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|
use egui::{Context};
use egui_wgpu::Renderer;
use egui_winit::{EventResponse, State};
use wgpu::{CommandEncoder, CommandEncoderDescriptor, Operations, RenderPassDescriptor, TextureView};
use winit::{event::WindowEvent, window::{Theme, Window}};
use crate::wgpuctx::WgpuCtx;
pub struct EguiCtx {
state: State,
renderer: Renderer,
context: Context,
ready: bool
}
impl EguiCtx
{
pub fn new(
window: &winit::window::Window,
wgpuctx: &WgpuCtx)
-> Self {
let ctx = egui::Context::default();
let viewport_id = ctx.viewport_id();
let state = egui_winit::State::new(
ctx.clone(),
viewport_id,
window,
Some(window.scale_factor() as _),
Some(Theme::Light),
None);
let renderer = Renderer::new(
wgpuctx.device(),
wgpuctx.surface_config().format,
egui_wgpu::RendererOptions {
depth_stencil_format: None,
msaa_samples: 1,
..Default::default()
}
);
Self {
context: ctx,
state: state,
renderer: renderer,
ready: false
}
}
pub fn context(&self) -> &Context
{ self.state.egui_ctx() }
pub fn window_event(
&mut self,
window: &Window,
event: &WindowEvent)
-> EventResponse
{
self.state.on_window_event(window, event)
}
pub fn prepare(
&mut self,
window: &Window)
{
let raw_input = self.state.take_egui_input(window);
self.context().begin_pass(raw_input);
self.ready = true;
}
pub fn present(
&mut self,
window: &Window,
wgpuctx: &WgpuCtx,
encoder: &mut CommandEncoder,
view: &TextureView)
{
if !self.ready {
return;
}
self.ready = false;
let full_output = self.context().end_pass();
self.state.handle_platform_output(window, full_output.platform_output);
let jobs = self.context().tessellate(
full_output.shapes,
full_output.pixels_per_point
);
let screen_descriptor = {
let view_size = view.texture().size();
let (width, height) = (view_size.width, view_size.height);
egui_wgpu::ScreenDescriptor {
size_in_pixels: [width, height],
pixels_per_point: full_output.pixels_per_point
}
};
for (id, image_delta) in full_output.textures_delta.set {
self.renderer.update_texture(wgpuctx.device(), wgpuctx.queue(), id, &image_delta);
}
self.renderer.update_buffers(
wgpuctx.device(),
wgpuctx.queue(),
encoder,
&jobs,
&screen_descriptor
);
{
let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
label: Some("EguiCtx render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: view,
resolve_target: None,
ops: Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store
},
depth_slice: None
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None
});
self.renderer.render(
&mut render_pass.forget_lifetime(),
&jobs,
&screen_descriptor
);
}
for id in &full_output.textures_delta.free {
self.renderer.free_texture(id);
}
}
}
|