egui/crates/egui_demo_app/src/apps/custom3d_glow.rs
Stanislav ebc4fc866d
eframe web: access app from WebHandle (#1886)
Co-authored-by: Stanislav <enomado@users.noreply.github.com>
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
2022-09-09 08:22:46 +02:00

209 lines
6.6 KiB
Rust

use std::sync::Arc;
#[cfg(target_arch = "wasm32")]
use core::any::Any;
use eframe::egui_glow;
use egui::mutex::Mutex;
use egui_glow::glow;
pub struct Custom3d {
/// Behind an `Arc<Mutex<…>>` so we can pass it to [`egui::PaintCallback`] and paint later.
rotating_triangle: Arc<Mutex<RotatingTriangle>>,
angle: f32,
}
impl Custom3d {
pub fn new<'a>(cc: &'a eframe::CreationContext<'a>) -> Option<Self> {
let gl = cc.gl.as_ref()?;
Some(Self {
rotating_triangle: Arc::new(Mutex::new(RotatingTriangle::new(gl)?)),
angle: 0.0,
})
}
}
impl eframe::App for Custom3d {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
egui::CentralPanel::default().show(ctx, |ui| {
egui::ScrollArea::both()
.auto_shrink([false; 2])
.show(ui, |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).");
});
ui.label("It's not a very impressive demo, but it shows you can embed 3D inside of egui.");
egui::Frame::canvas(ui.style()).show(ui, |ui| {
self.custom_painting(ui);
});
ui.label("Drag to rotate!");
ui.add(egui_demo_lib::egui_github_link_file!());
});
});
}
fn on_exit(&mut self, gl: Option<&glow::Context>) {
if let Some(gl) = gl {
self.rotating_triangle.lock().destroy(gl);
}
}
#[cfg(target_arch = "wasm32")]
fn as_any_mut(&mut self) -> &mut dyn Any {
&mut *self
}
}
impl Custom3d {
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 cb = egui_glow::CallbackFn::new(move |_info, painter| {
rotating_triangle.lock().paint(painter.gl(), angle);
});
let callback = egui::PaintCallback {
rect,
callback: Arc::new(cb),
};
ui.painter().add(callback);
}
}
struct RotatingTriangle {
program: glow::Program,
vertex_array: glow::VertexArray,
}
#[allow(unsafe_code)] // we need unsafe code to use glow
impl RotatingTriangle {
fn new(gl: &glow::Context) -> Option<Self> {
use glow::HasContext as _;
let shader_version = egui_glow::ShaderVersion::get(gl);
unsafe {
let program = gl.create_program().expect("Cannot create program");
if !shader_version.is_new_shader_interface() {
tracing::warn!(
"Custom 3D painting hasn't been ported to {:?}",
shader_version
);
return None;
}
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.version_declaration(),
shader_source
),
);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!(
"Failed to compile custom_3d_glow: {}",
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");
Some(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);
}
}
}