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Create emigui_glium library

pull/1/head
Emil Ernerfeldt 6 years ago
parent
commit
4836860c7b
  1. 459
      Cargo.lock
  2. 1
      Cargo.toml
  3. 8
      build_and_run.sh
  4. 10
      emigui_glium/Cargo.toml
  5. 5
      emigui_glium/src/lib.rs
  6. 207
      emigui_glium/src/painter.rs
  7. 6
      example_glium/Cargo.toml
  8. 213
      example_glium/src/main.rs

459
Cargo.lock

File diff suppressed because it is too large

1
Cargo.toml

@ -1,6 +1,7 @@
[workspace]
members = [
"emigui",
"emigui_glium",
"emigui_wasm",
"example_glium",
"example_wasm",

8
build_and_run.sh

@ -1,9 +1,7 @@
#!/bin/bash
set -eu
./build_wasm.sh
open "docs/index.html"
# TODO: release is only because of this bug: https://github.com/tomaka/glutin/pull/1099
# cargo run --release --bin example_glium
# ./build_wasm.sh
# open "docs/index.html"
cargo run --bin example_glium

10
emigui_glium/Cargo.toml

@ -0,0 +1,10 @@
[package]
name = "emigui_glium"
version = "0.1.0"
authors = ["Emil Ernerfeldt <emilernerfeldt@gmail.com>"]
edition = "2018"
[dependencies]
emigui = { path = "../emigui" }
glium = "0.24"

5
emigui_glium/src/lib.rs

@ -0,0 +1,5 @@
#![deny(warnings)]
mod painter;
pub use painter::Painter;

207
emigui_glium/src/painter.rs

@ -0,0 +1,207 @@
use {
emigui::Mesh,
glium::{implement_vertex, index::PrimitiveType, program, texture, uniform, Surface},
};
pub struct Painter {
program: glium::Program,
texture: texture::texture2d::Texture2d,
current_texture_id: Option<u64>,
}
impl Painter {
pub fn new(facade: &glium::backend::Facade) -> Painter {
let program = program!(facade,
140 => {
vertex: "
#version 140
uniform vec2 u_screen_size;
uniform vec2 u_tex_size;
in vec2 a_pos;
in vec4 a_color;
in vec2 a_tc;
out vec4 v_color;
out vec2 v_tc;
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
}
",
fragment: "
#version 140
uniform sampler2D u_sampler;
in vec4 v_color;
in vec2 v_tc;
out vec4 f_color;
void main() {
f_color = v_color;
f_color.a *= texture(u_sampler, v_tc).r;
}
"
},
110 => {
vertex: "
#version 110
uniform vec2 u_screen_size;
uniform vec2 u_tex_size;
attribute vec2 a_pos;
attribute vec4 a_color;
attribute vec2 a_tc;
varying vec4 v_color;
varying vec2 v_tc;
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
}
",
fragment: "
#version 110
uniform sampler2D u_sampler;
varying vec4 v_color;
varying vec2 v_tc;
void main() {
gl_FragColor = v_color;
gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
}
",
},
100 => {
vertex: "
#version 100
uniform mediump vec2 u_screen_size;
uniform mediump vec2 u_tex_size;
attribute mediump vec2 a_pos;
