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363 changed files with 84081 additions and 16 deletions
100
egui/crates/egui_glium/src/lib.rs
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100
egui/crates/egui_glium/src/lib.rs
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@ -0,0 +1,100 @@
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//! [`egui`] bindings for [`glium`](https://github.com/glium/glium).
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//!
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//! The main type you want to use is [`EguiGlium`].
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//!
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//! If you are writing an app, you may want to look at [`eframe`](https://docs.rs/eframe) instead.
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//!
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//! ## Feature flags
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#![cfg_attr(feature = "document-features", doc = document_features::document_features!())]
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//!
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#![allow(clippy::float_cmp)]
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#![allow(clippy::manual_range_contains)]
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#![forbid(unsafe_code)]
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mod painter;
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pub use painter::Painter;
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pub use egui_winit;
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use egui_winit::winit::event_loop::EventLoopWindowTarget;
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pub use egui_winit::EventResponse;
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// ----------------------------------------------------------------------------
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/// Convenience wrapper for using [`egui`] from a [`glium`] app.
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pub struct EguiGlium {
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pub egui_ctx: egui::Context,
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pub egui_winit: egui_winit::State,
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pub painter: crate::Painter,
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shapes: Vec<egui::epaint::ClippedShape>,
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textures_delta: egui::TexturesDelta,
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}
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impl EguiGlium {
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pub fn new<E>(display: &glium::Display, event_loop: &EventLoopWindowTarget<E>) -> Self {
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let painter = crate::Painter::new(display);
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let mut egui_winit = egui_winit::State::new(event_loop);
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egui_winit.set_max_texture_side(painter.max_texture_side());
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let pixels_per_point = display.gl_window().window().scale_factor() as f32;
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egui_winit.set_pixels_per_point(pixels_per_point);
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Self {
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egui_ctx: Default::default(),
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egui_winit,
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painter,
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shapes: Default::default(),
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textures_delta: Default::default(),
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}
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}
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pub fn on_event(&mut self, event: &glium::glutin::event::WindowEvent<'_>) -> EventResponse {
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self.egui_winit.on_event(&self.egui_ctx, event)
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}
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/// Returns `true` if egui requests a repaint.
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///
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/// Call [`Self::paint`] later to paint.
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pub fn run(
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&mut self,
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display: &glium::Display,
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run_ui: impl FnMut(&egui::Context),
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) -> std::time::Duration {
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let raw_input = self
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.egui_winit
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.take_egui_input(display.gl_window().window());
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let egui::FullOutput {
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platform_output,
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repaint_after,
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textures_delta,
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shapes,
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} = self.egui_ctx.run(raw_input, run_ui);
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self.egui_winit.handle_platform_output(
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display.gl_window().window(),
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&self.egui_ctx,
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platform_output,
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);
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self.shapes = shapes;
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self.textures_delta.append(textures_delta);
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repaint_after
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}
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/// Paint the results of the last call to [`Self::run`].
