egui support

- New Resource, EguiQueue: Utility to queue egui ui builders
- New Rendering System, EguiRenderer: Utilizes a modified egui_glium
  library to render egui UI
- Adjusted RenderingSystem trait and RenderingContext structure to
  provide event_loop and egui_queue.
- Various minor adjusments
This commit is contained in:
reo 2025-11-16 18:14:12 +03:00
parent e88ce258ce
commit ce24354f3b
18 changed files with 806 additions and 204 deletions

View file

@ -9,6 +9,8 @@ use raidillon_assets::include_shader;
pub use raidillon_platform::Camera;
use glam::Vec3;
use glium::uniforms::{MagnifySamplerFilter, MinifySamplerFilter, SamplerWrapFunction};
use winit::event::Event;
use winit::event_loop::EventLoop;
use raidillon_ecs::{Transform, ModelID};
use raidillon_ecs::components::ModelHandle;
use crate::model::Model;
@ -21,7 +23,7 @@ pub struct BasicMeshRenderingSystem {
}
impl RenderingSystem for BasicMeshRenderingSystem {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<glium::winit::window::Window>>) -> Self {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>) -> Self {
const VERT_SRC: &str = include_shader!("gl_textured.vert");
const FRAG_SRC: &str = include_shader!("gl_textured.frag");

View file

@ -1,75 +0,0 @@
use std::sync::{Arc, Mutex};
use std::time::Instant;
use glium::Display;
use glium::glutin::surface::WindowSurface;
use imgui::{Context as ImguiContext};
use imgui_winit_support::{HiDpiMode, WinitPlatform};
use imgui_glium_renderer::Renderer as ImguiGliumRenderer;
use winit::window::Window;
use winit::event::Event;
use glium::Frame;
use crate::RenderingSystem;
use crate::system::RenderingContext;
pub struct ImguiBridge {
imgui: ImguiContext,
platform: WinitPlatform,
renderer: ImguiGliumRenderer,
last_frame: Instant,
rendered_this_frame: bool,
}
impl RenderingSystem for ImguiBridge {
fn handle_event(&mut self, window: Arc<Mutex<Window>>, event: Event<()>) {
let window = window.lock().unwrap();
self.platform.handle_event(self.imgui.io_mut(), &*window, &event);
}
fn prepare_frame(&mut self, window: Arc<Mutex<Window>>) {
self.rendered_this_frame = false;
let now = Instant::now();
self.imgui.io_mut().update_delta_time(now - self.last_frame);
self.last_frame = now;
let window = window.lock().unwrap();
self.platform
.prepare_frame(self.imgui.io_mut(), &*window)
.expect("Failed to prepare frame");
}
fn render(&mut self, ctx: &mut RenderingContext) {
if self.rendered_this_frame { return; }
self.rendered_this_frame = true;
let ui = self.imgui.frame();
ctx.debug_ui_buffer.write_buffer(&ui);
{
let window = ctx.window.lock().unwrap();
self.platform.prepare_render(&ui, &*window);
}
let draw_data = self.imgui.render();
if draw_data.total_vtx_count == 0 && draw_data.total_idx_count == 0 {
return;
}
self.renderer.render(ctx.target, draw_data).expect("imgui rendering failed");
}
fn initialize(display: &Display<WindowSurface>, window: Arc<Mutex<Window>>) -> Self {
let mut imgui = ImguiContext::create();
imgui.set_ini_filename(None);
let mut platform = WinitPlatform::new(&mut imgui);
let window = window.lock().unwrap();
platform.attach_window(imgui.io_mut(), &*window, HiDpiMode::Default);
imgui.fonts().add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
let renderer = ImguiGliumRenderer::new(&mut imgui, display).unwrap();
Self {
imgui,
platform,
renderer,
last_frame: Instant::now(),
rendered_this_frame: false,
}
}
}

View file

@ -0,0 +1,46 @@
use std::sync::{Arc, Mutex};
use egui::ViewportId;
use glium::{Display, Frame};
use glium::glutin::surface::WindowSurface;
use winit::window::Window;
use crate::RenderingSystem;
use crate::system::RenderingContext;
use egui_glium::EguiGlium;
use winit::event::{Event, WindowEvent};
use winit::event_loop::EventLoop;
pub struct EguiRenderer {
egui_glium: EguiGlium,
}
impl RenderingSystem for EguiRenderer {
fn initialize(display: &Display<WindowSurface>, window: Arc<Mutex<Window>>, event_loop: &EventLoop<()>) -> Self
where
Self: Sized,
{
let window = window.lock().unwrap();
let egui_glium = EguiGlium::new(ViewportId::ROOT, &display, &window, &event_loop);
Self { egui_glium }
}
fn render(&mut self, ctx: &mut RenderingContext) {
let window = ctx.window.lock().unwrap();
self.egui_glium.run(&window, |egui_ctx| {
ctx.egui_queue.borrow_mut().run(egui_ctx);
});
self.egui_glium.paint(ctx.display, ctx.target);
}
fn handle_event(&mut self, window: Arc<Mutex<Window>>, event: Event<()>) {
let window = window.lock().unwrap();
match event {
Event::WindowEvent { event, .. } => {
let _ = self.egui_glium.on_event(&window, &event);
}
_ => {},
}
}
}

View file

@ -1,6 +1,7 @@
mod basic;
pub mod debug_ui;
mod skybox;
mod egui;
pub use basic::BasicMeshRenderingSystem;
pub use skybox::SkyboxRenderingSystem;
pub use egui::EguiRenderer;

View file

@ -8,6 +8,7 @@ use glium::index::PrimitiveType;
use glium::texture::{RawImage2d, SrgbTexture2d, Texture2d};
use glium::uniform;
use glam::{Mat4, Vec2, Vec3};
use winit::event_loop::EventLoop;
use raidillon_assets::include_shader;
use crate::system::RenderingContext;
use crate::RenderingSystem;
@ -109,7 +110,7 @@ impl SkyboxRenderingSystem {
}
impl RenderingSystem for SkyboxRenderingSystem {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<glium::winit::window::Window>>) -> Self {
fn initialize(display: &Display<WindowSurface>, _window: Arc<Mutex<glium::winit::window::Window>>, event_loop: &EventLoop<()>) -> Self {
const VERT_SRC: &str = include_shader!("skybox.vert");
const FRAG_SRC: &str = include_shader!("skybox.frag");
let program = Program::from_source(display, VERT_SRC, FRAG_SRC, None).unwrap();