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use std::{
path::Path,
rc::Rc,
sync::{Arc, Mutex},
};
use anyhow::Result;
use glam::{UVec2, Vec2, Vec3, Vec3Swizzles};
use image::RgbaImage;
use crate::{
asset::{Asset, AssetFetchOutput, AssetFetchRequest, AssetManager, AssetType, FetchedTask},
camera::Camera2D,
color::Color,
commands::*,
font::{Font, FontConfig, FontManager},
handle::Handle,
input::InputState,
mesh3d::{Draw3DPbr, Draw3DSkinned},
platform::types::CircleUniform,
polygon::PolygonBuilder,
prelude::Transform,
render::{BackendState, Render, ScaleMode},
renderer::post::ScreenShader,
renderer::shader2d::default::DefaultShader,
renderer::shader3d::draw3d::{Draw3D, InstancedDraw3D},
renderer::traits::{PostShader, Shader},
sprite::Sprite,
tasks,
text::{Text, TextCache, TextRenderCache},
types::{DrawContent, Line, LinePattern},
utils::bytes::to_wgsl_bytes,
};
/// Max tick
const ENGINE_MAX_TICK: f32 = 100.0;
/// Default font
const DEFAULT_FONT_BYTES: &[u8; 49432] = include_bytes!("../assets/C_C_Red_Alert.ttf");
/// Command buffer size
const COMMANDS_BUFFER: usize = 1024;
// Scene trait
pub trait Scene {
// Init the scene, use it to load assets and setup entities.
fn init(&mut self, _g: &mut Engine) {}
// Update scene per frame, you probably want to call scene_base_update if you override this function.
fn update(&mut self, _g: &mut Engine) {}
// Draw scene per frame, use it to draw entities or Hud, you probably want to call scene_base_draw if you override this function.
fn draw(&mut self, _g: &mut Engine) {}
// Called when cleanup scene, release assets and resources.
fn cleanup(&mut self, _g: &mut Engine) {}
}
#[derive(Default, Debug)]
pub struct Perf {
pub entities: usize,
pub update: f32,
pub draw: f32,
pub total: f32,
}
pub trait Clock {
fn now(&mut self) -> f32;
}
#[derive(Debug, Default, PartialEq, Eq, Clone, Copy)]
pub enum CameraMode {
#[default]
Game,
Ui,
}
#[cfg(feature = "egui")]
type EGUILayer = Box<dyn FnMut(&egui::Context, &mut Engine)>;
pub struct Engine {
// Clock
pub clock: Box<dyn Clock>,
// The real time in seconds since program start
pub time_real: f32,
// The game time in seconds since scene start
pub time: f32,
// A global multiplier for how fast game time should advance. Default: 1.0
pub time_scale: f32,
// The time difference in seconds from the last frame to the current.
// Typically 0.01666 (assuming 60hz)
pub tick: f32,
// The frame number in this current scene. Increases by 1 for every frame.
pub frame: f32,
// Various infos about the last frame
pub perf: Perf,
// Input
pub input: InputState,
// CameraMode
pub camera_mode: CameraMode,
// states
pub(crate) exit: bool,
is_running: bool,
is_window_resized: bool,
scene: Option<Box<dyn Scene>>,
scene_next: Option<Box<dyn Scene>>,
font_manager: FontManager,
text_cache: TextCache,
commands_buffer: Vec<Command>,
resource_commands: Vec<ResourceCommand>,
// camera
pub(crate) camera: Camera2D,
// Ui camera
pub(crate) ui_camera: Camera2D,
// 3D draw queues
draws3d: Vec<Draw3D>,
draws3d_instanced: Vec<InstancedDraw3D>,
draws3d_pbr: Vec<Draw3DPbr>,
draws3d_skinned: Vec<Draw3DSkinned>,
// 3D camera
pub(crate) camera3d: crate::camera3d::Camera3D,
// 3D lighting
pub(crate) lighting: crate::light3d::LightingState,
// 3D skybox
pub(crate) skybox: Option<crate::skybox::Skybox>,
// render
pub(crate) render: Render,
#[cfg(feature = "egui")]
egui_layers: Vec<EGUILayer>,
// AssetsManager
pub assets: AssetManager,
// Cached handle for the default white texture
default_texture: Option<Handle>,
asset_fetch_job: Option<AssetFetchJob>,
}
impl Engine {
pub fn new<C: Clock + 'static>(clock: C, backend_state: BackendState) -> Self {
