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//! A stateless, layered, multithread graphics system with OpenGL backends. //! //! # Overview and Goals //! //! The management of graphics effects has become an important topic and key feature of //! rendering engines. With the increasing number of effects it is not sufficient anymore //! to only support them, but also to integrate them into the rendering engine in a clean //! and extensible way. //! //! The goal of this work and simultaneously its main contribution is to design and //! implement an advanced effects framework. Using this framework it should be easy for //! further applications to combine several small effects like texture mapping, shading //! and shadowing in an automated and transparent way and apply them to any 3D model. //! Additionally, it should be possible to integrate new effects and use the provided //! framework for rapid prototyping. //! //! ### Multi Platform //! //! Ideally, crayon should be able to run on macOS, windows and popular mobile-platforms. //! There still are a huge number of performance and feature limited devices, so this //! graphics module will always be limited by lower-end 3D APIs like OpenGL ES2.0. //! //! ### Stateless Pipeline //! //! Ordinary OpenGL application deals with stateful APIs, which is error-prone. This //! means whenever you change any state in the API for subsequent draw calls, this state //! change also affects draw calls submitted at a later point in time. Ideally, submitting //! a draw call with whatever state we want should not affect any of the other draw calls, //! even in multi-thread environments. //! //! Modern 3D-APIs like [gfx-rs](https://github.com/gfx-rs/gfx), [glium](https://github.com/glium/glium) //! bundles render state and data into a few, precompiled resource objects which are //! combined into final render pipeline. We should follow the same philosophy. //! //! ### Multi-thread //! //! In most cases, dividing OpenGL rendering across multiple threads will not result in //! any performance improvement due the pipeline nature of OpenGL. What we are about //! to do is actually exploiting parallelism in resource preparation, and provides a set of //! multi-thread friendly APIs. //! //! The most common solution is by using a double-buffer of commands. This consists of //! running the renderer backend in a speparate thread, where all draw calls and communication //! with the OpenGL API are performed. The frontend thread that runs the game logic //! communicates with the backend renderer via a command double-buffer. //! //! ### Layered Rendering //! //! Its important to sort video commands (generated by different threads) before submiting //! them to OpenGL, for the sack of both correctness and performance. For example, to draw //! transparent objects via blending, we need draw opaque object first, usually from front-to-back, //! and draw translucents from back-to-front. //! //! The idea here is to assign a integer key to a command which is used for sorting. Depending //! on where those bits are stored in the integer, you can apply different sorting criteria //! for the same array of commands, as long as you know how the keys were built. //! //! # Resource Objects //! //! Render state and data, which are combined into final render pipeline, are bundled into a //! few, precompiled resource objects in graphics module. //! //! All resources types can be created instantly from data in memory, and meshes, textures //! can also be loaded asynchronously from the filesystem. //! //! And the actual resource objects are usually private and opaque, you will get a `Handle` //! immediately for every resource objects you created instead of some kind of reference. //! Its the unique identifier for the resource, its type-safe and copyable. //! //! When you are done with the created resource objects, its your responsiblity to delete the //! resource object with `Handle` to avoid leaks. //! //! For these things loaded from filesystem, it could be safely shared by the `Location`. We //! keeps a use-counting internally. It will not be freed really, before all the users deletes //! its `Handle`. //! //! ### Surface Object //! //! Surface object plays as the `Layer` role we mentioned above, all the commands we submitted //! in application code is attached to a specific `Surface`. Commands inside `Surface` are //! sorted before submitting to underlying OpenGL. //! //! Surface object also holds references to render target, and wraps rendering operations to //! it. Likes clearing, offscreen-rendering, MSAA resolve etc.. //! //! ```rust,ignore //! // Creates a `SurfaceSetup` object. //! let setup = SurfaceSetup::default(); //! // Sets he