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https://github.com/emilk/egui.git
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Update glow to 0.12 (#2695)
* Remove three-d example due to glow incompatibility * Update to glow 0.12 * Remove three-d from deny.toml * Add line to changelog
This commit is contained in:
@@ -13,4 +13,4 @@ eframe = { path = "../../crates/eframe", features = [
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"__screenshot", # __screenshot is so we can dump a screenshot using EFRAME_SCREENSHOT_TO
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] }
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egui_glow = { path = "../../crates/egui_glow" }
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glow = "0.11"
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glow = "0.12"
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@@ -1,24 +0,0 @@
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[package]
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name = "custom_3d_three-d"
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version = "0.1.0"
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authors = ["Emil Ernerfeldt <emil.ernerfeldt@gmail.com>"]
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license = "MIT OR Apache-2.0"
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edition = "2021"
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rust-version = "1.65"
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publish = false
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[lib]
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crate-type = ["cdylib", "rlib"]
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[dependencies]
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eframe = { path = "../../crates/eframe", features = [
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"__screenshot", # __screenshot is so we can dump a screenshot using EFRAME_SCREENSHOT_TO
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] }
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egui_glow = { path = "../../crates/egui_glow" }
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glow = "0.11"
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three-d = { version = "0.13", default-features = false }
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[target.'cfg(target_arch = "wasm32")'.dependencies] # Web dependencies
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console_error_panic_hook = "0.1" # For logging
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wasm-bindgen = "0.2" # Core bindings
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wasm-bindgen-futures = "0.4" # Core bindings
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@@ -1,22 +0,0 @@
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This demo shows how to embed 3D rendering using [`three-d`](https://github.com/asny/three-d) in `eframe`.
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Any 3D library built on top of [`glow`](https://github.com/grovesNL/glow) can be used in `eframe`.
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Alternatively you can render 3D stuff to a texture and display it using [`egui::Ui::image`].
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If you are content of having egui sit on top of a 3D background, 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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```sh
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cargo run -p custom_3d_three-d
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```
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```
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wasm-pack build examples/custom_3d_three-d --target web
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```
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@@ -1,38 +0,0 @@
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<html>
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<head>
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<meta content="text/html;charset=utf-8" http-equiv="Content-Type"/>
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</head>
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<body>
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<canvas id="my" style="position: absolute;top:0;bottom: 0;left: 0;right: 0;margin:auto;"></canvas>
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<!-- Note the usage of `type=module` here as this is an ES6 module -->
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<script type="module">
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// Use ES module import syntax to import functionality from the module
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// that we have compiled.
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//
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// Note that the `default` import is an initialization function which
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// will "boot" the module and make it ready to use. Currently browsers
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// don't support natively imported WebAssembly as an ES module, but
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// eventually the manual initialization won't be required!
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import init from './pkg/custom_3d_three_d.js';
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async function run() {
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// First up we need to actually load the wasm file, so we use the
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// default export to inform it where the wasm file is located on the
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// server, and then we wait on the returned promise to wait for the
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// wasm to be loaded.
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// It may look like this: `await init('./pkg/without_a_bundler_bg.wasm');`,
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// but there is also a handy default inside `init` function, which uses
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// `import.meta` to locate the wasm file relatively to js file
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//
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// Note that instead of a string here you can also pass in an instance
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// of `WebAssembly.Module` which allows you to compile your own module.
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// Also note that the promise, when resolved, yields the wasm module's
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// exports which is the same as importing the `*_bg` module in other
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// modes
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await init('./pkg/custom_3d_three_d_bg.wasm');
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}
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run();
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</script>
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</body>
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</html>
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Binary file not shown.
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Before Width: | Height: | Size: 52 KiB |
@@ -1,21 +0,0 @@
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#![allow(special_module_name)]
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mod main;
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// Entry point for wasm
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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#[cfg(target_arch = "wasm32")]
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#[wasm_bindgen(start)]
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pub async fn start() -> Result<(), JsValue> {
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std::panic::set_hook(Box::new(console_error_panic_hook::hook));
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let web_options = eframe::WebOptions::default();
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eframe::start_web(
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"my",
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web_options,
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Box::new(|cc| Box::new(main::MyApp::new(cc))),
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)?;
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Ok(())
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}
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@@ -1,231 +0,0 @@
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#![allow(dead_code)]
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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;
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#[cfg(not(target_arch = "wasm32"))]
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fn main() -> Result<(), eframe::Error> {
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let options = eframe::NativeOptions {
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initial_window_size: Some(egui::vec2(550.0, 610.0)),
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multisampling: 4,
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renderer: eframe::Renderer::Glow,
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depth_buffer: 24,
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..Default::default()
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};
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eframe::run_native(
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"Custom 3D painting in eframe!",
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options,
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Box::new(|cc| Box::new(MyApp::new(cc))),
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)
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}
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pub struct MyApp {
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angle: f32,
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}
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impl MyApp {
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pub fn new(_cc: &eframe::CreationContext<'_>) -> Self {
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Self { angle: 0.2 }
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}
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}
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impl eframe::App for MyApp {
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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::widgets::global_dark_light_mode_buttons(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("three-d", "https://github.com/asny/three-d");
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ui.label(".");
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});
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egui::ScrollArea::both().show(ui, |ui| {
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egui::Frame::canvas(ui.style()).show(ui, |ui| {
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let (rect, response) =
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ui.allocate_exact_size(egui::Vec2::splat(512.0), 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 callback = egui::PaintCallback {
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rect,
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callback: std::sync::Arc::new(egui_glow::CallbackFn::new(
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move |info, painter| {
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with_three_d(painter.gl(), |three_d| {
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three_d.frame(
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FrameInput::new(&three_d.context, &info, painter),
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angle,
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);
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});
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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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ui.label("Drag to rotate!");
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});
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});
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}
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}
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/// We get a [`glow::Context`] from `eframe` and we want to construct a [`ThreeDApp`].
