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#![doc(html_favicon_url = "https://rin.rs/favicon.ico")] /*! # Introduction ## Installation In order to use rin you'll need to install rust first: https://www.rust-lang.org Once installed you can install rin's extension to cargo running: ```sh cargo install cargo-rin ``` To update to a new version later you can run: ```sh cargo install --force cargo-rin ``` You can now create new rin projects by running from a console: ```sh cargo rin new project_path ``` Which will create a default empty project. For more options run ```sh cargo rin --help ``` # Basic example In order to create a basic example we need to pass the `--no-ecs` parameter to the cargo rin tool: ```sh cargo rin new --no-ecs basic_example ``` After creating a new project you'll end up with something that should look like: ```rust struct App{ } impl App{ pub fn new(gl: &gl::Renderer, window: &mut window::Window) -> App{ App{} } } impl ApplicationCallbacks for App{ fn update(&mut self, delta: f64, gl: &gl::Renderer, window: &mut window::Window){ } fn draw(&mut self, gl: &gl::Renderer, window: &window::Window){ gl.clear_color(&BLACK); gl.clear_depth(); let gl = gl.with(Mvp::ortho_top_left(window.viewport())); } fn key_pressed(&mut self, key: window::Key, mods: window::KeyModifiers, repeat: bool){ } } ``` If you've used other creative frameworks the above should result familiar with some differences mostly comming from rust's own syntax. The most important parts in this template are: - A `new` function where you can initialize anything that you'll use across your program. - An `update` function where you can update all the attributes that need updating like for example animations. The update funciton in rin receives a `delta` which is the time that the last frame took in seconds. This is useful to do time based animation. It also receives a renderer and a window. You usually won't use the renderer in the update function but sometimes it can be useful. The window can be used to query it's properties, like it's width, height... - A `draw` function. This is where you will usually draw things to the screen. In `draw` you usually use the renderer, called `gl`. In rin to draw you usually call a function on the renderer. For example: ```rust gl.draw(&self.geometry); ``` - Callbacks to attend events from mouse, keyboard and others, like `key_pressed`. ## Scene template The main way to use rin is through it's scene module which provides an ECS (Entity Component System) or data driven programming framework which works in a very different way to the examples above. Working with the scene module implies a more declarative style in which the data we create is managed by the system for a lot of basic tasks like rendering. For example using the non ECS approach, to draw a geometry we usually create a mesh, a material and then in the draw function we explicitly call draw on it. We might even put that mesh on a vao in GPU memory to optimize drawing. When using the scene module we first create a scene object and through that scene create a model with a geometry and material. Also using the scene we would create a light and a camera. From there on the system will draw that object without any explicit draw call. The scene holds those components and we don't usually care about the details of how they are drawn to the screen. Since the scene handles all the objects, that gives it a much better opportunity for optimization. In general when working with bigger applications particularly with 3D worlds it's highly recommended to use the scene module rather than trying than an imperative method and indeed the most advanced 3D features like PBR materials, lights or shadows are only supported when using a scene. Apart from performance reasons, Rust ownership model makes it easier to work with the ECS architecture that the scene module uses, than using object oriented programming when there's many objects that would interact with each other in a traditional OO application. Using the cargo rin tool we can create an application to use the ECS template: ```sh cargo rin new scene_example ``` This is an example of the setup functions of a rin application that creates hundreds of spheres reusing the geometry and material through the scene module: ```rust use rin::color::consts::*; use rin::graphics::{sphere_coords, Node, arcball_camera}; use rin::scene::Scene; use rin::material::StandardMaterialBuilder; fn create_entities(scene: &mut Scene){ // Create a sphere geometry and register it in the scene so we can use it later. // as a return value we get it's entity id let sphere = sphere_texcoords(0.1, 20, 20); let sphere = scene.register_mesh(sphere); // Create a new material of with a red color let material = StandardMaterialBuilder::default() .color(RED) .roughness(0.9) .build(); let material = scene.register_material("material", material); // Create multiple models using the previous material and geometry for y in (-60 .. 60).step_by(2){ let fy = y as f32 / 10.; for x in (-100 .. 100).step_by(2){ let fx = x as f32 / 10.; scene.add_model(&format!("sphere{}_{}", x,y)) .geometry(sphere) .material(material) .transformation(pnt3(fx, fy, 0.)) .build(); } } let _light = scene.add_directional_light("DirLight") .transformation(Node::new_look_at(pnt3(3., 3., 3.), Pnt3::origin(), Vec3::y())) .build(); // Add a camera to the scene let events_stream = scene.event_stream(); let window_size = scene.viewport().size(); let camera = arcball_camera::Builder::new(events_stream, window_size) .position(pnt3(0., 3., 3.)) .look_at(Pnt3::origin()) .build() .unwrap(); scene.set_camera(camera); } ``` To learn more about the scene module check it's own reference: [scene] ## Immediate renderer + ECS In some cases we might want to use ECS but not the full scene. In that case we can create a new application using the immediate parameter for cargo rin: ```sh cargo rin new --immediate basic_example ``` An immediate renderer app looks like this: ```rust pub fn setup(window: Window, gl: gl::Renderer<'static>, events: EventsPoll) -> Scene { let mut scene_builder = SceneBuilder::new(events); scene_builder.add_update_system(update); let renderer = ImmediateRenderer{ renderer: gl, window, system: render}; let mut scene = scene_builder.with_renderer(renderer).build(); scene } #[update_system(name = "update")] fn update(clock: &Clock, entities: Entities, resources: Resources) { } #[render_system(name = "renderer")] fn render( gl: &gl::Renderer, viewport: Rect<i32>, entities: EntitiesThreadLocal, resources: ResourcesThreadLocal) { let gl = gl.with_mvp(Mvp::ortho_top_left(viewport)); gl.clear(&BLACK); } ``` Where we have one or more update systems and usually a render one. To learn more about the immediate renderer check it's own reference: [scene::immediate_renderer] ## Learning rust For more information on using rust, you can check the rust book [https://doc.rust-lang.org/book/second-edition/](https://doc.rust-lang.org/book/second-edition/) ## Examples You can find examples on how to use rin at: https://... ## Book The rin book has more in-depth documentation on how to use rin by showing examples for the main functionalities: [https://rin.rs/book.thml](https://rin.rs/book.thml) # API reference */ #[doc(inline)] pub use rin_core::*; #[cfg(feature = "dynamic_link")] #[allow(unused_imports)] use rin_dynamic;