Vulkano backend for egui
This is a drawing backend to use egui with Vulkano. It can be used with egui-winit for input handling.
Usage
let mut egui_painter = egui_vulkano::Painter::new(
device.clone(), // your Vulkano Device
queue.clone(), // your Vulkano Queue
Subpass::from(render_pass.clone(), 1).unwrap(), // subpass that you set up to render the gui
)
.unwrap();
// ...
// Get the shapes from egui
let egui_output = egui_ctx.end_frame();
let result = egui_painter.update_textures(egui_output.textures_delta, &mut builder).unwrap();
// If using egui-winit:
egui_winit.handle_platform_output(surface.window(), &egui_ctx, egui_output.platform_output);
// Do your own rendering ...
// Automatically start the next render subpass and draw the gui
egui_painter
.draw(
&mut builder, // your vulkano AutoCommandBufferBuilder
[width, height], // window size
&egui_ctx, // your egui Context
egui_output.shapes // shapes from egui,
)
.unwrap();
Check the included working example for more info.
Pull requests are welcome!
Credits
With inspiration from egui_winit_ash_vk_mem, egui_sdl2_gl and egui_glium.