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pub fn paint<T: glium::Surface>(&mut self, display: &glium::Display, target: &mut T) {
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let shapes = std::mem::take(&mut self.shapes);
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let textures_delta = std::mem::take(&mut self.textures_delta);
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let clipped_primitives = self.egui_ctx.tessellate(shapes);
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self.painter.paint_and_update_textures(
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display,
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target,
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self.egui_ctx.pixels_per_point(),
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&clipped_primitives,
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&textures_delta,
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);
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}
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}
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381
egui/crates/egui_glium/src/painter.rs
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381
egui/crates/egui_glium/src/painter.rs
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@ -0,0 +1,381 @@
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#![allow(deprecated)] // legacy implement_vertex macro
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#![allow(semicolon_in_expressions_from_macros)] // glium::program! macro
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use egui::{
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epaint::{textures::TextureFilter, Primitive},
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TextureOptions,
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};
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use {
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egui::{emath::Rect, epaint::Mesh},
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glium::{
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implement_vertex,
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index::PrimitiveType,
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texture::{self, srgb_texture2d::SrgbTexture2d},
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uniform,
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uniforms::{MagnifySamplerFilter, MinifySamplerFilter, SamplerWrapFunction},
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},
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std::rc::Rc,
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};
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pub struct Painter {
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max_texture_side: usize,
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program: glium::Program,
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textures: ahash::HashMap<egui::TextureId, EguiTexture>,
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/// [`egui::TextureId::User`] index
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next_native_tex_id: u64,
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}
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fn create_program(
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facade: &dyn glium::backend::Facade,
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vertex_shader: &str,
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fragment_shader: &str,
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) -> glium::program::Program {
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let input = glium::program::ProgramCreationInput::SourceCode {
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vertex_shader,
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tessellation_control_shader: None,
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tessellation_evaluation_shader: None,
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geometry_shader: None,
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fragment_shader,
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transform_feedback_varyings: None,
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outputs_srgb: true,
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uses_point_size: false,
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};
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glium::program::Program::new(facade, input)
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.unwrap_or_else(|err| panic!("Failed to compile shader: {}", err))
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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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use glium::CapabilitiesSource as _;
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let max_texture_side = facade.get_capabilities().max_texture_size as _;
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let program = if facade
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.get_context()
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.is_glsl_version_supported(&glium::Version(glium::Api::Gl, 1, 4))
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{
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eprintln!("Using GL 1.4");
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create_program(
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facade,
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include_str!("shader/vertex_140.glsl"),
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include_str!("shader/fragment_140.glsl"),
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)
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} else if facade
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.get_context()
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.is_glsl_version_supported(&glium::Version(glium::Api::Gl, 1, 2))
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{
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eprintln!("Using GL 1.2");
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create_program(
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facade,
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include_str!("shader/vertex_120.glsl"),
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include_str!("shader/fragment_120.glsl"),
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)
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} else if facade
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.get_context()
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.is_glsl_version_supported(&glium::Version(glium::Api::GlEs, 3, 0))
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{
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eprintln!("Using GL ES 3.0");
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create_program(
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facade,
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include_str!("shader/vertex_300es.glsl"),
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include_str!("shader/fragment_300es.glsl"),
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)
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} else if facade
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.get_context()
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.is_glsl_version_supported(&glium::Version(glium::Api::GlEs, 1, 0))
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{
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eprintln!("Using GL ES 1.0");
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create_program(
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facade,
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include_str!("shader/vertex_100es.glsl"),
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include_str!("shader/fragment_100es.glsl"),
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)
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} else {
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panic!(
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"Failed to find a compatible shader for OpenGL version {:?}",
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facade.get_version()
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)
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};
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Painter {
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max_texture_side,
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program,
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textures: Default::default(),
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next_native_tex_id: 0,
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}
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}
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pub fn max_texture_side(&self) -> usize {
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self.max_texture_side
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}
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pub fn paint_and_update_textures<T: glium::Surface>(
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&mut self,
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display: &glium::Display,
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target: &mut T,
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pixels_per_point: f32,
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clipped_primitives: &[egui::ClippedPrimitive],
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textures_delta: &egui::TexturesDelta,
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) {
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for (id, image_delta) in &textures_delta.set {
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self.set_texture(display, *id, image_delta);
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}
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self.paint_primitives(display, target, pixels_per_point, clipped_primitives);
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for &id in &textures_delta.free {
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self.free_texture(id);
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}
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}
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/// Main entry-point for painting a frame.
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/// You should call `target.clear_color(..)` before
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/// and `target.finish()` after this.
