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363 changed files with 84081 additions and 16 deletions
199
egui/examples/custom_3d_glow/src/main.rs
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199
egui/examples/custom_3d_glow/src/main.rs
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#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")] // hide console window on Windows in release
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#![allow(unsafe_code)]
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use eframe::egui;
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use egui::mutex::Mutex;
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use std::sync::Arc;
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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(350.0, 380.0)),
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multisampling: 4,
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renderer: eframe::Renderer::Glow,
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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 using glow",
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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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struct MyApp {
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/// Behind an `Arc<Mutex<…>>` so we can pass it to [`egui::PaintCallback`] and paint later.
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rotating_triangle: Arc<Mutex<RotatingTriangle>>,
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angle: f32,
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}
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impl MyApp {
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fn new(cc: &eframe::CreationContext<'_>) -> Self {
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let gl = cc
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.gl
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.as_ref()
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.expect("You need to run eframe with the glow backend");
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Self {
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rotating_triangle: Arc::new(Mutex::new(RotatingTriangle::new(gl))),
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angle: 0.0,
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}
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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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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("glow", "https://github.com/grovesNL/glow");
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ui.label(" (OpenGL).");
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});
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egui::Frame::canvas(ui.style()).show(ui, |ui| {
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self.custom_painting(ui);
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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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fn on_exit(&mut self, gl: Option<&glow::Context>) {
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if let Some(gl) = gl {
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self.rotating_triangle.lock().destroy(gl);
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}
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}
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}
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impl MyApp {
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fn custom_painting(&mut self, ui: &mut egui::Ui) {
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let (rect, response) =
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ui.allocate_exact_size(egui::Vec2::splat(300.0), 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 rotating_triangle = self.rotating_triangle.clone();
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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(move |_info, painter| {
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rotating_triangle.lock().paint(painter.gl(), angle);
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})),
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};
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ui.painter().add(callback);
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}
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}
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struct RotatingTriangle {
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program: glow::Program,
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vertex_array: glow::VertexArray,
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}
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impl RotatingTriangle {
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fn new(gl: &glow::Context) -> Self {
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use glow::HasContext as _;
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let shader_version = if cfg!(target_arch = "wasm32") {
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"#version 300 es"
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} else {
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"#version 330"
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};
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unsafe {
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let program = gl.create_program().expect("Cannot create program");
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let (vertex_shader_source, fragment_shader_source) = (
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r#"
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const vec2 verts[3] = vec2[3](
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vec2(0.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0)
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);
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const vec4 colors[3] = vec4[3](
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vec4(1.0, 0.0, 0.0, 1.0),
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0)
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);
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out vec4 v_color;
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uniform float u_angle;
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void main() {
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v_color = colors[gl_VertexID];
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gl_Position = vec4(verts[gl_VertexID], 0.0, 1.0);
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gl_Position.x *= cos(u_angle);
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}
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"#,
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r#"
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precision mediump float;
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in vec4 v_color;
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out vec4 out_color;
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void main() {
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out_color = v_color;
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}
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"#,
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);
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let shader_sources = [
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(glow::VERTEX_SHADER, vertex_shader_source),
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(glow::FRAGMENT_SHADER, fragment_shader_source),
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];
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let shaders: Vec<_> = shader_sources
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.iter()
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.map(|(shader_type, shader_source)| {
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let shader = gl
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.create_shader(*shader_type)
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.expect("Cannot create shader");
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gl.shader_source(shader, &format!("{}\n{}", shader_version, shader_source));
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gl.compile_shader(shader);
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assert!(
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gl.get_shader_compile_status(shader),
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"Failed to compile {shader_type}: {}",
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gl.get_shader_info_log(shader)
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);
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gl.attach_shader(program, shader);
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shader
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})
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.collect();
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gl.link_program(program);
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if !gl.get_program_link_status(program) {
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panic!("{}", gl.get_program_info_log(program));
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}
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for shader in shaders {
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gl.detach_shader(program, shader);
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gl.delete_shader(shader);
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}
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let vertex_array = gl
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.create_vertex_array()
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.expect("Cannot create vertex array");
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Self {
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program,
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vertex_array,
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}
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}
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}
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fn destroy(&self, gl: &glow::Context) {
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use glow::HasContext as _;
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unsafe {
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gl.delete_program(self.program);
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gl.delete_vertex_array(self.vertex_array);
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}
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}
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fn paint(&self, gl: &glow::Context, angle: f32) {
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use glow::HasContext as _;
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unsafe {
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gl.use_program(Some(self.program));
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gl.uniform_1_f32(
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gl.get_uniform_location(self.program, "u_angle").as_ref(),
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angle,
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);
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gl.bind_vertex_array(Some(self.vertex_array));
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gl.draw_arrays(glow::TRIANGLES, 0, 3);
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}
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}
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}
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