Self {
clock: Box::new(clock),
time_real: 0.0,
time: 0.0,
time_scale: 1.0,
tick: 0.0,
frame: 0.0,
camera: Camera2D::default(),
ui_camera: Camera2D::default(),
camera3d: crate::camera3d::Camera3D::default(),
lighting: crate::light3d::LightingState::default(),
skybox: None,
camera_mode: CameraMode::default(),
perf: Perf::default(),
is_running: false,
is_window_resized: false,
scene: None,
scene_next: None,
font_manager: FontManager::default(),
text_cache: TextCache::default(),
commands_buffer: Vec::with_capacity(COMMANDS_BUFFER),
resource_commands: Vec::with_capacity(COMMANDS_BUFFER),
draws3d: Vec::with_capacity(COMMANDS_BUFFER),
draws3d_instanced: Vec::with_capacity(COMMANDS_BUFFER),
draws3d_pbr: Vec::with_capacity(COMMANDS_BUFFER),
draws3d_skinned: Vec::with_capacity(COMMANDS_BUFFER),
render: Render::new(backend_state),
input: InputState::default(),
assets: AssetManager::new("assets"),
default_texture: None,
asset_fetch_job: None,
exit: false,
#[cfg(feature = "egui")]
egui_layers: Vec::new(),
}
}
pub fn exit(&mut self) {
self.exit = true;
}
/// Load default font
pub fn load_default_font<P: AsRef<Path>>(&mut self, path: P) {
let handle = self.assets.load_font(path);
self.set_default_font(handle);
}
/// Set snap to px
pub fn set_snap_to_px(&mut self, snap_to_px: bool) {
self.camera.set_snap_to_px(snap_to_px);
self.ui_camera.set_snap_to_px(snap_to_px);
}
/// Set default font
pub fn set_default_font(&mut self, handle: Handle) {
self.font_manager.set_default_font(handle);
}
/// Set default font
pub fn set_font_config(&mut self, config: FontConfig) {
self.font_manager.set_font_config(config);
}
/// Render text
pub fn render_text(&mut self, text: &Text) -> Result<(Handle, UVec2)> {
let (handle, size) = match self.text_cache.get(text) {
Some(TextRenderCache { texture, size }) => (texture.clone(), *size),
None => {
log::trace!("Render new text {text:?}");
// render text texture
let (handle, size) = self.create_text_texture(text)?;
self.text_cache.update(
text.clone(),
TextRenderCache {
texture: handle.clone(),
size,
},
);
(handle, size)
}
};
Ok((handle, size))
}
/// Draw text
///
/// # Arguments
///
/// * `text` - Text
/// * `anchor` - Anchor, center is (0.5, 0.5), min value (0.0, 0.0), max value (1.0, 1.0)
/// * `transform` - Transform, the size will be multiplied by text size
///
/// # Examples
///
/// ```
/// # use roast2d_internal::prelude::*;
/// // draw a text with left-top anchor (0, 0)
/// # fn draw(g: &mut Engine, id: Ent, viewport: Vec2) {
/// let text = Text::new(format!("Hello"), 20.0, BLUE);
/// g.draw_text(
/// &text,
/// None,
/// Transform::new(Vec3::new(0.0, 20.0, 1.0))
/// );
/// # }
/// ```
pub fn draw_text(&mut self, text: &Text, anchor: Option<Vec2>, mut transform: Transform) {
if let Ok((handle, size)) = self.render_text(text) {
let mut sprite = Sprite::new(handle, size);
// This is the fix. Text should always be transparent to ensure it's sorted by z-index.
sprite.color.a = 0.999;
if let Some(anchor) = anchor {
sprite.anchor = anchor;
}
// Transform no longer carries size; Sprite contains its pixel size.
transform.pos.x += self.font_manager.font_config.offset.x;
transform.pos.y += self.font_manager.font_config.offset.y;
self.draw(&sprite, transform);
}
}
/// Draw 3d mesh
pub fn draw3d(&mut self, draw: Draw3D) {
self.draws3d.push(draw);
}
/// Draw many instances of a 3D mesh efficiently.
///
/// Use this for rendering large numbers of similar objects like grass, trees,
/// particles, or any repeated geometry. All instances share the same mesh,
/// texture, and material, but each has its own transform and color.
