3 releases
0.2.11 | Aug 18, 2024 |
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0.2.10 | Aug 12, 2024 |
0.2.9 |
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0.2.8 | May 26, 2024 |
0.2.7 |
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#243 in Graphics APIs
1.5MB
3.5K
SLoC
enigma-3d is my first attempt to do a little graphics API and game engine for Rust. Please be aware that I'm not a professional graphics programmer, so the code is most likely butchering some conventions. I also don't take care of performance at the moment. That said, I have the following features working:
Feature List:
- Model loading from GLTF and OBJ
- Opaque and Transparent rendering
Material
,Shader
,Shape
,Object
Abstractions- PBR Shading
- 3 step customizable Render pipeline: Vertex -> Geometry -> Fragment
- Texturing, Normals and Vertex Colors
- up to 4 point lights per object
- one ambient light
- a
Camera
- a simple Event system to inject functions and Keyboard presses and KeyCode modifiers into the
EventLoop
. Atm events get processed one by one in sequence - a simple Update system to inject functions into the update loop. Atm, the functions get processes one by one in sequence
- Screen to World positions, including a selection system
- Postprocessing
- Skybox and Sky reflections
egui
integration for a simple UI- loading resources from the
include_bytes!
andinclude_str!
macro to include them in the built application - adding and carrying an arbitrary amount of data within the
AppState
- serialize currently loaded
AppState
to json and inject serializedAppState
into running one. - Optimization: Textures are cached
- Optimization: Materials are shared in between Objects and managed via the
AppState
- Optimisation: Cloned Objects are batched into one Draw Call via GPU Instancing
How to Install and Run:
Installing the Library in its latest release is quite straight forward, you should be able to just run cargo add enigma-3d
. from there, you have access to the library for your codebase.
The current release should include most of the base features, but it might be a little outdated regarding optimization. I have enough for another release soon.
When it comes to running the examples they are hidden behind a feature flag due to its size, which would bloat the package. After cloning the repository onto your machine, running cargo run --example=engine --features=example
or cargo run --example=chessboard --features=example
should to the trick.
Cargo should take care of all the dependencies for you.
The Chessboard Example The Chessboard Example with a Geometry Grass shader for the ground and a Tree wind shader PBR Bloom postprocess and transparent objects Some more postprocessing in form of a black and white shader and a red outline instead of a black one
Example Game:
A first little game, developed with enigma, can be found here: https://github.com/JeremiasMeister/enigma-flappy-bird keep in mind, it was originally developed with an older version of enigma-3d and will most likely not compile anymore. But you can always checkout the built release for windows
engine.rs example, main function:
The API is quite straightforward and easy to use; see the example below.
fn main() {
// create an enigma eventloop and appstate
let event_loop = enigma_3d::EventLoop::new("Enigma 3D Renderer Window", 1080, 720);
let mut app_state = enigma_3d::AppState::new();
// set the icon from the resources
event_loop.set_icon_from_resource(resources::icon());
// some default event setups like e.g. selection
enigma_3d::init_default(&mut app_state);
// create a material and assign the UV checker texture from resources
let mut material = enigma_3d::material::Material::lit_pbr(event_loop.get_display_clone(), false);
material.set_texture_from_resource(resources::uv_checker(), enigma_3d::material::TextureType::Albedo);
material.set_name("opaque_mat");
let mut transparent_material = enigma_3d::material::Material::lit_pbr(event_loop.get_display_clone(), true);
transparent_material.set_transparency_strength(0.2);
transparent_material.set_texture_from_resource(resources::uv_checker(), enigma_3d::material::TextureType::Albedo);
transparent_material.set_name("transparent_mat");
// create an object, and load the Suzanne model from resources
let mut object = Object::load_from_gltf_resource(resources::suzanne());
// set the material to the suzan object to the first shape (submesh) slot
object.add_material(material.uuid);
object.get_shapes_mut()[0].set_material_from_object_list(0);
// set the name and position of the object
object.name = "Suzanne".to_string();
object.transform.set_position([0.0, 0.0, -2.0]);
// adding the object to the app state
app_state.add_object(object);
//also add materials to appstate
app_state.add_material(material);
app_state.add_material(transparent_material);
// create a bunch of lights
let light1 = enigma_3d::light::Light::new([1.0, 1.0, 5.0], [0.0, 1.0, 0.0], 100.0, Some([1.0, 0.0, 0.0]), false);
let light2 = enigma_3d::light::Light::new([5.0, 1.0, 1.0], [1.0, 0.0, 0.0], 100.0, None, false);
let light3 = enigma_3d::light::Light::new([-5.0, 1.0, 1.0], [0.0, 0.0, 1.0], 100.0, None, false);
let ambient_light = enigma_3d::light::Light::new([0.0, 0.0, 0.0], [1.0, 1.0, 1.0], 0.1, None, false);
// add the lights to the app state
app_state.add_light(light1, enigma_3d::light::LightEmissionType::Source);
app_state.add_light(light2, enigma_3d::light::LightEmissionType::Source);
app_state.add_light(light3, enigma_3d::light::LightEmissionType::Source);
app_state.add_light(ambient_light, enigma_3d::light::LightEmissionType::Ambient); // only one ambient light is supported atm
// create and add a camera to the app state
let camera = Camera::new(Some([0.0, 1.0, 1.0]), Some([20.0, 0.0, 0.0]), Some(90.0), Some(16. / 9.), Some(0.01), Some(1024.));
app_state.set_camera(camera);
// add events
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::A),
Arc::new(rotate_left),
None,
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::D),
Arc::new(rotate_right),
None,
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::W),
Arc::new(rotate_up),
None,
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::S),
Arc::new(rotate_down),
None,
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::E),
Arc::new(roll_right),
None,
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::Q),
Arc::new(roll_left),
None,
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::Space),
Arc::new(spawn_object),
None,
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::S),
Arc::new(save_app_state),
Some(EventModifiers::new(true, false, false)),
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::O),
Arc::new(load_app_state),
Some(EventModifiers::new(true, false, false)),
);
app_state.inject_event(
event::EventCharacteristic::KeyPress(winit::event::VirtualKeyCode::N),
Arc::new(reset),
Some(EventModifiers::new(true, false, false)),
);
// add update functions
app_state.inject_update_function(Arc::new(hopping_objects));
app_state.inject_update_function(Arc::new(print_data));
// add post processing effects
//app_state.add_post_process(Box::new(enigma::postprocessing::grayscale::GrayScale::new(&event_loop.display.clone())));
app_state.add_post_process(Box::new(enigma_3d::postprocessing::bloom::Bloom::new(&event_loop.display.clone(), 0.9, 15)));
app_state.add_post_process(Box::new(enigma_3d::postprocessing::edge::Edge::new(&event_loop.display.clone(), 0.8, [1.0, 0.0, 0.0])));
//add one ui function to the app state. multiple ui functions can be added modularly
app_state.inject_gui(Arc::new(enigma_ui_function));
// add some arbitrary state data. This can be used to store any kind of data in the app state
// game globals, or other data that needs to be shared between different parts of the application
app_state.add_state_data("intdata", Box::new(10i32));
app_state.add_state_data("stringdata", Box::new("Hello World".to_string() as String));
app_state.add_state_data("booldata", Box::new(true as bool));
// run the event loop
event_loop.run(app_state.convert_to_arc_mutex());
}
Dependencies
~23–35MB
~544K SLoC