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Update to Egui 0.18 #99

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May 1, 2022
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4 changes: 2 additions & 2 deletions .github/workflows/check.yml
Original file line number Diff line number Diff line change
Expand Up @@ -69,7 +69,7 @@ jobs:
fail-fast: false
matrix:
features: [
'multi_threaded',
'immutable_ctx',
'manage_clipboard',
'open_url',
'manage_clipboard,open_url',
Expand Down Expand Up @@ -121,7 +121,7 @@ jobs:
- uses: actions-rs/cargo@v1
with:
command: doc
args: --all
args: --all --features "bevy/x11"
env:
RUSTDOCFLAGS: -D warnings

Expand Down
16 changes: 5 additions & 11 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -9,26 +9,20 @@ repository = "https://github.com/mvlabat/bevy_egui"
exclude = ["assets/**/*", ".github/**/*"]

[package.metadata.docs.rs]
features = ["bevy/x11"]
all-features = true

# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[features]
default = ["manage_clipboard", "open_url"]
immutable_ctx = []
manage_clipboard = ["arboard", "thread_local"]
multi_threaded = ["egui/multi_threaded"]
open_url = ["webbrowser"]

[dependencies]
bevy = { version = "0.7", default-features = false, features = [
"bevy_render",
"bevy_winit",
"bevy_core_pipeline",
] }
egui = { version = "0.17", features = ["convert_bytemuck"] }
webbrowser = { version = "0.7.0", optional = true }
winit = { version = "0.26.0", features = ["x11"], default-features = false }
bytemuck = { version = "1.7.0", features = ["derive"] }
wgpu = "0.12.0"
bevy = { version = "0.7", default-features = false, features = ["bevy_render", "bevy_core_pipeline"] }
egui = { version = "0.18", features = ["bytemuck"] }
webbrowser = { version = "0.7", optional = true }

[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
arboard = { version = "2.0.1", optional = true }
Expand Down
169 changes: 90 additions & 79 deletions src/egui_node.rs
Original file line number Diff line number Diff line change
Expand Up @@ -6,19 +6,20 @@ use bevy::{
render_resource::{
std140::AsStd140, BindGroupLayout, BindGroupLayoutDescriptor, BindGroupLayoutEntry,
BindingType, BlendComponent, BlendFactor, BlendOperation, BlendState, Buffer,
BufferSize, BufferUsages, ColorTargetState, ColorWrites, Extent3d, FrontFace,
IndexFormat, LoadOp, MultisampleState, Operations, PipelineLayoutDescriptor,
PrimitiveState, RenderPassColorAttachment, RenderPassDescriptor, RenderPipeline,
ShaderStages, TextureDimension, TextureFormat, TextureSampleType, TextureViewDimension,
VertexAttribute, VertexFormat, VertexStepMode,
BufferAddress, BufferBindingType, BufferDescriptor, BufferSize, BufferUsages,
ColorTargetState, ColorWrites, Extent3d, FrontFace, IndexFormat, LoadOp,
MultisampleState, Operations, PipelineLayoutDescriptor, PrimitiveState,
RawFragmentState, RawRenderPipelineDescriptor, RawVertexBufferLayout, RawVertexState,
RenderPassColorAttachment, RenderPassDescriptor, RenderPipeline, SamplerBindingType,
ShaderModuleDescriptor, ShaderSource, ShaderStages, TextureDimension, TextureFormat,
TextureSampleType, TextureViewDimension, VertexAttribute, VertexFormat, VertexStepMode,
},
renderer::{RenderContext, RenderDevice, RenderQueue},
texture::{BevyDefault, Image},
view::ExtractedWindows,
},
window::WindowId,
};
use wgpu::{BufferDescriptor, SamplerBindingType, ShaderModuleDescriptor, ShaderSource};

use crate::render_systems::{
EguiTexture, EguiTextureBindGroups, EguiTransform, EguiTransforms, ExtractedEguiContext,
Expand Down Expand Up @@ -49,7 +50,7 @@ impl FromWorld for EguiPipeline {
binding: 0,
visibility: ShaderStages::VERTEX,
ty: BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(
BufferSize::new(EguiTransform::std140_size_static() as u64).unwrap(),
Expand Down Expand Up @@ -87,64 +88,63 @@ impl FromWorld for EguiPipeline {
push_constant_ranges: &[],
});

