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mirror of https://github.com/emilk/egui.git synced 2026-08-31 05:40:03 -04:00

[example_web] show loading of an image

Required some redesign of `TextureAllocator` as well as
some improvements to the fetch API.
This commit is contained in:
Emil Ernerfeldt
2020-11-18 21:38:29 +01:00
parent 90cecace0c
commit c6ce0b9e8c
16 changed files with 645 additions and 277 deletions

View File

@@ -67,7 +67,8 @@ pub struct Painter {
egui_texture: Option<SrgbTexture2d>,
egui_texture_version: Option<u64>,
user_textures: Vec<UserTexture>,
/// `None` means unallocated (freed) slot.
user_textures: Vec<Option<UserTexture>>,
}
#[derive(Default)]
@@ -77,7 +78,7 @@ struct UserTexture {
pixels: Vec<Vec<(u8, u8, u8, u8)>>,
/// Lazily uploaded
texture: Option<SrgbTexture2d>,
gl_texture: Option<SrgbTexture2d>,
}
impl Painter {
@@ -94,20 +95,62 @@ impl Painter {
}
}
pub fn new_user_texture(&mut self, size: (usize, usize), pixels: &[Srgba]) -> egui::TextureId {
pub fn alloc_user_texture(&mut self) -> egui::TextureId {
for (i, tex) in self.user_textures.iter_mut().enumerate() {
if tex.is_none() {
*tex = Some(Default::default());
return egui::TextureId::User(i as u64);
}
}
let id = egui::TextureId::User(self.user_textures.len() as u64);
self.user_textures.push(Some(Default::default()));
id
}
pub fn set_user_texture(
&mut self,
id: egui::TextureId,
size: (usize, usize),
pixels: &[Srgba],
) {
assert_eq!(size.0 * size.1, pixels.len());
let pixels: Vec<Vec<(u8, u8, u8, u8)>> = pixels
.chunks(size.0 as usize)
.map(|row| row.iter().map(|srgba| srgba.to_tuple()).collect())
.collect();
if let egui::TextureId::User(id) = id {
if let Some(user_texture) = self.user_textures.get_mut(id as usize) {
if let Some(user_texture) = user_texture {
let pixels: Vec<Vec<(u8, u8, u8, u8)>> = pixels
.chunks(size.0 as usize)
.map(|row| row.iter().map(|srgba| srgba.to_tuple()).collect())
.collect();
let id = egui::TextureId::User(self.user_textures.len() as u64);
self.user_textures.push(UserTexture {
pixels,
texture: None,
});
id
*user_texture = UserTexture {
pixels,
gl_texture: None,
};
}
}
}
}
pub fn free_user_texture(&mut self, id: egui::TextureId) {
if let egui::TextureId::User(id) = id {
let index = id as usize;
if index < self.user_textures.len() {
self.user_textures[index] = None;
}
}
}
fn get_texture(&self, texture_id: egui::TextureId) -> Option<&SrgbTexture2d> {
match texture_id {
egui::TextureId::Egui => self.egui_texture.as_ref(),
egui::TextureId::User(id) => self
.user_textures
.get(id as usize)?
.as_ref()?
.gl_texture
.as_ref(),
}
}
fn upload_egui_texture(
@@ -138,12 +181,14 @@ impl Painter {
fn upload_pending_user_textures(&mut self, facade: &dyn glium::backend::Facade) {
for user_texture in &mut self.user_textures {
if user_texture.texture.is_none() {
let pixels = std::mem::take(&mut user_texture.pixels);
let format = texture::SrgbFormat::U8U8U8U8;
let mipmaps = texture::MipmapsOption::NoMipmap;
user_texture.texture =
Some(SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap());
if let Some(user_texture) = user_texture {
if user_texture.gl_texture.is_none() {
let pixels = std::mem::take(&mut user_texture.pixels);
let format = texture::SrgbFormat::U8U8U8U8;
let mipmaps = texture::MipmapsOption::NoMipmap;
user_texture.gl_texture =
Some(SrgbTexture2d::with_format(facade, pixels, format, mipmaps).unwrap());
}
}
}
}
@@ -173,18 +218,6 @@ impl Painter {
target.finish().unwrap();
}
fn get_texture(&self, texture_id: egui::TextureId) -> &SrgbTexture2d {
match texture_id {