///
/// # Example
/// ```ignore
/// let instances: Vec<InstanceData> = (0..1000)
/// .map(|i| InstanceData::from_position_color(
/// Vec3::new((i % 10) as f32, (i / 10) as f32, 0.0),
/// Color::rgb(rand(), rand(), rand()),
/// ))
/// .collect();
///
/// g.draw3d_instanced(InstancedDraw3D::new(cube_mesh.clone(), instances));
/// ```
pub fn draw3d_instanced(&mut self, draw: InstancedDraw3D) {
self.draws3d_instanced.push(draw);
}
/// Draw a 3D mesh with PBR (Physically Based Rendering) material.
///
/// Uses Cook-Torrance BRDF with metallic-roughness workflow for
/// physically accurate lighting. Supports directional, point, and
/// spot lights.
///
/// # Example
/// ```ignore
/// let material = PbrMaterial::metal(Color::rgb(1.0, 0.8, 0.0), 0.3); // Gold
/// g.draw3d_pbr(Draw3DPbr::new(mesh.clone(), Mat4::IDENTITY).with_material(material));
/// ```
pub fn draw3d_pbr(&mut self, draw: Draw3DPbr) {
self.draws3d_pbr.push(draw);
}
/// Draw a skinned 3D mesh with skeletal animation.
///
/// Use this for rendering animated characters, creatures, or other
/// models with bone-based deformation.
///
/// # Example
/// ```ignore
/// // Load skinned mesh from glTF
/// let mesh = SkinnedMesh3D::from_gltf(g, "character.glb").unwrap();
/// let mut player = mesh.create_player();
/// player.play(0); // Play first animation
///
/// // Each frame: update and draw
/// player.update(g.tick, &mesh.skeleton, &mesh.animations);
/// g.draw3d_skinned(Draw3DSkinned::new(mesh.clone(), Mat4::IDENTITY, &player));
/// ```
pub fn draw3d_skinned(&mut self, draw: Draw3DSkinned) {
self.draws3d_skinned.push(draw);
}
/// Create text texture
pub fn create_text_texture(&mut self, text: &Text) -> Result<(Handle, UVec2)> {
let handle = self.assets.insert(Asset {
asset_type: AssetType::Texture,
bytes: None,
});
let (data, size) = self.render.render_text_texture(&self.font_manager, text)?;
let cmd = CreateTexture {
handle: handle.clone(),
data,
};
self.push_res_cmd(ResourceCommand::CreateTexture(cmd));
Ok((handle, size))
}
/// Create raw texture
pub fn create_raw_texture(&mut self, texture: wgpu::Texture) -> Result<Handle> {
let handle = self.assets.insert(Asset {
asset_type: AssetType::Texture,
bytes: None,
});
self.push_res_cmd(ResourceCommand::CreateRawTexture(CreateRawTexture {
handle: handle.clone(),
texture,
}));
Ok(handle)
}
fn push_draw_cmd(&mut self, cmd: Command) {
self.commands_buffer.push(cmd);
}
fn push_res_cmd(&mut self, cmd: ResourceCommand) {
self.resource_commands.push(cmd);
}
pub(crate) fn take_draw_commands(&mut self) -> Vec<Command> {
std::mem::replace(
&mut self.commands_buffer,
Vec::with_capacity(COMMANDS_BUFFER),
)
}
pub(crate) fn take_resource_commands(&mut self) -> Vec<ResourceCommand> {
std::mem::replace(
&mut self.resource_commands,
Vec::with_capacity(COMMANDS_BUFFER),
)
}
pub(crate) fn take_3d_draws(
&mut self,
) -> (
Vec<Draw3D>,
Vec<InstancedDraw3D>,
Vec<Draw3DPbr>,
Vec<Draw3DSkinned>,
) {
(
std::mem::replace(&mut self.draws3d, Vec::with_capacity(COMMANDS_BUFFER)),
std::mem::replace(
&mut self.draws3d_instanced,
Vec::with_capacity(COMMANDS_BUFFER),
),
std::mem::replace(&mut self.draws3d_pbr, Vec::with_capacity(COMMANDS_BUFFER)),
std::mem::replace(
&mut self.draws3d_skinned,
Vec::with_capacity(COMMANDS_BUFFER),
),
)
}
/// Draw within Ui context
pub fn with_ui<R, F: FnOnce(&mut Engine) -> R>(&mut self, f: F) -> R {
let mode = self.camera_mode;
self.camera_mode = CameraMode::Ui;
let ret = f(self);
self.camera_mode = mode;
ret
}
/// Draw rectangle
///
/// # Arguments
///
/// * `color` - Color, color of the rectangle
/// * `anchor` - Anchor, default is (0.5, 0.5), min value (0.0, 0.0), max value (1.0, 1.0)
/// * `transform` - Transform
///
/// # Examples
///
/// ```
/// # use roast2d_internal::prelude::*;
/// // draw a blue rectangle
/// # fn draw(g: &mut Engine, id: Ent, viewport: Vec2) {
/// g.draw_rect(
/// BLUE,
/// Vec2::splat(40.0),
/// None,
/// Transform::new(Vec3::new(50.0, 100.0, 1.0)),
