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egui/crates/epaint/src/mesh.rs
Ted de Munnik 3af907919b Use profiling crate to support more profiler backends (#5150)
Hey! I am not sure if this is something that's been considered before
and decided against (I couldn't find any PR's or issues).

This change removes the internal profiling macros in library crates and
the `puffin` feature and replaces it with similar functions in the
[profiling](https://github.com/aclysma/profiling) crate. This crate
provides a layer of abstraction over various profiler instrumentation
crates and allows library users to pick their favorite (supported)
profiler.

An additional benefit for puffin users is that dependencies of egui are
included in the instrumentation output too (mainly wgpu which uses the
profiling crate), so more details might be available when profiling.

A breaking change is that instead of using the `puffin` feature on egui,
users that want to profile the crate with puffin instead have to enable
the `profile-with-puffin` feature on the profiling crate. Similarly they
could instead choose to use `profile-with-tracy` etc.

I tried to add a 'tracy' feature to egui_demo_app in order to showcase ,
however the /scripts/check.sh currently breaks on mutually exclusive
features (which this introduces), so I decided against including it for
the initial PR. I'm happy to iterate more on this if there is interest
in taking this PR though.

Screenshot showing the additional info for wgpu now available when using
puffin

![image](https://github.com/user-attachments/assets/49fc0e7e-8f88-40cb-a69e-74ca2e3f90f3)
2024-12-16 09:15:54 +01:00

