egui/examples/custom_3d_three-d/src/main.rs
Emil Ernerfeldt cb77458f70
eframe error handling (#2433)
* eframe::run_native: return errors instead of crashing

* Detect and handle glutin errors

* egui_demo_app: silence wgpu log spam

* Add trace logs for why eframe is shutting down

* Fix: only save App state once on Mac

* Handle Winit failure

* Log where we load app state from

* Don't panic on zero-sized window

* Clamp loaded window size to not be too tiny to see

* Simplify code: more shared code in window_builder

* Improve code readability

* Fix wasm32 build

* fix android

* Update changelog
2022-12-12 15:16:32 +01:00

231 lines
7.8 KiB
Rust

#![allow(dead_code)]
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
use eframe::egui;
#[cfg(not(target_arch = "wasm32"))]
fn main() -> Result<(), eframe::EframeError> {
let options = eframe::NativeOptions {
initial_window_size: Some(egui::vec2(550.0, 610.0)),
multisampling: 8,
renderer: eframe::Renderer::Glow,
depth_buffer: 24,
..Default::default()
};
eframe::run_native(
"Custom 3D painting in eframe!",
options,
Box::new(|cc| Box::new(MyApp::new(cc))),
)
}
pub struct MyApp {
angle: f32,
}
impl MyApp {
pub 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| {
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(egui_glow::CallbackFn::new(
move |info, painter| {
with_three_d(painter.gl(), |three_d| {
three_d.frame(
FrameInput::new(&three_d.context, &info, painter),
angle,
);
});
},
)),
};
ui.painter().add(callback);
});
ui.label("Drag to rotate!");
});
});
}
}
/// We get a [`glow::Context`] from `eframe` and we want to construct a [`ThreeDApp`].
///
/// Sadly we can't just create a [`ThreeDApp`] in [`MyApp::new`] and pass it
/// to the [`egui::PaintCallback`] because [`glow::Context`] isn't `Send+Sync` on web, which
/// [`egui::PaintCallback`] needs. If you do not target web, then you can construct the [`ThreeDApp`] in [`MyApp::new`].
fn with_three_d<R>(gl: &std::sync::Arc<glow::Context>, f: impl FnOnce(&mut ThreeDApp) -> R) -> R {
use std::cell::RefCell;
thread_local! {
pub static THREE_D: RefCell<Option<ThreeDApp>> = 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(|| ThreeDApp::new(gl.clone()));
f(three_d)
})
}
///
/// Translates from egui input to three-d input
///
pub struct FrameInput<'a> {
screen: three_d::RenderTarget<'a>,
viewport: three_d::Viewport,
scissor_box: three_d::ScissorBox,
}
impl FrameInput<'_> {
pub fn new(
context: &three_d::Context,
info: &egui::PaintCallbackInfo,
painter: &egui_glow::Painter,
) -> Self {
use three_d::*;
// Disable sRGB textures for three-d
#[cfg(not(target_arch = "wasm32"))]
#[allow(unsafe_code)]
unsafe {
use glow::HasContext as _;
context.disable(glow::FRAMEBUFFER_SRGB);
}
// Constructs a screen render target to render the final image to
let screen = painter.intermediate_fbo().map_or_else(
|| {
RenderTarget::screen(
context,
info.viewport.width() as u32,
info.viewport.height() as u32,
)
},
|fbo| {
RenderTarget::from_framebuffer(
context,
info.viewport.width() as u32,
info.viewport.height() as u32,
fbo,
)
},
);
// Set where to paint
let viewport = info.viewport_in_pixels();
let viewport = Viewport {
x: viewport.left_px.round() as _,
y: viewport.from_bottom_px.round() as _,
width: viewport.width_px.round() as _,
height: viewport.height_px.round() as _,
};
// Respect the egui clip region (e.g. if we are inside an `egui::ScrollArea`).
let clip_rect = info.clip_rect_in_pixels();
let scissor_box = ScissorBox {
x: clip_rect.left_px.round() as _,
y: clip_rect.from_bottom_px.round() as _,
width: clip_rect.width_px.round() as _,
height: clip_rect.height_px.round() as _,
};
Self {
screen,
scissor_box,
viewport,
}
}
}
///
/// Based on the `three-d` [Triangle example](https://github.com/asny/three-d/blob/master/examples/triangle/src/main.rs).
/// This is where you'll need to customize
///
use three_d::*;
pub struct ThreeDApp {
context: Context,
camera: Camera,
model: Gm<Mesh, ColorMaterial>,
}
impl ThreeDApp {
pub fn new(gl: std::sync::Arc<glow::Context>) -> Self {
let context = Context::from_gl_context(gl).unwrap();
// Create a camera
let camera = Camera::new_perspective(
Viewport::new_at_origo(1, 1),
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,
);
// 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 model = Gm::new(Mesh::new(&context, &cpu_mesh), ColorMaterial::default());
Self {
context,
camera,
model,
}
}
pub fn frame(&mut self, frame_input: FrameInput<'_>, angle: f32) -> Option<glow::Framebuffer> {
// Ensure the viewport matches the current window viewport which changes if the window is resized
self.camera.set_viewport(frame_input.viewport);
// Set the current transformation of the triangle
self.model
.set_transformation(Mat4::from_angle_y(radians(angle)));
// Get the screen render target to be able to render something on the screen
frame_input
.screen
// Clear the color and depth of the screen render target
.clear_partially(frame_input.scissor_box, ClearState::depth(1.0))
// Render the triangle with the color material which uses the per vertex colors defined at construction
.render_partially(frame_input.scissor_box, &self.camera, &[&self.model], &[]);
frame_input.screen.into_framebuffer() // Take back the screen fbo, we will continue to use it.
}
}