render target of this `Surface` layer. If `framebuffer` is none, //! // default framebuffer will be used as render target. //! setup.set_framebuffer(framebuffer); //! // Sets the clear flags for this surface and its underlying framebuffer. //! setup.set_clear(Color::white(), 1.0, None); //! // Sets the viewport of view. This specifies the affine transformation of (x, y) from //! // NDC(normalized device coordinates) to normalized window coordinates. //! setup.set_viewport((0.0, 0.0), (1.0, 1.0)); //! // Creats a `SurfaceObject` by handing the setup parameters. //! let surface = graphics.create_surface(setup).unwrap(); //! //! // Deletes surface object. //! graphics.delete_surface(surface); //! ``` //! //! ### Shader Object //! //! `ShahderObject` is introduced to encapsulate all stateful things we need to configurate //! graphics pipeline. This would also enable us to easily change the order of draw calls //! and get rid of redundant state changes. //! //! ```rust,ignore //! // Creates a `ShaderSetup` object. //! let mut setup = ShaderSetup::from(vs, fs, layout, render_state); //! setup.layout = /* Layout of shader attributes. */ //! setup.vs = /* The source of vertex shader. */ //! setup.fs = /* The source of pixel shader. */ //! setup.render_state = /* Configurable render state like blending, depth_test, etc. */ //! // Creats a `ShaderObject` by handing the setup parameters. //! let shader = graphics.create_shader(setup).unwrap(); //! //! // Deletes shader object. //! graphics.delete_shader(setup); //! ``` //! //! _TODO_: SPIRV based shader compiling and information generations. //! //! ### Texture Object //! //! _TODO_: Compressed texture. //! _TODO_: Cube texture. //! _TODO_: 3D texture. //! //! ### Mesh Object //! //! _TODO_: Mesh abstraction. //! _TODO_: Mesh loader. //! _TODO_: Mesh builder. //! //! # Commands //! //! There are two kinds of commands that could be submitted into `Surface` object, the //! resource manipulation and draw call. //! //! And every commands is assigned to a u64 integer key which is then used for sorting //! in ascending order. Typically, it could be encoded with certain data like distance, //! material, shader etc. Depending on where those bits are stored in the integer, u //! can apply different sorting criteria for the same array of draw calls, as long as //! u know how the keys were built. //! //! ```rust,ignore //! // Updates the vertex buffer object. //! let slice = Vertex::as_bytes(vertices); //! let cmd = Command::update_vertex_buffer(vbo, 0, slice); //! graphics.submit(surface, 0, cmd).unwrap(); //! //! // Update the index buffer object. //! let slice = IndexFormat::encode(indices); //! let cmd = Command::update_index_buffer(ibo, 0, slice); //! graphics.submit(surface, 1, cmd).unwrap(); //! //! // Update the texture object. //! let cmd = Command::update_texture(texture, rect, data); //! graphics.submit(surface, 0, cmd).unwrap(); //! //! // Set the scissor state. //! let scissor = graphics::SurfaceScissor::Enable(scissor_pos, scissor_size); //! let cmd = graphics::Command::set_scissor(scissor); //! self.video.submit(surface, 0, cmd).unwrap(); //! ``` //! //! Draw call command is a little bit complex than resource manipulations above, so we //! provide a helper builder `DrawCall`, it could be used as follows: //! //! ```rust,ignore //! // Creates a DrawCall buidler from shader. //! let mut dc = graphics::DrawCall::new(self.shader, mesh); //! // Sets the specified uniform variable. //! dc.set_uniform_variable("matrix", matrix); //! dc.set_uniform_variable("texture", texture); //! // Builds a command and submits it. //! let cmd = dc.build(from, len)?; //! self.video.submit(self.surface, 0, cmd).unwrap(); //! ``` /// Maximum number of attributes in vertex layout. pub const MAX_VERTEX_ATTRIBUTES: usize = 12; /// Maximum number of attachments in framebuffer. pub const MAX_FRAMEBUFFER_ATTACHMENTS: usize = 8; /// Maximum number of uniform variables in shader. pub const MAX_UNIFORM_VARIABLES: usize = 32; /// Maximum number of textures in shader. pub const MAX_UNIFORM_TEXTURE_SLOTS: usize = 8; #[macro_use] pub mod assets; pub mod errors; pub mod window; pub mod guard; pub mod command; mod backend; mod service; pub use self::service::{GraphicsFrameInfo, GraphicsSystem, GraphicsSystemShared}; pub mod prelude { pub use super::{GraphicsFrameInfo, GraphicsSystem, GraphicsSystemShared}; pub use super::guard::GraphicsSystemGuard; pub use super::command::{Command, DrawCall}; pub use super::assets::mesh::{MeshHandle, MeshIndex}; pub use super::assets::shader::ShaderHandle; pub use super::assets::surface::{SurfaceHandle, SurfaceScissor, SurfaceViewport}; pub use super::assets::texture::{RenderTextureHandle, TextureHandle}; }