enigma-3d 0.2.7

A 3D Rendering Engine with a focus on simplicity and ease of use. Far from feature complete and not recommended for production use.
Documentation
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use std::any::Any;
use std::sync::{Arc, Mutex};
use std::time::{Duration, Instant};
use egui_glium::EguiGlium;
use winit::window::Window;
use glium::glutin::surface::WindowSurface;
use glium::{Display, Surface, Texture2d, uniform};
use serde::{Deserialize, Serialize};
use uuid::Uuid;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow};
use crate::camera::{Camera, CameraSerializer};
use crate::collision_world::MousePosition;
use crate::data::AppStateData;
use crate::event::EventModifiers;
use crate::light::{Light, LightEmissionType};
use crate::object::Object;
use crate::postprocessing::PostProcessingEffect;
use crate::texture::Texture;

pub mod shader;
pub mod geometry;
pub mod debug_geo;
pub mod texture;
pub mod material;
pub mod object;
pub mod light;
pub mod camera;
pub mod event;
pub mod collision_world;
pub mod default_events;
pub mod postprocessing;
pub mod ui;
pub mod resources;
pub mod data;

pub fn init_default(app_state: &mut AppState) {
    app_state.set_renderscale(1);
    app_state.set_fps(60);
    app_state.set_max_buffers(3);

    app_state.inject_event(
        event::EventCharacteristic::MousePress(winit::event::MouseButton::Left),
        Arc::new(default_events::select_object),
        None,
    );
    app_state.inject_event(
        event::EventCharacteristic::MousePress(winit::event::MouseButton::Right),
        Arc::new(default_events::select_object_add),
        None,
    );
}

#[derive(Serialize, Deserialize)]
pub struct AppStateSerializer {
    pub camera: Option<CameraSerializer>,
    pub light: Vec<light::LightSerializer>,
    pub ambient_light: Option<light::LightSerializer>,
    pub skybox: Option<object::ObjectSerializer>,
    pub skybox_texture: Option<texture::TextureSerializer>,
    pub objects: Vec<object::ObjectSerializer>,
    pub object_selection: Vec<String>,
}

pub struct AppState {
    pub fps: u64,
    pub camera: Option<camera::Camera>,
    pub light: Vec<light::Light>,
    pub ambient_light: Option<light::Light>,
    pub skybox: Option<object::Object>,
    pub skybox_texture: Option<texture::Texture>,
    pub objects: Vec<object::Object>,
    pub object_selection: Vec<Uuid>,
    pub event_injections: Vec<(event::EventCharacteristic, event::EventFunction, event::EventModifiers)>,
    pub update_injections: Vec<event::EventFunction>,
    pub gui_injections: Vec<ui::GUIDrawFunction>,
    pub post_processes: Vec<Box<dyn PostProcessingEffect>>,
    pub display: Option<glium::Display<WindowSurface>>,
    pub time: f32,
    pub render_scale: u32,
    pub max_buffers: usize,
    mouse_position: MousePosition,
    pub state_data: Vec<AppStateData>,
}

pub struct EventLoop {
    pub event_loop: winit::event_loop::EventLoop<()>,
    pub window: Window,
    pub display: Display<WindowSurface>,
    pub modifiers: EventModifiers,
    gui_renderer: Option<EguiGlium>,
}

impl AppState {
    pub fn new() -> Self {
        AppState {
            fps: 60,
            camera: None,
            skybox: None,
            skybox_texture: None,
            objects: Vec::new(),
            object_selection: Vec::new(),
            light: Vec::new(),
            ambient_light: None,
            event_injections: Vec::new(),
            update_injections: Vec::new(),
            post_processes: Vec::new(),
            display: None,
            time: 0.0,
            render_scale: 1,
            max_buffers: 3,
            mouse_position: MousePosition::new(),
            gui_injections: Vec::new(),
            state_data: Vec::new(),
        }
    }