attribute mediump vec4 a_color;
attribute mediump vec2 a_tc;
varying mediump vec4 v_color;
varying mediump vec2 v_tc;
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
}
",
fragment: "
#version 100
uniform sampler2D u_sampler;
varying mediump vec4 v_color;
varying mediump vec2 v_tc;
void main() {
gl_FragColor = v_color;
gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
}
",
},
)
.unwrap();
let pixels = vec![vec![255u8, 0u8], vec![0u8, 255u8]];
let format = texture::UncompressedFloatFormat::U8;
let mipmaps = texture::MipmapsOption::NoMipmap;
let texture =
texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap();
Painter {
program,
texture,
current_texture_id: None,
}
}
fn upload_texture(&mut self, facade: &glium::backend::Facade, texture: &emigui::Texture) {
if self.current_texture_id == Some(texture.id) {
return; // No change
}
let pixels: Vec<Vec<u8>> = texture
.pixels
.chunks(texture.width as usize)
.map(|row| row.to_vec())
.collect();
let format = texture::UncompressedFloatFormat::U8;
let mipmaps = texture::MipmapsOption::NoMipmap;
self.texture =
texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap();
self.current_texture_id = Some(texture.id);
}
pub fn paint(&mut self, display: &glium::Display, mesh: Mesh, texture: &emigui::Texture) {
self.upload_texture(display, texture);
let vertex_buffer = {
#[derive(Copy, Clone)]
struct Vertex {
a_pos: [f32; 2],
a_color: [u8; 4],
a_tc: [u16; 2],
}
implement_vertex!(Vertex, a_pos, a_color, a_tc);
let vertices: Vec<Vertex> = mesh
.vertices
.iter()
.map(|v| Vertex {
a_pos: [v.pos.x, v.pos.y],
a_color: [v.color.r, v.color.g, v.color.b, v.color.a],
a_tc: [v.uv.0, v.uv.1],
})
.collect();
glium::VertexBuffer::new(display, &vertices).unwrap()
};
let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
let index_buffer =
glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &indices).unwrap();
let pixels_per_point = display.gl_window().get_hidpi_factor() as f32;
let (width_pixels, height_pixels) = display.get_framebuffer_dimensions();
let width_points = width_pixels as f32 / pixels_per_point;
let height_points = height_pixels as f32 / pixels_per_point;
let uniforms = uniform! {
u_screen_size: [width_points, height_points],
u_tex_size: [texture.width as f32, texture.height as f32],
u_sampler: &self.texture,
};
let params = glium::DrawParameters {
blend: glium::Blend::alpha_blending(),
..Default::default()
};
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 0.0);
target
.draw(
&vertex_buffer,
&index_buffer,
&self.program,
&uniforms,
&params,
)
.unwrap();
target.finish().unwrap();
}
}