let render_pipeline =
render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("egui render pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader_module,
entry_point: "vs_main",
buffers: &[wgpu::VertexBufferLayout {
array_stride: 20,
step_mode: VertexStepMode::Vertex,
attributes: &[
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
},
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 8,
shader_location: 1,
},
VertexAttribute {
format: VertexFormat::Unorm8x4,
offset: 16,
shader_location: 2,
},
],
}],
},
fragment: Some(wgpu::FragmentState {
module: &shader_module,
entry_point: "fs_main",
targets: &[ColorTargetState {
format: TextureFormat::bevy_default(),
blend: Some(BlendState {
color: BlendComponent {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha: BlendComponent {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
}),
write_mask: ColorWrites::ALL,
}],
}),
primitive: PrimitiveState {
front_face: FrontFace::Cw,
cull_mode: None,
..Default::default()
},
depth_stencil: None,
multisample: MultisampleState::default(),
multiview: None,
});
let render_pipeline = render_device.create_render_pipeline(&RawRenderPipelineDescriptor {
label: Some("egui render pipeline"),
layout: Some(&pipeline_layout),
vertex: RawVertexState {
module: &shader_module,
entry_point: "vs_main",
buffers: &[RawVertexBufferLayout {
array_stride: 20,
step_mode: VertexStepMode::Vertex,
attributes: &[
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 0,
shader_location: 0,
},
VertexAttribute {
format: VertexFormat::Float32x2,
offset: 8,
shader_location: 1,
},
VertexAttribute {
format: VertexFormat::Unorm8x4,
offset: 16,
shader_location: 2,
},
],
}],
},
fragment: Some(RawFragmentState {
module: &shader_module,
entry_point: "fs_main",
targets: &[ColorTargetState {
format: TextureFormat::bevy_default(),
blend: Some(BlendState {
color: BlendComponent {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha: BlendComponent {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
}),
write_mask: ColorWrites::ALL,
}],
}),
primitive: PrimitiveState {
front_face: FrontFace::Cw,
cull_mode: None,
..Default::default()
},
depth_stencil: None,
multisample: MultisampleState::default(),
multiview: None,
});

EguiPipeline {
pipeline: render_pipeline,
Expand Down Expand Up @@ -215,12 +215,23 @@ impl Node for EguiNode {
self.vertex_data.clear();
self.index_data.clear();

for egui::ClippedMesh(rect, triangles) in &egui_paint_jobs {
for egui::epaint::ClippedPrimitive {
clip_rect,
primitive,
} in &egui_paint_jobs
{
let mesh = match primitive {
egui::epaint::Primitive::Mesh(mesh) => mesh,
egui::epaint::Primitive::Callback(_) => {
unimplemented!("Paint callbacks aren't supported")
}
};

let (x, y, w, h) = (
(rect.min.x * scale_factor).round() as u32,
(rect.min.y * scale_factor).round() as u32,
(rect.width() * scale_factor).round() as u32,
(rect.height() * scale_factor).round() as u32,
(clip_rect.min.x * scale_factor).round() as u32,
(clip_rect.min.y * scale_factor).round() as u32,
(clip_rect.width() * scale_factor).round() as u32,
(clip_rect.height() * scale_factor).round() as u32,
);

if w < 1
Expand All @@ -232,25 +243,25 @@ impl Node for EguiNode {
}

self.vertex_data
.extend_from_slice(cast_slice(triangles.vertices.as_slice()));
let indices_with_offset = triangles
.extend_from_slice(cast_slice::<_, u8>(mesh.vertices.as_slice()));
let indices_with_offset = mesh
.indices
.iter()
.map(|i| i + index_offset)
.collect::<Vec<_>>();
self.index_data
.extend_from_slice(cast_slice(indices_with_offset.as_slice()));
index_offset += triangles.vertices.len() as u32;
index_offset += mesh.vertices.len() as u32;

let texture_handle = match triangles.texture_id {
let texture_handle = match mesh.texture_id {
egui::TextureId::Managed(id) => EguiTexture::Managed(self.window_id, id),
egui::TextureId::User(id) => EguiTexture::User(id),
};

