web
This commit is contained in:
63
egui_web/src/lib.rs
Normal file
63
egui_web/src/lib.rs
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@@ -0,0 +1,63 @@
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#![deny(warnings)]
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#![warn(clippy::all)]
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pub mod webgl;
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// ----------------------------------------------------------------------------
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// Helpers to hide some of the verbosity of web_sys
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pub fn console_log(s: String) {
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web_sys::console::log_1(&s.into());
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}
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pub fn now_sec() -> f64 {
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web_sys::window()
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.expect("should have a Window")
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.performance()
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.expect("should have a Performance")
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.now()
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/ 1000.0
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}
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pub fn local_storage() -> Option<web_sys::Storage> {
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web_sys::window()?.local_storage().ok()?
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}
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pub fn local_storage_get(key: &str) -> Option<String> {
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local_storage().map(|storage| storage.get_item(key).ok())??
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}
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pub fn local_storage_set(key: &str, value: &str) {
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local_storage().map(|storage| storage.set_item(key, value));
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}
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pub fn local_storage_remove(key: &str) {
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local_storage().map(|storage| storage.remove_item(key));
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}
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pub fn load_memory(ctx: &egui::Context) {
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if let Some(memory_string) = local_storage_get("egui_memory_json") {
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match serde_json::from_str(&memory_string) {
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Ok(memory) => {
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*ctx.memory() = memory;
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}
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Err(err) => {
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console_log(format!("ERROR: Failed to parse memory json: {}", err));
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}
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}
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}
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}
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pub fn save_memory(ctx: &egui::Context) {
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match serde_json::to_string(&*ctx.memory()) {
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Ok(json) => {
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local_storage_set("egui_memory_json", &json);
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}
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Err(err) => {
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console_log(format!(
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"ERROR: Failed to seriealize memory as json: {}",
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err
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));
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}
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}
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}
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405
egui_web/src/webgl.rs
Normal file
405
egui_web/src/webgl.rs
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@@ -0,0 +1,405 @@
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use {
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js_sys::WebAssembly,
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wasm_bindgen::{prelude::*, JsCast},
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web_sys::{WebGlBuffer, WebGlProgram, WebGlRenderingContext, WebGlShader, WebGlTexture},
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};
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use egui::{
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math::clamp,
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paint::{Color, PaintBatches, Texture, Triangles},
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vec2,
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};
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type Gl = WebGlRenderingContext;
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pub struct Painter {
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canvas: web_sys::HtmlCanvasElement,
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gl: WebGlRenderingContext,
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texture: WebGlTexture,
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program: WebGlProgram,
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index_buffer: WebGlBuffer,
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pos_buffer: WebGlBuffer,
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tc_buffer: WebGlBuffer,
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color_buffer: WebGlBuffer,
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tex_size: (u16, u16),
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current_texture_id: Option<u64>,
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}
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impl Painter {
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pub fn debug_info(&self) -> String {
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format!(
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"Stored canvas size: {} x {}\n\
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gl context size: {} x {}",
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self.canvas.width(),
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self.canvas.height(),
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self.gl.drawing_buffer_width(),
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self.gl.drawing_buffer_height(),
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)
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}
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pub fn new(canvas_id: &str) -> Result<Painter, JsValue> {
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let document = web_sys::window().unwrap().document().unwrap();
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let canvas = document.get_element_by_id(canvas_id).unwrap();
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let canvas: web_sys::HtmlCanvasElement = canvas.dyn_into::<web_sys::HtmlCanvasElement>()?;
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let gl = canvas
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.get_context("webgl")?
