1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
//! [egui](https://docs.rs/egui) rendering integration for vulkano
//!
//! This crate have some features
//! * background user texture upload
//! * map vulkano texture to user texture
//! * lower memory usage
//! * parallel data uploading
//crate import

use epi::egui;

//egui
use egui::Color32;
use egui::TextureId;
//vulkano
use vulkano::device::{Device, Queue};

use vulkano::image::{ImageAccess, ImageViewAbstract};
use vulkano::render_pass::FramebufferAbstract;

use crate::painter::Painter;

use std::sync::Arc;
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
use vulkano::swapchain::Surface;

pub mod painter;
pub(crate) mod render_pass;
pub(crate) mod shader;

/// Glium backend like
pub struct EguiVulkanoBackend {
    egui_winit: egui_winit::State,
    egui_ctx: egui::CtxRef,
    painter: Painter,
    surface: Arc<Surface<winit::window::Window>>,
}
impl EguiVulkanoBackend {
    pub fn new(
        surface: Arc<Surface<winit::window::Window>>,
        device: Arc<Device>,
        queue: Arc<Queue>,
        render_target_format: vulkano::format::Format,
    ) -> Self {
        Self {
            egui_ctx: Default::default(),
            egui_winit: egui_winit::State::new(surface.window()),
            painter: crate::painter::Painter::new(device, queue, render_target_format),
            surface,
        }
    }
    pub fn request_redraw(&self) {
        self.surface.window().request_redraw();
    }
    pub fn ctx(&self) -> &egui::CtxRef {
        &self.egui_ctx
    }

    pub fn painter_mut(&mut self) -> &mut crate::Painter {
        &mut self.painter
    }

    pub fn ctx_and_painter_mut(&mut self) -> (&egui::CtxRef, &mut crate::Painter) {
        (&self.egui_ctx, &mut self.painter)
    }

    pub fn pixels_per_point(&self) -> f32 {
        self.egui_winit.pixels_per_point()
    }

    pub fn egui_input(&self) -> &egui::RawInput {
        self.egui_winit.egui_input()
    }

    pub fn on_event(&mut self, event: &winit::event::WindowEvent<'_>) {
        self.egui_winit.on_event(self.egui_ctx.as_ref(), event);
    }

    /// Is this a close event or a Cmd-Q/Alt-F4 keyboard command?
    pub fn is_quit_event(&self, event: &winit::event::WindowEvent<'_>) -> bool {
        self.egui_winit.is_quit_event(event)
    }

    pub fn begin_frame(&mut self) {
        let raw_input = self.take_raw_input();
        self.begin_frame_with_input(raw_input);
    }

    pub fn begin_frame_with_input(&mut self, raw_input: egui::RawInput) {
        self.egui_ctx.begin_frame(raw_input);
    }

    /// Prepare for a new frame. Normally you would call [`Self::begin_frame`] instead.
    pub fn take_raw_input(&mut self) -> egui::RawInput {
        self.egui_winit.take_egui_input(self.surface.window())
    }

    /// Returns `needs_repaint` and shapes to draw.
    pub fn end_frame(&mut self) -> (bool, Vec<egui::epaint::ClippedShape>) {
        let (egui_output, shapes) = self.egui_ctx.end_frame();
        let needs_repaint = egui_output.needs_repaint;
        self.handle_output(egui_output);
        (needs_repaint, shapes)
    }

    pub fn handle_output(&mut self, output: egui::Output) {
        self.egui_winit
            .handle_output(self.surface.window(), &self.egui_ctx, output);
    }

    pub fn paint(
        &mut self,
        image_number: usize,
        command_buffer_builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>,
        shapes: Vec<egui::epaint::ClippedShape>,
    ) {
        //upload updated egui system texture
        self.painter
            .request_upload_egui_texture(&self.egui_ctx.texture());

        let clipped_meshes = self.egui_ctx.tessellate(shapes);
        let sf = self.egui_winit.pixels_per_point();
        let screen_desc = {
            if let Some(fb) = self.painter.frame_buffers.get(image_number) {
                ScreenDescriptor {
                    physical_width: fb.width(),
                    physical_height: fb.height(),
                    scale_factor: sf,
                }
            } else {
                return;
            }
        };
        let target = RenderTarget::FrameBufferIndex(image_number);
        self.painter.create_command_buffer(
            command_buffer_builder,
            target,
            clipped_meshes,
            &screen_desc,
        );
    }
    /// I extended to any image to write compiz sample
    ///
    pub fn create_frame_buffers<I: ImageAccess + 'static>(&mut self, swap_chain_images: &[Arc<I>]) {
        self.painter.create_frame_buffers(swap_chain_images)
    }
}

/// same as [egui_wgpu_backend::ScreenDescriptor](https://docs.rs/egui_wgpu_backend/0.8.0/egui_wgpu_backend/struct.ScreenDescriptor.html)
#[derive(Debug, Copy, Clone)]
pub struct ScreenDescriptor {
    /// Width of the window in physical pixel.
    pub physical_width: u32,
    /// Height of the window in physical pixel.
    pub physical_height: u32,
    /// HiDPI scale factor.
    pub scale_factor: f32,
}

impl ScreenDescriptor {
    fn logical_size(&self) -> (u32, u32) {
        let logical_width = self.physical_width as f32 / self.scale_factor;
        let logical_height = self.physical_height as f32 / self.scale_factor;
        (logical_width as u32, logical_height as u32)
    }
}
impl epi::TextureAllocator for EguiVulkanoBackend {
    fn alloc_srgba_premultiplied(
        &mut self,
        size: (usize, usize),
        srgba_pixels: &[Color32],
    ) -> TextureId {
        self.painter.alloc_srgba_premultiplied(size, srgba_pixels)
    }

    fn free(&mut self, id: TextureId) {
        self.painter.free(id)
    }
}

impl epi::NativeTexture for EguiVulkanoBackend {
    type Texture = Arc<dyn ImageViewAbstract>;

    fn register_native_texture(&mut self, native: Self::Texture) -> TextureId {
        self.painter.register_vulkano_image_view(native)
    }

    fn replace_native_texture(&mut self, id: TextureId, replacing: Self::Texture) {
        self.painter.replace_native_texture(id, replacing)
    }
}

pub enum RenderTarget {
    /// render to texture or any other use
    ColorAttachment(Arc<dyn ImageViewAbstract>),
    /// render to own framebuffer
    FrameBufferIndex(usize),
}