let x_viewport_clamp = (x + w).saturating_sub(window_size.physical_width as u32);
let y_viewport_clamp = (y + h).saturating_sub(window_size.physical_height as u32);
self.draw_commands.push(DrawCommand {
vertices_count: triangles.indices.len(),
vertices_count: mesh.indices.len(),
egui_texture: texture_handle,
clipping_zone: (
x,
Expand All @@ -269,7 +280,7 @@ impl Node for EguiNode {
};
self.vertex_buffer = Some(render_device.create_buffer(&BufferDescriptor {
label: Some("egui vertex buffer"),
size: self.vertex_buffer_capacity as wgpu::BufferAddress,
size: self.vertex_buffer_capacity as BufferAddress,
usage: BufferUsages::COPY_DST | BufferUsages::VERTEX,
mapped_at_creation: false,
}));
Expand All @@ -282,7 +293,7 @@ impl Node for EguiNode {
};
self.index_buffer = Some(render_device.create_buffer(&BufferDescriptor {
label: Some("egui index buffer"),
size: self.index_buffer_capacity as wgpu::BufferAddress,
size: self.index_buffer_capacity as BufferAddress,
usage: BufferUsages::COPY_DST | BufferUsages::INDEX,
mapped_at_creation: false,
}));
Expand Down Expand Up @@ -388,11 +399,11 @@ impl Node for EguiNode {
pub fn as_color_image(image: egui::ImageData) -> egui::ColorImage {
match image {
egui::ImageData::Color(image) => image,
egui::ImageData::Alpha(image) => alpha_image_as_color_image(&image),
egui::ImageData::Font(image) => alpha_image_as_color_image(&image),
}
}

pub fn alpha_image_as_color_image(image: &egui::AlphaImage) -> egui::ColorImage {
pub fn alpha_image_as_color_image(image: &egui::FontImage) -> egui::ColorImage {
let gamma = 1.0;
egui::ColorImage {
size: image.size,
Expand Down
14 changes: 7 additions & 7 deletions src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -230,9 +230,9 @@ impl EguiContext {

/// Egui context of the primary window.
///
/// This function is only available when the `multi_threaded` feature is enabled.
/// This function is only available when the `immutable_ctx` feature is enabled.
/// The preferable way is to use `ctx_mut` to avoid unpredictable blocking inside UI systems.
#[cfg(feature = "multi_threaded")]
#[cfg(feature = "immutable_ctx")]
#[must_use]
#[track_caller]
pub fn ctx(&self) -> &egui::Context {
Expand All @@ -243,10 +243,10 @@ impl EguiContext {
/// If you want to display UI on a non-primary window, make sure to set up the render graph by
/// calling [`setup_pipeline`].
///
/// This function is only available when the `multi_threaded` feature is enabled.
/// This function is only available when the `immutable_ctx` feature is enabled.
/// The preferable way is to use `ctx_for_window_mut` to avoid unpredictable blocking inside UI
/// systems.
#[cfg(feature = "multi_threaded")]
#[cfg(feature = "immutable_ctx")]
#[must_use]
#[track_caller]
pub fn ctx_for_window(&self, window: WindowId) -> &egui::Context {
Expand All @@ -258,10 +258,10 @@ impl EguiContext {
/// Fallible variant of [`EguiContext::ctx_for_window`]. Make sure to set up the render graph by
/// calling [`setup_pipeline`].
///
/// This function is only available when the `multi_threaded` feature is enabled.
/// This function is only available when the `immutable_ctx` feature is enabled.
/// The preferable way is to use `try_ctx_for_window_mut` to avoid unpredictable blocking inside
/// UI systems.
#[cfg(feature = "multi_threaded")]
#[cfg(feature = "immutable_ctx")]
#[must_use]
pub fn try_ctx_for_window(&self, window: WindowId) -> Option<&egui::Context> {
self.ctx.get(&window)
Expand Down Expand Up @@ -293,7 +293,7 @@ impl EguiContext {
}

/// Allows to get multiple contexts at the same time. This function is useful when you want
/// to get multiple window contexts without using the `multi_threaded` feature.
/// to get multiple window contexts without using the `immutable_ctx` feature.
///
/// # Panics
///
Expand Down
15 changes: 8 additions & 7 deletions src/render_systems.rs
Original file line number Diff line number Diff line change
@@ -1,21 +1,22 @@
use crate::{
egui_node::EguiPipeline, EguiContext, EguiManagedTextures, EguiRenderOutput, EguiSettings,
WindowSize,
};
use bevy::{
asset::HandleId,
prelude::*,
render::{
render_asset::RenderAssets,
render_resource::{std140::AsStd140, BindGroup, BufferId, DynamicUniformVec},
render_resource::{
std140::AsStd140, BindGroup, BindGroupDescriptor, BindGroupEntry, BindingResource,
BufferId, DynamicUniformVec,
},
renderer::{RenderDevice, RenderQueue},
texture::Image,
},
utils::HashMap,
window::WindowId,
};
use wgpu::{BindGroupDescriptor, BindGroupEntry, BindingResource};

use crate::{
egui_node::EguiPipeline, EguiContext, EguiManagedTextures, EguiRenderOutput, EguiSettings,
WindowSize,
};

pub(crate) struct ExtractedRenderOutput(pub HashMap<WindowId, EguiRenderOutput>);
pub(crate) struct ExtractedWindowSizes(pub HashMap<WindowId, WindowSize>);
Expand Down
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