    pub fn to_serializer(&self) -> AppStateSerializer {
        println!("WARNING: an AppState Serializer does not completely serialize the AppState but only scene objects like Objects, Camera, Lights. It does NOT serialize any injections like code in form of functions or GUI!");
        let camera = match self.camera {
            Some(camera) => Some(camera.to_serializer()),
            None => None,
        };
        let light = self.light.iter().map(|l| l.to_serializer()).collect();
        let ambient_light = match &self.ambient_light {
            Some(light) => Some(light.to_serializer()),
            None => None,
        };
        let skybox = match &self.skybox {
            Some(skybox) => Some(skybox.to_serializer()),
            None => None,
        };
        let skybox_texture = match &self.skybox_texture {
            Some(texture) => Some(texture.to_serializer()),
            None => None,
        };
        let objects = self.objects.iter().map(|o| o.to_serializer()).collect();
        let object_selection = self.object_selection.iter().map(|o| o.to_string()).collect();
        AppStateSerializer {
            camera,
            light,
            ambient_light,
            skybox,
            skybox_texture,
            objects,
            object_selection,
        }
    }

    pub fn inject_serializer(&mut self, serializer: AppStateSerializer, display: Display<WindowSurface>, additive: bool) {
        self.camera = match serializer.camera {
            Some(camera) => Some(Camera::from_serializer(camera)),
            None => None,
        };
        match serializer.ambient_light {
            Some(light) => {
                self.add_light(Light::from_serializer(light), LightEmissionType::Ambient);
            },
            None => {},
        };
        self.skybox = match serializer.skybox {
            Some(skybox) => Some(Object::from_serializer(skybox, display.clone())),
            None => None,
        };
        self.skybox_texture = match serializer.skybox_texture {
            Some(texture) => Some(Texture::from_serializer(texture, &display.clone())),
            None => None,
        };

        if !additive {
            self.light.clear();
            self.objects.clear();
            self.object_selection.clear();
        }
        for l in serializer.light {
            self.add_light(Light::from_serializer(l), LightEmissionType::Source);
        }
        for o in serializer.objects {
            self.add_object(Object::from_serializer(o, display.clone()));
        }
        for o in serializer.object_selection {
            self.object_selection.push(Uuid::parse_str(&o).unwrap());
        }
    }

    pub fn add_state_data(&mut self, name: &str, data: Box<dyn Any>) {
        self.state_data.push(AppStateData::new(name, data));
    }

    pub fn get_state_data_value<T: 'static>(&self, name: &str) -> Option<&T> {
        for data in self.state_data.iter() {
            if data.get_name() == name {
                // Attempt to downcast to the requested type T
                if let Some(value) = data.get_value().downcast_ref::<T>() {
                    return Some(value);
                }
            }
        }
        None
    }

    pub fn get_state_data_value_mut<T: 'static>(&mut self, name: &str) -> Option<&mut T> {
        for data in self.state_data.iter_mut() {
            if data.get_name() == name {
                // Attempt to downcast to the requested type T
                if let Some(value) = data.get_value_mut().downcast_mut::<T>() {
                    return Some(value);
                }
            }
        }
        None
    }

    pub fn set_state_data_value(&mut self, name: &str, value: Box<dyn Any>) {
        for data in &mut self.state_data {
            if data.get_name() == name {
                data.set_value(value);
                return;
            }
        }
        // If no existing data is found with the name, add as new state data
        self.add_state_data(name, value);
    }

    pub fn inject_gui(&mut self, function: ui::GUIDrawFunction) {
        self.gui_injections.push(function);
    }

    pub fn add_post_process(&mut self, post_process: Box<dyn PostProcessingEffect>) {
        self.post_processes.push(post_process);
    }

    pub fn get_post_processes(&self) -> &Vec<Box<dyn PostProcessingEffect>> {
        &self.post_processes
    }

    pub fn get_post_processes_mut(&mut self) -> &mut Vec<Box<dyn PostProcessingEffect>> {
        &mut self.post_processes
    }

    pub fn get_mouse_position(&self) -> &MousePosition {
        &self.mouse_position
    }