/// );
/// # }
/// ```
pub fn draw_rect(
&mut self,
color: Color,
size: Vec2,
anchor: Option<Vec2>,
transform: Transform,
) {
let texture = self.default_texture_handle();
let mut image = Sprite::new(texture, size.as_uvec2());
image.color = color;
if let Some(anchor) = anchor {
image.anchor = anchor;
}
self.draw(&image, transform);
}
/// Draw line
///
/// # Arguments
///
/// * `line` - Line struct containing start, end, thickness, color, and z-index
///
/// # Examples
///
/// ```
/// # use roast2d_internal::prelude::*;
/// // draw a red line from (10, 10) to (100, 50) with 2px thickness at z-index 1.0
/// # fn draw(g: &mut Engine) {
/// g.draw_line(Line {
/// start: Vec2::new(10.0, 10.0),
/// end: Vec2::new(100.0, 50.0),
/// thickness: 2.0,
/// color: RED,
/// }, 1.0);
/// # }
/// ```
pub fn draw_line(&mut self, line: Line, z: f32) {
self.draw_lines(vec![line], z);
}
/// Draw line with extended styling options
///
/// # Arguments
///
/// * `line` - Line struct containing start, end, thickness, color, and z-index
/// * `pattern` - Line pattern (Solid, Dashed, or Dotted)
/// * `offset` - Pattern offset for animation effects
///
/// # Examples
///
/// ```
/// # use roast2d_internal::prelude::*;
/// // draw a dashed red line from (10, 10) to (100, 50)
/// # fn draw(g: &mut Engine) {
/// g.draw_line_ex(
/// Line {
/// start: Vec2::new(10.0, 10.0),
/// end: Vec2::new(100.0, 50.0),
/// thickness: 2.0,
/// color: RED,
/// },
/// 1.0,
/// LinePattern::Dashed { dash_length: 10.0, gap_length: 5.0 },
/// 0.0
/// );
/// # }
/// ```
pub fn draw_line_ex(&mut self, line: Line, z: f32, pattern: LinePattern, offset: f32) {
let (dash_length, gap_length, dash_offset) = match pattern {
LinePattern::Solid => {
self.draw_line(line, z);
return;
}
LinePattern::Dashed {
dash_length,
gap_length,
} => (dash_length, gap_length, offset),
LinePattern::Dotted { spacing } => (spacing * 0.5, spacing * 0.5, offset),
};
let line_vec = line.end - line.start;
let line_length = line_vec.length();
let line_dir = line_vec.normalize_or_zero();
let pattern_length = dash_length + gap_length;
let mut current_dist = -dash_offset;
let mut lines = Vec::new();
while current_dist < line_length {
let dash_start_dist = current_dist.max(0.0);
let dash_end_dist = (current_dist + dash_length).min(line_length);
if dash_start_dist < dash_end_dist {
lines.push(Line {
start: line.start + line_dir * dash_start_dist,
end: line.start + line_dir * dash_end_dist,
thickness: line.thickness,
color: line.color,
});
}
current_dist += pattern_length;
}
self.draw_lines(lines, z);
}
/// Draw a batch of lines
///
/// # Arguments
///
/// * `lines` - Slice of Line structs to draw
///
/// # Examples
///
/// ```
/// # use roast2d_internal::prelude::*;
/// // draw multiple lines in a single batch
/// # fn draw(g: &mut Engine) {
/// g.draw_lines(vec![
/// Line {
/// start: Vec2::new(10.0, 10.0),
/// end: Vec2::new(100.0, 50.0),
/// thickness: 2.0,
/// color: RED,
/// },
/// Line {
/// start: Vec2::new(20.0, 20.0),
/// end: Vec2::new(120.0, 70.0),
/// thickness: 3.0,
/// color: BLUE,
/// },
/// ], 1.0);
/// # }
/// ```
pub fn draw_lines(&mut self, lines: Vec<Line>, z: f32) {
if lines.is_empty() {
return;
}
let shader = self.render.solid_shader.clone();
// Determine bounding box for the group of lines
let mut min_p = lines[0].start;
let mut max_p = lines[0].end;
for line in &lines {
min_p = min_p.min(line.start).min(line.end);
max_p = max_p.max(line.start).max(line.end);
}
let size = max_p - min_p;
let center = (min_p + max_p) * 0.5;
let transparent = lines.iter().any(|l| l.color.a < 1.0);
let cmd = Draw2D {
shader: shader.clone(),
shader_data: None,
content: DrawContent::Lines(lines),
src: None,
transform: Transform::new(Vec3::new(center.x, center.y, z)),
size,
flip_x: false,
flip_y: false,
anchor: Vec2::splat(0.5),
transparent,
};
self.push_draw(cmd);
}
/// Draw a filled regular polygon (3+ sides) with the provided center, radius, rotation, and color.
