mirror of
https://github.com/creating2morrow/neveko.git
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256 lines
10 KiB
Rust
256 lines
10 KiB
Rust
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//! Example how to use pure `egui_glow`.
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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 egui_winit::winit;
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/// The majority of `GlutinWindowContext` is taken from `eframe`
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struct GlutinWindowContext {
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window: winit::window::Window,
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gl_context: glutin::context::PossiblyCurrentContext,
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gl_display: glutin::display::Display,
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gl_surface: glutin::surface::Surface<glutin::surface::WindowSurface>,
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}
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impl GlutinWindowContext {
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// refactor this function to use `glutin-winit` crate eventually.
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// preferably add android support at the same time.
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#[allow(unsafe_code)]
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unsafe fn new(event_loop: &winit::event_loop::EventLoopWindowTarget<()>) -> Self {
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use egui::NumExt;
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use glutin::context::NotCurrentGlContextSurfaceAccessor;
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use glutin::display::GetGlDisplay;
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use glutin::display::GlDisplay;
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use glutin::prelude::GlSurface;
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use raw_window_handle::HasRawWindowHandle;
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let winit_window_builder = winit::window::WindowBuilder::new()
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.with_resizable(true)
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.with_inner_size(winit::dpi::LogicalSize {
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width: 800.0,
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height: 600.0,
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})
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.with_title("egui_glow example") // Keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
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.with_visible(false);
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let config_template_builder = glutin::config::ConfigTemplateBuilder::new()
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.prefer_hardware_accelerated(None)
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.with_depth_size(0)
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.with_stencil_size(0)
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.with_transparency(false);
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tracing::debug!("trying to get gl_config");
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let (mut window, gl_config) =
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glutin_winit::DisplayBuilder::new() // let glutin-winit helper crate handle the complex parts of opengl context creation
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.with_preference(glutin_winit::ApiPrefence::FallbackEgl) // https://github.com/emilk/egui/issues/2520#issuecomment-1367841150
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.with_window_builder(Some(winit_window_builder.clone()))
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.build(
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event_loop,
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config_template_builder,
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|mut config_iterator| {
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config_iterator.next().expect(
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"failed to find a matching configuration for creating glutin config",
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)
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},
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)
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.expect("failed to create gl_config");
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let gl_display = gl_config.display();
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tracing::debug!("found gl_config: {:?}", &gl_config);
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let raw_window_handle = window.as_ref().map(|w| w.raw_window_handle());
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tracing::debug!("raw window handle: {:?}", raw_window_handle);
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let context_attributes =
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glutin::context::ContextAttributesBuilder::new().build(raw_window_handle);
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// by default, glutin will try to create a core opengl context. but, if it is not available, try to create a gl-es context using this fallback attributes
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let fallback_context_attributes = glutin::context::ContextAttributesBuilder::new()
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.with_context_api(glutin::context::ContextApi::Gles(None))
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.build(raw_window_handle);
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let not_current_gl_context = unsafe {
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gl_display
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.create_context(&gl_config, &context_attributes)
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.unwrap_or_else(|_| {
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tracing::debug!("failed to create gl_context with attributes: {:?}. retrying with fallback context attributes: {:?}",
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&context_attributes,
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&fallback_context_attributes);
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gl_config
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.display()
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.create_context(&gl_config, &fallback_context_attributes)
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.expect("failed to create context even with fallback attributes")
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})
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};
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// this is where the window is created, if it has not been created while searching for suitable gl_config
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let window = window.take().unwrap_or_else(|| {
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tracing::debug!("window doesn't exist yet. creating one now with finalize_window");
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glutin_winit::finalize_window(event_loop, winit_window_builder.clone(), &gl_config)
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.expect("failed to finalize glutin window")
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});
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let (width, height): (u32, u32) = window.inner_size().into();
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let width = std::num::NonZeroU32::new(width.at_least(1)).unwrap();
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let height = std::num::NonZeroU32::new(height.at_least(1)).unwrap();
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let surface_attributes =
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glutin::surface::SurfaceAttributesBuilder::<glutin::surface::WindowSurface>::new()
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.build(window.raw_window_handle(), width, height);
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tracing::debug!(
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"creating surface with attributes: {:?}",
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&surface_attributes
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);
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let gl_surface = unsafe {
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gl_display
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.create_window_surface(&gl_config, &surface_attributes)
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.unwrap()
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};
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tracing::debug!("surface created successfully: {gl_surface:?}.making context current");
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let gl_context = not_current_gl_context.make_current(&gl_surface).unwrap();
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gl_surface
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.set_swap_interval(
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&gl_context,
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glutin::surface::SwapInterval::Wait(std::num::NonZeroU32::new(1).unwrap()),
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)
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.unwrap();
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GlutinWindowContext {
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window,
