egui/examples/custom_3d_glow/src/main.rs
Zicklag 1d9524cc59
Re-implement PaintCallbacks With Support for WGPU (#1684)
* Re-implement PaintCallbacks With Support for WGPU

This makes breaking changes to the PaintCallback system, but makes it
flexible enough to support both the WGPU and glow backends with custom
rendering.

Also adds a WGPU equivalent to the glow demo for custom painting.
2022-05-28 17:52:36 +02:00

197 lines
6.1 KiB
Rust

#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
#![allow(unsafe_code)]
use eframe::egui;
use egui::mutex::Mutex;
use std::sync::Arc;
fn main() {
let options = eframe::NativeOptions {
initial_window_size: Some(egui::vec2(350.0, 380.0)),
multisampling: 8,
renderer: eframe::Renderer::Glow,
..Default::default()
};
eframe::run_native(
"Custom 3D painting in eframe using glow",
options,
Box::new(|cc| Box::new(MyApp::new(cc))),
);
}
struct MyApp {
/// Behind an `Arc<Mutex<…>>` so we can pass it to [`egui::PaintCallback`] and paint later.
rotating_triangle: Arc<Mutex<RotatingTriangle>>,
angle: f32,
}
impl MyApp {
fn new(cc: &eframe::CreationContext<'_>) -> Self {
let gl = cc
.gl
.as_ref()
.expect("You need to run eframe with the glow backend");
Self {
rotating_triangle: Arc::new(Mutex::new(RotatingTriangle::new(gl))),
angle: 0.0,
}
}
}
impl eframe::App for MyApp {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
egui::CentralPanel::default().show(ctx, |ui| {
ui.horizontal(|ui| {
ui.spacing_mut().item_spacing.x = 0.0;
ui.label("The triangle is being painted using ");
ui.hyperlink_to("glow", "https://github.com/grovesNL/glow");
ui.label(" (OpenGL).");
});
egui::Frame::canvas(ui.style()).show(ui, |ui| {
self.custom_painting(ui);
});
ui.label("Drag to rotate!");
});
}
fn on_exit(&mut self, gl: Option<&glow::Context>) {
if let Some(gl) = gl {
self.rotating_triangle.lock().destroy(gl);
}
}
}
impl MyApp {
fn custom_painting(&mut self, ui: &mut egui::Ui) {
let (rect, response) =
ui.allocate_exact_size(egui::Vec2::splat(300.0), egui::Sense::drag());
self.angle += response.drag_delta().x * 0.01;
// Clone locals so we can move them into the paint callback:
let angle = self.angle;
let rotating_triangle = self.rotating_triangle.clone();
let callback = egui::PaintCallback {
rect,
callback: std::sync::Arc::new(egui_glow::CallbackFn::new(move |_info, painter| {
rotating_triangle.lock().paint(painter.gl(), angle);
})),
};
ui.painter().add(callback);
}
}
struct RotatingTriangle {
program: glow::Program,
vertex_array: glow::VertexArray,
}
impl RotatingTriangle {
fn new(gl: &glow::Context) -> Self {
use glow::HasContext as _;
let shader_version = if cfg!(target_arch = "wasm32") {
"#version 300 es"
} else {
"#version 330"
};
unsafe {
let program = gl.create_program().expect("Cannot create program");
let (vertex_shader_source, fragment_shader_source) = (
r#"
const vec2 verts[3] = vec2[3](
vec2(0.0, 1.0),
vec2(-1.0, -1.0),
vec2(1.0, -1.0)
);
const vec4 colors[3] = vec4[3](
vec4(1.0, 0.0, 0.0, 1.0),
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0)
);
out vec4 v_color;
uniform float u_angle;
void main() {
v_color = colors[gl_VertexID];
gl_Position = vec4(verts[gl_VertexID], 0.0, 1.0);
gl_Position.x *= cos(u_angle);
}
"#,
r#"
precision mediump float;
in vec4 v_color;
out vec4 out_color;
void main() {
out_color = v_color;
}
"#,
);
let shader_sources = [
(glow::VERTEX_SHADER, vertex_shader_source),
(glow::FRAGMENT_SHADER, fragment_shader_source),
];
let shaders: Vec<_> = shader_sources
.iter()
.map(|(shader_type, shader_source)| {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, &format!("{}\n{}", shader_version, shader_source));
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!("{}", gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shader
})
.collect();
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!("{}", gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
let vertex_array = gl
.create_vertex_array()
.expect("Cannot create vertex array");
Self {
program,
vertex_array,
}
}
}
fn destroy(&self, gl: &glow::Context) {
use glow::HasContext as _;
unsafe {
gl.delete_program(self.program);
gl.delete_vertex_array(self.vertex_array);
}
}
fn paint(&self, gl: &glow::Context, angle: f32) {
use glow::HasContext as _;
unsafe {
gl.use_program(Some(self.program));
gl.uniform_1_f32(
gl.get_uniform_location(self.program, "u_angle").as_ref(),
angle,
);
gl.bind_vertex_array(Some(self.vertex_array));
gl.draw_arrays(glow::TRIANGLES, 0, 3);
}
}
}