pub fn draw_poly(
&mut self,
center: Vec3,
sides: u32,
radius: f32,
rotation: f32,
color: Color,
) {
if sides < 3 || radius <= 0.0 {
return;
}
let poly = PolygonBuilder::regular(center.xy(), radius, sides, rotation);
let size = poly.size();
let polygon_renderer = self.render.solid_shader.clone();
let cmd = Draw2D {
shader: polygon_renderer,
shader_data: None,
content: DrawContent::Polygon {
vertices: poly.vertices().to_vec(),
color,
},
src: None,
transform: Transform::new(Vec3::new(
(poly.min().x + poly.max().x) * 0.5,
(poly.min().y + poly.max().y) * 0.5,
center.z,
)),
size,
flip_x: false,
flip_y: false,
anchor: Vec2::splat(0.5),
transparent: color.a < 1.0,
};
self.push_draw(cmd);
}
/// Draw a textured regular polygon with UVs covering the sprite (respecting optional src rect).
pub fn draw_poly_textured(
&mut self,
center: Vec3,
sides: u32,
radius: f32,
rotation: f32,
sprite: &Sprite,
) {
if sides < 3 || radius <= 0.0 {
return;
}
let poly = PolygonBuilder::regular(center.xy(), radius, sides, rotation);
let size = poly.size();
let uvs = poly.uvs_for_sprite(sprite);
let renderer = self.render.shader.clone();
let renderer_data = self.render.send_shader_data.take();
let cmd = Draw2D {
shader: renderer,
shader_data: renderer_data,
content: DrawContent::PolygonTextured {
vertices: poly.vertices().to_vec(),
uvs,
color: sprite.color,
handle: sprite.texture.clone(),
},
src: None,
transform: Transform::new(Vec3::new(
(poly.min().x + poly.max().x) * 0.5,
(poly.min().y + poly.max().y) * 0.5,
center.z,
)),
size,
flip_x: false,
flip_y: false,
anchor: Vec2::splat(0.5),
transparent: sprite.color.a < 1.0,
};
self.push_draw(cmd);
}
/// Draw the outline of a regular polygon, using the line renderer internally.
pub fn draw_poly_lines(
&mut self,
center: Vec3,
sides: u32,
radius: f32,
rotation: f32,
thickness: f32,
color: Color,
) {
if sides < 3 || radius <= 0.0 {
return;
}
let poly = PolygonBuilder::regular(center.xy(), radius, sides, rotation);
let vertices = poly.vertices();
let mut lines = Vec::with_capacity(vertices.len());
for i in 0..vertices.len() {
let start = vertices[i];
let end = vertices[(i + 1) % vertices.len()];
lines.push(Line {
start,
end,
thickness,
color,
});
}
self.draw_lines(lines, center.z);
}
/// Draw circle
///
/// # Arguments
///
/// * `center` - Center point of the circle (x, y, z)
/// * `radius` - Circle radius
/// * `color` - Circle color
///
/// # Examples
///
/// ```
/// # use roast2d_internal::prelude::*;
/// // draw a blue circle at (50, 50) with radius 25 at z-index 0.5
/// # fn draw(g: &mut Engine) {
/// g.draw_circle(
/// Vec3::new(50.0, 50.0, 0.5),
/// 25.0,
/// BLUE
/// );
/// # }
/// ```
pub fn draw_circle(&mut self, center: Vec3, radius: f32, color: Color) {
/// Calculate bounding box for a circle with radius
fn calculate_circle_bounds(center: Vec2, radius: f32) -> (Vec2, Vec2) {
let min = center - Vec2::splat(radius);
let max = center + Vec2::splat(radius);
(min, max)
}
// Calculate bounding box
let (min, max) = calculate_circle_bounds(center.xy(), radius);
let size = max - min;
// Create circle uniform data
let circle_data = CircleUniform { center, radius };
// Serialize to bytes for shader buffer
let shader_data = to_wgsl_bytes(&circle_data);
// Use CircleRenderer (reusable instance)
let circle_renderer = self.render.circle_shader.clone();
