mirror of
https://github.com/emilk/egui.git
synced 2026-08-31 22:00:03 -04:00
Rename from "Emigui" to "Egui"
Shorter to type (especially in code).
This commit is contained in:
306
egui_glium/src/painter.rs
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306
egui_glium/src/painter.rs
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#![allow(deprecated)] // legacy implement_vertex macro
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use {
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egui::{
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paint::{PaintBatches, Triangles},
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Rect,
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},
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glium::{implement_vertex, index::PrimitiveType, program, texture, uniform, Frame, Surface},
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};
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pub struct Painter {
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program: glium::Program,
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texture: texture::texture2d::Texture2d,
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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 new(facade: &dyn glium::backend::Facade) -> Painter {
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let program = program!(facade,
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140 => {
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vertex: "
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#version 140
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uniform vec4 u_clip_rect; // min_x, min_y, max_x, max_y
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uniform vec2 u_screen_size;
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uniform vec2 u_tex_size;
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in vec2 a_pos;
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in vec4 a_color;
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in vec2 a_tc;
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out vec2 v_pos;
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out vec4 v_color;
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out vec2 v_tc;
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out vec4 v_clip_rect;
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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_pos = a_pos;
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v_color = a_color / 255.0;
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v_tc = a_tc / u_tex_size;
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v_clip_rect = u_clip_rect;
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}
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",
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fragment: "
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#version 140
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uniform sampler2D u_sampler;
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in vec2 v_pos;
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in vec4 v_color;
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in vec2 v_tc;
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in vec4 v_clip_rect;
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out vec4 f_color;
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// glium expects linear output.
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(0.04045));
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vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
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vec3 lower = srgb / vec3(12.92);
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return mix(higher, lower, cutoff);
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}
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void main() {
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if (v_pos.x < v_clip_rect.x) { discard; }
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if (v_pos.y < v_clip_rect.y) { discard; }
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if (v_pos.x > v_clip_rect.z) { discard; }
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if (v_pos.y > v_clip_rect.w) { discard; }
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f_color = v_color;
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f_color.rgb = linear_from_srgb(f_color.rgb);
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f_color *= texture(u_sampler, v_tc).r;
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}
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"
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},
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110 => {
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vertex: "
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#version 110
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uniform vec4 u_clip_rect; // min_x, min_y, max_x, max_y
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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 vec4 a_color;
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attribute vec2 a_tc;
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varying vec2 v_pos;
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varying vec4 v_color;
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varying vec2 v_tc;
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varying vec4 v_clip_rect;
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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_pos = a_pos;
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v_color = a_color / 255.0;
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v_tc = a_tc / u_tex_size;
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v_clip_rect = u_clip_rect;
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}
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",
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fragment: "
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#version 110
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uniform sampler2D u_sampler;
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varying vec2 v_pos;
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varying vec4 v_color;
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varying vec2 v_tc;
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varying vec4 v_clip_rect;
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// glium expects linear output.
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(0.04045));
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vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
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vec3 lower = srgb / vec3(12.92);
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return mix(higher, lower, cutoff);
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}
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void main() {
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if (v_pos.x < v_clip_rect.x) { discard; }
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if (v_pos.y < v_clip_rect.y) { discard; }
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if (v_pos.x > v_clip_rect.z) { discard; }
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if (v_pos.y > v_clip_rect.w) { discard; }
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gl_FragColor = v_color;
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gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
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gl_FragColor *= texture2D(u_sampler, v_tc).r;
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}
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",
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},
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100 => {
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vertex: "
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#version 100
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uniform mediump vec4 u_clip_rect; // min_x, min_y, max_x, max_y
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uniform mediump vec2 u_screen_size;
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uniform mediump vec2 u_tex_size;
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attribute mediump vec2 a_pos;
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attribute mediump vec4 a_color;
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attribute mediump vec2 a_tc;
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varying mediump vec2 v_pos;
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varying mediump vec4 v_color;
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varying mediump vec2 v_tc;
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varying mediump vec4 v_clip_rect;
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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_pos = a_pos;
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v_color = a_color / 255.0;
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v_tc = a_tc / u_tex_size;
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v_clip_rect = u_clip_rect;
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}
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",
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fragment: "
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#version 100
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uniform sampler2D u_sampler;
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varying mediump vec2 v_pos;
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varying mediump vec4 v_color;
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varying mediump vec2 v_tc;
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varying mediump vec4 v_clip_rect
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// glium expects linear output.