egui::TextureId::Egui => self.egui_texture.as_ref().unwrap(),
egui::TextureId::User(id) => {
let id = id as usize;
assert!(id < self.user_textures.len());
let texture = self.user_textures[id].texture.as_ref();
texture.expect("Should have been uploaded")
}
}
}
#[inline(never)] // Easier profiling
fn paint_job(
&mut self,
@@ -229,68 +262,68 @@ impl Painter {
let width_in_points = width_in_pixels as f32 / pixels_per_point;
let height_in_points = height_in_pixels as f32 / pixels_per_point;
let texture = self.get_texture(triangles.texture_id);
if let Some(texture) = self.get_texture(triangles.texture_id) {
let uniforms = uniform! {
u_screen_size: [width_in_points, height_in_points],
u_sampler: texture.sampled().wrap_function(SamplerWrapFunction::Clamp),
};
let uniforms = uniform! {
u_screen_size: [width_in_points, height_in_points],
u_sampler: texture.sampled().wrap_function(SamplerWrapFunction::Clamp),
};
// Egui outputs colors with premultiplied alpha:
let color_blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
};
// Egui outputs colors with premultiplied alpha:
let color_blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
};
// 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).
let alpha_blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::OneMinusDestinationAlpha,
destination: glium::LinearBlendingFactor::One,
};
// 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).
let alpha_blend_func = glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::OneMinusDestinationAlpha,
destination: glium::LinearBlendingFactor::One,
};
let blend = glium::Blend {
color: color_blend_func,
alpha: alpha_blend_func,
..Default::default()
};
let blend = glium::Blend {
color: color_blend_func,
alpha: alpha_blend_func,
..Default::default()
};
// 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;
// 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;
// Make sure clip rect can fit withing an `u32`:
let clip_min_x = clamp(clip_min_x, 0.0..=width_in_pixels as f32);
let clip_min_y = clamp(clip_min_y, 0.0..=height_in_pixels as f32);
let clip_max_x = clamp(clip_max_x, clip_min_x..=width_in_pixels as f32);
let clip_max_y = clamp(clip_max_y, clip_min_y..=height_in_pixels as f32);
// Make sure clip rect can fit withing an `u32`:
let clip_min_x = clamp(clip_min_x, 0.0..=width_in_pixels as f32);
let clip_min_y = clamp(clip_min_y, 0.0..=height_in_pixels as f32);
let clip_max_x = clamp(clip_max_x, clip_min_x..=width_in_pixels as f32);
let clip_max_y = clamp(clip_max_y, clip_min_y..=height_in_pixels as f32);
let clip_min_x = clip_min_x.round() as u32;
let clip_min_y = clip_min_y.round() as u32;
let clip_max_x = clip_max_x.round() as u32;
let clip_max_y = clip_max_y.round() as u32;
let clip_min_x = clip_min_x.round() as u32;
let clip_min_y = clip_min_y.round() as u32;
let clip_max_x = clip_max_x.round() as u32;
let clip_max_y = clip_max_y.round() as u32;
let params = glium::DrawParameters {
blend,
scissor: Some(glium::Rect {
left: clip_min_x,
bottom: height_in_pixels - clip_max_y,
width: clip_max_x - clip_min_x,
height: clip_max_y - clip_min_y,
}),
..Default::default()
};
let params = glium::DrawParameters {
blend,
scissor: Some(glium::Rect {
left: clip_min_x,
bottom: height_in_pixels - clip_max_y,
width: clip_max_x - clip_min_x,
height: clip_max_y - clip_min_y,
}),
..Default::default()
};
target
.draw(
&vertex_buffer,
&index_buffer,
&self.program,
&uniforms,
&params,
)
.unwrap();
target
.draw(
&vertex_buffer,
&index_buffer,
&self.program,
&uniforms,
&params,
)
.unwrap();
}
}
}