# viewport-lib
`viewport-lib` is a gpu-accelerated 3D viewport library for rust. The library gives you a renderer, camera, picking-tools, light sources, gizmos and scene primitives.
<table>
<tr>
<td><img src="assets/demo1.png" alt="demo 1" /></td>
<td><img src="assets/demo2.png" alt="demo 2" /></td>
</tr>
<tr>
<td><img src="assets/demo3.png" alt="demo 3" /></td>
<td><img src="assets/demo4.png" alt="demo 4" /></td>
</tr>
</table>
Whichever gui library you choose to use (`winit`, `eframe`, `Iced`, `Slint`, etc.), the integration model stays the same in each case:
- `viewport-lib` owns rendering and viewport-side maths;
- your application owns the window, event loop, and tool state;
**WARNING**: `viewport-lib` has only recently been extracted as a stand-alone library from a separate project and the API is still somewhat unstable.
## Core features
- mesh, point cloud, polyline, and volume rendering
- directional lighting, shadow mapping, and post-processing
- material shading, normal maps, transparency, outlines, and x-ray views
- clip planes, section views, scalar coloring, and colormaps
- arcball camera, view presets, framing, and smooth camera animation
- CPU/GPU picking, rectangle selection, transform gizmos, and snapping
- annotations, axes indicators
## Examples
The `examples/` directory contains working integrations for several GUI frameworks.
- **winit-viewport**: the most basic setup: raw `winit` + `wgpu` with no GUI framework. Start here if you want to understand the minimal integration.
- **eframe-viewport**: a straightforward example of embedding the viewport inside an `egui`/`eframe` application using `egui_wgpu` callback resources.
- **winit-showcase**: several more advanced rendering options across multiple showcases.
- **winit-primitives**: demonstrates the built-in geometry primitives.
Other examples: `iced-viewport`, `slint-viewport`, `gtk4-viewport`, `qt-viewport`
Run examples with:
```
cargo run --release --example winit-viewport
```
## Quick start
In a typical app you will need to use both the renderer (to build and submit a `FrameData`) and the input handler to define and handle keys and events.
### Rendering
```
use glam::{Mat4, vec3};
use viewport_lib::{
Camera,
CameraFrame,
FrameData,
SceneFrame,
SceneRenderItem,
primitives,
};
// Upload the cube primitive mesh once at startup
let mesh_index = renderer.resources_mut().upload_mesh_data(&device, &primitives::cube(1.0))?;
// Build a frame each render tick
let camera = Camera::default();
let model = glam::Mat4::from_translation(glam::vec3(1.0, 2.0, 0.0));
let item = SceneRenderItem {
mesh_index,
model: model.to_cols_array_2d(),
..SceneRenderItem::default()
};
let fd = FrameData::new(
CameraFrame::from_camera(&camera, [width, height]),
SceneFrame::from_surface_items(vec![item]),
);
renderer.prepare(&device, &queue, &fd);
// then call the renderer -- this will depend on what GUI you are using
// renderer.paint_to(&mut render_pass, &fd);
```
### Input handling
`OrbitCameraController` is one of the available built-in controllers. You can also build your own controller directly on top of `ViewportInput` and `ViewportBinding` if you need different navigation behaviour - but OrbinCameraController is a good starting point. Push events each frame, then call `apply_to_camera` to orbit/pan/zoom and get back an `ActionFrame` for the rest of your input logic.
```rust
use viewport_lib::{BindingPreset, ManipulationContext, ManipulationController, ManipResult, OrbitCameraController, ViewportContext, ViewportEvent};
// --- app state ---
let mut orbit = OrbitCameraController::new(BindingPreset::ViewportAll);
let mut manip = ManipulationController::new();
// prime the controller before the first frame
orbit.begin_frame(ViewportContext { hovered: true, focused: true, viewport_size: [width, height] });
// --- each frame ---
// 1. drive camera navigation; get the action frame for this frame
let frame = if manip.is_active() {
// suppress orbit while a manipulation is in progress
orbit.resolve()
} else {
orbit.apply_to_camera(&mut camera)
};
// 2. drive the manipulation controller
let ctx = ManipulationContext {
camera: camera.clone(),
viewport_size: glam::Vec2::new(width, height),
cursor_viewport: Some(cursor_pos),
pointer_delta,
selection_center: selected_object_center,
gizmo: None,
drag_started,
dragging,
clicked,
};
match manip.update(&frame, ctx) {
ManipResult::Update(delta) => {
// apply incremental transform to selected objects each frame
object_translation += delta.translation;
object_rotation = delta.rotation * object_rotation;
object_scale *= delta.scale;
}
ManipResult::ConstraintChanged => {
// axis constraint changed mid-session: restore objects to their
// pre-session transforms (same as cancel but keep the session alive)
restore_snapshot();
}
ManipResult::Commit => finalize_and_push_undo(),
ManipResult::Cancel => restore_snapshot(),
ManipResult::None => {}
}
// 3. reset for next frame
orbit.begin_frame(ViewportContext { hovered, focused, viewport_size: [width, height] });
```