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pub fn paint_primitives<T: glium::Surface>(
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&mut self,
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display: &glium::Display,
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target: &mut T,
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pixels_per_point: f32,
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clipped_primitives: &[egui::ClippedPrimitive],
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) {
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for egui::ClippedPrimitive {
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clip_rect,
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primitive,
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} in clipped_primitives
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{
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match primitive {
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Primitive::Mesh(mesh) => {
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self.paint_mesh(target, display, pixels_per_point, clip_rect, mesh);
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}
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Primitive::Callback(_) => {
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panic!("Custom rendering callbacks are not implemented in egui_glium");
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}
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}
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}
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}
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#[inline(never)] // Easier profiling
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fn paint_mesh<T: glium::Surface>(
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&mut self,
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target: &mut T,
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display: &glium::Display,
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pixels_per_point: f32,
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clip_rect: &Rect,
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mesh: &Mesh,
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) {
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debug_assert!(mesh.is_valid());
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let vertex_buffer = {
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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a_pos: [f32; 2],
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a_tc: [f32; 2],
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a_srgba: [u8; 4],
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}
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implement_vertex!(Vertex, a_pos, a_tc, a_srgba);
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let vertices: &[Vertex] = bytemuck::cast_slice(&mesh.vertices);
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// TODO(emilk): we should probably reuse the [`VertexBuffer`] instead of allocating a new one each frame.
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glium::VertexBuffer::new(display, vertices).unwrap()
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};
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// TODO(emilk): we should probably reuse the [`IndexBuffer`] instead of allocating a new one each frame.
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let index_buffer =
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glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &mesh.indices).unwrap();
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let (width_in_pixels, height_in_pixels) = display.get_framebuffer_dimensions();
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let width_in_points = width_in_pixels as f32 / pixels_per_point;
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let height_in_points = height_in_pixels as f32 / pixels_per_point;
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if let Some(texture) = self.texture(mesh.texture_id) {
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// The texture coordinates for text are so that both nearest and linear should work with the egui font texture.
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let mag_filter = match texture.options.magnification {
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TextureFilter::Nearest => MagnifySamplerFilter::Nearest,
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TextureFilter::Linear => MagnifySamplerFilter::Linear,
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};
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let min_filter = match texture.options.minification {
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TextureFilter::Nearest => MinifySamplerFilter::Nearest,
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TextureFilter::Linear => MinifySamplerFilter::Linear,
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};
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let sampler = texture
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.glium_texture
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.sampled()
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.magnify_filter(mag_filter)
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.minify_filter(min_filter)
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.wrap_function(SamplerWrapFunction::Clamp);
