1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613
//! An easy-to-use 2D/3D rendering engine in the spirit of QBasic. //! //! This crate provides image rendering types and functions. It is intended to be integrated into //! other libraries and programs which require very high performance graphics code, but which do //! not want to know _anything_ about the underlying graphics hardware or programming interfaces. //! //! Before starting you should be familar with these topics: //! - The Rust Programming Language //! ([_beginner level_](https://doc.rust-lang.org/book/ch01-02-hello-world.html)) //! - Common file formats (`.gltf`, `.png`, _etc.._) //! - Pixel formats such as 24bpp RGB //! ([_optional_](https://en.wikipedia.org/wiki/Color_depth#True_color_(24-bit))) //! - Vertex formats such as [POSITION, TEXCOORD0] //! ([_optional_](https://www.khronos.org/opengl/wiki/Vertex_Specification#Theory)) //! - _Some notion about what a GPU might be_ //! //! With almost striking exception, which appear in "_NOTE:_" sections only, no further graphics //! API-specific concepts need to be introduced in order to master Screen 13 and implement //! exceptionally fast graphics code. //! //! _TL;DR:_ Screen 13 adds state-of-the-art Vulkan/Metal/DirectX/GL to your code, easily. //! //! # Usage //! //! First, add this to your `Cargo.toml`: //! //! ```toml //! [dependencies] //! screen_13 = "0.1" //! ``` //! //! Next, for a console program: //! //! ``` //! /// Creates a 128x128 pixel jpeg file as `output.jpg`. //! fn main() { //! let gpu = screen_13::Gpu::offscreen(); //! let render = gpu.render((128u32, 128u32)); //! render.clear().record(); //! render.encode().record("output.jpg"); //! } //! ``` //! //! Or, for a windowed program: //! //! ``` //! use screen_13::prelude_all::*; //! //! /// Paints a magenta window at 60 glorious frames per second. //! fn main() { //! let engine = Engine::default(); //! engine.run(Box::new(FooProgram)) //! } //! //! struct FooProgram; //! //! impl Screen for FooProgram { //! fn render(&self, gpu: &Gpu, dims: Extent) -> Render { //! let frame = gpu.render(dims); //! frame.clear().with_value(MAGENTA).record(); // <-- 🔥 //! frame //! } //! //! fn update(self: Box<Self>, gpu: &Gpu, dims: &Input) -> DynScreen { //! // Never exits //! self //! } //! } //! ``` //! //! # Screen 13 Concepts //! //! Screen 13 offers libraries and applications two general modes of operation, both of which focus //! on the `Gpu` type: //! - `Gpu::offscreen()`: For headless rendering, such as from a console program //! - The `Screen` trait: Provides a fullscreen graphics mode or paints a window //! //! _NOTE_: Resources loaded or read from a `Gpu` created in headless or screen modes cannot be //! used with other instances, including of the same mode. This is a limitation only because the //! code to share the resources properly has not be started yet. //! //! ## Screen 13 PAK Format //! //! Although data may be loaded at _runtime_, the highest performance can be achieved by pre-baking //! data at _design-time_ and simply reading it at _runtime_. //! //! It is recommended to use the `.pak` file format, _which includes optional *10:1-typical //! compression*_, whenever possible. See the main //! [README](https://github.com/attackgoat/screen-13) for more on this philosphy and the module //! level documentation for more details on how to use this system with existing files and assets. #![allow(dead_code)] #![allow(clippy::needless_doctest_main)] // <-- The doc code is *intends* to show the whole shebang //#![deny(warnings)] #![warn(missing_docs)] #[macro_use] extern crate log; pub mod camera; pub mod color; pub mod fx; pub mod gpu; pub mod input; pub mod math; pub mod pak; /// Things, particularly traits, which are used in almost every single Screen 13 program. pub mod prelude { pub use super::{ gpu::{Cache, Gpu, Render}, input::Input, program::Program, DynScreen, Engine, Screen, }; } /// Like prelude, but contains all public exports. pub mod prelude_all { pub use super::{ camera::*, color::*, fx::*, gpu::draw::*, gpu::font::*, gpu::vertex::*, gpu::write::*, gpu::*, input::*, math::*, pak::MaterialDesc, pak::{id::*, *}, prelude::*, program::*, }; } pub(crate) mod error; mod config; mod program; pub use self::program::Program; use { self::{ config::Config, gpu::{Gpu, Render, Swapchain}, input::Input, math::Extent, }, crate::gpu::Op, app_dirs::{get_app_root, AppDataType, AppDirsError, AppInfo}, std::{ cmp::Ordering, collections::VecDeque, convert::TryFrom, io::{Error, ErrorKind}, path::PathBuf, }, winit::{ dpi::{LogicalSize, PhysicalSize}, event::{Event, WindowEvent}, event_loop::{ControlFlow, EventLoop}, monitor::VideoMode, window::{Fullscreen, Icon, Window, WindowBuilder}, }, }; #[cfg(debug_assertions)] use { num_format::{Locale, ToFormattedString}, std::time::Instant, }; /// Helpful alias of `Box<dyn Screen>`; can be used to hold an instance of any `Screen`. pub type DynScreen = Box<dyn Screen>; const MINIMUM_WINDOW_SIZE: usize = 420; const RENDER_BUF_LEN: usize = 3; fn area(size: PhysicalSize<u32>) -> u32 { size.height * size.width } fn bit_depth_24(video_mode: &VideoMode) -> bool { video_mode.bit_depth() == 24 } fn cmp_area_and_refresh_rate(lhs: &VideoMode, rhs: &VideoMode) -> Ordering { // Sort the video modes by area first ... match area(lhs.size()).cmp(&area(rhs.size())) { area @ Ordering::Greater | area @ Ordering::Less => return area, _ => (), } // ... and when they're equal sort by refresh rate lhs.refresh_rate().cmp(&rhs.refresh_rate()) } fn program_root(program: &Program) -> Result<PathBuf, Error> { root(program.name, program.author) } /// Gets the filesystem root for a given program name and author. The returned path is a good place /// to store program configuration and data on a per-user basis. pub fn root(name: &'static str, author: &'static str) -> Result<PathBuf, Error> { // Converts the app_dirs crate AppDirsError to a regular IO Error match get_app_root(AppDataType::UserConfig, &AppInfo { name, author }) { Err(err) => Err(match err { AppDirsError::Io(err) => err, AppDirsError::InvalidAppInfo => Error::from(ErrorKind::InvalidInput), AppDirsError::NotSupported => Error::from(ErrorKind::InvalidData), }), Ok(res) => Ok(res), } } /// Pumps an operating system event loop in order to refresh a `Gpu`-created image at the refresh /// rate of the monitor. Requires a `DynScreen` instance to render. pub struct Engine { config: Config, event_loop: Option<EventLoop<()>>, dims: Extent, gpu: Gpu, swapchain: Swapchain, window: Window, } impl Engine { /// Constructs a new `Engine` from the given `Program` description. /// /// _NOTE:_ This function loads any existing user configuration file and may override program /// description options in order to preserve the user experience. /// /// ## Examples /// /// ``` /// use screen_13::prelude_all::*; /// /// fn main() { /// let foo = Program::new("UltraMega III", "Nintari, Inc.") /// .with_title("UltraMega III: Breath of Fire") /// .with_window(); /// let engine = Engine::new(foo); // We ask for windowed mode, but we ... /// engine.run(...) // <- ... get fullscreen because of some previous run. 😂 /// } /// ``` pub fn new<'a, 'b, P: AsRef<Program<'a, 'b>>>(program: P) -> Self { let program = program.as_ref(); let config = Config::read(program.name, program.author).unwrap(); let fullscreen = config.fullscreen().unwrap_or(program.fullscreen); if fullscreen { Self::new_fullscreen(program, config) } else { Self::new_window(program, config) } } fn new_builder( program: &Program, config: Config, event_loop: EventLoop<()>, builder: WindowBuilder, dims: Extent, ) -> Self { let icon = program .icon .as_ref() .map(|icon| Icon::try_from(icon).unwrap()); let window = builder .with_resizable(program.resizable) .with_title(program.title) .with_window_icon(icon) .build(&event_loop) .unwrap(); let (gpu, driver, surface) = Gpu::new(&window); let swapchain = Swapchain::new(&driver, surface, dims, config.swapchain_len()); Self { config, dims, event_loop: Some(event_loop), gpu, swapchain, window, } } fn new_fullscreen(program: &Program, config: Config) -> Self { let mut builder = WindowBuilder::new(); let event_loop = EventLoop::new(); let primary_monitor = event_loop.primary_monitor().unwrap(); #[cfg(debug_assertions)] debug!("Building fullscreen window"); // Sort all 24bit video modes from best to worst let mut video_modes = primary_monitor .video_modes() .filter(bit_depth_24) .collect::<Vec<_>>(); video_modes.sort_by(cmp_area_and_refresh_rate); let best_video_mode = video_modes.pop().unwrap(); let dims = best_video_mode.size().into(); builder = builder.with_fullscreen(Some(Fullscreen::Exclusive(best_video_mode))); Self::new_builder(program, config, event_loop, builder, dims) } fn new_window(program: &Program, config: Config) -> Self { let dims = config.window_dimensions(); let mut builder = WindowBuilder::new(); let event_loop = EventLoop::new(); #[cfg(debug_assertions)] debug!