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mirror of https://github.com/emilk/egui.git synced 2026-06-27 07:03:14 -04:00

Merge branch 'master' into web_handle

This commit is contained in:
Emil Ernerfeldt
2022-08-20 09:59:18 +02:00
59 changed files with 1727 additions and 1094 deletions

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@@ -7,9 +7,16 @@ edition = "2021"
rust-version = "1.61"
publish = false
[lib]
crate-type = ["cdylib", "rlib"]
[dependencies]
eframe = { path = "../../eframe", features = ["glow"] }
egui_glow = { path = "../../egui_glow" }
glow = "0.11"
three-d = { version = "0.12", default-features = false } # 2022-05-22
three-d = { version = "0.13", default-features = false }
[target.'cfg(target_arch = "wasm32")'.dependencies] # Web dependencies
wasm-bindgen = "0.2" # Core bindings
wasm-bindgen-futures = "0.4" # Core bindings
console_error_panic_hook = "0.1" # For logging

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@@ -14,3 +14,7 @@ If you are content of having egui sit on top of a 3D background, take a look at:
```sh
cargo run -p custom_3d_three-d
```
```
wasm-pack build examples/custom_3d_three-d --target web
```

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@@ -0,0 +1,38 @@
<html>
<head>
<meta content="text/html;charset=utf-8" http-equiv="Content-Type"/>
</head>
<body>
<canvas id="my" style="position: absolute;top:0;bottom: 0;left: 0;right: 0;margin:auto;"></canvas>
<!-- Note the usage of `type=module` here as this is an ES6 module -->
<script type="module">
// Use ES module import syntax to import functionality from the module
// that we have compiled.
//
// Note that the `default` import is an initialization function which
// will "boot" the module and make it ready to use. Currently browsers
// don't support natively imported WebAssembly as an ES module, but
// eventually the manual initialization won't be required!
import init from './pkg/custom_3d_three_d.js';
async function run() {
// First up we need to actually load the wasm file, so we use the
// default export to inform it where the wasm file is located on the
// server, and then we wait on the returned promise to wait for the
// wasm to be loaded.
// It may look like this: `await init('./pkg/without_a_bundler_bg.wasm');`,
// but there is also a handy default inside `init` function, which uses
// `import.meta` to locate the wasm file relatively to js file
//
// Note that instead of a string here you can also pass in an instance
// of `WebAssembly.Module` which allows you to compile your own module.
// Also note that the promise, when resolved, yields the wasm module's
// exports which is the same as importing the `*_bg` module in other
// modes
await init('./pkg/custom_3d_three_d_bg.wasm');
}
run();
</script>
</body>
</html>

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@@ -0,0 +1,19 @@
mod main;
// Entry point for wasm
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
#[cfg(target_arch = "wasm32")]
#[wasm_bindgen(start)]
pub async fn start() -> Result<(), JsValue> {
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
let web_options = eframe::WebOptions::default();
eframe::start_web(
"my",
web_options,
Box::new(|cc| Box::new(main::MyApp::new(cc))),
)?;
Ok(())
}

