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//! Engine is container for all subsystems (renderer, ui, sound, resource manager). It also
//! creates a window and an OpenGL context.
#![warn(missing_docs)]
pub mod error;
pub mod framework;
pub mod resource_manager;
use crate::{
core::{
algebra::Vector2,
instant,
pool::Handle,
visitor::{Visit, VisitResult, Visitor},
},
engine::{error::EngineError, resource_manager::ResourceManager},
event_loop::EventLoop,
gui::UserInterface,
renderer::{framework::error::FrameworkError, Renderer},
resource::texture::TextureKind,
scene::SceneContainer,
sound::engine::SoundEngine,
window::{Window, WindowBuilder},
};
use fxhash::FxHashMap;
use std::{
hash::Hash,
sync::{Arc, Mutex},
time::Duration,
};
/// See module docs.
pub struct Engine {
#[cfg(not(target_arch = "wasm32"))]
context: glutin::WindowedContext<glutin::PossiblyCurrent>,
#[cfg(target_arch = "wasm32")]
window: winit::window::Window,
/// Current renderer. You should call at least [render](Self::render) method to see your scene on
/// screen.
pub renderer: Renderer,
/// User interface allows you to build interface of any kind. UI itself is *not* thread-safe,
/// but it uses messages to "talk" with outside world and message queue (MPSC) *is* thread-safe
/// so its sender part can be shared across threads.
pub user_interface: UserInterface,
/// Sound context control all sound sources in the engine. It is wrapped into Arc<Mutex<>>
/// because internally sound engine spawns separate thread to mix and send data to sound
/// device. For more info see docs for Context.
pub sound_engine: Arc<Mutex<SoundEngine>>,
/// Current resource manager. Resource manager wrapped into Arc<Mutex<>> to be able to
/// use resource manager from any thread, this is useful to load resources from multiple
/// threads to decrease loading times of your game by utilizing all available power of
/// your CPU.
pub resource_manager: ResourceManager,
/// All available scenes in the engine.
pub scenes: SceneContainer,
/// The time user interface took for internal needs. TODO: This is not the right place
/// for such statistics, probably it is best to make separate structure to hold all
/// such data.
pub ui_time: Duration,
}
impl Engine {
/// Creates new instance of engine from given window builder and events loop.
///
/// Automatically creates all sub-systems (renderer, sound, ui, etc.).
///
/// # Examples
///
/// ```no_run
/// use rg3d::engine::Engine;
/// use rg3d::window::WindowBuilder;
/// use rg3d::event_loop::EventLoop;
///
/// let evt = EventLoop::new();
/// let window_builder = WindowBuilder::new()
/// .with_title("Test")
/// .with_fullscreen(None);
/// let mut engine: Engine = Engine::new(window_builder, &evt, true).unwrap();
/// ```
#[inline]
pub fn new(
window_builder: WindowBuilder,
events_loop: &EventLoop<()>,
#[allow(unused_variables)] vsync: bool,
) -> Result<Self, EngineError> {
#[cfg(not(target_arch = "wasm32"))]
let (context, client_size) = {
let context_wrapper: glutin::WindowedContext<glutin::NotCurrent> =
glutin::ContextBuilder::new()
.with_vsync(vsync)
.with_gl_profile(glutin::GlProfile::Core)
.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 3)))
.build_windowed(window_builder, events_loop)?;
let ctx = match unsafe { context_wrapper.make_current() } {
Ok(context) => context,
Err((_, e)) => return Err(EngineError::from(e)),
};
let inner_size = ctx.window().inner_size();
(
ctx,
Vector2::new(inner_size.width as f32, inner_size.height as f32),
)
};
#[cfg(target_arch = "wasm32")]
let (window, client_size, glow_context) = {
let winit_window = window_builder.build(events_loop).unwrap();
use crate::core::wasm_bindgen::JsCast;
use crate::platform::web::WindowExtWebSys;
let canvas = winit_window.canvas();
let window = crate::core::web_sys::window().unwrap();
let document = window.document().unwrap();
let body = document.body().unwrap();
body.append_child(&canvas)
.expect("Append canvas to HTML body");
let webgl2_context = canvas
.get_context("webgl2")
.unwrap()
.unwrap()
.dyn_into::<crate::core::web_sys::WebGl2RenderingContext>()
.unwrap();
let glow_context = glow::Context::from_webgl2_context(webgl2_context);
let inner_size = winit_window.inner_size();
(
winit_window,
Vector2::new(inner_size.width as f32, inner_size.height as f32),
glow_context,
)
};
#[cfg(not(target_arch = "wasm32"))]
let glow_context =
{ unsafe { glow::Context::from_loader_function(|s| context.get_proc_address(s)) } };
let sound_engine = SoundEngine::new();
let renderer = Renderer::new(glow_context, (client_size.x as u32, client_size.y as u32))?;
Ok(Self {
resource_manager: ResourceManager::new(renderer.upload_sender()),
renderer,
scenes: SceneContainer::new(sound_engine.clone()),
sound_engine,
user_interface: UserInterface::new(client_size),
ui_time: Default::default(),
#[cfg(not(target_arch = "wasm32"))]
context,
#[cfg(target_arch = "wasm32")]
window,
})
}
/// Adjust size of the frame to be rendered. Must be called after the window size changes.
/// Will update the renderer and GL context frame size.
/// When using the [`framework::Framework`], you don't need to call this yourself.
pub fn set_frame_size(&mut self, new_size: (u32, u32)) -> Result<(), FrameworkError> {
self.renderer.set_frame_size(new_size)?;
#[cfg(not(target_arch = "wasm32"))]
self.context.resize(new_size.into());
Ok(())
}
/// Returns reference to main window. Could be useful to set fullscreen mode, change
/// size of window, its title, etc.
