egui-ash

Crates.ioegui-ash
lib.rsegui-ash
version0.4.0
sourcesrc
created_at2023-12-14 12:59:31.376895
updated_at2024-01-14 05:39:15.872833
descriptionegui integration for ash (Vulkan).
homepagehttps://github.com/MatchaChoco010/egui-ash
repositoryhttps://github.com/MatchaChoco010/egui-ash
max_upload_size
id1069459
size269,237
Orito Itsuki (MatchaChoco010)

documentation

https://docs.rs/egui-ash

README

egui-ash

Latest version Documentation MIT Apache2.0 egui: 0.24.1 ash: 0.37.3

egui integration for ash (Vulkan).

This crate natively supports the multi-viewports feature added since version 0.24 of egui.

You can use gpu_allocator as the default allocator by the gpu-allocator feature. You can also use your own allocator by implementing the Allocator trait.

Example

simple

simple

cargo run --release --example egui_ash_simple

vulkan

vulkan

cargo run --release --example egui_ash_vulkan

images

images

cargo run --release --example images

multi viewports

multi viewports

cargo run --release --example multi_viewports

native images

native image

cargo run --release --example native_image

scene view

scene view

cargo run --release --example scene_view

tiles

tiles

cargo run --release --example tiles

Usage

// (1) Create a App struct that implements the `egui_ash::App` trait.
struct MyApp;
impl egui_ash::App for MyApp {
    fn ui(
        &mut self,
        ctx: &egui::CtxRef,
        integration_context: &mut egui_ash::IntegrationContext,
    ) {
        // (2) draw ui here
        egui::Window::new("Hello world").show(ctx, |ui| {
            ui.label("Hello world!");
        });
    }

    fn request_redraw(&mut self, _viewport_id: egui::ViewportId) -> HandleRedraw {
      // (3) return `HandleRedraw::Auto` if you want to draw only egui.
      HandleRedraw::Auto
      // (4) ...or return `HandleRedraw::Handle` if you want to draw with ash.
      // NOTE: You must call `egui_cmd.update_swapchain` inside render function
      // when you first render and when you recreate the swapchain.
      HandleRedraw::Handle(Box::new(|size, egui_cmd| render(size, egui_cmd)))
    }
}

// (5) Create a AppCreator struct that implements the `egui_ash::AppCreator` trait.
struct MyAppCreator;
impl egui_ash::AppCreator for MyAppCreator {
    type App = MyApp;

    // (6) new method receives `egui_ash::CreationContext` and
    // returns `Self::App` and `egui_ash::AshRenderState`.
    fn new(&self, cc: CreationContext) -> (Self::App, AshRenderState<Arc<Mutex<Allocator>>>) {
        // create vk objects
        let entry = create_entry();
        let (instance, debug_utils_loader, debug_messenger) =
            create_instance(&cc.required_instance_extensions, &entry);
        let surface_loader = create_surface_loader(&entry, &instance);
        let surface = create_surface(&entry, &instance, cc.main_window);
        let (physical_device, _physical_device_memory_properties, queue_family_index) =
            create_physical_device(
                &instance,
                &surface_loader,
                surface,
                &cc.required_device_extensions,
            );
        let (device, queue) = create_device(
            &instance,
            physical_device,
            queue_family_index,
            &cc.required_device_extensions,
        );
        let swapchain_loader = create_swapchain_loader(&instance, &device);
        let command_pool = create_command_pool(&device, queue_family_index);

        // create allocator
        let allocator = {
            Allocator::new(&AllocatorCreateDesc {
                instance: instance.clone(),
                device: device.clone(),
                physical_device,
                debug_settings: Default::default(),
                buffer_device_address: false,
                allocation_sizes: Default::default(),
            })
            .expect("Failed to create allocator")
        };
        let allocator = Arc::new(Mutex::new(allocator));

        let ash_render_state = AshRenderState {
            entry,
            instance,
            physical_device,
            device,
            surface_loader,
            swapchain_loader,
            queue,
            queue_family_index,
            command_pool,
            allocator,
        };

        (Self, ash_render_state)
    }
}

// (7) Call `egui_ash::run` with `AppCreator` struct.
fn main() {
    egui_ash::run(
        MyAppCreator,
        RunOption {
            viewport_builder: Some(egui::ViewportBuilder::default().with_title("egui-ash")),
            ..Default::default()
        },
    )
}

Full example is in examples directory

Feature flags

gpu-allocator - Enables the gpu-allocator crate.

This feature allows Arc<Mutex<gpu_allocator::vulkan::Allocator>> to be used as an allocator to be used by egui-ash.

persistence - Enables the persistence feature of egui.

With this feature, setting persistent_windows and persistent_egui_memory in RunOption to true will preserve Window size and position, as well as scale factor, etc.

other features

The other features directly control the underlying egui_winit features

License

MIT OR Apache-2.0

Commit count: 3

cargo fmt