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let uniforms = uniform! {
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u_screen_size: [width_in_points, height_in_points],
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u_sampler: sampler,
|
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};
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|
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// egui outputs colors with premultiplied alpha:
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let color_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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// Less important, but this is technically the correct alpha blend function
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// when you want to make use of the framebuffer alpha (for screenshots, compositing, etc).
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let alpha_blend_func = glium::BlendingFunction::Addition {
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source: glium::LinearBlendingFactor::OneMinusDestinationAlpha,
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destination: glium::LinearBlendingFactor::One,
|
||||
};
|
||||
|
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let blend = glium::Blend {
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color: color_blend_func,
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alpha: alpha_blend_func,
|
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..Default::default()
|
||||
};
|
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|
||||
// egui outputs mesh in both winding orders:
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let backface_culling = glium::BackfaceCullingMode::CullingDisabled;
|
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|
||||
// Transform clip rect to physical pixels:
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let clip_min_x = pixels_per_point * clip_rect.min.x;
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let clip_min_y = pixels_per_point * clip_rect.min.y;
|
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let clip_max_x = pixels_per_point * clip_rect.max.x;
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let clip_max_y = pixels_per_point * clip_rect.max.y;
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|
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// Make sure clip rect can fit within a `u32`:
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let clip_min_x = clip_min_x.clamp(0.0, width_in_pixels as f32);
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let clip_min_y = clip_min_y.clamp(0.0, height_in_pixels as f32);
|
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let clip_max_x = clip_max_x.clamp(clip_min_x, width_in_pixels as f32);
|
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let clip_max_y = clip_max_y.clamp(clip_min_y, height_in_pixels as f32);
|
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|
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let clip_min_x = clip_min_x.round() as u32;
|
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let clip_min_y = clip_min_y.round() as u32;
|
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let clip_max_x = clip_max_x.round() as u32;
|
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let clip_max_y = clip_max_y.round() as u32;
|
||||
|
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let params = glium::DrawParameters {
|
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blend,
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backface_culling,
|
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scissor: Some(glium::Rect {
|
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left: clip_min_x,
|
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bottom: height_in_pixels - clip_max_y,
|
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width: clip_max_x - clip_min_x,
|
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height: clip_max_y - clip_min_y,
|
||||
}),
|
||||
..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,
|
||||
&self.program,
|
||||
&uniforms,
|
||||
¶ms,
|
||||
)
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
|
||||
pub fn set_texture(
|
||||
&mut self,
|
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facade: &dyn glium::backend::Facade,
|
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tex_id: egui::TextureId,
|
||||
delta: &egui::epaint::ImageDelta,
|
||||
) {
|
||||
let pixels: Vec<(u8, u8, u8, u8)> = match &delta.image {
|
||||
egui::ImageData::Color(image) => {
|
||||
assert_eq!(
|
||||
image.width() * image.height(),
|
||||
image.pixels.len(),
|
||||
"Mismatch between texture size and texel count"
|
||||
);
|
||||
image.pixels.iter().map(|color| color.to_tuple()).collect()
|
||||
}
|
||||
egui::ImageData::Font(image) => image
|
||||
.srgba_pixels(None)
|
||||
.map(|color| color.to_tuple())
|
||||
.collect(),
|
||||
};
|
||||
let glium_image = glium::texture::RawImage2d {
|
||||
data: std::borrow::Cow::Owned(pixels),
|
||||
width: delta.image.width() as _,
|
||||
height: delta.image.height() as _,
|
||||
format: glium::texture::ClientFormat::U8U8U8U8,
|
||||
};
|
||||
let format = texture::SrgbFormat::U8U8U8U8;
|
||||
let mipmaps = texture::MipmapsOption::NoMipmap;
|
||||
|
||||
if let Some(pos) = delta.pos {
|
||||
// update a sub-region
|
||||
if let Some(user_texture) = self.textures.get_mut(&tex_id) {
|
||||
let rect = glium::Rect {
|
||||
left: pos[0] as _,
|
||||
bottom: pos[1] as _,
|
||||