let transform = Transform::new(center);
// Create Draw command for circle
let cmd = Draw2D {
shader: circle_renderer,
shader_data: Some(shader_data),
content: DrawContent::Circle { radius, color },
src: None,
transform,
size,
flip_x: false,
flip_y: false,
anchor: Vec2::splat(0.5),
transparent: color.a < 1.0,
};
self.push_draw(cmd);
}
/// Draw image
///
/// # Arguments
///
/// * `image` - Sprite to draw
/// * `transform` - Position
///
/// # Examples
///
/// ```
/// # use roast2d_internal::prelude::*;
/// // draw entity's sprite
/// # fn draw(g: &mut Engine, sprite: Sprite) {
/// let transform = Transform::new(Vec2::ZERO.extend(1.0));
/// g.draw(
/// &sprite,
/// transform
/// );
/// # }
/// ```
pub fn draw(&mut self, sprite: &Sprite, transform: Transform) {
let renderer = self.render.shader.clone();
let renderer_args = self.render.send_shader_data.take();
let cmd = Draw2D::new(sprite, transform, renderer, renderer_args);
self.push_draw(cmd);
}
fn push_draw(&mut self, cmd: Draw2D) {
let camera = match self.camera_mode {
CameraMode::Game => self.camera(),
CameraMode::Ui => self.ui_camera(),
};
let view = camera.viewport();
// ignore if bound is out of camera view
let size = cmd.size * cmd.transform.scale;
let b = cmd.transform.bounds_with_anchor_and_size(cmd.anchor, size);
if b.min.x > view.max.x
|| b.min.y > view.max.y
|| b.max.x < view.min.x
|| b.max.y < view.min.y
{
return;
}
// push draw command
match self.camera_mode {
CameraMode::Game => {
self.push_draw_cmd(Command::Draw(cmd));
}
CameraMode::Ui => {
self.push_draw_cmd(Command::DrawUi(cmd));
}
}
}
/// View size
pub fn view_size(&self) -> Vec2 {
self.render.logical_size()
}
/// Screen size
pub fn screen_size(&self) -> Vec2 {
self.render.screen_size()
}
/// DPI scale factor
pub fn dpi_scale_factor(&self) -> f64 {
self.render.dpi_scale_factor()
}
pub fn is_window_resized(&self) -> bool {
self.is_window_resized
}
pub fn scale_mode(&self) -> ScaleMode {
self.render.scale_mode()
}
/// Set scale mode
pub fn set_scale_mode(&mut self, mode: ScaleMode) {
self.render.set_scale_mode(mode)
}
// Return seconds since game start
pub fn now(&mut self) -> f32 {
self.clock.now()
}
// Camera
pub fn camera(&self) -> &Camera2D {
&self.camera
}
// Camera mut
pub fn camera_mut(&mut self) -> &mut Camera2D {
&mut self.camera
}
// Ui camera
pub fn ui_camera(&self) -> &Camera2D {
&self.ui_camera
}
// Ui camera
pub fn ui_camera_mut(&mut self) -> &mut Camera2D {
&mut self.ui_camera
}
// 3D camera (immutable)
pub fn camera3d(&self) -> &crate::camera3d::Camera3D {
&self.camera3d
}
// 3D camera (mutable)
pub fn camera3d_mut(&mut self) -> &mut crate::camera3d::Camera3D {
&mut self.camera3d
}
/// Get the 3D lighting state (immutable)
pub fn lighting(&self) -> &crate::light3d::LightingState {
&self.lighting
}
/// Get the 3D lighting state (mutable)
pub fn lighting_mut(&mut self) -> &mut crate::light3d::LightingState {
&mut self.lighting
}
/// Set the ambient light color
pub fn set_ambient_light(&mut self, color: crate::color::Color) {
self.lighting.set_ambient(color);
}
/// Set a light at the given index (0-3)
pub fn set_light(&mut self, index: usize, light: Option<crate::light3d::Light3D>) {
self.lighting.set_light(index, light);
}
/// Set the skybox for 3D rendering.
///
/// The skybox is rendered at infinity and follows camera rotation but not position.