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.unwrap()
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.dyn_into::<WebGlRenderingContext>()?;
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// --------------------------------------------------------------------
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let gl_texture = gl.create_texture().unwrap();
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gl.bind_texture(Gl::TEXTURE_2D, Some(&gl_texture));
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32);
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32);
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32);
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gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32);
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// --------------------------------------------------------------------
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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r#"
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uniform vec2 u_screen_size;
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uniform vec2 u_tex_size;
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attribute vec2 a_pos;
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attribute vec2 a_tc;
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attribute vec4 a_color;
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varying vec4 v_color;
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varying vec2 v_tc;
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_color = a_color;
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v_tc = a_tc / u_tex_size;
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}
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"#,
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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r#"
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uniform sampler2D u_sampler;
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precision highp float;
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varying vec4 v_color;
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varying vec2 v_tc;
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void main() {
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gl_FragColor = v_color;
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gl_FragColor *= texture2D(u_sampler, v_tc).a;
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}
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"#,
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)?;
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
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let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
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let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?;
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let tc_buffer = gl.create_buffer().ok_or("failed to create tc_buffer")?;
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let color_buffer = gl.create_buffer().ok_or("failed to create color_buffer")?;
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Ok(Painter {
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canvas,
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gl,
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texture: gl_texture,
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program,
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index_buffer,
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pos_buffer,
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tc_buffer,
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color_buffer,
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tex_size: (0, 0),
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current_texture_id: None,
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})
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}
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fn upload_texture(&mut self, texture: &Texture) {
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if self.current_texture_id == Some(texture.id) {
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return; // No change
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}
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let gl = &self.gl;
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gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
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let level = 0;
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let internal_format = Gl::ALPHA;
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let border = 0;
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let src_format = Gl::ALPHA;
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let src_type = Gl::UNSIGNED_BYTE;
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gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
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Gl::TEXTURE_2D,
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level,
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internal_format as i32,
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texture.width as i32,
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texture.height as i32,
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border,
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src_format,
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src_type,
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Some(&texture.pixels),
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)
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.unwrap();
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self.tex_size = (texture.width as u16, texture.height as u16);
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self.current_texture_id = Some(texture.id);
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}
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pub fn paint_batches(
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&mut self,
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bg_color: Color,
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batches: PaintBatches,
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texture: &Texture,
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pixels_per_point: f32,
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) -> Result<(), JsValue> {
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self.upload_texture(texture);
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let gl = &self.gl;
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gl.enable(Gl::SCISSOR_TEST);
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gl.enable(Gl::BLEND);
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gl.blend_func(Gl::ONE, Gl::ONE_MINUS_SRC_ALPHA); // premultiplied alpha
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gl.use_program(Some(&self.program));
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gl.active_texture(Gl::TEXTURE0);
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gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
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let u_screen_size_loc = gl
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.get_uniform_location(&self.program, "u_screen_size")
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.unwrap();
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let screen_size_pixels = vec2(self.canvas.width() as f32, self.canvas.height() as f32);
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let screen_size_points = screen_size_pixels / pixels_per_point;
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gl.uniform2f(
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Some(&u_screen_size_loc),
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screen_size_points.x,