width: glium_image.width,
|
||||
height: glium_image.height,
|
||||
};
|
||||
user_texture
|
||||
.glium_texture
|
||||
.main_level()
|
||||
.write(rect, glium_image);
|
||||
|
||||
user_texture.options = delta.options;
|
||||
}
|
||||
} else {
|
||||
let gl_texture =
|
||||
SrgbTexture2d::with_format(facade, glium_image, format, mipmaps).unwrap();
|
||||
|
||||
let user_texture = EguiTexture::new(gl_texture.into(), delta.options);
|
||||
self.textures.insert(tex_id, user_texture);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn free_texture(&mut self, tex_id: egui::TextureId) {
|
||||
self.textures.remove(&tex_id);
|
||||
}
|
||||
|
||||
fn texture(&self, texture_id: egui::TextureId) -> Option<&EguiTexture> {
|
||||
self.textures.get(&texture_id)
|
||||
}
|
||||
|
||||
pub fn register_native_texture(
|
||||
&mut self,
|
||||
native: Rc<SrgbTexture2d>,
|
||||
options: TextureOptions,
|
||||
) -> egui::TextureId {
|
||||
let id = egui::TextureId::User(self.next_native_tex_id);
|
||||
self.next_native_tex_id += 1;
|
||||
|
||||
let texture = EguiTexture::new(native, options);
|
||||
self.textures.insert(id, texture);
|
||||
id
|
||||
}
|
||||
|
||||
pub fn replace_native_texture(
|
||||
&mut self,
|
||||
id: egui::TextureId,
|
||||
replacing: Rc<SrgbTexture2d>,
|
||||
options: TextureOptions,
|
||||
) {
|
||||
let texture = EguiTexture::new(replacing, options);
|
||||
self.textures.insert(id, texture);
|
||||
}
|
||||
}
|
||||
|
||||
struct EguiTexture {
|
||||
glium_texture: Rc<SrgbTexture2d>,
|
||||
options: TextureOptions,
|
||||
}
|
||||
|
||||
impl EguiTexture {
|
||||
fn new(glium_texture: Rc<SrgbTexture2d>, options: TextureOptions) -> Self {
|
||||
Self {
|
||||
glium_texture,
|
||||
options,
|
||||
}
|
||||
}
|
||||
}
|
||||
38
egui/crates/egui_glium/src/shader/fragment_100es.glsl
Normal file
38
egui/crates/egui_glium/src/shader/fragment_100es.glsl
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
uniform sampler2D u_sampler;
|
||||
varying vec4 v_rgba_gamma; // 0-1 gamma sRGBA
|
||||
varying vec2 v_tc;
|
||||
|
||||
// 0-255 sRGB from 0-1 linear
|
||||
vec3 srgb_from_linear(vec3 rgb) {
|
||||
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
|
||||
vec3 lower = rgb * vec3(3294.6);
|
||||
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
|
||||
return mix(higher, lower, vec3(cutoff));
|
||||
}
|
||||
|
||||
vec4 srgba_from_linear(vec4 rgba) {
|
||||
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
|
||||
}
|
||||
|
||||
// 0-1 linear from 0-255 sRGB
|
||||
vec3 linear_from_srgb(vec3 srgb) {
|
||||
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
|
||||
vec3 lower = srgb / vec3(3294.6);
|
||||
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
|
||||
return mix(higher, lower, vec3(cutoff));
|
||||
}
|
||||
|
||||
vec4 linear_from_srgba(vec4 srgba) {
|
||||
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// WebGL doesn't come with sRGBA textures:
|
||||
vec4 texture_in_gamma = texture2D(u_sampler, v_tc);
|
||||
|
||||
// Multiply vertex color with texture color (in gamma space).
|
||||
gl_FragColor = v_rgba_gamma * texture_in_gamma;
|
||||
}
|
||||
31
egui/crates/egui_glium/src/shader/fragment_120.glsl
Normal file
31
egui/crates/egui_glium/src/shader/fragment_120.glsl
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D u_sampler;
|
||||
varying vec4 v_rgba_gamma; // 0-1 gamma sRGBA
|
||||
varying vec2 v_tc;
|
||||
|
||||
// 0-255 sRGB from 0-1 linear
|
||||
vec3 srgb_from_linear(vec3 rgb) {
|
||||
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
|
||||
vec3 lower = rgb * vec3(3294.6);
|
||||
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
|
||||
return mix(higher, lower, vec3(cutoff));
|
||||
}
|
||||
|
||||
// 0-255 sRGBA from 0-1 linear
|
||||
vec4 srgba_from_linear(vec4 rgba) {
|
||||
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
|
||||
}
|
||||
|
||||
// 0-1 gamma from 0-1 linear
|
||||
vec4 gamma_from_linear_rgba(vec4 linear_rgba) {
|
||||
return vec4(srgb_from_linear(linear_rgba.rgb) / 255.0, linear_rgba.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// The texture is set up with `SRGB8_ALPHA8`
|
||||
vec4 texture_in_gamma = gamma_from_linear_rgba(texture2D(u_sampler, v_tc));
|
||||
|
||||
// Multiply vertex color with texture color (in gamma space).
|
||||
gl_FragColor = v_rgba_gamma * texture_in_gamma;
|
||||
}
|
||||
32
egui/crates/egui_glium/src/shader/fragment_140.glsl
Normal file
32
egui/crates/egui_glium/src/shader/fragment_140.glsl
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
#version 140
|
||||
|
||||
uniform sampler2D u_sampler;
|
||||
in vec4 v_rgba_gamma;
|
||||
in vec2 v_tc;
|
||||
out vec4 f_color;
|
||||
|
||||
// 0-255 sRGB from 0-1 linear
|
||||
vec3 srgb_from_linear(vec3 rgb) {
|
||||
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
|
||||
vec3 lower = rgb * vec3(3294.6);
|
||||
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
|
||||
return mix(higher, lower, vec3(cutoff));
|
||||
}
|
||||
|
||||
// 0-255 sRGBA from 0-1 linear
|
||||
vec4 srgba_from_linear(vec4 rgba) {
|
||||
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
|
||||
}
|
||||
|
||||
// 0-1 gamma from 0-1 linear
|
||||
vec4 gamma_from_linear_rgba(vec4 linear_rgba) {
|
||||
return vec4(srgb_from_linear(linear_rgba.rgb) / 255.0, linear_rgba.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// The texture is set up with `SRGB8_ALPHA8`
|
||||
vec4 texture_in_gamma = gamma_from_linear_rgba(texture(u_sampler, v_tc));
|
||||
|
||||
// Multiply vertex color with texture color (in gamma space).
