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2 Commits

Author SHA1 Message Date
5cecec3f70 Set app to render every frame 2024-05-06 17:06:05 -04:00
636f67c6de Fix LUT on android 2024-05-06 17:05:02 -04:00
2 changed files with 20 additions and 11 deletions

View File

@ -55,6 +55,8 @@ impl eframe::App for TemplateApp {
// Put your widgets into a `SidePanel`, `TopBottomPanel`, `CentralPanel`, `Window` or `Area`.
// For inspiration and more examples, go to https://emilk.github.io/egui
ctx.request_repaint();
egui::TopBottomPanel::top("top_panel").show(ctx, |ui| {
// The top panel is often a good place for a menu bar:

View File

@ -1,6 +1,6 @@
use eframe::glow::{self, PixelUnpackData, TEXTURE0, TEXTURE1, UNSIGNED_BYTE};
use glow::HasContext as _;
use glow::{NEAREST, TEXTURE_1D, TEXTURE_2D, TEXTURE_MAG_FILTER, TEXTURE_MIN_FILTER};
use glow::{NEAREST, TEXTURE_2D, TEXTURE_MAG_FILTER, TEXTURE_MIN_FILTER};
use log;
use std::mem::{size_of, transmute};
@ -63,7 +63,7 @@ impl Waterfall {
// Bind our texturs
gl.active_texture(TEXTURE1);
check_for_gl_errors(&gl, "Active texture 1");
gl.bind_texture(glow::TEXTURE_1D, Some(self.color_lut));
gl.bind_texture(glow::TEXTURE_2D, Some(self.color_lut));
check_for_gl_errors(&gl, "bind lut");
gl.active_texture(TEXTURE0);
@ -208,15 +208,22 @@ impl Waterfall {
let color_lut = gl
.create_texture()
.expect("Waterfall: could not create LUT");
gl.bind_texture(TEXTURE_1D, Some(color_lut));
gl.tex_parameter_i32(TEXTURE_1D, TEXTURE_MIN_FILTER, NEAREST as i32);
gl.tex_parameter_i32(TEXTURE_1D, TEXTURE_MAG_FILTER, NEAREST as i32);
check_for_gl_errors(&gl, "Set LUT params");
gl.tex_image_1d(
TEXTURE_1D,
gl.bind_texture(TEXTURE_2D, Some(color_lut));
check_for_gl_errors(&gl, "Setup Bind LUT");
gl.tex_parameter_i32(TEXTURE_2D, TEXTURE_MIN_FILTER, NEAREST as i32);
check_for_gl_errors(&gl, "Set LUT MIN_FILTER");
gl.tex_parameter_i32(TEXTURE_2D, TEXTURE_MAG_FILTER, NEAREST as i32);
check_for_gl_errors(&gl, "Set LUT MAG_FILTER");
gl.tex_image_2d(
TEXTURE_2D,
0,
glow::SRGB as i32,
if cfg!(target_os = "android") {
glow::RGB
} else {
glow::SRGB
} as i32,
256,
1,
0,
glow::RGB,
UNSIGNED_BYTE,
@ -250,13 +257,13 @@ impl Waterfall {
// texture sampler
uniform sampler2D texture1;
uniform sampler1D LUT;
uniform sampler2D LUT;
uniform float offset;
void main()
{
float val = texture(texture1, vec2(TexCoord.x, TexCoord.y + offset)).x;
FragColor = texture(LUT, val);
FragColor = texture(LUT, vec2(val, 0));
}
"#,
);