    pub fn get_mouse_position_mut(&mut self) -> &mut MousePosition {
        &mut self.mouse_position
    }

    pub fn convert_to_arc_mutex(self) -> Arc<Mutex<Self>> {
        Arc::new(Mutex::new(self))
    }

    pub fn add_object(&mut self, object: object::Object) {
        self.objects.push(object);
    }

    pub fn get_objects(&self) -> &Vec<object::Object> {
        &self.objects
    }

    pub fn get_object(&self, name: &str) -> Option<&object::Object> {
        for object in self.objects.iter() {
            if object.name == name {
                return Some(object);
            }
        }
        None
    }

    pub fn get_object_mut(&mut self, name: &str) -> Option<&mut object::Object> {
        for object in self.objects.iter_mut() {
            if object.name == name {
                return Some(object);
            }
        }
        None
    }

    pub fn get_object_by_uuid(&self, uuid: Uuid) -> Option<&object::Object> {
        for object in self.objects.iter() {
            if object.get_unique_id() == uuid {
                return Some(object);
            }
        }
        None
    }

    pub fn get_object_by_uuid_mut(&mut self, uuid: Uuid) -> Option<&mut object::Object> {
        for object in self.objects.iter_mut() {
            if object.get_unique_id() == uuid {
                return Some(object);
            }
        }
        None
    }

    pub fn get_selected_objects_mut(&mut self) -> Vec<&mut object::Object> {
        let mut selected = Vec::new();
        for object in self.objects.iter_mut() {
            if self.object_selection.contains(&object.get_unique_id()) {
                selected.push(object);
            }
        }
        selected
    }

    pub fn add_light(&mut self, light: light::Light, light_type: LightEmissionType) {
        match light_type {
            LightEmissionType::Source => self.light.push(light),
            LightEmissionType::Ambient => self.ambient_light = Some(light),
        }
    }

    pub fn remove_light(&mut self, index: usize, light_type: LightEmissionType) {
        match light_type {
            LightEmissionType::Source => {
                if index >= self.light.len() {
                    panic!("Index out of bounds");
                }
                self.light.remove(index);
            }
            LightEmissionType::Ambient => {
                self.ambient_light = None;
            }
        };
    }

    pub fn get_lights(&self) -> &Vec<light::Light> {
        &self.light
    }

    pub fn set_fps(&mut self, fps: u64) {
        self.fps = fps;
    }

    pub fn get_fps(&self) -> u64 {
        self.fps
    }

    pub fn get_objects_mut(&mut self) -> &mut Vec<object::Object> {
        &mut self.objects
    }

    pub fn set_camera(&mut self, camera: camera::Camera) {
        self.camera = Some(camera);
    }

    pub fn get_camera(&self) -> &Option<camera::Camera> {
        &self.camera
    }

    pub fn set_renderscale(&mut self, scale: u32) {
        self.render_scale = scale;
    }

    pub fn get_renderscale(&self) -> u32 {
        self.render_scale
    }

    pub fn set_max_buffers(&mut self, max_buffers: usize) {
        self.max_buffers = max_buffers;
    }

    pub fn get_max_buffers(&self) -> usize {
        self.max_buffers
    }

    pub fn inject_event(&mut self, characteristic: event::EventCharacteristic, function: event::EventFunction, modifiers: Option<event::EventModifiers>) {
        match modifiers {
            Some(modifiers) => self.event_injections.push((characteristic, function, modifiers)),
            None => self.event_injections.push((characteristic, function, event::EventModifiers::default())),
        }
    }
    pub fn inject_update_function(&mut self, function: event::EventFunction) {
        self.update_injections.push(function);
    }

    pub fn set_skybox(&mut self, skybox: object::Object) {
        self.skybox = Some(skybox);
    }

    pub fn get_skybox(&self) -> &Option<object::Object> {
        &self.skybox
    }

    pub fn get_skybox_mut(&mut self) -> &mut Option<object::Object> {
        &mut self.skybox
    }
}

