use egui::Context;
use egui_wgpu::wgpu::{CommandEncoder, Device, Queue, StoreOp, TextureFormat, TextureView};
use egui_wgpu::{wgpu, Renderer, ScreenDescriptor};
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 new(
device: &Device,
output_color_format: TextureFormat,
output_depth_format: Option<TextureFormat>,
msaa_samples: u32,
window: &Window,
) -> EguiRenderer {
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), );
let egui_renderer = Renderer::new(
device,
output_color_format,
output_depth_format,
msaa_samples,
true,
);
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 end_frame_and_draw(
&mut self,
device: &Device,
queue: &Queue,
encoder: &mut CommandEncoder,
window: &Window,
window_surface_view: &TextureView,
screen_descriptor: ScreenDescriptor,
) {
if !self.frame_started {
panic!("begin_frame must be called before end_frame_and_draw can be called!");
}
self.ppp(screen_descriptor.pixels_per_point);
let full_output = self.state.egui_ctx().end_pass();
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,
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,
});
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;
}
}