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https://github.com/emilk/egui.git
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Move all crates into a crates directory (#1940)
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188
crates/egui_demo_app/src/apps/custom3d_glow.rs
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188
crates/egui_demo_app/src/apps/custom3d_glow.rs
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use std::sync::Arc;
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use eframe::egui_glow;
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use egui::mutex::Mutex;
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use egui_glow::glow;
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pub struct Custom3d {
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/// Behind an `Arc<Mutex<…>>` so we can pass it to [`egui::PaintCallback`] and paint later.
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rotating_triangle: Arc<Mutex<RotatingTriangle>>,
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angle: f32,
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}
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impl Custom3d {
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pub fn new<'a>(cc: &'a eframe::CreationContext<'a>) -> Self {
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Self {
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rotating_triangle: Arc::new(Mutex::new(RotatingTriangle::new(
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cc.gl.as_ref().expect("GL Enabled"),
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))),
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angle: 0.0,
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}
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}
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}
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impl eframe::App for Custom3d {
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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egui::CentralPanel::default().show(ctx, |ui| {
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egui::ScrollArea::both()
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.auto_shrink([false; 2])
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.show(ui, |ui| {
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ui.horizontal(|ui| {
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ui.spacing_mut().item_spacing.x = 0.0;
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ui.label("The triangle is being painted using ");
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ui.hyperlink_to("glow", "https://github.com/grovesNL/glow");
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ui.label(" (OpenGL).");
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});
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ui.label("It's not a very impressive demo, but it shows you can embed 3D inside of egui.");
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egui::Frame::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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ui.add(egui_demo_lib::egui_github_link_file!());
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});
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});
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}
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fn on_exit(&mut self, gl: Option<&glow::Context>) {
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if let Some(gl) = gl {
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self.rotating_triangle.lock().destroy(gl);
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}
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}
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}
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impl Custom3d {
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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(300.0), egui::Sense::drag());
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self.angle += response.drag_delta().x * 0.01;
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// Clone locals so we can move them into the paint callback:
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let angle = self.angle;
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let rotating_triangle = self.rotating_triangle.clone();
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let cb = egui_glow::CallbackFn::new(move |_info, painter| {
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rotating_triangle.lock().paint(painter.gl(), angle);
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});
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let callback = egui::PaintCallback {
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rect,
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callback: Arc::new(cb),
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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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#[allow(unsafe_code)] // we need unsafe code to use glow
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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 330"
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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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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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