("Building {}x{} window", dims.x, dims.y); // Setup windowed mode let physical_dims: PhysicalSize<_> = dims.into(); builder = builder .with_fullscreen(None) .with_inner_size(physical_dims) // .with_visible(false) .with_min_inner_size(LogicalSize::new( MINIMUM_WINDOW_SIZE as f32, MINIMUM_WINDOW_SIZE as f32, )); Self::new_builder(program, config, event_loop, builder, dims) /* TODO: This is ugly on x11 use winit::dpi::PhysicalPosition; // In windowed mode set the screen position to be nicely centered if let Some(monitor) = res.window.current_monitor() { let (half_monitor_width, half_monitor_height) = (monitor.size().width >> 1, monitor.size().height >> 1); let (half_window_width, half_window_height) = (dims.x >> 1, dims.y >> 1); let window_x = half_monitor_width - half_window_width; let window_y = half_monitor_height - half_window_height; res.window .set_outer_position(PhysicalPosition::new(window_x, window_y)); // res.window.set_visible(true); }*/ } /// Borrows the `Gpu` instance. pub fn gpu(&self) -> &Gpu { &self.gpu } fn present(&mut self, frame: Render) -> Vec<Box<dyn Op>> { let (mut target, ops) = frame.resolve(); // We work-around this condition, below, but it is not expected that a well-formed program would ever do this debug_assert!(!ops.is_empty()); // If the render had no operations performed on it then it is uninitialized and we don't need to do anything with it if !ops.is_empty() { // Target can be dropped directly after presentation, it will return to the pool. If for some reason the pool // is drained before the hardware is finished with target the underlying texture is still referenced by the operations. self.swapchain.present(&mut target); } ops } /// Runs a program starting with the given `DynScreen`. /// /// Immediately after this call, `draw` will be called on the screen, followed by `update`, ad /// infinium. This call does not return to the calling code. /// /// ## Examples /// /// ``` /// use screen_13::prelude_all::*; /// /// fn main() { /// let engine = Engine::default(); /// engine.run(Box::new(FooScreen)) // <- Note the return value which is the no-return bang /// // "value", inception. 🤯 /// } /// /// struct FooScreen; /// /// impl Screen for FooScreen { /// ... /// } /// ``` pub fn run(mut self, screen: DynScreen) -> ! { let mut input = Input::default(); let mut render_buf = VecDeque::with_capacity(RENDER_BUF_LEN); // This is the initial scene let mut screen: Option<DynScreen> = Some(screen); #[cfg(debug_assertions)] info!("Starting event loop"); #[cfg(debug_assertions)] let mut started = Instant::now(); let event_loop = self.event_loop.take().unwrap(); // Pump events until the application exits event_loop.run(move |event, _, control_flow| { *control_flow = ControlFlow::Wait; match event { Event::WindowEvent { event, .. } => match event { WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit, WindowEvent::KeyboardInput { input: keyboard_input, .. } => input.keys.handle(&keyboard_input), WindowEvent::Resized(dims) => self.dims = dims.into(), _ => {} }, Event::RedrawEventsCleared => self.window.request_redraw(), Event::MainEventsCleared | Event::RedrawRequested(_) => { // Keep the rendering buffer from overflowing while render_buf.len() >= RENDER_BUF_LEN { render_buf.pop_back(); } // Render & present the screen, saving the result in our buffer let render = screen.as_ref().unwrap().render(&self.gpu, self.dims); render_buf.push_front(self.present(render)); // Update the current scene state, potentially returning a new one screen = Some(screen.take().unwrap().update(&self.gpu, &input)); // We have handled all input input.keys.clear(); #[cfg(debug_assertions)] { let now = Instant::now(); let elapsed = now - started; started = now; let fps = (1_000_000_000.0 / elapsed.as_nanos() as f64) as usize; match fps { fps if fps >= 59 => debug!( "Frame complete: {}ns ({}fps buf={})", elapsed.as_nanos().to_formatted_string(&Locale::en), fps.to_formatted_string(&Locale::en), render_buf.len() ), fps if fps >= 50 => info!( "Frame complete: {}ns ({}fps buf={}) (FRAME DROPPED)", elapsed.as_nanos().to_formatted_string(&Locale::en), fps.to_formatted_string(&Locale::en), render_buf.len() ), _ => warn!