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(0.04045));
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vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
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vec3 lower = srgb / vec3(12.92);
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return mix(higher, lower, cutoff);
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}
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void main() {
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if (v_pos.x < v_clip_rect.x) { discard; }
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if (v_pos.y < v_clip_rect.y) { discard; }
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if (v_pos.x > v_clip_rect.z) { discard; }
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if (v_pos.y > v_clip_rect.w) { discard; }
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gl_FragColor = v_color;
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gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
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gl_FragColor *= texture2D(u_sampler, v_tc).r;
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}
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",
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},
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)
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.unwrap();
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let pixels = vec![vec![255u8, 0u8], vec![0u8, 255u8]];
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let format = texture::UncompressedFloatFormat::U8;
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let mipmaps = texture::MipmapsOption::NoMipmap;
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let texture =
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texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap();
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Painter {
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program,
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texture,
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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, facade: &dyn glium::backend::Facade, texture: &egui::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 pixels: Vec<Vec<u8>> = texture
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.pixels
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.chunks(texture.width as usize)
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.map(|row| row.to_vec())
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.collect();
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let format = texture::UncompressedFloatFormat::U8;
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let mipmaps = texture::MipmapsOption::NoMipmap;
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self.texture =
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texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap();
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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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display: &glium::Display,
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batches: PaintBatches,
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texture: &egui::Texture,
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) {
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self.upload_texture(display, texture);
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let mut target = display.draw();
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target.clear_color(0.0, 0.0, 0.0, 0.0);
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for (clip_rect, triangles) in batches {
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self.paint_batch(&mut target, display, clip_rect, &triangles, texture)
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}
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target.finish().unwrap();
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}
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#[inline(never)] // Easier profiling
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fn paint_batch(
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&mut self,
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target: &mut Frame,
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display: &glium::Display,
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clip_rect: Rect,
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triangles: &Triangles,
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texture: &egui::Texture,
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) {
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let vertex_buffer = {
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#[derive(Copy, Clone)]
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struct Vertex {
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a_pos: [f32; 2],
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a_color: [u8; 4],
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a_tc: [u16; 2],
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}
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implement_vertex!(Vertex, a_pos, a_color, a_tc);
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let vertices: Vec<Vertex> = triangles
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.vertices
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.iter()
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.map(|v| Vertex {
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a_pos: [v.pos.x, v.pos.y],
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a_color: [v.color.r, v.color.g, v.color.b, v.color.a],
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a_tc: [v.uv.0, v.uv.1],
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})
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.collect();
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glium::VertexBuffer::new(display, &vertices).unwrap()
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};
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let indices: Vec<u32> = triangles.indices.iter().map(|idx| *idx as u32).collect();
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let index_buffer =
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glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &indices).unwrap();
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let pixels_per_point = display.gl_window().get_hidpi_factor() as f32;
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let (width_pixels, height_pixels) = display.get_framebuffer_dimensions();
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let width_points = width_pixels as f32 / pixels_per_point;
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let height_points = height_pixels as f32 / pixels_per_point;
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let uniforms = uniform! {
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u_clip_rect: [clip_rect.min.x, clip_rect.min.y, clip_rect.max.x, clip_rect.max.y],
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u_screen_size: [width_points, height_points],
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u_tex_size: [texture.width as f32, texture.height as f32],
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u_sampler: &self.texture,
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};
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// Emilib outputs colors with premultiplied alpha:
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let blend_func = glium::BlendingFunction::Addition {
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source: glium::LinearBlendingFactor::One,
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destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
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};
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let blend = glium::Blend {
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color: blend_func,
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alpha: blend_func,
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..Default::default()
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};
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let params = glium::DrawParameters {
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blend,
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..Default::default()
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};
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target
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.draw(
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&vertex_buffer,
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&index_buffer,
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&self.program,
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&uniforms,
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¶ms,
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)
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.unwrap();
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}
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}
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