Add an example of showing 3D using three-d (#1407)
This commit is contained in:
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85e3ec5027
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5 changed files with 274 additions and 4 deletions
96
Cargo.lock
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96
Cargo.lock
generated
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@ -81,6 +81,15 @@ dependencies = [
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"winapi",
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]
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[[package]]
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name = "approx"
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version = "0.4.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "3f2a05fd1bd10b2527e20a2cd32d8873d115b8b39fe219ee25f42a8aca6ba278"
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dependencies = [
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"num-traits",
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]
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[[package]]
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name = "arrayref"
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version = "0.3.6"
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@ -442,6 +451,16 @@ dependencies = [
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"libc",
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]
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[[package]]
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name = "cgmath"
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version = "0.18.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "1a98d30140e3296250832bbaaff83b27dcd6fa3cc70fb6f1f3e5c9c0023b5317"
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dependencies = [
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"approx",
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"num-traits",
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]
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[[package]]
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name = "chrono"
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version = "0.4.19"
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@ -995,6 +1014,7 @@ dependencies = [
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"image",
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"poll-promise",
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"rfd",
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"three-d",
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]
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[[package]]
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@ -1486,6 +1506,16 @@ version = "0.3.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "9b919933a397b79c37e33b77bb2aa3dc8eb6e165ad809e58ff75bc7db2e34574"
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[[package]]
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name = "gloo-timers"
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version = "0.2.3"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "4d12a7f4e95cfe710f1d624fb1210b7d961a5fb05c4fd942f4feab06e61f590e"
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dependencies = [
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"js-sys",
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"wasm-bindgen",
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]
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[[package]]
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name = "glow"
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version = "0.11.2"
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@ -1604,6 +1634,11 @@ name = "half"
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version = "1.8.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "eabb4a44450da02c90444cf74558da904edde8fb4e9035a9a6a4e15445af0bd7"
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dependencies = [
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"num-traits",
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"serde",
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"zerocopy",
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]
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[[package]]
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name = "hashbrown"
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@ -1807,6 +1842,12 @@ dependencies = [
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"winapi",
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]
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[[package]]
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name = "libm"
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version = "0.2.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "33a33a362ce288760ec6a508b94caaec573ae7d3bbbd91b87aa0bad4456839db"
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[[package]]
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name = "line-wrap"
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version = "0.1.1"
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@ -2122,6 +2163,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "9a64b1ec5cda2586e284722486d802acf1f7dbdc623e2bfc57e65ca1cd099290"
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dependencies = [
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"autocfg",
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"libm",
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]
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[[package]]
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@ -3038,6 +3080,18 @@ dependencies = [
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"unicode-xid",
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]
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[[package]]
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name = "synstructure"
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version = "0.12.6"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "f36bdaa60a83aca3921b5259d5400cbf5e90fc51931376a9bd4a0eb79aa7210f"
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dependencies = [
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"proc-macro2",
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"quote",
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"syn",
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"unicode-xid",
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]
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[[package]]
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name = "syntect"
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version = "4.6.0"
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@ -3126,6 +3180,25 @@ dependencies = [
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"once_cell",
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]
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[[package]]
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name = "three-d"
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version = "0.11.0"
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source = "git+https://github.com/asny/three-d?rev=fa475673e284e05b2f4e068769dce3ec5bcabc8d#fa475673e284e05b2f4e068769dce3ec5bcabc8d"
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dependencies = [
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"cgmath",
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"gl_generator",
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"gloo-timers",
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"glow",
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"half",
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"js-sys",
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"log",
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"serde",
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"thiserror",
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"wasm-bindgen",
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"wasm-bindgen-futures",
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"web-sys",
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]
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[[package]]
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name = "time"
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version = "0.1.43"
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@ -3476,6 +3549,8 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "25f1af7423d8588a3d840681122e72e6a24ddbcb3f0ec385cac0d12d24256c06"
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dependencies = [
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"cfg-if 1.0.0",
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"serde",
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"serde_json",
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"wasm-bindgen-macro",
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]
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@ -3950,6 +4025,27 @@ dependencies = [
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"zvariant",
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]
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[[package]]
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name = "zerocopy"
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version = "0.6.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "332f188cc1bcf1fe1064b8c58d150f497e697f49774aa846f2dc949d9a25f236"
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dependencies = [
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"byteorder",
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"zerocopy-derive",
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]
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[[package]]
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name = "zerocopy-derive"
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version = "0.3.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "a0fbc82b82efe24da867ee52e015e58178684bd9dd64c34e66bdf21da2582a9f"
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dependencies = [
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"proc-macro2",
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"syn",
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"synstructure",
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]
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[[package]]
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name = "zvariant"
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version = "3.1.2"
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18
README.md
18
README.md
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@ -338,9 +338,23 @@ On Linux and Mac, Firefox will copy the WebGL render target from GPU, to CPU and
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To alleviate the above mentioned performance issues the default max-width of an egui web app is 1024 points. You can change this by overriding the `fn max_size_points` of [`epi::App`](https://docs.rs/epi/latest/epi/trait.App.html).
