mirror of
https://github.com/emilk/egui.git
synced 2026-06-28 07:23:13 -04:00
Add Shape::Callback to do custom rendering inside of an egui UI (#1351)
* 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
This commit is contained in:
193
eframe/examples/custom_3d.rs
Normal file
193
eframe/examples/custom_3d.rs
Normal file
@@ -0,0 +1,193 @@
|
||||
//! This demo shows how to embed 3D rendering using [`glow`](https://github.com/grovesNL/glow) in `eframe`.
|
||||
//!
|
||||
//! This is very advanced usage, and you need to be careful.
|
||||
//!
|
||||
//! If you want an easier way to show 3D graphics with egui, take a look at:
|
||||
//! * [`bevy_egui`](https://github.com/mvlabat/bevy_egui)
|
||||
//! * [`three-d`](https://github.com/asny/three-d)
|
||||
|
||||
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
|
||||
|
||||
use eframe::{egui, epi};
|
||||
|
||||
use parking_lot::Mutex;
|
||||
use std::sync::Arc;
|
||||
|
||||
#[derive(Default)]
|
||||
struct MyApp {
|
||||
rotating_triangle: Arc<Mutex<Option<RotatingTriangle>>>,
|
||||
angle: f32,
|
||||
}
|
||||
|
||||
impl epi::App for MyApp {
|
||||
fn name(&self) -> &str {
|
||||
"Custom 3D painting inside an egui window"
|
||||
}
|
||||
|
||||
fn update(&mut self, ctx: &egui::Context, _frame: &epi::Frame) {
|
||||
egui::CentralPanel::default().show(ctx, |ui| {
|
||||
ui.heading("Here is some 3D stuff:");
|
||||
|
||||
egui::ScrollArea::both().show(ui, |ui| {
|
||||
egui::Frame::dark_canvas(ui.style()).show(ui, |ui| {
|
||||
self.custom_painting(ui);
|
||||
});
|
||||
ui.label("Drag to rotate!");
|
||||
});
|
||||
});
|
||||
|
||||
let mut frame = egui::Frame::window(&*ctx.style());
|
||||
frame.fill = frame.fill.linear_multiply(0.5); // transparent
|
||||
egui::Window::new("3D stuff in a window")
|
||||
.frame(frame)
|
||||
.show(ctx, |ui| {
|
||||
self.custom_painting(ui);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
impl MyApp {
|
||||
fn custom_painting(&mut self, ui: &mut egui::Ui) {
|
||||
let (rect, response) =
|
||||
ui.allocate_exact_size(egui::Vec2::splat(256.0), egui::Sense::drag());
|
||||
|
||||
self.angle += response.drag_delta().x * 0.01;
|
||||
|
||||
let angle = self.angle;
|
||||
let rotating_triangle = self.rotating_triangle.clone();
|
||||
|
||||
let callback = egui::epaint::PaintCallback {
|
||||
rect,
|
||||
callback: std::sync::Arc::new(move |render_ctx| {
|
||||
if let Some(painter) = render_ctx.downcast_ref::<egui_glow::Painter>() {
|
||||
let mut rotating_triangle = rotating_triangle.lock();
|
||||
let rotating_triangle = rotating_triangle
|
||||
.get_or_insert_with(|| RotatingTriangle::new(painter.gl()));
|
||||
rotating_triangle.paint(painter.gl(), angle);
|
||||
} else {
|
||||
eprintln!("Can't do custom painting because we are not using a glow context");
|
||||
}
|
||||
}),
|
||||
};
|
||||
ui.painter().add(callback);
|
||||
}
|
||||
}
|
||||
|
||||
struct RotatingTriangle {
|
||||
program: glow::Program,
|
||||
vertex_array: glow::VertexArray,
|
||||
}
|
||||
|
||||
impl RotatingTriangle {
|
||||
fn new(gl: &glow::Context) -> Self {
|
||||
use glow::HasContext as _;
|
||||
|
||||
let shader_version = if cfg!(target_arch = "wasm32") {
|
||||
"#version 300 es"
|
||||
} else {
|
||||
"#version 410"
|
||||
};
|
||||
|
||||
unsafe {
|
||||
let program = gl.create_program().expect("Cannot create program");
|
||||
|
||||
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, shader_source));
|
||||
gl.compile_shader(shader);
|
||||
if !gl.get_shader_compile_status(shader) {
|
||||
panic!("{}", 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");
|
||||
|
||||
Self {
|
||||
program,
|
||||
vertex_array,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: figure out how to call this in a nice way
|
||||
#[allow(unused)]
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let options = eframe::NativeOptions::default();
|
||||
eframe::run_native(Box::new(MyApp::default()), options);
|
||||
}
|
||||
@@ -22,6 +22,7 @@ impl epi::App for MyApp {
|
||||
ctx: &egui::Context,
|
||||
_frame: &epi::Frame,
|
||||
_storage: Option<&dyn epi::Storage>,
|
||||
_gl: &std::rc::Rc<epi::glow::Context>,
|
||||
) {
|
||||
// Start with the default fonts (we will be adding to them rather than replacing them).
|
||||
let mut fonts = egui::FontDefinitions::default();
|
||||
|
||||
Reference in New Issue
Block a user