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///
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/// Sadly we can't just create a [`ThreeDApp`] in [`MyApp::new`] and pass it
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/// to the [`egui::PaintCallback`] because [`glow::Context`] isn't `Send+Sync` on web, which
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/// [`egui::PaintCallback`] needs. If you do not target web, then you can construct the [`ThreeDApp`] in [`MyApp::new`].
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fn with_three_d<R>(gl: &std::sync::Arc<glow::Context>, f: impl FnOnce(&mut ThreeDApp) -> R) -> R {
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use std::cell::RefCell;
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thread_local! {
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pub static THREE_D: RefCell<Option<ThreeDApp>> = RefCell::new(None);
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}
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THREE_D.with(|three_d| {
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let mut three_d = three_d.borrow_mut();
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let three_d = three_d.get_or_insert_with(|| ThreeDApp::new(gl.clone()));
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f(three_d)
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})
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}
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///
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/// Translates from egui input to three-d input
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///
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pub struct FrameInput<'a> {
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screen: three_d::RenderTarget<'a>,
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viewport: three_d::Viewport,
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scissor_box: three_d::ScissorBox,
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}
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impl FrameInput<'_> {
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pub fn new(
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context: &three_d::Context,
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info: &egui::PaintCallbackInfo,
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painter: &egui_glow::Painter,
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) -> Self {
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use three_d::*;
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// Disable sRGB textures for three-d
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#[cfg(not(target_arch = "wasm32"))]
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#[allow(unsafe_code)]
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unsafe {
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use glow::HasContext as _;
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context.disable(glow::FRAMEBUFFER_SRGB);
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}
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// Constructs a screen render target to render the final image to
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let screen = painter.intermediate_fbo().map_or_else(
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|| {
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RenderTarget::screen(
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context,
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info.viewport.width() as u32,
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info.viewport.height() as u32,
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)
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},
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|fbo| {
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RenderTarget::from_framebuffer(
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context,
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info.viewport.width() as u32,
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info.viewport.height() as u32,
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fbo,
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)
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},
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);
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// Set where to paint
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let viewport = info.viewport_in_pixels();
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let viewport = Viewport {
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x: viewport.left_px.round() as _,
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y: viewport.from_bottom_px.round() as _,
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width: viewport.width_px.round() as _,
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height: viewport.height_px.round() as _,
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};
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// Respect the egui clip region (e.g. if we are inside an `egui::ScrollArea`).
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let clip_rect = info.clip_rect_in_pixels();
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let scissor_box = ScissorBox {
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x: clip_rect.left_px.round() as _,
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y: clip_rect.from_bottom_px.round() as _,
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width: clip_rect.width_px.round() as _,
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height: clip_rect.height_px.round() as _,
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};
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Self {
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screen,
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scissor_box,
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viewport,
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}
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}
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}
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///
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/// Based on the `three-d` [Triangle example](https://github.com/asny/three-d/blob/master/examples/triangle/src/main.rs).
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/// This is where you'll need to customize
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///
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use three_d::*;
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pub struct ThreeDApp {
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context: Context,
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camera: Camera,
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model: Gm<Mesh, ColorMaterial>,
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}
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impl ThreeDApp {
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pub fn new(gl: std::sync::Arc<glow::Context>) -> Self {
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let context = Context::from_gl_context(gl).unwrap();
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// Create a camera
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let camera = Camera::new_perspective(
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Viewport::new_at_origo(1, 1),
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vec3(0.0, 0.0, 2.0),
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vec3(0.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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degrees(45.0),
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0.1,
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10.0,
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);
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// Create a CPU-side mesh consisting of a single colored triangle
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let positions = vec![
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vec3(0.5, -0.5, 0.0), // bottom right
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vec3(-0.5, -0.5, 0.0), // bottom left
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vec3(0.0, 0.5, 0.0), // top
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];
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let colors = vec![
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Color::new(255, 0, 0, 255), // bottom right
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Color::new(0, 255, 0, 255), // bottom left
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Color::new(0, 0, 255, 255), // top
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];
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let cpu_mesh = CpuMesh {
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positions: Positions::F32(positions),
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colors: Some(colors),
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..Default::default()
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};
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// Construct a model, with a default color material, thereby transferring the mesh data to the GPU
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let model = Gm::new(Mesh::new(&context, &cpu_mesh), ColorMaterial::default());
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Self {
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context,
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camera,
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model,
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}
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}
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pub fn frame(&mut self, frame_input: FrameInput<'_>, angle: f32) -> Option<glow::Framebuffer> {
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// Ensure the viewport matches the current window viewport which changes if the window is resized
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self.camera.set_viewport(frame_input.viewport);
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// Set the current transformation of the triangle
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self.model
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.set_transformation(Mat4::from_angle_y(radians(angle)));
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// Get the screen render target to be able to render something on the screen
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frame_input
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.screen
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// Clear the color and depth of the screen render target
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.clear_partially(frame_input.scissor_box, ClearState::depth(1.0))
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// Render the triangle with the color material which uses the per vertex colors defined at construction
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.render_partially(frame_input.scissor_box, &self.camera, &[&self.model], &[]);
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frame_input.screen.into_framebuffer() // Take back the screen fbo, we will continue to use it.
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}
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}
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