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@@ -1,7 +1,9 @@
#![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() {
let options = eframe::NativeOptions {
initial_window_size: Some(egui::vec2(550.0, 610.0)),
@@ -17,12 +19,12 @@ fn main() {
);
}
struct MyApp {
pub struct MyApp {
angle: f32,
}
impl MyApp {
fn new(_cc: &eframe::CreationContext<'_>) -> Self {
pub fn new(_cc: &eframe::CreationContext<'_>) -> Self {
Self { angle: 0.2 }
}
}
@@ -41,7 +43,28 @@ impl eframe::App for MyApp {
egui::ScrollArea::both().show(ui, |ui| {
egui::Frame::canvas(ui.style()).show(ui, |ui| {
self.custom_painting(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!");
});
@@ -54,120 +77,160 @@ impl eframe::App for MyApp {
}
}
impl MyApp {
fn custom_painting(&mut self, ui: &mut egui::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_context(painter.gl(), |three_d| {
paint_with_three_d(three_d, &info, angle);
});
})),
};
ui.painter().add(callback);
}
}
/// We get a [`glow::Context`] from `eframe`, but we want a [`three_d::Context`].
/// We get a [`glow::Context`] from `eframe` and we want to construct a [`ThreeDApp`].
///
/// Sadly we can't just create a [`three_d::Context`] in [`MyApp::new`] and pass it
/// to the [`egui::PaintCallback`] because [`three_d::Context`] isn't `Send+Sync`, which
/// [`egui::PaintCallback`] is.
fn with_three_d_context<R>(
gl: &std::sync::Arc<glow::Context>,
f: impl FnOnce(&three_d::Context) -> R,
) -> R {
/// 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<three_d::Context>> = RefCell::new(None);
}
// If you are using the depth buffer you need to do this:
#[allow(unsafe_code)]
unsafe {
use glow::HasContext as _;
gl.enable(glow::DEPTH_TEST);
if !cfg!(target_arch = "wasm32") {
gl.disable(glow::FRAMEBUFFER_SRGB);
}
gl.clear(glow::DEPTH_BUFFER_BIT);
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(|| three_d::Context::from_gl_context(gl.clone()).unwrap());
let three_d = three_d.get_or_insert_with(|| ThreeDApp::new(gl.clone()));
f(three_d)
})
}
fn paint_with_three_d(three_d: &three_d::Context, info: &egui::PaintCallbackInfo, angle: f32) {
// Based on https://github.com/asny/three-d/blob/master/examples/triangle/src/main.rs
use three_d::*;
// 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();
three_d.set_scissor(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 _,
});
let camera = Camera::new_perspective(
three_d,
viewport,
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,
)
.unwrap();
// 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()
};
let mut model = Gm::new(
Mesh::new(three_d, &cpu_mesh).unwrap(),
ColorMaterial::default(),
);
// Set the current transformation of the triangle
model.set_transformation(Mat4::from_angle_y(radians(angle)));
// Render the triangle with the color material which uses the per vertex colors defined at construction
model.render(&camera, &[]).unwrap();
///
/// 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.
}
}

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@@ -99,8 +99,8 @@ fn custon_window_frame(
rect
};
let title_bar_response =
ui.interact(title_bar_rect, Id::new("title_bar"), Sense::drag());
if title_bar_response.drag_started() {
ui.interact(title_bar_rect, Id::new("title_bar"), Sense::click());
if title_bar_response.is_pointer_button_down_on() {
frame.drag_window();
}

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@@ -0,0 +1,12 @@
[package]
name = "serial_windows"
version = "0.1.0"
authors = ["Emil Ernerfeldt <emil.ernerfeldt@gmail.com>"]
license = "MIT OR Apache-2.0"
edition = "2021"
rust-version = "1.61"
publish = false
[dependencies]
eframe = { path = "../../eframe" }

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@@ -0,0 +1,8 @@
Demonstrates how to open several windows after each other.
NOTE: this doesn't work on Mac due to <https://github.com/rust-windowing/winit/issues/2431>.
See also <https://github.com/emilk/egui/issues/1918>.
```sh
cargo run -p serial_windows
```

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@@ -0,0 +1,53 @@
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
use eframe::egui;
fn main() {
if cfg!(target_os = "macos") {
eprintln!("WARNING: this example does not work on Mac! See https://github.com/emilk/egui/issues/1918");
}
let options = eframe::NativeOptions {
run_and_return: true,
..Default::default()
};
eprintln!("Starting first window…");
eframe::run_native(
"First Window",
options.clone(),
Box::new(|_cc| Box::new(MyApp::default())),
);
std::thread::sleep(std::time::Duration::from_secs(2));
eprintln!("Starting second window…");
eframe::run_native(
"Second Window",
options.clone(),
Box::new(|_cc| Box::new(MyApp::default())),
);
std::thread::sleep(std::time::Duration::from_secs(2));
eprintln!("Starting third window…");
eframe::run_native(
"Third Window",
options,
Box::new(|_cc| Box::new(MyApp::default())),
);
}
#[derive(Default)]
struct MyApp {}
impl eframe::App for MyApp {
fn update(&mut self, ctx: &egui::Context, frame: &mut eframe::Frame) {
egui::CentralPanel::default().show(ctx, |ui| {
if ui.button("Close").clicked() {
eprintln!("Pressed Close button");
frame.quit();
}
});
}
}