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screen_size_points.y,
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);
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let u_tex_size_loc = gl
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.get_uniform_location(&self.program, "u_tex_size")
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.unwrap();
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gl.uniform2f(
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Some(&u_tex_size_loc),
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f32::from(self.tex_size.0),
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f32::from(self.tex_size.1),
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);
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let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
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gl.uniform1i(Some(&u_sampler_loc), 0);
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gl.viewport(
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0,
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0,
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self.canvas.width() as i32,
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self.canvas.height() as i32,
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);
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// TODO: sRGBA
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gl.clear_color(
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bg_color.r as f32 / 255.0,
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bg_color.g as f32 / 255.0,
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bg_color.b as f32 / 255.0,
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bg_color.a as f32 / 255.0,
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);
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gl.clear(Gl::COLOR_BUFFER_BIT);
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for (clip_rect, triangles) in batches {
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let clip_min_x = pixels_per_point * clip_rect.min.x;
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let clip_min_y = pixels_per_point * clip_rect.min.y;
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let clip_max_x = pixels_per_point * clip_rect.max.x;
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let clip_max_y = pixels_per_point * clip_rect.max.y;
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let clip_min_x = clamp(clip_min_x, 0.0..=screen_size_pixels.x);
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let clip_min_y = clamp(clip_min_y, 0.0..=screen_size_pixels.y);
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let clip_max_x = clamp(clip_max_x, clip_min_x..=screen_size_pixels.x);
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let clip_max_y = clamp(clip_max_y, clip_min_y..=screen_size_pixels.y);
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let clip_min_x = clip_min_x.round() as i32;
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let clip_min_y = clip_min_y.round() as i32;
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let clip_max_x = clip_max_x.round() as i32;
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let clip_max_y = clip_max_y.round() as i32;
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// scissor Y coordinate is from the bottom
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gl.scissor(
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clip_min_x,
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self.canvas.height() as i32 - clip_max_y,
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clip_max_x - clip_min_x,
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clip_max_y - clip_min_y,
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);
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for triangles in triangles.split_to_u16() {
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self.paint_triangles(&triangles)?;
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}
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}
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Ok(())
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}
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fn paint_triangles(&self, triangles: &Triangles) -> Result<(), JsValue> {
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let indices: Vec<u16> = triangles.indices.iter().map(|idx| *idx as u16).collect();
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let mut positions: Vec<f32> = Vec::with_capacity(2 * triangles.vertices.len());
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let mut tex_coords: Vec<u16> = Vec::with_capacity(2 * triangles.vertices.len());
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for v in &triangles.vertices {
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positions.push(v.pos.x);
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positions.push(v.pos.y);
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tex_coords.push(v.uv.0);
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tex_coords.push(v.uv.1);
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}
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let mut colors: Vec<u8> = Vec::with_capacity(4 * triangles.vertices.len());
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for v in &triangles.vertices {
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colors.push(v.color.r);
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colors.push(v.color.g);
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colors.push(v.color.b);
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colors.push(v.color.a);
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}
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// --------------------------------------------------------------------
|
||||
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let gl = &self.gl;
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let indices_memory_buffer = wasm_bindgen::memory()
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.dyn_into::<WebAssembly::Memory>()?
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.buffer();
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let indices_ptr = indices.as_ptr() as u32 / 2;
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let indices_array = js_sys::Int16Array::new(&indices_memory_buffer)
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.subarray(indices_ptr, indices_ptr + indices.len() as u32);
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer));
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gl.buffer_data_with_array_buffer_view(
|
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Gl::ELEMENT_ARRAY_BUFFER,
|
||||
&indices_array,
|
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Gl::STREAM_DRAW,
|
||||
);
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
let pos_memory_buffer = wasm_bindgen::memory()
|
||||
.dyn_into::<WebAssembly::Memory>()?
|
||||
.buffer();
|
||||
let pos_ptr = positions.as_ptr() as u32 / 4;
|
||||
let pos_array = js_sys::Float32Array::new(&pos_memory_buffer)
|
||||
.subarray(pos_ptr, pos_ptr + positions.len() as u32);
|
||||
|
||||
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.pos_buffer));
|
||||
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &pos_array, Gl::STREAM_DRAW);
|
||||
|
||||
let a_pos_loc = gl.get_attrib_location(&self.program, "a_pos");
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||||
assert!(a_pos_loc >= 0);
|
||||
let a_pos_loc = a_pos_loc as u32;
|
||||
|
||||
let normalize = false;
|
||||
let stride = 0;
|
||||
let offset = 0;
|
||||
gl.vertex_attrib_pointer_with_i32(a_pos_loc, 2, Gl::FLOAT, normalize, stride, offset);
|
||||
gl.enable_vertex_attrib_array(a_pos_loc);
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
let tc_memory_buffer = wasm_bindgen::memory()
|
||||
.dyn_into::<WebAssembly::Memory>()?
