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Add Shape::Callback to do custom rendering inside of an egui UI #1351

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6 changes: 4 additions & 2 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -7,12 +7,14 @@ NOTE: [`epaint`](epaint/CHANGELOG.md), [`eframe`](eframe/CHANGELOG.md), [`egui_w
## Unreleased

### Added ⭐
* Added `Frame::canvas` ([1362](https://github.com/emilk/egui/pull/1362)).
* Add `Shape::Callback` for backend-specific painting ([#1351](https://github.com/emilk/egui/pull/1351)).
* Added `Frame::canvas` ([#1362](https://github.com/emilk/egui/pull/1362)).

### Changed 🔧
* `ClippedMesh` has been replaced with `ClippedPrimitive` ([#1351](https://github.com/emilk/egui/pull/1351)).

### Fixed 🐛
* Fixed ComboBoxes always being rendered left-aligned ([1304](https://github.com/emilk/egui/pull/1304)).
* Fixed ComboBoxes always being rendered left-aligned ([#1304](https://github.com/emilk/egui/pull/1304)).


## 0.17.0 - 2022-02-22 - Improved font selection and image handling
Expand Down
4 changes: 4 additions & 0 deletions Cargo.lock

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -204,9 +204,9 @@ loop {
let full_output = egui_ctx.run(raw_input, |egui_ctx| {
my_app.ui(egui_ctx); // add panels, windows and widgets to `egui_ctx` here
});
let clipped_meshes = egui_ctx.tessellate(full_output.shapes); // creates triangles to paint
let clipped_primitives = egui_ctx.tessellate(full_output.shapes); // creates triangles to paint

my_integration.paint(&full_output.textures_delta, clipped_meshes);
my_integration.paint(&full_output.textures_delta, clipped_primitives);

let platform_output = full_output.platform_output;
my_integration.set_cursor_icon(platform_output.cursor_icon);
Expand Down
2 changes: 2 additions & 0 deletions eframe/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -66,9 +66,11 @@ egui_web = { version = "0.17.0", path = "../egui_web", default-features = false
# For examples:
egui_extras = { path = "../egui_extras", features = ["image", "svg"] }
ehttp = "0.2"
glow = "0.11"
image = { version = "0.24", default-features = false, features = [
"jpeg",
"png",
] }
parking_lot = "0.12"
poll-promise = "0.1"
rfd = "0.8"
193 changes: 193 additions & 0 deletions eframe/examples/custom_3d.rs
Original file line number Diff line number Diff line change
@@ -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);
}
1 change: 1 addition & 0 deletions eframe/examples/custom_font.rs
Original file line number Diff line number Diff line change
Expand Up @@ -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();
Expand Down
10 changes: 7 additions & 3 deletions egui-winit/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,12 @@ default = ["clipboard", "dark-light", "links"]
# if disabled a clipboard will be simulated so you can still copy/paste within the egui app.
clipboard = ["copypasta"]

# implement bytemuck on most types.
convert_bytemuck = ["egui/convert_bytemuck"]

# Only for `egui_glow` - the official eframe/epi backend.
epi_backend = ["epi", "glow"]

# enable opening links in a browser when an egui hyperlink is clicked.
links = ["webbrowser"]

Expand All @@ -36,9 +42,6 @@ persistence = [
] # can't add epi/persistence here because of https://github.com/rust-lang/cargo/issues/8832
serialize = ["egui/serialize", "serde"]

# implement bytemuck on most types.
convert_bytemuck = ["egui/convert_bytemuck"]


[dependencies]
egui = { version = "0.17.0", path = "../egui", default-features = false, features = [
Expand All @@ -53,6 +56,7 @@ epi = { version = "0.17.0", path = "../epi", optional = true }

copypasta = { version = "0.7", optional = true }
dark-light = { version = "0.2.1", optional = true } # detect dark mode system preference
glow = { version = "0.11", optional = true }
serde = { version = "1.0", optional = true, features = ["derive"] }
webbrowser = { version = "0.6", optional = true }