/// Pass `None` to disable the skybox.
pub fn set_skybox(&mut self, skybox: Option<crate::skybox::Skybox>) {
self.skybox = skybox;
}
/// Get the current skybox (if any)
pub fn skybox(&self) -> Option<&crate::skybox::Skybox> {
self.skybox.as_ref()
}
// Input
pub fn input(&self) -> &InputState {
&self.input
}
// Input mut
pub fn input_mut(&mut self) -> &mut InputState {
&mut self.input
}
pub(crate) fn init<Setup: FnOnce(&mut Engine)>(&mut self, setup: Setup) {
self.time_real = self.now();
self.init_default_font();
setup(self);
}
pub(crate) fn init_default_font(&mut self) {
// set default font
let handle = self.assets.insert(Asset {
asset_type: AssetType::Font,
bytes: None,
});
let font =
Font::from_bytes(DEFAULT_FONT_BYTES.into()).expect("Failed to load default font");
self.font_manager.add_font(handle.id(), font);
self.set_default_font(handle);
}
pub(crate) fn on_resize(&mut self, physical_size: UVec2, dpi_scale_factor: f64) {
self.render.resize(physical_size, dpi_scale_factor);
self.camera.resize(self.render.logical_size());
self.ui_camera.resize(self.render.logical_size());
self.is_window_resized = true;
// resize post shader
self.render.post_shader.resize(self);
}
/// Called per frame, the main update logic of engine
pub(crate) fn update(&mut self) {
let time_frame_start = self.now();
if self.scene_next.is_some() {
self.is_running = false;
if let Some(mut scene) = self.scene.take() {
scene.cleanup(self);
}
self.time = 0.;
self.frame = 0.;
if let Some(mut scene) = self.scene_next.take() {
scene.init(self);
self.scene = Some(scene);
}
}
self.is_running = true;
let time_real_now = self.now();
let mut time_delta = time_real_now - self.time_real;
// When use debugger with break the time_delta can be very large
// we cap it to 1s / 30fps if it is large than 1.0
if time_delta > 1.0 {
time_delta = 1.0 / 30.0;
}
let tick = (time_delta * self.time_scale).min(ENGINE_MAX_TICK);
if tick == 0.0 {
// skip frame
return;
}
log::debug!("now {time_real_now} tick {tick}");
self.time_real = time_real_now;
self.tick = tick;
self.time += self.tick;
self.frame += 1.;
if let Some(mut scene) = self.scene.take() {
scene.update(self);
self.scene = Some(scene);
}
self.drive_asset_pipeline();
self.perf.update = self.now() - time_real_now;
if let Some(mut scene) = self.scene.take() {
scene.draw(self);
self.scene = Some(scene);
}
self.perf.draw = (self.now() - time_real_now) - self.perf.update;
self.input.clear();
self.is_window_resized = false;
self.perf.total = self.now() - time_frame_start;
log::trace!("Perf {:?}", &self.perf);
}
fn drive_asset_pipeline(&mut self) {
if self.asset_fetch_job.is_none() {
match self.assets.begin_fetch() {
Ok(Some(request)) => {
self.asset_fetch_job = Some(AssetFetchJob::new(request));
}
Ok(None) => {}
Err(err) => log::error!("Failed to start asset fetch: {err:?}"),
}
}
if let Some(job) = &self.asset_fetch_job
&& let Some(result) = job.try_take()
{
self.asset_fetch_job = None;
match result {
Ok(outputs) => match self.assets.finish_fetch(outputs) {
Ok(tasks) => self.apply_asset_tasks(tasks),
Err(err) => log::error!("Failed to finalize asset fetch: {err:?}"),
},
Err(err) => log::error!("Asset fetch failed: {err:?}"),
}
}
let ready_tasks = self.assets.take_ready_tasks();
if !ready_tasks.is_empty() {
self.apply_asset_tasks(ready_tasks);
}
let drop_tasks = self.assets.collect_drop_tasks();
if !drop_tasks.is_empty() {
self.apply_asset_tasks(drop_tasks);
}
}
fn apply_asset_tasks(&mut self, tasks: Vec<FetchedTask>) {
for task in tasks {
match task {
FetchedTask::CreateTexture { handle, data } => {
self.push_res_cmd(ResourceCommand::CreateTexture(CreateTexture {
handle,
data,
}));
}
FetchedTask::RemoveTexture { handle } => {
self.push_res_cmd(ResourceCommand::RemoveTexture(RemoveTexture(handle)));
}
FetchedTask::CreateFont { handle, font } => {