#[inline]
pub fn get_window(&self) -> &Window {
#[cfg(not(target_arch = "wasm32"))]
{
self.context.window()
}
#[cfg(target_arch = "wasm32")]
{
&self.window
}
}
/// Performs single update tick with given time delta. Engine internally will perform update
/// of all scenes, sub-systems, user interface, etc. Must be called in order to get engine
/// functioning.
pub fn update(&mut self, dt: f32) {
let inner_size = self.get_window().inner_size();
let window_size = Vector2::new(inner_size.width as f32, inner_size.height as f32);
self.resource_manager.state().update(dt);
self.renderer.update(dt);
for scene in self.scenes.iter_mut().filter(|s| s.enabled) {
let frame_size = scene.render_target.as_ref().map_or(window_size, |rt| {
if let TextureKind::Rectangle { width, height } = rt.data_ref().kind() {
Vector2::new(width as f32, height as f32)
} else {
panic!("only rectangle textures can be used as render target!");
}
});
scene.update(frame_size, dt);
}
let time = instant::Instant::now();
self.user_interface.update(window_size, dt);
self.ui_time = instant::Instant::now() - time;
}
/// Performs rendering of single frame, must be called from your game loop, otherwise you won't
/// see anything.
#[inline]
pub fn render(&mut self) -> Result<(), FrameworkError> {
self.user_interface.draw();
#[cfg(not(target_arch = "wasm32"))]
{
self.renderer.render_and_swap_buffers(
&self.scenes,
self.user_interface.get_drawing_context(),
&self.context,
)
}
#[cfg(target_arch = "wasm32")]
{
self.renderer
.render_and_swap_buffers(&self.scenes, &self.user_interface.get_drawing_context())
}
}
}
impl Visit for Engine {
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult {
visitor.enter_region(name)?;
if visitor.is_reading() {
self.renderer.flush();
self.resource_manager.state().update(0.0);
self.scenes.clear();
}
self.resource_manager.visit("ResourceManager", visitor)?;
self.sound_engine.visit("SoundEngine", visitor)?;
self.scenes.visit("Scenes", visitor)?;
if visitor.is_reading() {
self.resource_manager.state().upload_sender = Some(self.renderer.upload_sender());
crate::core::futures::executor::block_on(self.resource_manager.reload_resources());
for scene in self.scenes.iter_mut() {
scene.resolve();
}
}
visitor.leave_region()
}
}
/// Physics binder is used to link graph nodes with rigid bodies. Scene will
/// sync transform of node with its associated rigid body.
#[derive(Clone, Debug)]
pub struct PhysicsBinder<N, BH> {
/// Mapping Node -> RigidBody.
forward_map: FxHashMap<Handle<N>, BH>,
backward_map: FxHashMap<BH, Handle<N>>,
/// Whether binder is enabled or not. If binder is disabled, it won't synchronize
/// node's transform with body's transform.
pub enabled: bool,
}
impl<N, BH> Default for PhysicsBinder<N, BH> {
fn default() -> Self {
Self {
forward_map: Default::default(),
backward_map: Default::default(),
enabled: true,
}
}
}
impl<N, BH> PhysicsBinder<N, BH>
where
BH: Visit + Copy + Clone + Hash + Eq,
{
/// Links given graph node with specified rigid body. Returns old linked body.
pub fn bind(&mut self, node: Handle<N>, rigid_body: BH) -> Option<BH> {
let old_body = self.forward_map.insert(node, rigid_body);
self.backward_map.insert(rigid_body, node);
old_body
}
/// Unlinks given graph node from its associated rigid body (if any).
pub fn unbind(&mut self, node: Handle<N>) -> Option<BH> {
if let Some(body_handle) = self.forward_map.remove(&node) {
self.backward_map.remove(&body_handle);
Some(body_handle)
} else {
None
}
}
/// Unlinks given body from a node that is linked with the body.
pub fn unbind_by_body(&mut self, body: BH) -> Handle<N> {
if let Some(node) = self.backward_map.get(&body) {
self.forward_map.remove(node);
*node
} else {
Handle::NONE
}
}
/// Returns handle of rigid body associated with given node. It will return
/// Handle::NONE if given node isn't linked to a rigid body.
pub fn body_of(&self, node: Handle<N>) -> Option<&BH> {
self.forward_map.get(&node)
}
/// Tries to find a node for a given rigid body.
pub fn node_of(&self, body: BH) -> Option<Handle<N>> {
self.backward_map.get(&body).copied()
}
/// Removes all bindings.
pub fn clear(&mut self) {
self.forward_map.clear();
self.backward_map.clear();
}
/// Returns a shared reference to inner forward mapping.
pub fn forward_map(&self) -> &FxHashMap<Handle<N>, BH> {
&self.forward_map
}
/// Returns a shared reference to inner backward mapping.
pub fn backward_map(&self) -> &FxHashMap<BH, Handle<N>> {
&self.backward_map
}
/// Retains only the elements specified by the predicate.
pub fn retain<F>(&mut self, mut f: F)
where
F: FnMut(&Handle<N>, &mut BH) -> bool,
{
self.backward_map.retain(|node, handle| {
let mut n = *node;
f(handle, &mut n)
});
self.forward_map.retain(f);
}
}
impl<N, BH> Visit for PhysicsBinder<N, BH>
where
BH: Visit + Copy + Clone + Hash + Eq + Default,
{
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult {
visitor.enter_region(name)?;
self.forward_map.visit("Map", visitor)?;
if self.backward_map.visit("RevMap", visitor).is_err() {
for (&n, &b) in self.forward_map.iter() {
self.backward_map.insert(b, n);
}
}
self.enabled.visit("Enabled", visitor)?;
visitor.leave_region()
}
}