impl EventLoop {
    pub fn new(title: &str, width: u32, height: u32) -> Self {
        let event_loop = winit::event_loop::EventLoopBuilder::new().build();
        let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
            .with_title(title)
            .with_inner_size(width, height)
            .build(&event_loop);
        EventLoop {
            event_loop,
            window,
            display,
            modifiers: EventModifiers::default(),
            gui_renderer: None,
        }
    }
    pub fn get_display_clone(&self) -> Display<WindowSurface> {
        self.display.clone()
    }

    pub fn get_display_reference(&self) -> &Display<WindowSurface> {
        &self.display
    }

    pub fn spawn_skybox(&self) -> (crate::object::Object, texture::Texture) {
        let mut material = crate::material::Material::unlit(self.display.clone(), false);
        material.set_texture_from_resource(resources::skybox_texture(), crate::material::TextureType::Albedo);

        // create a default object
        let mut object = Object::load_from_gltf_resource(resources::skybox());

        // set the material
        object.add_material(material);
        object.get_shapes_mut()[0].set_material_from_object_list(0);

        object.name = "Skybox".to_string();

        object.transform.set_scale([1.0, 1.0, 1.0]);

        // skybox texture
        let skybox_texture = texture::Texture::from_resource(&self.display, resources::skybox_texture());

        (object, skybox_texture)
    }

    pub fn set_icon_from_path(&self, path: &str) {
        let image = image::open(path).expect("failed to load icon").to_rgba8();
        let image_dimensions = image.dimensions();
        let data = image.into_raw();
        let icon = winit::window::Icon::from_rgba(data, image_dimensions.0, image_dimensions.1).expect("failed to load icon");
        self.window.set_window_icon(Some(icon));
    }

    pub fn set_icon_from_resource(&self, data: &[u8]) {
        let image = image::load_from_memory(data).expect("failed to load icon").to_rgba8();
        let image_dimensions = image.dimensions();
        let data = image.into_raw();
        let icon = winit::window::Icon::from_rgba(data, image_dimensions.0, image_dimensions.1).expect("failed to load icon");
        self.window.set_window_icon(Some(icon));
    }

    // This is just the render loop . an actual event loop still needs to be set up
    pub fn run(mut self, app_state: Arc<Mutex<AppState>>) {
        let mut temp_app_state = app_state.lock().unwrap();
        temp_app_state.display = Some(self.display.clone());

        //spawning skybox
        let (skybox, skybox_texture) = self.spawn_skybox();
        temp_app_state.set_skybox(skybox);


        // managing fps
        let mut next_frame_time = Instant::now();
        let nanos = 1_000_000_000 / temp_app_state.fps;
        let frame_duration = Duration::from_nanos(nanos); // 60 FPS (1,000,000,000 ns / 60)

        let mut texture = Texture2d::empty(&self.display, self.window.inner_size().width * temp_app_state.render_scale, self.window.inner_size().height * temp_app_state.render_scale).expect("Failed to create texture");
        let mut depth_texture = glium::texture::DepthTexture2d::empty(&self.display, self.window.inner_size().width * temp_app_state.render_scale, self.window.inner_size().height * temp_app_state.render_scale).expect("Failed to create depth texture");

        let mut buffer_textures: Vec<Texture2d> = Vec::new();
        for _ in 0..temp_app_state.max_buffers {
            buffer_textures.push(Texture2d::empty(&self.display, self.window.inner_size().width * temp_app_state.render_scale, self.window.inner_size().height * temp_app_state.render_scale).expect("Failed to create texture"));
        }

        //dropping modified appstate
        drop(temp_app_state);

        // prepare post processing
        let screen_vert_rect = postprocessing::get_screen_vert_rect(&self.display);
        let screen_indices_rect = postprocessing::get_screen_indices_rect(&self.display);
        let screen_program = postprocessing::get_screen_program(&self.display);

        //initializing GUI
        match self.gui_renderer {
            Some(_) => {}
            None => {
                let egui_glium = EguiGlium::new(&self.display, &self.window, &self.event_loop);
                self.gui_renderer = Some(egui_glium);
            }
        }