self.font_manager.add_font(handle.id(), font);
}
FetchedTask::RemoveFont { handle } => {
self.font_manager.remove_font(handle);
}
}
}
}
fn default_texture_handle(&mut self) -> Handle {
if let Some(handle) = &self.default_texture {
return handle.clone();
}
let data = RgbaImage::from_vec(1, 1, vec![255, 255, 255, 255])
.expect("Invalid RGBA image")
.into();
let handle = self.assets.insert(Asset {
asset_type: AssetType::Texture,
bytes: None,
});
self.push_res_cmd(ResourceCommand::CreateTexture(CreateTexture {
handle: handle.clone(),
data,
}));
self.default_texture = Some(handle.clone());
handle
}
/// Set a scene, the scene swap do not happened instantly, it is happened in engine update
pub fn set_scene(&mut self, scene: impl Scene + 'static) {
self.scene_next.replace(Box::new(scene));
}
/// Set a boxed scene, the scene swap do not happened instantly, it is happened in engine update
pub(crate) fn set_scene_boxed(&mut self, scene: Box<dyn Scene>) {
self.scene_next.replace(scene);
}
/// Whether the engine is running
pub fn is_running(&self) -> bool {
self.is_running
}
/// Get wgpu state
pub fn backend_state(&self) -> &BackendState {
&self.render.backend_state
}
/// With shader
pub fn with_renderer<Ret, F: FnOnce(&mut Engine) -> Ret>(
&mut self,
renderer: Rc<dyn Shader + 'static>,
f: F,
) -> Ret {
let old_renderer = self.render.set_shader(renderer);
let ret = f(self);
self.render.set_shader(old_renderer);
ret
}
/// Set shader
pub fn set_renderer(&mut self, renderer: Option<Rc<dyn Shader + 'static>>) {
match renderer {
Some(renderer) => {
self.render.set_shader(renderer);
}
None => {
let renderer: Rc<dyn Shader> =
Rc::new(DefaultShader::new(&self.render.backend_state));
self.render.set_shader(renderer);
}
}
}
/// Send args to renderer
/// The args only used for next draw call
pub fn send_renderer_data(&mut self, data: Vec<u8>) {
self.render.send_shader_data(data);
}
/// Schedule egui UI for this frame.
///
/// This is an immediate-style API; call it every frame where you want egui to draw:
///
/// ```ignore
/// g.egui(|ctx, _g| {
/// egui::Window::new("Debug").show(ctx, |ui| {
/// ui.label("Hello egui");
/// });
/// });
/// ```
#[cfg(feature = "egui")]
pub fn egui<F>(&mut self, f: F)
where
F: FnMut(&egui::Context, &mut Engine) + 'static,
{
self.egui_layers.push(Box::new(f));
}
/// Run all registered egui layers for the current frame.
#[cfg(feature = "egui")]
pub(crate) fn run_egui_layers(&mut self, ctx: &egui::Context) {
let layers = core::mem::take(&mut self.egui_layers);
for mut layer in layers {
(layer)(ctx, self);
}
}
/// Setup post renderer
pub fn set_post_renderer<R: PostShader + 'static>(&mut self, post_renderer: Option<R>) {
let renderer: Box<dyn PostShader> = if let Some(post_renderer) = post_renderer {
Box::new(post_renderer)
} else {
Box::new(ScreenShader::setup(&self.render.backend_state))
};
renderer.resize(self);
self.render.set_post_shader(renderer);
}
pub fn text_cache(&mut self) -> &mut FontManager {
&mut self.font_manager
}
}
struct AssetFetchJob {
result: Arc<Mutex<Option<Result<Vec<AssetFetchOutput>>>>>,
}
impl AssetFetchJob {
fn new(request: AssetFetchRequest) -> Self {
let result = Arc::new(Mutex::new(None));
let result_clone = Arc::clone(&result);
tasks::spawn_local(async move {
let AssetFetchRequest { reader, tasks } = request;
let mut outputs = Vec::with_capacity(tasks.len());
for task in tasks {
match reader.read(&task.path).await {
Ok(bytes) => outputs.push(AssetFetchOutput {
handle: task.handle,
asset_type: task.asset_type,
bytes,
}),
Err(err) => {
*result_clone.lock().unwrap() = Some(Err(err));
return;
}
}
}
*result_clone.lock().unwrap() = Some(Ok(outputs));
});
Self { result }
}
fn try_take(&self) -> Option<Result<Vec<AssetFetchOutput>>> {
self.result.lock().unwrap().take()
}
}