Add image/svg support to iced_glow
https://github.com/iced-rs/iced/issues/674 Uses image/svg support in `iced_graphics`. The is not currently using an atlas, and uses one texture/draw per image. This should be good enough for now; supporting images with glow is better than not supporting them, and if something else performs better, that improvement can be made without any change to the public API.
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8 changed files with 368 additions and 8 deletions
212
glow/src/image.rs
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212
glow/src/image.rs
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use crate::program::{self, Shader};
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use crate::Transformation;
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use glow::HasContext;
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use iced_graphics::layer;
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#[cfg(feature = "image_rs")]
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use std::cell::RefCell;
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pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
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#[cfg(feature = "image_rs")]
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use iced_graphics::image::raster;
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#[cfg(feature = "svg")]
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use iced_graphics::image::vector;
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mod textures;
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use textures::{Entry, Textures};
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#[derive(Debug)]
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pub(crate) struct Pipeline {
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program: <glow::Context as HasContext>::Program,
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vertex_array: <glow::Context as HasContext>::VertexArray,
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vertex_buffer: <glow::Context as HasContext>::Buffer,
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transform_location: <glow::Context as HasContext>::UniformLocation,
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textures: Textures,
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#[cfg(feature = "image_rs")]
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raster_cache: RefCell<raster::Cache<Textures>>,
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#[cfg(feature = "svg")]
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vector_cache: vector::Cache<Textures>,
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}
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impl Pipeline {
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pub fn new(
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gl: &glow::Context,
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shader_version: &program::Version,
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) -> Pipeline {
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let program = unsafe {
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let vertex_shader = Shader::vertex(
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gl,
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shader_version,
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include_str!("shader/common/image.vert"),
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);
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let fragment_shader = Shader::fragment(
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gl,
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shader_version,
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include_str!("shader/common/image.frag"),
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);
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program::create(
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gl,
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&[vertex_shader, fragment_shader],
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&[(0, "i_Position")],
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)
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};
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let transform_location =
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unsafe { gl.get_uniform_location(program, "u_Transform") }
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.expect("Get transform location");
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unsafe {
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gl.use_program(Some(program));
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let transform: [f32; 16] = Transformation::identity().into();
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gl.uniform_matrix_4_f32_slice(
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Some(&transform_location),
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false,
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&transform,
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);
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gl.use_program(None);
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}
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let vertex_buffer =
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unsafe { gl.create_buffer().expect("Create vertex buffer") };
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let vertex_array =
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unsafe { gl.create_vertex_array().expect("Create vertex array") };
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unsafe {
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gl.bind_vertex_array(Some(vertex_array));
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buffer));
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let vertices = &[0u8, 0, 1, 0, 0, 1, 1, 1];
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gl.buffer_data_size(
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glow::ARRAY_BUFFER,
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vertices.len() as i32,
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glow::STATIC_DRAW,
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);
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gl.buffer_sub_data_u8_slice(
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glow::ARRAY_BUFFER,
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0,
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bytemuck::cast_slice(vertices),
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);
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gl.enable_vertex_attrib_array(0);
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gl.vertex_attrib_pointer_f32(
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0,
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2,
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glow::UNSIGNED_BYTE,
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false,
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0,
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0,
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);
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gl.bind_buffer(glow::ARRAY_BUFFER, None);
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gl.bind_vertex_array(None);
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}
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Pipeline {
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program,
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vertex_array,
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vertex_buffer,
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transform_location,
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textures: Textures::new(),
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#[cfg(feature = "image_rs")]
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raster_cache: RefCell::new(raster::Cache::default()),
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#[cfg(feature = "svg")]
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vector_cache: vector::Cache::default(),
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}
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}
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#[cfg(feature = "image_rs")]
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pub fn dimensions(
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&self,
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handle: &iced_native::image::Handle,
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) -> (u32, u32) {
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self.raster_cache.borrow_mut().load(handle).dimensions()
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}
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pub fn draw(
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&mut self,
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mut gl: &glow::Context,
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transformation: Transformation,
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_scale_factor: f32,
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images: &[layer::Image],
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) {
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unsafe {
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gl.use_program(Some(self.program));
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gl.bind_vertex_array(Some(self.vertex_array));
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vertex_buffer));
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}
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#[cfg(feature = "image_rs")]
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let mut raster_cache = self.raster_cache.borrow_mut();
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for image in images {
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let (entry, bounds) = match &image {
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#[cfg(feature = "image_rs")]
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layer::Image::Raster { handle, bounds } => (
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raster_cache.upload(handle, &mut gl, &mut self.textures),
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bounds,
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),
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#[cfg(not(feature = "image_rs"))]
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layer::Image::Raster { handle: _, bounds } => (None, bounds),
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#[cfg(feature = "svg")]
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layer::Image::Vector { handle, bounds } => {
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let size = [bounds.width, bounds.height];
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(
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self.vector_cache.upload(
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handle,
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size,
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_scale_factor,
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&mut gl,
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&mut self.textures,
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),
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bounds,
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)
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}
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#[cfg(not(feature = "svg"))]
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layer::Image::Vector { handle: _, bounds } => (None, bounds),
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};
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unsafe {
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if let Some(Entry { texture, .. }) = entry {
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gl.bind_texture(glow::TEXTURE_2D, Some(*texture))
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} else {
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continue;
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}
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let translate = Transformation::translate(bounds.x, bounds.y);
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let scale = Transformation::scale(bounds.width, bounds.height);
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let transformation = transformation * translate * scale;
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let matrix: [f32; 16] = transformation.into();
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gl.uniform_matrix_4_f32_slice(
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Some(&self.transform_location),
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false,
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&matrix,
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);
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gl.draw_arrays(glow::TRIANGLE_STRIP, 0, 4);
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gl.bind_texture(glow::TEXTURE_2D, None);
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}
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}
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unsafe {
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gl.bind_buffer(glow::ARRAY_BUFFER, None);
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gl.bind_vertex_array(None);
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gl.use_program(None);
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}
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}
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pub fn trim_cache(&mut self, mut gl: &glow::Context) {
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#[cfg(feature = "image_rs")]
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self.raster_cache
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.borrow_mut()
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.trim(&mut self.textures, &mut gl);
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#[cfg(feature = "svg")]
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self.vector_cache.trim(&mut self.textures, &mut gl);
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}
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}
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