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Add Shape::Callback to do custom rendering inside of an egui UI
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//! 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) | ||
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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, epi}; | ||
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use parking_lot::Mutex; | ||
use std::sync::Arc; | ||
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#[derive(Default)] | ||
struct MyApp { | ||
rotating_triangle: Arc<Mutex<Option<RotatingTriangle>>>, | ||
angle: f32, | ||
} | ||
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impl epi::App for MyApp { | ||
fn name(&self) -> &str { | ||
"Custom 3D painting inside an egui window" | ||
} | ||
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fn update(&mut self, ctx: &egui::Context, _frame: &epi::Frame) { | ||
egui::CentralPanel::default().show(ctx, |ui| { | ||
ui.heading("Here is some 3D stuff:"); | ||
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egui::ScrollArea::both().show(ui, |ui| { | ||
egui::Frame::dark_canvas(ui.style()).show(ui, |ui| { | ||
self.custom_painting(ui); | ||
}); | ||
ui.label("Drag to rotate!"); | ||
}); | ||
}); | ||
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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); | ||
}); | ||
} | ||
} | ||
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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()); | ||
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self.angle += response.drag_delta().x * 0.01; | ||
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let angle = self.angle; | ||
let rotating_triangle = self.rotating_triangle.clone(); | ||
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let callback = egui::epaint::PaintCallback { | ||
rect, | ||
callback: std::sync::Arc::new(move |render_ctx| { | ||
if let Some(gl) = render_ctx.downcast_ref::<glow::Context>() { | ||
let mut rotating_triangle = rotating_triangle.lock(); | ||
let rotating_triangle = | ||
rotating_triangle.get_or_insert_with(|| RotatingTriangle::new(gl)); | ||
rotating_triangle.paint(gl, angle); | ||
} else { | ||
eprintln!("Can't do custom painting because we are not using a glow context"); | ||
} | ||
}), | ||
}; | ||
ui.painter().add(callback); | ||
} | ||
} | ||
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struct RotatingTriangle { | ||
program: glow::Program, | ||
vertex_array: glow::VertexArray, | ||
} | ||
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impl RotatingTriangle { | ||
fn new(gl: &glow::Context) -> Self { | ||
use glow::HasContext as _; | ||
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let shader_version = if cfg!(target_arch = "wasm32") { | ||
"#version 300 es" | ||
} else { | ||
"#version 410" | ||
}; | ||
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unsafe { | ||
let program = gl.create_program().expect("Cannot create program"); | ||
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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; | ||
} | ||
"#, | ||
); | ||
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let shader_sources = [ | ||
(glow::VERTEX_SHADER, vertex_shader_source), | ||
(glow::FRAGMENT_SHADER, fragment_shader_source), | ||
]; | ||
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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(); | ||
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gl.link_program(program); | ||
if !gl.get_program_link_status(program) { | ||
panic!("{}", gl.get_program_info_log(program)); | ||
} | ||
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for shader in shaders { | ||
gl.detach_shader(program, shader); | ||
gl.delete_shader(shader); | ||
} | ||
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let vertex_array = gl | ||
.create_vertex_array() | ||
.expect("Cannot create vertex array"); | ||
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Self { | ||
program, | ||
vertex_array, | ||
} | ||
} | ||
} | ||
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// 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); | ||
} | ||
} | ||
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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); | ||
} | ||
} | ||
} | ||
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fn main() { | ||
let options = eframe::NativeOptions::default(); | ||
eframe::run_native(Box::new(MyApp::default()), options); | ||
} |
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