neveko/neveko-gui/crates/egui_glow/examples/pure_glow.rs

255 lines
10 KiB
Rust

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