        // run loop
        self.event_loop.run(move |event, _window_target, control_flow| {
            // unpacking appstate
            let mut app_state = app_state.lock().unwrap();
            let light = app_state.light.clone();
            let ambient_light = app_state.ambient_light.clone();
            let camera = app_state.camera.clone();
            let event_injections = app_state.event_injections.clone();
            let update_injections = app_state.update_injections.clone();
            let gui_injections = app_state.gui_injections.clone();

            *control_flow = ControlFlow::WaitUntil(next_frame_time);
            next_frame_time = Instant::now() + frame_duration;

            // passing framebuffer
            let texture = &mut texture;
            let depth_texture = &mut depth_texture;
            let buffer_textures = &mut buffer_textures;
            let mut framebuffer = glium::framebuffer::SimpleFrameBuffer::with_depth_buffer(&self.display, &*texture, &*depth_texture).expect("Failed to create framebuffer");

            // passing skybox
            let skybox_texture = &skybox_texture;

            match event {
                Event::WindowEvent { event, .. } => match event {
                    WindowEvent::CloseRequested => { *control_flow = ControlFlow::Exit; }
                    WindowEvent::Resized(new_size) => {
                        let response = self.gui_renderer.as_mut().expect("Failed to retrieve gui renderer").on_event(&event);
                        if !response.consumed {
                            app_state.camera.as_mut().expect("failed to retrieve camera").set_aspect(new_size.width as f32, new_size.height as f32);
                            self.display.resize(new_size.into());
                            if let Some(app_state_display) = app_state.display.as_mut() {
                                app_state_display.resize(new_size.into());
                            }
                        }
                    }
                    WindowEvent::ModifiersChanged(modifiers) => {
                        self.modifiers.ctrl = modifiers.ctrl();
                        self.modifiers.shift = modifiers.shift();
                        self.modifiers.alt = modifiers.alt();
                    }
                    WindowEvent::CursorMoved { position, .. } => {
                        let response = self.gui_renderer.as_mut().expect("Failed to retrieve gui renderer").on_event(&event);
                        if !response.consumed {
                            app_state.get_mouse_position_mut().set_screen_position((position.x, position.y));
                        }
                    }
                    WindowEvent::MouseInput { state, button, .. } => {
                        let response = self.gui_renderer.as_mut().expect("Failed to retrieve gui renderer").on_event(&event);
                        if !response.consumed {
                            for (characteristic, function, modifiers) in event_injections {
                                if let event::EventCharacteristic::MousePress(mouse_button) = characteristic {
                                    if state == winit::event::ElementState::Pressed && button == mouse_button && modifiers == self.modifiers {
                                        function(&mut app_state);
                                    }
                                }
                            };
                        }
                    }
                    WindowEvent::KeyboardInput { input, .. } => {
                        let response = self.gui_renderer.as_mut().expect("Failed to retrieve gui renderer").on_event(&event);
                        if !response.consumed {
                            for (characteristic, function, modifiers) in event_injections {
                                if let event::EventCharacteristic::KeyPress(key_code) = characteristic {
                                    if input.state == winit::event::ElementState::Pressed && input.virtual_keycode == Some(key_code) && modifiers == self.modifiers {
                                        function(&mut app_state);
                                    }
                                }
                            };
                        }
                    }
                    _ => {
                        _ = self.gui_renderer.as_mut().expect("Failed to retrieve gui renderer").on_event(&event);
                    }
                }
                Event::RedrawRequested(_) => {
                    app_state.time += 0.001;
                    let render_target = &mut framebuffer;
                    render_target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);

