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#![deny(clippy::all, clippy::pedantic)]
use glfw::{Window, WindowBuilder};
use crate::object::Object;
use crate::vector::Vec2;
mod opengl;
mod renderer;
pub mod color;
pub mod object;
pub mod vector;
pub mod vertex;
pub use glfw::WindowSize;
#[derive(Debug)]
pub struct Engine
{
window: Window,
}
impl Engine
{
/// Creates and initializes a new engine.
///
/// # Errors
/// Will return `Err` if window creation or window configuration fails.
pub fn new(window_size: &WindowSize, window_title: &str) -> Result<Self, Error>
{
let window_builder = WindowBuilder::new();
#[cfg(feature = "debug")]
let window_builder =
window_builder.hint(glfw::window::Hint::OpenGLDebugContext, 1);
let window = window_builder
.create(window_size, window_title)
.map_err(Error::CreateWindowFailed)?;
window
.make_context_current()
.map_err(Error::ConfigureWindowFailed)?;
window.set_framebuffer_size_callback(move |new_window_size| {
crate::renderer::set_viewport(&Vec2::ZERO, &new_window_size);
});
crate::renderer::initialize(&window).map_err(Error::InitializeRendererFailed)?;
Ok(Self { window })
}
/// Starts the engine.
///
/// # Errors
/// Will return `Err` if updating the window fails.
pub fn start(&self, objects: &[Object], mut func: impl FnMut()) -> Result<(), Error>
{
while !self.window.should_close() {
func();
crate::renderer::render(objects.iter().map(Object::renderable));
self.window
.swap_buffers()
.map_err(Error::UpdateWindowFailed)?;
self.window
.poll_events()
.map_err(Error::UpdateWindowFailed)?;
}
Ok(())
}
}
/// Engine Error
#[derive(Debug, thiserror::Error)]
pub enum Error
{
#[error("Failed to create window")]
CreateWindowFailed(#[source] glfw::Error),
#[error("Failed to configure window")]
ConfigureWindowFailed(#[source] glfw::Error),
#[error("Failed to initialize renderer")]
InitializeRendererFailed(#[source] renderer::Error),
#[error("Failed to update window")]
UpdateWindowFailed(#[source] glfw::Error),
}
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