334 lines
10 KiB
Rust

use crate::{emath, Color32, TextureId, WHITE_UV};
use emath::{Pos2, Rect, Rot2, TSTransform, Vec2};
/// The 2D vertex type.
///
/// Should be friendly to send to GPU as is.
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[cfg(not(feature = "unity"))]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "bytemuck", derive(bytemuck::Pod, bytemuck::Zeroable))]
pub struct Vertex {
/// Logical pixel coordinates (points).
/// (0,0) is the top left corner of the screen.
pub pos: Pos2, // 64 bit
/// Normalized texture coordinates.
/// (0, 0) is the top left corner of the texture.
/// (1, 1) is the bottom right corner of the texture.
pub uv: Pos2, // 64 bit
/// sRGBA with premultiplied alpha
pub color: Color32, // 32 bit
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
#[cfg(feature = "unity")]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "bytemuck", derive(bytemuck::Pod, bytemuck::Zeroable))]
pub struct Vertex {
/// Logical pixel coordinates (points).
/// (0,0) is the top left corner of the screen.
pub pos: Pos2, // 64 bit
/// sRGBA with premultiplied alpha
pub color: Color32, // 32 bit
/// Normalized texture coordinates.
/// (0, 0) is the top left corner of the texture.
/// (1, 1) is the bottom right corner of the texture.
pub uv: Pos2, // 64 bit
}
/// Textured triangles in two dimensions.
#[derive(Clone, Debug, Default, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Mesh {
/// Draw as triangles (i.e. the length is always multiple of three).
///
/// If you only support 16-bit indices you can use [`Mesh::split_to_u16`].
///
/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
pub indices: Vec<u32>,
/// The vertex data indexed by `indices`.
pub vertices: Vec<Vertex>,
/// The texture to use when drawing these triangles.
pub texture_id: TextureId,
// TODO(emilk): bounding rectangle
}
impl Mesh {
pub fn with_texture(texture_id: TextureId) -> Self {
Self {
texture_id,
..Default::default()
}
}
/// Restore to default state, but without freeing memory.
pub fn clear(&mut self) {
self.indices.clear();
self.vertices.clear();
self.vertices = Default::default();
}
/// Returns the amount of memory used by the vertices and indices.
pub fn bytes_used(&self) -> usize {
std::mem::size_of::<Self>()
+ self.vertices.len() * std::mem::size_of::<Vertex>()
+ self.indices.len() * std::mem::size_of::<u32>()
}
/// Are all indices within the bounds of the contained vertices?
pub fn is_valid(&self) -> bool {
profiling::function_scope!();
if let Ok(n) = u32::try_from(self.vertices.len()) {
self.indices.iter().all(|&i| i < n)
} else {
false
}
}
pub fn is_empty(&self) -> bool {
self.indices.is_empty() && self.vertices.is_empty()
}
/// Calculate a bounding rectangle.
pub fn calc_bounds(&self) -> Rect {
let mut bounds = Rect::NOTHING;
for v in &self.vertices {
bounds.extend_with(v.pos);
}
bounds
}
/// Append all the indices and vertices of `other` to `self`.
///
/// Panics when `other` mesh has a different texture.
pub fn append(&mut self, other: Self) {
profiling::function_scope!();
debug_assert!(other.is_valid());
if self.is_empty() {
*self = other;
} else {
self.append_ref(&other);
}
}
/// Append all the indices and vertices of `other` to `self` without
/// taking ownership.
///
/// Panics when `other` mesh has a different texture.
pub fn append_ref(&mut self, other: &Self) {
debug_assert!(other.is_valid());
if self.is_empty() {
self.texture_id = other.texture_id;
} else {
assert_eq!(
self.texture_id, other.texture_id,
"Can't merge Mesh using different textures"
);
}
let index_offset = self.vertices.len() as u32;
self.indices
.extend(other.indices.iter().map(|index| index + index_offset));
self.vertices.extend(other.vertices.iter());
}
/// Add a colored vertex.
///
/// Panics when the mesh has assigned a texture.
#[inline(always)]
pub fn colored_vertex(&mut self, pos: Pos2, color: Color32) {
debug_assert!(self.texture_id == TextureId::default());
self.vertices.push(Vertex {
pos,
uv: WHITE_UV,
color,
});
}
/// Add a triangle.
#[inline(always)]
pub fn add_triangle(&mut self, a: u32, b: u32, c: u32) {
self.indices.push(a);
self.indices.push(b);
self.indices.push(c);
}
/// Make room for this many additional triangles (will reserve 3x as many indices).
/// See also `reserve_vertices`.
#[inline(always)]
pub fn reserve_triangles(&mut self, additional_triangles: usize) {
self.indices.reserve(3 * additional_triangles);
}
/// Make room for this many additional vertices.
/// See also `reserve_triangles`.
#[inline(always)]
pub fn reserve_vertices(&mut self, additional: usize) {
self.vertices.reserve(additional);
}
/// Rectangle with a texture and color.
pub fn add_rect_with_uv(&mut self, rect: Rect, uv: Rect, color: Color32) {
#![allow(clippy::identity_op)]
let idx = self.vertices.len() as u32;
self.add_triangle(idx + 0, idx + 1, idx + 2);
self.add_triangle(idx + 2, idx + 1, idx + 3);
self.vertices.push(Vertex {
pos: rect.left_top(),
uv: uv.left_top(),
color,
});
self.vertices.push(Vertex {
pos: rect.right_top(),
uv: uv.right_top(),
color,
});
self.vertices.push(Vertex {
pos: rect.left_bottom(),
uv: uv.left_bottom(),
color,
});
self.vertices.push(Vertex {
pos: rect.right_bottom(),
uv: uv.right_bottom(),
color,
});
}
/// Uniformly colored rectangle.
#[inline(always)]
pub fn add_colored_rect(&mut self, rect: Rect, color: Color32) {
debug_assert!(self.texture_id == TextureId::default());
self.add_rect_with_uv(rect, [WHITE_UV, WHITE_UV].into(), color);
}
/// This is for platforms that only support 16-bit index buffers.
///
/// Splits this mesh into many smaller meshes (if needed)
/// where the smaller meshes have 16-bit indices.
pub fn split_to_u16(self) -> Vec<Mesh16> {
debug_assert!(self.is_valid());
const MAX_SIZE: u32 = u16::MAX as u32;
if self.vertices.len() <= MAX_SIZE as usize {
// Common-case optimization:
return vec![Mesh16 {
indices: self.indices.iter().map(|&i| i as u16).collect(),
vertices: self.vertices,
texture_id: self.texture_id,
}];
}
let mut output = vec![];
let mut index_cursor = 0;
while index_cursor < self.indices.len() {
let span_start = index_cursor;
let mut min_vindex = self.indices[index_cursor];
let mut max_vindex = self.indices[index_cursor];
while index_cursor < self.indices.len() {
let (mut new_min, mut new_max) = (min_vindex, max_vindex);
for i in 0..3 {
let idx = self.indices[index_cursor + i];
new_min = new_min.min(idx);
new_max = new_max.max(idx);
}
let new_span_size = new_max - new_min + 1; // plus one, because it is an inclusive range
if new_span_size <= MAX_SIZE {
// Triangle fits
min_vindex = new_min;
max_vindex = new_max;
index_cursor += 3;
} else {
break;
}
}
assert!(
index_cursor > span_start,
"One triangle spanned more than {MAX_SIZE} vertices"
);
let mesh = Mesh16 {
indices: self.indices[span_start..index_cursor]
.iter()
.map(|vi| u16::try_from(vi - min_vindex).unwrap())
.collect(),
vertices: self.vertices[(min_vindex as usize)..=(max_vindex as usize)].to_vec(),
texture_id: self.texture_id,
};
debug_assert!(mesh.is_valid());
output.push(mesh);
}
output
}
/// Translate location by this much, in-place
pub fn translate(&mut self, delta: Vec2) {
for v in &mut self.vertices {
v.pos += delta;
}
}
/// Transform the mesh in-place with the given transform.
pub fn transform(&mut self, transform: TSTransform) {
for v in &mut self.vertices {
v.pos = transform * v.pos;
}
}
/// Rotate by some angle about an origin, in-place.
///
/// Origin is a position in screen space.
pub fn rotate(&mut self, rot: Rot2, origin: Pos2) {
for v in &mut self.vertices {
v.pos = origin + rot * (v.pos - origin);
}
}
}
// ----------------------------------------------------------------------------
/// A version of [`Mesh`] that uses 16-bit indices.
///
/// This is produced by [`Mesh::split_to_u16`] and is meant to be used for legacy render backends.
pub struct Mesh16 {
/// Draw as triangles (i.e. the length is always multiple of three).
///
/// egui is NOT consistent with what winding order it uses, so turn off backface culling.
pub indices: Vec<u16>,
/// The vertex data indexed by `indices`.
pub vertices: Vec<Vertex>,
/// The texture to use when drawing these triangles.
pub texture_id: TextureId,
}
impl Mesh16 {
/// Are all indices within the bounds of the contained vertices?
pub fn is_valid(&self) -> bool {
if let Ok(n) = u16::try_from(self.vertices.len()) {
self.indices.iter().all(|&i| i < n)
} else {
false
}
}
}