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https://github.com/matchachoco010/egui-ash

egui integration for ash (Vulkan).
https://github.com/matchachoco010/egui-ash

Last synced: 12 days ago
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egui integration for ash (Vulkan).

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README

        

# egui-ash

[![Latest version](https://img.shields.io/crates/v/egui-ash.svg)](https://crates.io/crates/egui-ash)
[![Documentation](https://docs.rs/egui-ash/badge.svg)](https://docs.rs/egui-ash)
![MIT](https://img.shields.io/badge/license-MIT-blue.svg)
![Apache2.0](https://img.shields.io/badge/license-Apache2.0-blue.svg)
[![egui: 0.24.1](https://img.shields.io/badge/egui%20-0.24.1-orange)](https://docs.rs/egui/0.24.1/egui)
[![ash: 0.37.3](https://img.shields.io/badge/ash%20-0.37.3-orange)](https://docs.rs/ash/0.37.3/ash)

[egui](https://github.com/emilk/egui) integration for [ash](https://github.com/MaikKlein/ash) (Vulkan).

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

You can use [gpu_allocator](https://github.com/Traverse-Research/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](./screenshots/egui-ash-simple.png)

```
cargo run --release --example egui_ash_simple
```

### vulkan

![vulkan](./screenshots/egui-ash-vulkan.png)

```
cargo run --release --example egui_ash_vulkan
```

### images

![images](./screenshots/egui-ash-images.png)

```
cargo run --release --example images
```

### multi viewports

![multi viewports](./screenshots/egui-ash-multi-viewports.png)

```
cargo run --release --example multi_viewports
```

### native images

![native image](./screenshots/egui-ash-native-image.png)

```
cargo run --release --example native_image
```

### scene view

![scene view](./screenshots/egui-ash-scene-view.png)

```
cargo run --release --example scene_view
```

### tiles

![tiles](./screenshots/egui-ash-tiles.png)

```
cargo run --release --example tiles
```

## Usage

```rust
// (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>>) {
// 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](https://github.com/MatchaChoco010/egui-ash/tree/main/examples)

## Feature flags

### `gpu-allocator` - Enables the gpu-allocator crate.
This feature allows `Arc>` 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](https://docs.rs/egui-winit/latest/egui_winit/)

## License

MIT OR Apache-2.0