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gl_context,
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gl_display,
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gl_surface,
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}
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}
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fn window(&self) -> &winit::window::Window {
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&self.window
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}
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fn resize(&self, physical_size: winit::dpi::PhysicalSize<u32>) {
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use glutin::surface::GlSurface;
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self.gl_surface.resize(
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&self.gl_context,
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physical_size.width.try_into().unwrap(),
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physical_size.height.try_into().unwrap(),
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);
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}
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fn swap_buffers(&self) -> glutin::error::Result<()> {
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use glutin::surface::GlSurface;
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self.gl_surface.swap_buffers(&self.gl_context)
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}
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fn get_proc_address(&self, addr: &std::ffi::CStr) -> *const std::ffi::c_void {
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use glutin::display::GlDisplay;
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self.gl_display.get_proc_address(addr)
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}
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}
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fn main() {
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let mut clear_color = [0.1, 0.1, 0.1];
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let event_loop = winit::event_loop::EventLoopBuilder::with_user_event().build();
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let (gl_window, gl) = create_display(&event_loop);
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let gl = std::sync::Arc::new(gl);
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let mut egui_glow = egui_glow::EguiGlow::new(&event_loop, gl.clone(), None);
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event_loop.run(move |event, _, control_flow| {
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let mut redraw = || {
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let mut quit = false;
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let repaint_after = egui_glow.run(gl_window.window(), |egui_ctx| {
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egui::SidePanel::left("my_side_panel").show(egui_ctx, |ui| {
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ui.heading("Hello World!");
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if ui.button("Quit").clicked() {
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quit = true;
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}
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ui.color_edit_button_rgb(&mut clear_color);
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});
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});
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*control_flow = if quit {
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winit::event_loop::ControlFlow::Exit
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} else if repaint_after.is_zero() {
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gl_window.window().request_redraw();
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winit::event_loop::ControlFlow::Poll
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} else if let Some(repaint_after_instant) =
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std::time::Instant::now().checked_add(repaint_after)
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{
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winit::event_loop::ControlFlow::WaitUntil(repaint_after_instant)
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} else {
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winit::event_loop::ControlFlow::Wait
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};
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{
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unsafe {
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use glow::HasContext as _;
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gl.clear_color(clear_color[0], clear_color[1], clear_color[2], 1.0);
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gl.clear(glow::COLOR_BUFFER_BIT);
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}
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// draw things behind egui here
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egui_glow.paint(gl_window.window());
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// draw things on top of egui here
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gl_window.swap_buffers().unwrap();
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gl_window.window().set_visible(true);
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}
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};
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match event {
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// Platform-dependent event handlers to workaround a winit bug
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// See: https://github.com/rust-windowing/winit/issues/987
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// See: https://github.com/rust-windowing/winit/issues/1619
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winit::event::Event::RedrawEventsCleared if cfg!(windows) => redraw(),
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winit::event::Event::RedrawRequested(_) if !cfg!(windows) => redraw(),
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winit::event::Event::WindowEvent { event, .. } => {
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use winit::event::WindowEvent;
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if matches!(event, WindowEvent::CloseRequested | WindowEvent::Destroyed) {
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*control_flow = winit::event_loop::ControlFlow::Exit;
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}
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if let winit::event::WindowEvent::Resized(physical_size) = &event {
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gl_window.resize(*physical_size);
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} else if let winit::event::WindowEvent::ScaleFactorChanged {
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new_inner_size, ..
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} = &event
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{
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gl_window.resize(**new_inner_size);
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}
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let event_response = egui_glow.on_event(&event);
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if event_response.repaint {
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gl_window.window().request_redraw();
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}
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}
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winit::event::Event::LoopDestroyed => {
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egui_glow.destroy();
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}
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winit::event::Event::NewEvents(winit::event::StartCause::ResumeTimeReached {
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..
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}) => {
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gl_window.window().request_redraw();
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}
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_ => (),
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}
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});
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}
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fn create_display(
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event_loop: &winit::event_loop::EventLoopWindowTarget<()>,
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) -> (GlutinWindowContext, glow::Context) {
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let glutin_window_context = unsafe { GlutinWindowContext::new(event_loop) };
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let gl = unsafe {
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glow::Context::from_loader_function(|s| {
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let s = std::ffi::CString::new(s)
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.expect("failed to construct C string from string for gl proc address");
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glutin_window_context.get_proc_address(&s)
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})
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};
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(glutin_window_context, gl)
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}
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