tirbofish/dropbear
main / crates / dropbear-engine / src / egui_renderer.rs · 6033 bytes
crates/dropbear-engine/src/egui_renderer.rs
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use egui::{Context, FullOutput};
use egui_wgpu::wgpu::{CommandEncoder, Device, Queue, StoreOp, TextureFormat, TextureView};
use egui_wgpu::{Renderer, RendererOptions, ScreenDescriptor, wgpu};
use egui_winit::State;
use winit::event::WindowEvent;
use winit::window::Window;
pub struct EguiRenderer {
state: State,
renderer: Renderer,
frame_started: bool,
}
impl EguiRenderer {
pub fn context(&self) -> &Context {
self.state.egui_ctx()
}
pub fn renderer(&mut self) -> &mut Renderer {
&mut self.renderer
}
pub fn new(
device: &Device,
output_color_format: TextureFormat,
output_depth_format: Option<TextureFormat>,
msaa_samples: u32,
window: &Window,
) -> EguiRenderer {
puffin::profile_function!();
let egui_context = Context::default();
let egui_state = egui_winit::State::new(
egui_context,
egui::viewport::ViewportId::ROOT,
&window,
Some(window.scale_factor() as f32),
None,
Some(2 * 1024), // default dimension is 2048
);
let options = RendererOptions {
msaa_samples,
depth_stencil_format: output_depth_format,
dithering: true,
predictable_texture_filtering: false,
};
let egui_renderer = Renderer::new(device, output_color_format, options);
EguiRenderer {
state: egui_state,
renderer: egui_renderer,
frame_started: false,
}
}
pub fn handle_input(&mut self, window: &Window, event: &WindowEvent) {
let _ = self.state.on_window_event(window, event);
}
pub fn ppp(&mut self, v: f32) {
self.context().set_pixels_per_point(v);
}
pub fn begin_frame(&mut self, window: &Window) {
let raw_input = self.state.take_egui_input(window);
self.state.egui_ctx().begin_pass(raw_input);
self.frame_started = true;
}
pub fn take_input(&mut self, window: &Window) -> (egui::RawInput, egui::Context) {
egui_extras::install_image_loaders(self.state.egui_ctx());
let raw_input = self.state.take_egui_input(window);
let ctx = self.state.egui_ctx().clone();
(raw_input, ctx)
}
pub fn process_output(
&mut self,
full_output: egui::FullOutput,
device: &Device,
queue: &Queue,
window: &Window,
window_surface_view: &TextureView,
screen_descriptor: ScreenDescriptor,
) -> CommandEncoder {
let mut encoder = device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("egui render encoder"),
});
self.handle_full_output(
full_output,
device,
queue,
&mut encoder,
window,
window_surface_view,
screen_descriptor,
);
encoder
}
pub fn run_ui(
&mut self,
run_ui: impl FnMut(&mut egui::Ui),
device: &Device,
queue: &Queue,
window: &Window,
window_surface_view: &TextureView,
screen_descriptor: ScreenDescriptor,
) -> CommandEncoder {
let (raw_input, ctx) = self.take_input(window);
self.frame_started = true;
let full_output = ctx.run_ui(raw_input, run_ui);
self.frame_started = false;
self.process_output(full_output, device, queue, window, window_surface_view, screen_descriptor)
}
pub fn end_frame_and_draw(
&mut self,
device: &Device,
queue: &Queue,
encoder: &mut CommandEncoder,
window: &Window,
window_surface_view: &TextureView,
screen_descriptor: ScreenDescriptor,
) {
puffin::profile_function!();
if !self.frame_started {
panic!("begin_frame must be called before end_frame_and_draw can be called!");
}
let full_output = self.state.egui_ctx().end_pass();
self.handle_full_output(
full_output,
device,
queue,
encoder,
window,
window_surface_view,
screen_descriptor,
);
}
fn handle_full_output(
&mut self,
full_output: FullOutput,
device: &Device,
queue: &Queue,
encoder: &mut CommandEncoder,
window: &Window,
window_surface_view: &TextureView,
screen_descriptor: ScreenDescriptor,
) {
self.ppp(screen_descriptor.pixels_per_point);
self.state
.handle_platform_output(window, full_output.platform_output);
let tris = self
.state
.egui_ctx()
.tessellate(full_output.shapes, self.state.egui_ctx().pixels_per_point());
for (id, image_delta) in &full_output.textures_delta.set {
self.renderer
.update_texture(device, queue, *id, image_delta);
}
self.renderer
.update_buffers(device, queue, encoder, &tris, &screen_descriptor);
let rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: window_surface_view,
depth_slice: None,
resolve_target: None,
ops: egui_wgpu::wgpu::Operations {
load: egui_wgpu::wgpu::LoadOp::Load,
store: StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
label: Some("egui main render pass"),
occlusion_query_set: None,
multiview_mask: None,
});
self.renderer
.render(&mut rpass.forget_lifetime(), &tris, &screen_descriptor);
for x in &full_output.textures_delta.free {
self.renderer.free_texture(x)
}
self.frame_started = false;
}
}