( "Frame complete: {}ns ({}fps buf={}) (STALLED)", elapsed.as_nanos().to_formatted_string(&Locale::en), fps.to_formatted_string(&Locale::en), render_buf.len() ), } } } _ => {} } }); } } impl Default for Engine { fn default() -> Self { Self::new(Program::default()) } } impl From<Program<'_, '_>> for Engine { fn from(program: Program<'_, '_>) -> Self { Self::new(program) } } impl From<&Program<'_, '_>> for Engine { fn from(program: &Program<'_, '_>) -> Self { Self::new(program) } } /// A window-painting and user input handling type. /// /// Types implementing `Screen` are able to present high-frequency images to the user and control /// the flow of the program by switching out `Screen` implementations on the fly. Instances of /// `Screen` are provided to `Engine` for normal use, but can also be owned in a parent-child /// relationship to create sub-screens or to dynamically render. /// /// _NOTE:_ See the `fx` module for some pre-built examples of such screen ownership structures. /// /// While a program event loop is running the `Screen` functions are called repeatedly in this /// order: /// 1. `render`: Provide a `Render` instance in which rendering operations have been recorded. /// 2. `update`: Respond to window input and either return `self` (no change) or a new `DynScreen`. /// /// ## Implementing `Screen` /// /// Implementors of `Screen` invariably need to access resources loaded or read from the `Gpu`, /// such as bitmaps and models. To accomplish resource access you might either offer a loading /// function or perform the needed loads at runtime, using `RefCell` to gain interior mutability /// during the `render(...)` call. /// /// Example load before `render`: /// /// ``` /// impl FooScreen { /// fn load(gpu: &Gpu, pak: &mut PakFile) -> Self { /// Self { /// bar: gpu.read_bitmap(gpu, &mut pak, "bar"), /// } /// } /// } /// ``` /// /// Example load during `render` (_`update` works too_): /// /// ``` /// impl Screen for FooScreen { /// fn render(&self, gpu: &Gpu, dims: Extent) -> Render { /// *self.bar.borrow_mut() = Some(gpu.read_bitmap(gpu, self.pak.borrow_mut(), "bar")); /// ... /// } /// /// ... /// } /// ``` pub trait Screen { /// When paired with an `Engine`, generates images presented to the physical display adapter /// using a swapchain and fullscreen video mode or operating system window. /// /// ## Examples /// /// Calling `render` on another `Screen`: /// /// ``` /// let foo: DynScreen = ... /// let gpu = Gpu::offscreen(); /// /// // Ask foo to render a document /// let foo_doc = foo.render(&gpu, Extent::new(1024, 128)); /// /// // 🤮 Ugh! I didn't like it! /// foo_doc.clear().record(); /// /// println!("{:?}", foo_doc); /// ``` /// /// Responding to `render` as a `Screen` implementation: /// /// ``` /// fn render(&self, gpu: &Gpu, dims: Extent) -> Render { /// let frame = gpu.render(dims); /// /// // 🥇 It's some of my best work! /// frame.clear().with_value(GREEN).record(); /// /// frame /// } /// ``` /// /// _NOTE:_ It is considered undefined behavior to return a render which has not recorded any /// commands, as shown: /// /// ``` /// fn render(&self, gpu: &Gpu, dims: Extent) -> Render { /// // This is UB because the graphics hardware might have been using this render to store /// // an 8K atlas of 😸's, and it is not guaranteed to be initialized. /// // Hey, the more you know! /// gpu.render(dims) /// } /// ``` fn render(&self, gpu: &Gpu, dims: Extent) -> Render; /// Responds to user input and either provides a new `DynScreen` instance or `self` to indicate /// no-change. After `update(...)`, `render(...)` will be called on the returned screen, and /// the previous screen will be dropped. /// /// ## Examples /// /// Render this screen forever, never responding to user input or exiting: /// /// ``` /// fn update(self: Box<Self>, gpu: &Gpu, input: &Input) -> DynScreen { /// // 🙈 Yolo! /// self /// } /// ``` /// /// A kind of three way junction. Goes to `BarScreen` when Home is pressed, otherwise /// presents the current screen, rendering for five seconds before quitting: /// /// ``` /// fn update(self: Box<Self>, gpu: &Gpu, input: &Input) -> DynScreen { /// let wall_time = ... /// if input.keys.is_key_down(Key::Home) { /// Box::new(BarScreen) /// } else if wall_time < 5.0 { /// self /// } else { /// // 👋 /// exit(0); /// } /// } /// ``` fn update(self: Box<Self>, gpu: &Gpu, input: &Input) -> DynScreen; }