6
example_glium/Cargo.toml

@ -6,8 +6,6 @@ edition = "2018"
[dependencies]
emigui = { path = "../emigui" }
# gl = "0.11.0"
# glutin = "0.20"
# winit = "0.19.0"
glium = "0.23"
emigui_glium = { path = "../emigui_glium" }
glium = "0.24"

213
example_glium/src/main.rs

@ -1,218 +1,16 @@
// #![deny(warnings)]
#![deny(warnings)]
use {
emigui::{
label,
math::vec2,
widgets::{Button, Label},
Emigui, Mesh,
Emigui,
},
glium::{glutin, implement_vertex, index::PrimitiveType, program, texture, uniform, Surface},
emigui_glium::Painter,
glium::glutin,
};
struct Painter {
program: glium::Program,
texture: texture::texture2d::Texture2d,
current_texture_id: Option<u64>,
}
impl Painter {
fn new(facade: &glium::backend::Facade) -> Painter {
let program = program!(facade,
140 => {
vertex: "
#version 140
uniform vec2 u_screen_size;
uniform vec2 u_tex_size;
in vec2 a_pos;
in vec4 a_color;
in vec2 a_tc;
out vec4 v_color;
out vec2 v_tc;
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
}
",
fragment: "
#version 140
uniform sampler2D u_sampler;
in vec4 v_color;
in vec2 v_tc;
out vec4 f_color;
void main() {
f_color = v_color;
f_color.a *= texture(u_sampler, v_tc).r;
}
"
},
110 => {
vertex: "
#version 110
uniform vec2 u_screen_size;
uniform vec2 u_tex_size;
attribute vec2 a_pos;
attribute vec4 a_color;
attribute vec2 a_tc;
varying vec4 v_color;
varying vec2 v_tc;
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
}
",
fragment: "
#version 110
uniform sampler2D u_sampler;
varying vec4 v_color;
varying vec2 v_tc;
void main() {
gl_FragColor = v_color;
gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
}
",
},
100 => {
vertex: "
#version 100
uniform mediump vec2 u_screen_size;
uniform mediump vec2 u_tex_size;
attribute mediump vec2 a_pos;
attribute mediump vec4 a_color;
attribute mediump vec2 a_tc;
varying mediump vec4 v_color;
varying mediump vec2 v_tc;
void main() {
gl_Position = vec4(
2.0 * a_pos.x / u_screen_size.x - 1.0,
1.0 - 2.0 * a_pos.y / u_screen_size.y,
0.0,
1.0);
v_color = a_color / 255.0;
v_tc = a_tc / u_tex_size;
}
",
fragment: "
#version 100
uniform sampler2D u_sampler;
varying mediump vec4 v_color;
varying mediump vec2 v_tc;
void main() {
gl_FragColor = v_color;
gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
}
",
},
)
.unwrap();
let pixels = vec![vec![255u8, 0u8], vec![0u8, 255u8]];
let format = texture::UncompressedFloatFormat::U8;
let mipmaps = texture::MipmapsOption::NoMipmap;
let texture =
texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap();
Painter {
program,
texture,
current_texture_id: None,
}
}
fn upload_texture(&mut self, facade: &glium::backend::Facade, texture: &emigui::Texture) {
if self.current_texture_id == Some(texture.id) {
return; // No change
}
let pixels: Vec<Vec<u8>> = texture
.pixels
.chunks(texture.width as usize)
.map(|row| row.to_vec())
.collect();
let format = texture::UncompressedFloatFormat::U8;
let mipmaps = texture::MipmapsOption::NoMipmap;
self.texture =
texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap();
self.current_texture_id = Some(texture.id);
}
fn paint(&mut self, display: &glium::Display, mesh: Mesh, texture: &emigui::Texture) {
self.upload_texture(display, texture);
let vertex_buffer = {
#[derive(Copy, Clone)]
struct Vertex {
a_pos: [f32; 2],
a_color: [u8; 4],
a_tc: [u16; 2],
}
implement_vertex!(Vertex, a_pos, a_color, a_tc);
let vertices: Vec<Vertex> = mesh
.vertices
.iter()
.map(|v| Vertex {
a_pos: [v.pos.x, v.pos.y],
a_color: [v.color.r, v.color.g, v.color.b, v.color.a],
a_tc: [v.uv.0, v.uv.1],
})
.collect();
glium::VertexBuffer::new(display, &vertices).unwrap()
};
let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
let index_buffer =
glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &indices).unwrap();
let pixels_per_point = display.gl_window().get_hidpi_factor() as f32;
let (width_pixels, height_pixels) = display.get_framebuffer_dimensions();
let width_points = width_pixels as f32 / pixels_per_point;
let height_points = height_pixels as f32 / pixels_per_point;
let uniforms = uniform! {
u_screen_size: [width_points, height_points],
u_tex_size: [texture.width as f32, texture.height as f32],
u_sampler: &self.texture,
};
let params = glium::DrawParameters {
blend: glium::Blend::alpha_blending(),
..Default::default()
};
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 0.0);
target
.draw(
&vertex_buffer,
&index_buffer,
&self.program,
&uniforms,
&params,
)
.unwrap();
target.finish().unwrap();
}
}
fn main() {
let mut events_loop = glutin::EventsLoop::new();
let window = glutin::WindowBuilder::new().with_title("Emigui example");
@ -225,13 +23,12 @@ fn main() {
let mut painter = Painter::new(&display);
let mut raw_input = emigui::RawInput {
mouse_down: false,
mouse_pos: None,
screen_size: {
let (width, height) = display.get_framebuffer_dimensions();
vec2(width as f32, height as f32) / pixels_per_point
},
pixels_per_point,
..Default::default()
};
let mut paint = |raw_input| {

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