egui/eframe/examples/custom_3d_three-d.rs
Emil Ernerfeldt b7ebe16cfb
Storage and frame refactor (#1418)
The purpose of this is to expose `frame.storage()` and `frame.storage_mut()` so users can save/load app state from the `App::update` function, without having to add another parameter to that function.

Changes:
* Added `Frame::storage()` and `Frame::storage_mut()`
* `App::update` now takes a `&mut Frame` rather than just `&Frame`
* `Frame` is no longer `Clone` or `Sync` (doesn't have to be since https://github.com/emilk/egui/pull/1366)
2022-03-25 21:19:31 +01:00

157 lines
5.1 KiB
Rust

//! This demo shows how to embed 3D rendering using [`three-d`](https://github.com/asny/three-d) in `eframe`.
//!
//! Any 3D library built on top of [`glow`](https://github.com/grovesNL/glow) can be used in `eframe`.
//!
//! Alternatively you can render 3D stuff to a texture and display it using [`egui::Ui::image`].
//!
//! If you are content of having egui sit on top of a 3D background, take a look at:
//!
//! * [`bevy_egui`](https://github.com/mvlabat/bevy_egui)
//! * [`three-d`](https://github.com/asny/three-d)
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
use eframe::egui;
fn main() {
let options = eframe::NativeOptions {
initial_window_size: Some(egui::vec2(550.0, 610.0)),
multisampling: 8,
..Default::default()
};
eframe::run_native(
"Custom 3D painting in eframe!",
options,
Box::new(|cc| Box::new(MyApp::new(cc))),
);
}
struct MyApp {
angle: f32,
}
impl MyApp {
fn new(_cc: &eframe::CreationContext<'_>) -> Self {
Self { angle: 0.2 }
}
}
impl eframe::App for MyApp {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
egui::CentralPanel::default().show(ctx, |ui| {
egui::widgets::global_dark_light_mode_buttons(ui);
ui.horizontal(|ui| {
ui.spacing_mut().item_spacing.x = 0.0;
ui.label("The triangle is being painted using ");
ui.hyperlink_to("three-d", "https://github.com/asny/three-d");
ui.label(".");
});
egui::ScrollArea::both().show(ui, |ui| {
egui::Frame::canvas(ui.style()).show(ui, |ui| {
self.custom_painting(ui);
});
ui.label("Drag to rotate!");
});
});
}
}
impl MyApp {
fn custom_painting(&mut self, ui: &mut egui::Ui) {
let (rect, response) =
ui.allocate_exact_size(egui::Vec2::splat(512.0), 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 callback = egui::PaintCallback {
rect,
callback: std::sync::Arc::new(move |info, render_ctx| {
if let Some(painter) = render_ctx.downcast_ref::<egui_glow::Painter>() {
with_three_d_context(painter.gl(), |three_d| {
paint_with_three_d(three_d, info, angle);
});
} else {
eprintln!("Can't do custom painting because we are not using a glow context");
}
}),
};
ui.painter().add(callback);
}
}
/// We get a [`glow::Context`] from `eframe`, but we want a [`three_d::Context`].
///
/// Sadly we can't just create a [`three_d::Context`] in [`MyApp::new`] and pass it
/// to the [`egui::PaintCallback`] because [`three_d::Context`] isn't `Send+Sync`, which
/// [`egui::PaintCallback`] is.
fn with_three_d_context<R>(
gl: &std::rc::Rc<glow::Context>,
f: impl FnOnce(&three_d::Context) -> R,
) -> R {
use std::cell::RefCell;
thread_local! {
pub static THREE_D: RefCell<Option<three_d::Context>> = RefCell::new(None);
}
THREE_D.with(|three_d| {
let mut three_d = three_d.borrow_mut();
let three_d =
three_d.get_or_insert_with(|| three_d::Context::from_gl_context(gl.clone()).unwrap());
f(three_d)
})
}
fn paint_with_three_d(three_d: &three_d::Context, info: &egui::PaintCallbackInfo, angle: f32) {
// Based on https://github.com/asny/three-d/blob/master/examples/triangle/src/main.rs
use three_d::*;
let viewport = Viewport {
x: info.viewport_left_px().round() as _,
y: info.viewport_from_bottom_px().round() as _,
width: info.viewport_width_px().round() as _,
height: info.viewport_height_px().round() as _,
};
let camera = Camera::new_perspective(
three_d,
viewport,
vec3(0.0, 0.0, 2.0),
vec3(0.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
degrees(45.0),
0.1,
10.0,
)
.unwrap();
// Create a CPU-side mesh consisting of a single colored triangle
let positions = vec![
vec3(0.5, -0.5, 0.0), // bottom right
vec3(-0.5, -0.5, 0.0), // bottom left
vec3(0.0, 0.5, 0.0), // top
];
let colors = vec![
Color::new(255, 0, 0, 255), // bottom right
Color::new(0, 255, 0, 255), // bottom left
Color::new(0, 0, 255, 255), // top
];
let cpu_mesh = CpuMesh {
positions: Positions::F32(positions),
colors: Some(colors),
..Default::default()
};
// Construct a model, with a default color material, thereby transferring the mesh data to the GPU
let mut model = Model::new(three_d, &cpu_mesh).unwrap();
// Set the current transformation of the triangle
model.set_transformation(Mat4::from_angle_y(radians(angle)));
// Render the triangle with the color material which uses the per vertex colors defined at construction
model.render(&camera, &[]).unwrap();
}