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|
use eframe::{
egui_wgpu::wgpu::util::DeviceExt as _,
egui_wgpu::{self, wgpu},
};
use std::num::NonZeroU64;
pub struct Preview {
ready: bool,
}
impl Preview {
pub fn new<'a>(cc: &'a eframe::CreationContext<'a>) -> Option<Self> {
let state = cc.wgpu_render_state.as_ref()?;
let resources = &mut state.renderer.write().callback_resources;
resources.insert(TriangleRenderResources::init_with_shader(
&state.device,
state.target_format,
"#version 450
in vec2 in_uv;
out vec4 out_color;
void main() {
out_color = vec4(1, 0, 1, 1.0);
}",
));
Some(Self { ready: false })
}
pub fn update(&mut self, ui: &mut egui::Ui, frag_shader: Option<String>) -> bool {
ui.set_min_width(150.0);
let size = ui.available_size().min_elem();
let (rect, _) = ui.allocate_exact_size(egui::Vec2::splat(size), egui::Sense::empty());
let have_shader = frag_shader.is_some();
ui.painter().add(egui_wgpu::Callback::new_paint_callback(
rect,
CustomTriangleCallback {
frag_shader,
time: ui.ctx().input(|i| i.time) as f32,
},
));
ui.ctx().request_repaint();
if !self.ready {
self.ready = true;
false
} else {
have_shader && !ui.ctx().will_discard()
}
}
pub fn reset(&mut self) {
self.ready = false;
}
}
struct CustomTriangleCallback {
frag_shader: Option<String>,
time: f32,
}
impl egui_wgpu::CallbackTrait for CustomTriangleCallback {
fn prepare(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
screen: &egui_wgpu::ScreenDescriptor,
_egui_encoder: &mut wgpu::CommandEncoder,
resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
let triangle_resources: &mut TriangleRenderResources = resources.get_mut().unwrap();
if let Some(code) = &self.frag_shader {
*triangle_resources = TriangleRenderResources::init_with_shader(
device,
triangle_resources.target_format,
code,
);
}
triangle_resources.prepare(device, queue, screen, self.time);
Vec::new()
}
fn paint(
&self,
_info: egui::PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass<'static>,
resources: &egui_wgpu::CallbackResources,
) {
let resources: &TriangleRenderResources = resources.get().unwrap();
resources.paint(render_pass);
}
}
struct TriangleRenderResources {
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
target_format: wgpu::TextureFormat,
uniform_buffer: wgpu::Buffer,
}
impl TriangleRenderResources {
pub fn init_with_shader(
device: &wgpu::Device,
target_format: wgpu::TextureFormat,
fragment: &str,
) -> Self {
let vertex_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("custom3d"),
source: wgpu::ShaderSource::Glsl {
shader: "#version 450
out vec2 out_uv;
const vec2 v_positions[3] = vec2[3](
vec2( 0.0, 3.0),
vec2( 3.0, -3.0),
vec2(-3.0, -3.0)
);
const vec4 v_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)
);
void main() {
vec2 pos = v_positions[gl_VertexIndex];
gl_Position = vec4(pos, 0.0, 1.0);
out_uv = gl_Position.xy / 2.0 + 0.5;
}"
.into(),
stage: wgpu::naga::ShaderStage::Vertex,
defines: &[],
},
});
let fragment_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("custom3d"),
source: wgpu::ShaderSource::Glsl {
shader: fragment.into(),
stage: wgpu::naga::ShaderStage::Fragment,
defines: &[],
},
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("custom3d"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: NonZeroU64::new(16),
},
count: None,
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("custom3d"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("custom3d"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &vertex_shader,
entry_point: None,
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &fragment_shader,
entry_point: None,
targets: &[Some(target_format.into())],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("custom3d"),
contents: bytemuck::cast_slice(&[0.0_f32; 4]), // 16 bytes aligned!
// Mapping at creation (as done by the create_buffer_init utility) doesn't require us to to add the MAP_WRITE usage
// (this *happens* to workaround this bug )
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("custom3d"),
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
Self {
pipeline,
bind_group,
target_format,
uniform_buffer,
}
}
fn prepare(
&mut self,
_device: &wgpu::Device,
queue: &wgpu::Queue,
screen: &egui_wgpu::ScreenDescriptor,
time: f32,
) {
queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::cast_slice(&[
screen.size_in_pixels[0] as f32,
screen.size_in_pixels[1] as f32,
time,
0.0,
]),
);
}
fn paint(&self, render_pass: &mut wgpu::RenderPass<'_>) {
// Draw our triangle!
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
}
|