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//
// .d88888b oo oo oo dP
// 88. "' 88
// `Y88888b. .d8888b. 88d888b. dP .d8888b. 88d8b.d8b. dP .d8888b. 88d8b.d8b. .d8888b. .d8888b. dP .dP dP 88d888b. 88
// `8b 88' `88 88' `88 88 88' `88 88'`88'`88 88 88' `88 88'`88'`88 88' `88 Y8ooooo. 88 d8' 88 88' `88 dP
// d8' .8P 88. .88 88 88 88 88. .88 dP 88 88 88 88 88. .88 88 88 88 88. .88 88 88 .88' 88 88 88
// Y88888P `88888P' dP dP 88 `88888P8 88 dP dP dP dP `88888P8 dP dP dP `88888P8 `88888P' 8888P' dP dP dP oo
// 88 .P
// d8dP
//
//! Despero (_esp._ **despair**) is rusty data-driven 3D game engine,
//! which implements paradigm of ECS and provides developers with
//! appropriate toolkit to develop PBR games with advanced technologies
//!
//! # Simple example
//!
//! ```rust
//! use despero::prelude::*;
//!
//! fn main(){
//! Despero::init(WindowBuilder {
//! title: Some("My Game"),
//! ..Default::default()
//! })
//!
//! .default_systems()
//!
//! .add_setup_system(create_model)
//! .add_setup_system(create_camera)
//! .add_system(rotate_model)
//! .run();
//! }
//!
//! fn create_model(
//! mut cmd: Write<CommandBuffer>,
//! mut renderer: Write<Renderer>,
//! ){
//! let texture = renderer.create_texture("assets/texture.jpg", Filter::LINEAR) as u32;
//!
//! cmd.spawn(ModelBundle {
//! mesh: Mesh::load_obj("assets/model.obj").swap_remove(0),
//! material: renderer.create_material(
//! DefaultMat::builder()
//! .texture_id(texture)
//! .metallic(0.0)
//! .roughness(1.0)
//! .build(),
//! ),
//! transform: Transform::from_translation(Vector3::new(0.0, 0.0, 0.0)),
//! });
//!
//! info!("I run only once!");
//! }
//!
//! fn rotate_model(
//! world: SubWorld<&mut Transform>,
//! ){
//! for (_, mut t) in &mut world.query::<&mut Transform>() {
//! t.rotation *= UnitQuaternion::from_axis_angle(&Unit::new_normalize(Vector3::new(0.0, 1.0, 0.0)), 0.05);
//! }
//!
//! info!("I run in loop!");
//! }
//!
//! fn create_camera(
//! mut cmd: Write<CommandBuffer>,
//! ){
//! cmd.spawn(CameraBundle{
//! camera:
//! Camera::builder()
//! .is_active(true)
//! .build(),
//! transform: Transform::default(),
//! });
//! }
//! ```
//!
use winit::{
event::*,
event::Event as WinitEvent,
platform::run_return::EventLoopExtRunReturn,
};
use crate::render::{
backend::window::WindowBuilder,
renderer::Renderer,
pbr::material::*,
};
#[cfg(feature = "egui")]
use crate::render::ui::GuiContext;
use crate::assets::*;
use crate::ecs::*;
use crate::physics::*;
use crate::time::*;
/// Module of the main engine's error handler [`Result`]
pub mod error;
/// Assets and scenes handling
pub mod assets;
/// Structures implementing mathematics
pub mod math;
/// ECS components and re-exports
pub mod ecs;
/// Component connected with time
pub mod time;
/// Submodules and structures to work with graphics
pub mod render;
/// [Rapier3D](https://crates.io/crates/rapier3d) implementations
pub mod physics;
/// [Mlua](https://crates.io/crates/mlua) scripting implementations
pub mod scripting;
/// Bundle of all essential components of the engine
pub mod prelude;
pub use crate::error::Result;
/// Main engine struct
pub struct Despero {
world: World,
systems: ScheduleBuilder,
setup_systems: ScheduleBuilder,
#[cfg(feature = "egui")]
egui_ctx: EventHandler<GuiContext>,
app_exit: EventHandler<AppExit>,
physics_handler: PhysicsHandler,
time_handler: Time,
