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https://github.com/emilk/egui.git
synced 2026-08-30 05:10:03 -04:00
terminology: remove uses of the word "mesh". Prefer "triangles".
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@@ -4,7 +4,7 @@ use {
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web_sys::{WebGlBuffer, WebGlProgram, WebGlRenderingContext, WebGlShader, WebGlTexture},
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};
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use emigui::{vec2, Color, Mesh, PaintBatches, Pos2, Texture};
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use emigui::{vec2, Color, PaintBatches, Pos2, Texture, Triangles};
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type Gl = WebGlRenderingContext;
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@@ -209,7 +209,7 @@ impl Painter {
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);
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gl.clear(Gl::COLOR_BUFFER_BIT);
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for (clip_rect, mesh) in batches {
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for (clip_rect, triangles) in batches {
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// Avoid infinities in shader:
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let clip_min = clip_rect.min.max(Pos2::default());
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let clip_max = clip_rect.max.min(Pos2::default() + screen_size_points);
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@@ -222,27 +222,27 @@ impl Painter {
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clip_max.y,
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);
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for mesh in mesh.split_to_u16() {
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self.paint_mesh(&mesh)?;
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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_mesh(&self, mesh: &Mesh) -> Result<(), JsValue> {
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let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
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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 * mesh.vertices.len());
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let mut tex_coords: Vec<u16> = Vec::with_capacity(2 * mesh.vertices.len());
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for v in &mesh.vertices {
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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 * mesh.vertices.len());
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for v in &mesh.vertices {
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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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