
* Add Shape::Callback to do custom rendering inside of an egui UI * Use Rc<glow::Context> everywhere * Remove trait WebPainter * Add glow::Context to epi::App::setup
193 lines
6.3 KiB
Rust
193 lines
6.3 KiB
Rust
//! This demo shows how to embed 3D rendering using [`glow`](https://github.com/grovesNL/glow) in `eframe`.
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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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//! * [`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, epi};
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use parking_lot::Mutex;
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use std::sync::Arc;
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#[derive(Default)]
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struct MyApp {
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rotating_triangle: Arc<Mutex<Option<RotatingTriangle>>>,
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angle: f32,
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}
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impl epi::App for MyApp {
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fn name(&self) -> &str {
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"Custom 3D painting inside an egui window"
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}
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fn update(&mut self, ctx: &egui::Context, _frame: &epi::Frame) {
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egui::CentralPanel::default().show(ctx, |ui| {
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ui.heading("Here is some 3D stuff:");
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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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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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let mut frame = egui::Frame::window(&*ctx.style());
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frame.fill = frame.fill.linear_multiply(0.5); // transparent
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egui::Window::new("3D stuff in a window")
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.frame(frame)
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.show(ctx, |ui| {
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self.custom_painting(ui);
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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(256.0), egui::Sense::drag());
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self.angle += response.drag_delta().x * 0.01;
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let angle = self.angle;
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let rotating_triangle = self.rotating_triangle.clone();
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let callback = egui::epaint::PaintCallback {
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rect,
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callback: std::sync::Arc::new(move |render_ctx| {
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if let Some(painter) = render_ctx.downcast_ref::<egui_glow::Painter>() {
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let mut rotating_triangle = rotating_triangle.lock();
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let rotating_triangle = rotating_triangle
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.get_or_insert_with(|| RotatingTriangle::new(painter.gl()));
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rotating_triangle.paint(painter.gl(), angle);
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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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struct RotatingTriangle {
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program: glow::Program,
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vertex_array: glow::VertexArray,
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}
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impl RotatingTriangle {
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fn new(gl: &glow::Context) -> Self {
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use glow::HasContext as _;
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let shader_version = if cfg!(target_arch = "wasm32") {
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"#version 300 es"
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} else {
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"#version 410"
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};
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unsafe {
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let program = gl.create_program().expect("Cannot create program");
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let (vertex_shader_source, fragment_shader_source) = (
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r#"
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const vec2 verts[3] = vec2[3](
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vec2(0.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0)
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);
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const vec4 colors[3] = vec4[3](
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vec4(1.0, 0.0, 0.0, 1.0),
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0)
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);
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out vec4 v_color;
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uniform float u_angle;
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void main() {
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v_color = colors[gl_VertexID];
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gl_Position = vec4(verts[gl_VertexID], 0.0, 1.0);
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gl_Position.x *= cos(u_angle);
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}
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"#,
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r#"
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precision mediump float;
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in vec4 v_color;
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out vec4 out_color;
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void main() {
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out_color = v_color;
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}
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"#,
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);
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let shader_sources = [
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(glow::VERTEX_SHADER, vertex_shader_source),
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(glow::FRAGMENT_SHADER, fragment_shader_source),
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];
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let shaders: Vec<_> = shader_sources
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.iter()
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.map(|(shader_type, shader_source)| {
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let shader = gl
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.create_shader(*shader_type)
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.expect("Cannot create shader");
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gl.shader_source(shader, &format!("{}\n{}", shader_version, shader_source));
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gl.compile_shader(shader);
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if !gl.get_shader_compile_status(shader) {
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panic!("{}", gl.get_shader_info_log(shader));
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}
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gl.attach_shader(program, shader);
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shader
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})
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.collect();
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gl.link_program(program);
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if !gl.get_program_link_status(program) {
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panic!("{}", gl.get_program_info_log(program));
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}
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for shader in shaders {
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gl.detach_shader(program, shader);
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gl.delete_shader(shader);
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}
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let vertex_array = gl
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.create_vertex_array()
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.expect("Cannot create vertex array");
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Self {
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program,
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vertex_array,
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}
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}
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}
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// TODO: figure out how to call this in a nice way
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#[allow(unused)]
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fn destroy(self, gl: &glow::Context) {
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use glow::HasContext as _;
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unsafe {
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gl.delete_program(self.program);
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gl.delete_vertex_array(self.vertex_array);
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}
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}
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fn paint(&self, gl: &glow::Context, angle: f32) {
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use glow::HasContext as _;
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unsafe {
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gl.use_program(Some(self.program));
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gl.uniform_1_f32(
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gl.get_uniform_location(self.program, "u_angle").as_ref(),
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angle,
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);
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gl.bind_vertex_array(Some(self.vertex_array));
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gl.draw_arrays(glow::TRIANGLES, 0, 3);
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}
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}
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}
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fn main() {
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let options = eframe::NativeOptions::default();
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eframe::run_native(Box::new(MyApp::default()), options);
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}
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