2022-03-23 10:06:33 +00:00
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#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
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use eframe::egui;
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fn main() {
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let options = eframe::NativeOptions {
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initial_window_size: Some(egui::vec2(550.0, 610.0)),
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2022-03-23 10:13:57 +00:00
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multisampling: 8,
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2022-05-12 07:02:28 +00:00
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renderer: eframe::Renderer::Glow,
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2022-03-23 10:06:33 +00:00
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..Default::default()
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};
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eframe::run_native(
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"Custom 3D painting in eframe!",
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options,
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Box::new(|cc| Box::new(MyApp::new(cc))),
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);
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}
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struct MyApp {
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angle: f32,
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}
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impl MyApp {
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fn new(_cc: &eframe::CreationContext<'_>) -> Self {
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2022-03-23 10:13:57 +00:00
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Self { angle: 0.2 }
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2022-03-23 10:06:33 +00:00
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}
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}
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impl eframe::App for MyApp {
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2022-03-25 20:19:31 +00:00
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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2022-03-23 10:06:33 +00:00
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egui::CentralPanel::default().show(ctx, |ui| {
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egui::widgets::global_dark_light_mode_buttons(ui);
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ui.horizontal(|ui| {
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ui.spacing_mut().item_spacing.x = 0.0;
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ui.label("The triangle is being painted using ");
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ui.hyperlink_to("three-d", "https://github.com/asny/three-d");
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ui.label(".");
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});
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egui::ScrollArea::both().show(ui, |ui| {
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egui::Frame::canvas(ui.style()).show(ui, |ui| {
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self.custom_painting(ui);
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});
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ui.label("Drag to rotate!");
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});
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});
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}
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}
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impl MyApp {
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fn custom_painting(&mut self, ui: &mut egui::Ui) {
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let (rect, response) =
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ui.allocate_exact_size(egui::Vec2::splat(512.0), egui::Sense::drag());
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self.angle += response.drag_delta().x * 0.01;
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// Clone locals so we can move them into the paint callback:
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let angle = self.angle;
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let callback = egui::PaintCallback {
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rect,
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callback: std::sync::Arc::new(move |info, render_ctx| {
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if let Some(painter) = render_ctx.downcast_ref::<egui_glow::Painter>() {
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with_three_d_context(painter.gl(), |three_d| {
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paint_with_three_d(three_d, info, angle);
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});
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} else {
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eprintln!("Can't do custom painting because we are not using a glow context");
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}
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}),
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};
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ui.painter().add(callback);
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}
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}
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/// We get a [`glow::Context`] from `eframe`, but we want a [`three_d::Context`].
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///
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/// Sadly we can't just create a [`three_d::Context`] in [`MyApp::new`] and pass it
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/// to the [`egui::PaintCallback`] because [`three_d::Context`] isn't `Send+Sync`, which
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/// [`egui::PaintCallback`] is.
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fn with_three_d_context<R>(
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gl: &std::rc::Rc<glow::Context>,
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f: impl FnOnce(&three_d::Context) -> R,
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) -> R {
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use std::cell::RefCell;
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thread_local! {
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pub static THREE_D: RefCell<Option<three_d::Context>> = RefCell::new(None);
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}
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THREE_D.with(|three_d| {
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let mut three_d = three_d.borrow_mut();
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let three_d =
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three_d.get_or_insert_with(|| three_d::Context::from_gl_context(gl.clone()).unwrap());
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f(three_d)
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})
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}
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fn paint_with_three_d(three_d: &three_d::Context, info: &egui::PaintCallbackInfo, angle: f32) {
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// Based on https://github.com/asny/three-d/blob/master/examples/triangle/src/main.rs
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use three_d::*;
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2022-04-15 08:31:33 +00:00
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// Set where to paint
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let viewport = info.viewport_in_pixels();
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2022-03-23 10:06:33 +00:00
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let viewport = Viewport {
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2022-04-15 08:31:33 +00:00
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x: viewport.left_px.round() as _,
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y: viewport.from_bottom_px.round() as _,
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width: viewport.width_px.round() as _,
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height: viewport.height_px.round() as _,
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};
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// Respect the egui clip region (e.g. if we are inside an `egui::ScrollArea`).
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let clip_rect = info.clip_rect_in_pixels();
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let render_states = RenderStates {
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clip: Clip::Enabled {
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x: clip_rect.left_px.round() as _,
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y: clip_rect.from_bottom_px.round() as _,
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width: clip_rect.width_px.round() as _,
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height: clip_rect.height_px.round() as _,
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},
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..Default::default()
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2022-03-23 10:06:33 +00:00
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};
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let camera = Camera::new_perspective(
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three_d,
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viewport,
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vec3(0.0, 0.0, 2.0),
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vec3(0.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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degrees(45.0),
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0.1,
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10.0,
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)
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.unwrap();
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// Create a CPU-side mesh consisting of a single colored triangle
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let positions = vec![
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vec3(0.5, -0.5, 0.0), // bottom right
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vec3(-0.5, -0.5, 0.0), // bottom left
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vec3(0.0, 0.5, 0.0), // top
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];
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let colors = vec![
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Color::new(255, 0, 0, 255), // bottom right
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Color::new(0, 255, 0, 255), // bottom left
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Color::new(0, 0, 255, 255), // top
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];
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let cpu_mesh = CpuMesh {
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positions: Positions::F32(positions),
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colors: Some(colors),
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..Default::default()
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};
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2022-04-15 08:31:33 +00:00
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let material = ColorMaterial {
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render_states,
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..Default::default()
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};
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let mut model = Model::new_with_material(three_d, &cpu_mesh, material).unwrap();
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2022-03-23 10:06:33 +00:00
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// Set the current transformation of the triangle
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model.set_transformation(Mat4::from_angle_y(radians(angle)));
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// Render the triangle with the color material which uses the per vertex colors defined at construction
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model.render(&camera, &[]).unwrap();
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}
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