use eframe::glow; use tracing::warn; pub struct Map { program: glow::Program, vertex_array: glow::VertexArray } #[allow(unsafe_code)] // we need unsafe code to use glow impl Map { pub fn new(gl: &glow::Context) -> Option { use glow::HasContext as _; let shader_version = egui_glow::ShaderVersion::get(gl); unsafe { let program = gl.create_program().expect("Cannot create program"); if !shader_version.is_new_shader_interface() { warn!( "Custom 3D painting hasn't been ported to {:?}", shader_version ); return None; } let (vertex_shader_source, fragment_shader_source) = ( r#" const vec2 verts[3] = vec2[3]( vec2(0.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0) ); const vec4 colors[3] = vec4[3]( vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0) ); out vec4 v_color; uniform float u_angle; void main() { v_color = colors[gl_VertexID]; gl_Position = vec4(verts[gl_VertexID], 0.0, 1.0); gl_Position.x *= cos(u_angle); } "#, r#" precision mediump float; in vec4 v_color; out vec4 out_color; void main() { out_color = v_color; } "#, ); let shader_sources = [ (glow::VERTEX_SHADER, vertex_shader_source), (glow::FRAGMENT_SHADER, fragment_shader_source), ]; let shaders: Vec<_> = shader_sources .iter() .map(|(shader_type, shader_source)| { let shader = gl .create_shader(*shader_type) .expect("Cannot create shader"); gl.shader_source( shader, &format!( "{}\n{}", shader_version.version_declaration(), shader_source ), ); gl.compile_shader(shader); assert!( gl.get_shader_compile_status(shader), "Failed to compile custom_3d_glow {shader_type}: {}", gl.get_shader_info_log(shader) ); gl.attach_shader(program, shader); shader }) .collect(); gl.link_program(program); assert!( gl.get_program_link_status(program), "{}", gl.get_program_info_log(program) ); for shader in shaders { gl.detach_shader(program, shader); gl.delete_shader(shader); } let vertex_array = gl .create_vertex_array() .expect("Cannot create vertex array"); Some(Self { program, vertex_array, }) } } pub fn destroy(&self, gl: &glow::Context) { use glow::HasContext as _; unsafe { gl.delete_program(self.program); gl.delete_vertex_array(self.vertex_array); } } pub fn paint(&self, gl: &glow::Context, angle: f32) { use glow::HasContext as _; unsafe { gl.use_program(Some(self.program)); gl.uniform_1_f32( gl.get_uniform_location(self.program, "u_angle").as_ref(), angle, ); gl.bind_vertex_array(Some(self.vertex_array)); gl.draw_arrays(glow::TRIANGLES, 0, 3); } } }