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### How do I render 3D stuff in an egui area?
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egui can't do 3D graphics itself, but if you use a 3D library (e.g. [`glium`](https://github.com/glium/glium) using [`egui_glium`](https://github.com/emilk/egui/tree/master/egui_glium), or [`miniquad`](https://github.com/not-fl3/miniquad) using [`egui-miniquad`](https://github.com/not-fl3/egui-miniquad)) you can render your 3D content to a texture, then display it using [`ui.image(…)`](https://docs.rs/egui/latest/egui/struct.Ui.html#method.image). You first need to convert the native texture to an [`egui::TextureId`](https://docs.rs/egui/latest/egui/enum.TextureId.html), and how to do this depends on the integration you use (e.g. [`register_glium_texture`](https://docs.rs/epi/latest/epi/trait.NativeTexture.html#tymethod.register_native_texture)).
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There are multiple ways to combine egui with 3D. The simplest way is to use a 3D library and have egui sit on top of the 3D view. See for instance [`bevy_egui`](https://github.com/mvlabat/bevy_egui) or [`three-d`](https://github.com/asny/three-d).
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There is an example for showing a native glium texture in an egui window at <https://github.com/emilk/egui/blob/master/egui_glium/examples/native_texture.rs>.
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If you want to embed 3D into an egui view there are two options.
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#### `Shape::Callback`
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Examples:
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* <https://github.com/emilk/egui/blob/master/eframe/examples/custom_3d_three-d.rs>
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* <https://github.com/emilk/egui/blob/master/eframe/examples/custom_3d_glow.rs>
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`Shape::Callback` will call your code when egui gets painted, to show anything using whatever the background rendering context is. When using [`eframe`](https://github.com/emilk/egui/tree/master/eframe) this will be [`glow`](https://github.com/grovesNL/glow). Other integrations will give you other rendering contexts, if they support `Shape::Callback` at all.
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#### Render-to-texture
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You can also render your 3D scene to a texture and display it using [`ui.image(…)`](https://docs.rs/egui/latest/egui/struct.Ui.html#method.image). You first need to convert the native texture to an [`egui::TextureId`](https://docs.rs/egui/latest/egui/enum.TextureId.html), and how to do this depends on the integration you use.
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Examples:
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* Using [`egui-miniquad`]( https://github.com/not-fl3/egui-miniquad): https://github.com/not-fl3/egui-miniquad/blob/master/examples/render_to_egui_image.rs
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* Using [`egui_glium`](https://github.com/emilk/egui/tree/master/egui_glium): <https://github.com/emilk/egui/blob/master/egui_glium/examples/native_texture.rs>.
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## Other
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@ -73,3 +73,4 @@ image = { version = "0.24", default-features = false, features = [
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] }
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poll-promise = "0.1"
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rfd = "0.8"
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three-d = { git = "https://github.com/asny/three-d", rev = "fa475673e284e05b2f4e068769dce3ec5bcabc8d", default-features = false } # 2022-03-22
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@ -2,7 +2,10 @@
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//!
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//! This is very advanced usage, and you need to be careful.
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//!
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//! If you want an easier way to show 3D graphics with egui, take a look at:
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//! If you want an easier way to show 3D graphics with egui, take a look at the `custom_3d_three-d.rs` example.
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//!
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//! If you are content of having egui sit on top of a 3D background, take a look at:
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//!
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//! * [`bevy_egui`](https://github.com/mvlabat/bevy_egui)
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//! * [`three-d`](https://github.com/asny/three-d)
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@ -49,7 +52,7 @@ impl eframe::App for MyApp {
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});
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egui::ScrollArea::both().show(ui, |ui| {
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egui::Frame::dark_canvas(ui.style()).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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156
eframe/examples/custom_3d_three-d.rs
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156
eframe/examples/custom_3d_three-d.rs
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@ -0,0 +1,156 @@
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//! This demo shows how to embed 3D rendering using [`three-d`](https://github.com/asny/three-d) in `eframe`.
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//!
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//! Any 3D library built on top of [`glow`](https://github.com/grovesNL/glow) can be used in `eframe`.
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//!
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//! Alternatively you can render 3D stuff to a texture and display it using [`egui::Ui::image`].
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//!
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//! If you are content of having egui sit on top of a 3D background, take a look at:
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//!
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//! * [`bevy_egui`](https://github.com/mvlabat/bevy_egui)
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//! * [`three-d`](https://github.com/asny/three-d)
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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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..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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Self { angle: 0.0 }
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}
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}
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impl eframe::App for MyApp {
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fn update(&mut self, ctx: &egui::Context, _frame: &eframe::Frame) {
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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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let viewport = Viewport {
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x: info.viewport_left_px().round() as _,
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y: info.viewport_from_bottom_px().round() as _,
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width: info.viewport_width_px().round() as _,
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height: info.viewport_height_px().round() as _,
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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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// Construct a model, with a default color material, thereby transferring the mesh data to the GPU
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let mut model = Model::new(three_d, &cpu_mesh).unwrap();
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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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