|
||||
.buffer();
|
||||
let tc_ptr = tex_coords.as_ptr() as u32 / 2;
|
||||
let tc_array = js_sys::Uint16Array::new(&tc_memory_buffer)
|
||||
.subarray(tc_ptr, tc_ptr + tex_coords.len() as u32);
|
||||
|
||||
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.tc_buffer));
|
||||
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &tc_array, Gl::STREAM_DRAW);
|
||||
|
||||
let a_tc_loc = gl.get_attrib_location(&self.program, "a_tc");
|
||||
assert!(a_tc_loc >= 0);
|
||||
let a_tc_loc = a_tc_loc as u32;
|
||||
|
||||
let normalize = false;
|
||||
let stride = 0;
|
||||
let offset = 0;
|
||||
gl.vertex_attrib_pointer_with_i32(
|
||||
a_tc_loc,
|
||||
2,
|
||||
Gl::UNSIGNED_SHORT,
|
||||
normalize,
|
||||
stride,
|
||||
offset,
|
||||
);
|
||||
gl.enable_vertex_attrib_array(a_tc_loc);
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
let colors_memory_buffer = wasm_bindgen::memory()
|
||||
.dyn_into::<WebAssembly::Memory>()?
|
||||
.buffer();
|
||||
let colors_ptr = colors.as_ptr() as u32;
|
||||
let colors_array = js_sys::Uint8Array::new(&colors_memory_buffer)
|
||||
.subarray(colors_ptr, colors_ptr + colors.len() as u32);
|
||||
|
||||
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.color_buffer));
|
||||
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &colors_array, Gl::STREAM_DRAW);
|
||||
|
||||
let a_color_loc = gl.get_attrib_location(&self.program, "a_color");
|
||||
assert!(a_color_loc >= 0);
|
||||
let a_color_loc = a_color_loc as u32;
|
||||
|
||||
let normalize = true;
|
||||
let stride = 0;
|
||||
let offset = 0;
|
||||
gl.vertex_attrib_pointer_with_i32(
|
||||
a_color_loc,
|
||||
4,
|
||||
Gl::UNSIGNED_BYTE,
|
||||
normalize,
|
||||
stride,
|
||||
offset,
|
||||
);
|
||||
gl.enable_vertex_attrib_array(a_color_loc);
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
gl.draw_elements_with_i32(Gl::TRIANGLES, indices.len() as i32, Gl::UNSIGNED_SHORT, 0);
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
fn compile_shader(
|
||||
gl: &WebGlRenderingContext,
|
||||
shader_type: u32,
|
||||
source: &str,
|
||||
) -> Result<WebGlShader, String> {
|
||||
let shader = gl
|
||||
.create_shader(shader_type)
|
||||
.ok_or_else(|| String::from("Unable to create shader object"))?;
|
||||
gl.shader_source(&shader, source);
|
||||
gl.compile_shader(&shader);
|
||||
|
||||
if gl
|
||||
.get_shader_parameter(&shader, Gl::COMPILE_STATUS)
|
||||
.as_bool()
|
||||
.unwrap_or(false)
|
||||
{
|
||||
Ok(shader)
|
||||
} else {
|
||||
Err(gl
|
||||
.get_shader_info_log(&shader)
|
||||
.unwrap_or_else(|| "Unknown error creating shader".into()))
|
||||
}
|
||||
}
|
||||
|
||||
fn link_program<'a, T: IntoIterator<Item = &'a WebGlShader>>(
|
||||
gl: &WebGlRenderingContext,
|
||||
shaders: T,
|
||||
) -> Result<WebGlProgram, String> {
|
||||
let program = gl
|
||||
.create_program()
|
||||
.ok_or_else(|| String::from("Unable to create shader object"))?;
|
||||
for shader in shaders {
|
||||
gl.attach_shader(&program, shader)
|
||||
}
|
||||
gl.link_program(&program);
|
||||
|
||||
if gl
|
||||
.get_program_parameter(&program, Gl::LINK_STATUS)
|
||||
.as_bool()
|
||||
.unwrap_or(false)
|
||||
{
|
||||
Ok(program)
|
||||
} else {
|
||||
Err(gl
|
||||
.get_program_info_log(&program)
|
||||
.unwrap_or_else(|| "Unknown error creating program object".into()))
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user