Expand Down
7 changes: 4 additions & 3 deletions egui-winit/src/epi.rs
Original file line number Diff line number Diff line change
Expand Up @@ -232,6 +232,7 @@ impl EpiIntegration {
integration_name: &'static str,
max_texture_side: usize,
window: &winit::window::Window,
gl: &std::rc::Rc<glow::Context>,
repaint_signal: std::sync::Arc<dyn epi::backend::RepaintSignal>,
persistence: crate::epi::Persistence,
app: Box<dyn epi::App>,
Expand Down Expand Up @@ -271,17 +272,17 @@ impl EpiIntegration {
can_drag_window: false,
};

slf.setup(window);
slf.setup(window, gl);
if slf.app.warm_up_enabled() {
slf.warm_up(window);
}

slf
}

fn setup(&mut self, window: &winit::window::Window) {
fn setup(&mut self, window: &winit::window::Window, gl: &std::rc::Rc<glow::Context>) {
self.app
.setup(&self.egui_ctx, &self.frame, self.persistence.storage());
.setup(&self.egui_ctx, &self.frame, self.persistence.storage(), gl);
let app_output = self.frame.take_app_output();

if app_output.quit {
Expand Down
21 changes: 14 additions & 7 deletions egui/src/context.rs
Original file line number Diff line number Diff line change
Expand Up @@ -122,7 +122,7 @@ impl ContextImpl {
///
/// ``` no_run
/// # fn handle_platform_output(_: egui::PlatformOutput) {}
/// # fn paint(textures_detla: egui::TexturesDelta, _: Vec<egui::ClippedMesh>) {}
/// # fn paint(textures_detla: egui::TexturesDelta, _: Vec<egui::ClippedPrimitive>) {}
/// let mut ctx = egui::Context::default();
///
/// // Game loop:
Expand All @@ -137,8 +137,8 @@ impl ContextImpl {
/// });
/// });
/// handle_platform_output(full_output.platform_output);
/// let clipped_meshes = ctx.tessellate(full_output.shapes); // create triangles to paint
/// paint(full_output.textures_delta, clipped_meshes);
/// let clipped_primitives = ctx.tessellate(full_output.shapes); // create triangles to paint
/// paint(full_output.textures_delta, clipped_primitives);
/// }
/// ```
#[derive(Clone)]
Expand Down Expand Up @@ -773,7 +773,7 @@ impl Context {
}

/// Tessellate the given shapes into triangle meshes.
pub fn tessellate(&self, shapes: Vec<ClippedShape>) -> Vec<ClippedMesh> {
pub fn tessellate(&self, shapes: Vec<ClippedShape>) -> Vec<ClippedPrimitive> {
// A tempting optimization is to reuse the tessellation from last frame if the
// shapes are the same, but just comparing the shapes takes about 50% of the time
// it takes to tessellate them, so it is not a worth optimization.
Expand All @@ -782,13 +782,13 @@ impl Context {
tessellation_options.pixels_per_point = self.pixels_per_point();
tessellation_options.aa_size = 1.0 / self.pixels_per_point();
let paint_stats = PaintStats::from_shapes(&shapes);
let clipped_meshes = tessellator::tessellate_shapes(
let clipped_primitives = tessellator::tessellate_shapes(
shapes,
tessellation_options,
self.fonts().font_image_size(),
);
self.write().paint_stats = paint_stats.with_clipped_meshes(&clipped_meshes);
clipped_meshes
self.write().paint_stats = paint_stats.with_clipped_primitives(&clipped_primitives);
clipped_primitives
}

// ---------------------------------------------------------------------
Expand Down Expand Up @@ -1246,3 +1246,10 @@ impl Context {
self.set_style(style);
}
}

#[cfg(test)]
#[test]
fn context_impl_send_sync() {
fn assert_send_sync<T: Send + Sync>() {}
assert_send_sync::<Context>();
}
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