|
||||
f_color = v_rgba_gamma * texture_in_gamma;
|
||||
}
|
||||
32
egui/crates/egui_glium/src/shader/fragment_300es.glsl
Normal file
32
egui/crates/egui_glium/src/shader/fragment_300es.glsl
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
uniform sampler2D u_sampler;
|
||||
varying vec4 v_rgba_gamma; // 0-1 gamma sRGBA
|
||||
varying vec2 v_tc;
|
||||
|
||||
// 0-255 sRGB from 0-1 linear
|
||||
vec3 srgb_from_linear(vec3 rgb) {
|
||||
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
|
||||
vec3 lower = rgb * vec3(3294.6);
|
||||
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
|
||||
return mix(higher, lower, vec3(cutoff));
|
||||
}
|
||||
|
||||
// 0-255 sRGBA from 0-1 linear
|
||||
vec4 srgba_from_linear(vec4 rgba) {
|
||||
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
|
||||
}
|
||||
|
||||
// 0-1 gamma from 0-1 linear
|
||||
vec4 gamma_from_linear_rgba(vec4 linear_rgba) {
|
||||
return vec4(srgb_from_linear(linear_rgba.rgb) / 255.0, linear_rgba.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// The texture is set up with `SRGB8_ALPHA8`
|
||||
vec4 texture_in_gamma = gamma_from_linear_rgba(texture2D(u_sampler, v_tc));
|
||||
|
||||
// Multiply vertex color with texture color (in gamma space).
|
||||
gl_FragColor = v_rgba_gamma * texture_in_gamma;
|
||||
}
|
||||
19
egui/crates/egui_glium/src/shader/vertex_100es.glsl
Normal file
19
egui/crates/egui_glium/src/shader/vertex_100es.glsl
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
uniform vec2 u_screen_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_tc;
|
||||
attribute vec4 a_srgba;
|
||||
varying vec4 v_rgba_gamma; // 0-1 gamma sRGBA
|
||||
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_rgba_gamma = a_srgba / 255.0;
|
||||
v_tc = a_tc;
|
||||
}
|
||||
18
egui/crates/egui_glium/src/shader/vertex_120.glsl
Normal file
18
egui/crates/egui_glium/src/shader/vertex_120.glsl
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
#version 120
|
||||
|
||||
uniform vec2 u_screen_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec4 a_srgba; // 0-255 sRGB
|
||||
attribute vec2 a_tc;
|
||||
varying vec4 v_rgba_gamma; // 0-1 gamma sRGBA
|
||||
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_rgba_gamma = a_srgba / 255.0;
|
||||
v_tc = a_tc;
|
||||
}
|
||||
18
egui/crates/egui_glium/src/shader/vertex_140.glsl
Normal file
18
egui/crates/egui_glium/src/shader/vertex_140.glsl
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
#version 140
|
||||
|
||||
uniform vec2 u_screen_size;
|
||||
in vec2 a_pos;
|
||||
in vec4 a_srgba; // 0-255 sRGB
|
||||
in vec2 a_tc;
|
||||
out vec4 v_rgba_gamma;
|
||||
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_rgba_gamma = a_srgba / 255.0;
|
||||
v_tc = a_tc;
|
||||
}
|
||||
19
egui/crates/egui_glium/src/shader/vertex_300es.glsl
Normal file
19
egui/crates/egui_glium/src/shader/vertex_300es.glsl
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
uniform vec2 u_screen_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_tc;
|
||||
attribute vec4 a_srgba;
|
||||
varying vec4 v_rgba_gamma; // 0-1 gamma sRGBA
|
||||
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_rgba_gamma = a_srgba / 255.0;
|
||||
v_tc = a_tc;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue