pebble-engine 0.12.5

A modular, ECS-style graphics/app framework for Rust.
Documentation
# Pebble


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A modular ECS framework for building render engines in Rust. Pebble provides the application loop, plugin system, resource management, and a GPU asset pipeline — but makes **no rendering decisions for you**. Batching, depth, post-processing, shaders, and draw calls are all yours to own.

> [!WARNING]
> Pebble is built primarily for my own projects. It is shared publicly and you are free to use it, but expect breaking changes without notice. My own use cases drive priorities over external feature requests.

---

## Design philosophy


Most graphics frameworks force you into their renderer. Pebble does the opposite: it gives you the plumbing and gets out of the way.

- **Bring your own graphics API.** Implement the `Backend` + `FrameOperations` traits for wgpu, Metal, Vulkan, or anything else.
- **Bring your own windowing.** Implement `WindowProvider` + `WindowRunner` for winit, SDL2, or a headless context.
- **Bring your own assets.** Implement `Asset<B>` to describe how a CPU-side value becomes a GPU-side value. Pebble handles the dirty queue, retry logic, and dependency ordering automatically.
- **Compose with plugins.** Everything — windowing, the backend, asset types, game logic — is a `Plugin`. Your engine is just a list of plugins wired to an `App`.

---

## Core concepts


### App and plugins


```rust
App::new()
    .add_plugin(MyWindowPlugin)
    .add_plugin(MyBackendPlugin)
    .add_plugin(MyGamePlugin)
    .build()
    .run();
```

`build()` runs all plugin registrations and validates that every declared resource dependency has a provider. There's no dedicated "run once at startup" stage or step — see [`.once()`](#run-once) below for that. `run()` hands the app to the runner installed by your window plugin.

### Systems and stages


Systems are plain Rust functions. Parameters are declared in the function signature and fetched automatically:

```rust
fn my_system(
    time:   Res<Time>,           // immutable resource borrow
    mut rb: ResMut<RigidBodies>, // mutable resource borrow
    mut q:  Query<&mut Transform>, // ECS query
    mut cmd: Commands,           // deferred world mutations
) { … }
```

Systems are registered at a `SystemStage` that determines when they run each tick:

| Stage | Purpose |
|---|---|
| `PreUpdate` | Before main logic (e.g. input, time) |
| `Update` | Main game logic |
| `PostUpdate` | After main logic |
| `PreRender` | Prepare render data, poll backend |
| `AssetSync` | Upload CPU assets to the GPU backend |
| `AssetSyncDeps` | Upload assets that depend on other GPU assets |
| `Render` | Issue draw calls |
| `PostRender` | Present the frame |

`AssetSync` and `AssetSyncDeps` are prioritized: they're run to convergence (repeated until a full pass inserts no new resources) at the very front of every tick and again after every other stage, so newly queued asset/resource work is drained immediately rather than waiting for the next tick's front pass.

Systems that declare a hard requirement — a bare `Res<T>`/`ResMut<T>` parameter — are checked before their stage runs. What happens when the resource isn't there yet depends on whether anything has registered it as eventually arriving:

- If some plugin called `app.provides::<T>()` (`GraphicsPlugin` does this for the GPU backend; `LazyResourcePlugin` does it for the type it constructs), the system just waits quietly and is retried next tick.
- Otherwise, `App` panics immediately, naming both the resource and the offending system, and suggesting `app.provides::<T>()` as the fix if the timing really is expected. This catches the common case — forgetting `app.add_resource(...)` — without also catching every legitimate "this arrives asynchronously" resource.

Wrapping a system in `.run_if::<ResourceExists<T>>()` (or any other condition — see [Run conditions](#run-conditions)) fully exempts it from this check — the condition is trusted to gate correctly.

### Run once


There's no separate "Startup" stage — instead, [`.once()`](#) turns "have I already done this" into the system's own return value, on whichever stage you register it:

```rust
fn spawn_scene(mut commands: Commands, pbr: Option<Res<PBR>>) -> Option<()> {
    let pbr = pbr?; // not ready yet — try again next tick
    if pbr.cubemap_material_inst == RawAssetHandle::default() {
        return None; // PBR exists but this field isn't populated yet — keep waiting
    }
    commands.spawn(/* ... */);
    Some(()) // done — never runs again
}

app.add_system(SystemStage::PreUpdate, spawn_scene.once());
```

Return `None` to mean "not ready, call me again next tick"; return `Some(())` to mean "done" — the system is retired permanently and never invoked again, no matter how many ticks that took. This is what replaces manually tracking a `Local<bool>` "already ran" flag, and it composes with the same hard-requirement checking as any other system: a bare `Res<T>` param is still checked (wait if provided, panic if not) before the function is even called.

### Queries


### Queries


`Query<Q>` wraps an `hecs` query. Iterate it directly with `&mut query`, or use the lookup helpers when you don't need the whole result set:

```rust
fn move_system(mut q: Query<(&mut Position, &Velocity)>) {
    for (pos, vel) in &mut q {
        pos.x += vel.x;
        pos.y += vel.y;
    }
}
```

- `query.get(entity, |item| ...)` — fetch components for one known `Entity` without scanning the rest of the query.
- `query.single()` / `query.get_single()` — expect exactly one match (the player, the active camera). `single` panics if that's not true; `get_single` returns `None` instead.

Include `Entity` in `Q` (e.g. `Query<(Entity, &Health)>`) if you need the entity id back out alongside its components.

### Run conditions


`.run_if::<C>()` gates a system (or a whole tuple passed to `add_systems`) behind a `RunCondition`, so its `SystemParam`s are only fetched — and its body only runs — when the condition holds. It's re-checked every tick:

```rust
app.add_systems(
    SystemStage::Update,
    report_expensive_setup.run_if::<ResourceExists<ExpensiveSetup>>(),
);
```

Built-in conditions: `ResourceExists<T>`, plus `And<A, B>` / `Or<A, B>` for combining conditions. Implement `RunCondition` yourself for anything else.

### Resources


Resources are singleton values stored in the ECS world. Any `hecs::Component` type can be a resource:

```rust
app.add_resource(MyConfig { … });

// In a system:
fn my_system(config: Res<MyConfig>) { … }
```

`Option<Res<T>>` is used when a resource may not exist yet — the system receives `None` and can skip its work gracefully. This is the standard way to wait for things like the GPU backend, which arrives asynchronously after startup.

### The asset pipeline


The `Asset<B>` trait describes how a CPU-side source type is converted to a processed type using backend `B`:

```rust
impl Asset<WGPUBackend> for GPUMesh {
    type Source = Mesh;       // stored in Assets<Mesh>
    type Deps<'a> = ();       // no extra dependencies

    fn upload<'a>(source: &Mesh, backend: &WGPUBackend, _deps: &()) -> Option<Self> {
        // create GPU buffers from source data
        Some(GPUMesh { … })
    }
}
```

`B` is generic — it need not be a GPU backend. Use `B = ()` for CPU-to-CPU transforms (decompression, format conversion), or any other service type for audio, networking, etc.

Registering `AssetPlugin::<B, T>::new()` wires up the full pipeline automatically:
- `Assets<T::Source>` — stores raw CPU data, tracks a dirty queue.
- `ProcessedAssets<T>` — stores the converted results, indexed by the same handles.
- A sync system on `AssetSync` that drains the dirty queue each tick, calling `T::upload` for each pending entry.

If `upload` returns `None` the handle is re-queued for the next tick. If a `Deps` resource is missing the whole sync system waits until it appears. No manual ordering or callbacks needed.

### Lazy resources


`LazyResource<B>` complements `Asset<B>` for resources that have **exactly one instance** in the whole app and need a device to be constructed, but don't come from authored data and don't need a `Handle` or a pool entry.

```rust
impl LazyResource<WGPUBackend> for DepthTexture {
    type Deps<'a> = ();

    fn construct<'a>(backend: &WGPUBackend, _deps: &()) -> Option<Self> {
        let texture = backend.device.create_texture(/* Depth16Unorm … */);
        let view    = texture.create_view(&Default::default());
        Some(DepthTexture { texture, view })
    }
}
```

Register with `LazyResourcePlugin`. The plugin adds a system to `AssetSyncDeps` that waits for `B` and all `Deps` to be present as resources, calls `construct` once, inserts the result via `Res<T>`, and never runs again. If `construct` returns `None` it retries next tick.

```rust
.add_plugin(LazyResourcePlugin::<WGPUBackend, DepthTexture>::new())
```

Good candidates: depth textures, camera uniform buffers, shared bind group layouts — anything that is one-of-a-kind and needs a backend before it can exist. If you need more than one instance of something, use `Asset<B>` + `Handle` instead.

---

## Quick start


Add to `Cargo.toml`:

```toml
[dependencies]
pebble-engine = "0.2"
```

The minimal application — clear the screen to a colour:

```rust
use pebble::prelude::*;

fn main() {
    App::new()
        .add_plugin(WindowPlugin::<MyWindow>::new(WindowConfig {
            title: "Hello Pebble",
            width: 800,
            height: 600,
        }))
        .add_plugin(GraphicsPlugin::<MyBackend, MyWindow>::new())
        .add_plugin(RenderPlugin::<MyBackend>::new())
        .add_system(SystemStage::Render, render)
        .build()
        .run();
}

fn render(mut frame: ResMut<CurrentFrame<MyBackend>>) {
    if let Some(mut active) = frame.active() {
        let mut _pass = active.render_context([0.1, 0.1, 0.1, 1.0]);
        // draw calls go here
    }
}
```

`MyWindow` implements `WindowProvider + WindowRunner`. `MyBackend` implements `Backend + FrameOperations`. See the examples below for complete, runnable implementations using wgpu and winit.

---

## Examples


The examples are standalone crates that share a `examples/common` crate providing a wgpu + winit backend implementation, except `ecs_basics`, which needs no window or graphics backend at all. They are ordered by complexity and each has a step-by-step README, except `ecs_basics`, which is documented inline.

| Example | Description |
|---|---|
| [ecs_basics]examples/ecs_basics/src/main.rs | No window/backend: components, resources, queries, commands, `Local<T>`, `LazyResource`, and `run_if` |
| [clear_screen]examples/clear_screen/README.md | Minimal app: open a window and clear it each frame |
| [hello_triangle]examples/hello_triangle/README.md | Draw a triangle using the asset pipeline |
| [textured_quad]examples/textured_quad/README.md | Texture mapping and asset-to-asset dependencies |
| [orbit_camera]examples/orbit_camera/README.md | 3D camera, depth buffer, lazy resources, and the full plugin system |

Run any example from its directory:

```sh
cd examples/hello_triangle
cargo run
```

> Compiled shaders (SPIR-V) are pre-built in `examples/assets/shaders/compiled/`. If you modify the GLSL sources, recompile them with `python3 examples/compile_shaders.py`.

---

## Implementing a backend


To use Pebble with your own graphics API, implement two traits:

**`FrameOperations`** — represents one acquired frame:

```rust
impl FrameOperations for MyFrame {
    type Context<'a> = MyRenderPass<'a>;  // what you draw with
    type Attachment      = MyTextureView;
    type DepthAttachment = MyTextureView;

    fn begin(&mut self, pass: Pass<'_, Self>) -> Self::Context<'_> { … }
}
```

**`Backend`** — manages the swapchain and device:

```rust
impl Backend for MyBackend {
    type Frame = MyFrame;

    fn init(handle: impl GPUSurfaceHandle, width: u32, height: u32, sender: InitSender<Self>) {
        // create device/swapchain synchronously or on a thread, then:
        sender.send(MyBackend { … });
    }

    fn acquire(&mut self) -> Result<Self::Frame, AcquireError> { … }
    fn present(&mut self, frame: Self::Frame) { … }
}
```

`init` always delivers the backend through an `InitSender`, whether you do it synchronously (call `sender.send` before returning) or asynchronously (spawn a thread/task and call `sender.send` when ready). The framework polls the channel each `PreRender` tick until the backend arrives.

---

## License


Licensed under either of

- Apache License, Version 2.0 ([LICENSE-APACHE]LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license ([LICENSE-MIT]LICENSE-MIT or http://opensource.org/licenses/MIT)

at your option.