                    // render objects opaque
                    let opaque_rendering_parameter = glium::DrawParameters {
                        depth: glium::Depth {
                            test: glium::draw_parameters::DepthTest::IfLess,
                            write: true,
                            ..Default::default()
                        },
                        backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
                        ..Default::default()
                    };
                    for object in app_state.objects.iter_mut() {
                        let model_matrix = object.transform.get_matrix();
                        let closest_lights = object.get_closest_lights(&light);
                        for (buffer, (material, indices)) in object.get_vertex_buffers().iter().zip(object.get_materials().iter().zip(object.get_index_buffers().iter())) {
                            if material.render_transparent {
                                continue;
                            }
                            let uniforms = &material.get_uniforms(closest_lights.clone(), ambient_light, camera, Some(model_matrix), skybox_texture);
                            render_target.draw(buffer, indices, &material.program, uniforms, &opaque_rendering_parameter).expect("Failed to draw object");
                        }
                    }

                    // render skybox
                    let skybox_rendering_parameter = glium::DrawParameters {
                        depth: glium::Depth {
                            test: glium::draw_parameters::DepthTest::IfLess,
                            write: false,
                            ..Default::default()
                        },
                        backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
                        ..Default::default()
                    };
                    match app_state.get_skybox_mut() {
                        Some(skybox) => {
                            let model_matrix = skybox.transform.get_matrix();
                            let closest_lights = skybox.get_closest_lights(&light);
                            for (buffer, (material, indices)) in skybox.get_vertex_buffers().iter().zip(skybox.get_materials().iter().zip(skybox.get_index_buffers().iter())) {
                                let uniforms = &material.get_uniforms(closest_lights.clone(), ambient_light, camera, Some(model_matrix), skybox_texture);
                                render_target.draw(buffer, indices, &material.program, uniforms, &skybox_rendering_parameter).expect("Failed to draw object");
                            }
                        }
                        None => {}
                    }


                    // render objects transparent
                    app_state.objects.sort_by(|a, b| {
                        let distance_a = (camera.expect("failed to retrieve camera").transform.get_position() - a.transform.get_position()).len();
                        let distance_b = (camera.expect("failed to retrieve camera").transform.get_position() - b.transform.get_position()).len();
                        distance_b.partial_cmp(&distance_a).unwrap()
                    });
                    let transparent_rendering_parameter = glium::DrawParameters {
                        blend: glium::Blend::alpha_blending(),
                        ..opaque_rendering_parameter
                    };
                    for object in app_state.objects.iter_mut() {
                        let model_matrix = object.transform.get_matrix();
                        let closest_lights = object.get_closest_lights(&light);
                        for (buffer, (material, indices)) in object.get_vertex_buffers().iter().zip(object.get_materials().iter().zip(object.get_index_buffers().iter())) {
                            if !material.render_transparent {
                                continue;
                            }
                            let uniforms = &material.get_uniforms(closest_lights.clone(), ambient_light, camera, Some(model_matrix), skybox_texture);
                            render_target.draw(buffer, indices, &material.program, uniforms, &transparent_rendering_parameter).expect("Failed to draw object");
                        }
                    }


                    // execute post processing#
                    for process in app_state.get_post_processes() {
                        process.render(&app_state, &screen_vert_rect, &screen_indices_rect, &mut framebuffer, &texture, &depth_texture, &buffer_textures);
                    }

                    // drawing to screen
                    let mut screen_target = self.display.draw();
                    let screen_uniforms = uniform! {
                        scene: &*texture,
                    };
                    screen_target.draw(
                        &screen_vert_rect,
                        &screen_indices_rect,
                        &screen_program,
                        &screen_uniforms,
                        &Default::default(),
                    ).expect("Failed to draw screen");

                    // drawing GUI
                    let gui_renderer = self.gui_renderer.as_mut().expect("Failed to retrieve gui renderer");
                    gui_renderer.run(&self.window, |egui_context| {
                        for function in gui_injections.iter() {
                            function(egui_context, &mut app_state);
                        }
                    });
                    gui_renderer.paint(&self.display, &mut screen_target);
                    screen_target.finish().expect("Failed to swap buffers");
                }
                Event::MainEventsCleared => {
                    // executing update functions
                    for function in update_injections {
                        function(&mut app_state);
                    }
                    self.window.request_redraw();
                }
                _ => (),
            }
        });
    }
}