renderer: Renderer,
asset_manager: AssetManager,
}
impl Despero {
/// Initialize Despero application
pub fn init(window_builder: WindowBuilder) -> Despero {
init_logger();
let mut renderer = Renderer::init(window_builder).expect("Cannot create renderer");
renderer.bind_material::<DefaultMat>();
Despero {
world: World::new(),
setup_systems: Schedule::builder(),
systems: Schedule::builder(),
#[cfg(feature = "egui")]
egui_ctx: EventHandler::<GuiContext>::new(),
app_exit: EventHandler::<AppExit>::new(),
physics_handler: PhysicsHandler::new(),
time_handler: Time::new(),
renderer,
asset_manager: AssetManager::new(),
}
}
/// Add cyclical system to schedule
pub fn add_system<Args, Ret, S>(mut self, system: S) -> Self
where
S: 'static + System<Args, Ret> + Send,
{
self.systems.add_system(system);
self
}
/// Add setup system to schedule
pub fn add_setup_system<Args, Ret, S>(mut self, system: S) -> Self
where
S: 'static + System<Args, Ret> + Send,
{
self.setup_systems.add_system(system);
self
}
pub fn default_systems(mut self) -> Self {
self.setup_systems
.add_system(main_setup);
self.systems
.add_system(update_models_system)
.add_system(rendering_system)
.add_system(time_system)
.add_system(update_lights)
.add_system(update_physics)
.add_system(generate_textures);
return self;
}
/// Run main event loop
pub fn run(mut self) {
let mut setup_systems = self.setup_systems.build();
let mut systems = self.systems.build();
setup_systems.execute((
&mut self.world,
&mut self.renderer,
#[cfg(feature = "egui")]
&mut self.egui_ctx,
&mut self.app_exit,
&mut self.time_handler,
&mut self.physics_handler,
&mut self.asset_manager,
)).expect("Cannot execute setup schedule");
let event_loop = (&self.renderer.window.event_loop).clone();
(*event_loop.lock().unwrap()).run_return(move |event, _, controlflow| match event {
WinitEvent::WindowEvent { event, window_id: _ } => {
#[cfg(feature = "egui")]
let _response = self.renderer.egui.handle_event(&event);
match event {
WindowEvent::CloseRequested => {
*controlflow = winit::event_loop::ControlFlow::Exit;
}
_ => (),
}
}
WinitEvent::NewEvents(StartCause::Init) => {
unsafe { self.renderer.recreate_swapchain().expect("Cannot recreate swapchain"); }
log::debug!("Recreated swapchain");
}
WinitEvent::MainEventsCleared => {
self.renderer.window.request_redraw();
if let Some(_) = self.app_exit.read() {
*controlflow = winit::event_loop::ControlFlow::Exit;
}
}
WinitEvent::RedrawRequested(_) => {
systems.execute((
&mut self.world,
&mut self.renderer,
#[cfg(feature = "egui")]
&mut self.egui_ctx,
&mut self.app_exit,
&mut self.time_handler,
&mut self.physics_handler,
&mut self.asset_manager,
)).expect("Cannot execute loop schedule");
self.world.clear_trackers();
}
_ => {}
});
}
}
impl Drop for Despero {
fn drop(&mut self) {
self.asset_manager.cleanup(&mut self.renderer);
self.renderer.cleanup(&mut self.world);
}
}
fn init_logger() {
#[cfg(debug_assertions)]
pretty_env_logger::formatted_builder()
.filter_level(
env_logger::filter::Builder::new()
.parse(&std::env::var("DESPERO_LOG").unwrap_or(String::from("DESPERO_LOG=debug")))
.build()
.filter()
)
.init();
#[cfg(not(debug_assertions))]
pretty_env_logger::formatted_builder()
.filter_level(
env_logger::filter::Builder::new()
.parse(&std::env::var("DESPERO_LOG").unwrap_or(String::from("DESPERO_LOG=info")))
.build()
.filter()
)
.init();
}