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esengine/packages/rust/engine-shared/src/traits/backend.rs

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//! 图形后端主 trait
//!
//! Main graphics backend trait.
use crate::types::{
handle::*,
vertex::*,
blend::*,
texture::*,
uniform::UniformValue,
};
use glam::{Vec2, Vec3, Vec4, Mat3, Mat4};
use thiserror::Error;
// ==================== 错误类型 | Error Types ====================
/// 图形后端错误
///
/// Graphics backend error.
#[derive(Debug, Error)]
pub enum GraphicsError {
/// 着色器编译失败 | Shader compilation failed
#[error("Shader compilation failed: {0}")]
ShaderCompilation(String),
/// 着色器链接失败 | Shader linking failed
#[error("Shader linking failed: {0}")]
ShaderLinking(String),
/// 纹理创建失败 | Texture creation failed
#[error("Texture creation failed: {0}")]
TextureCreation(String),
/// 缓冲区创建失败 | Buffer creation failed
#[error("Buffer creation failed: {0}")]
BufferCreation(String),
/// 无效句柄 | Invalid handle
#[error("Invalid handle: {0}")]
InvalidHandle(String),
/// 上下文丢失 | Context lost
#[error("Context lost")]
ContextLost,
/// 不支持的操作 | Unsupported operation
#[error("Unsupported operation: {0}")]
Unsupported(String),
/// 后端错误 | Backend error
#[error("Backend error: {0}")]
Backend(String),
/// 资源不存在 | Resource not found
#[error("Resource not found: {0}")]
ResourceNotFound(String),
/// 数据大小不匹配 | Data size mismatch
#[error("Data size mismatch: expected {expected}, got {actual}")]
DataSizeMismatch { expected: usize, actual: usize },
}
/// 图形操作结果
///
/// Graphics operation result.
pub type GraphicsResult<T> = Result<T, GraphicsError>;
// ==================== 缓冲区用途 | Buffer Usage ====================
/// 缓冲区用途
///
/// Buffer usage.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
pub enum BufferUsage {
/// 静态数据(不常更新)| Static data (rarely updated)
#[default]
Static,
/// 动态数据(经常更新)| Dynamic data (frequently updated)
Dynamic,
/// 流式数据(每帧更新)| Streaming data (updated every frame)
Stream,
}
// ==================== 图形功能 | Graphics Features ====================
/// 图形功能
///
/// Graphics feature.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum GraphicsFeature {
/// 各向异性过滤 | Anisotropic filtering
AnisotropicFiltering,
/// 实例化渲染 | Instanced rendering
Instancing,
/// 计算着色器 | Compute shaders
ComputeShaders,
/// 多渲染目标 | Multiple render targets
MultipleRenderTargets,
/// 浮点纹理 | Float textures
FloatTextures,
/// WebGPU | WebGPU support
WebGPU,
}
// ==================== 图形后端 Trait | Graphics Backend Trait ====================
/// 图形后端主 trait
///
/// 定义所有图形操作的抽象接口由具体后端WebGL2、WGPU 等)实现。
///
/// Main graphics backend trait.
/// Defines abstract interface for all graphics operations,
/// implemented by concrete backends (WebGL2, WGPU, etc.).
pub trait GraphicsBackend: Sized {
// ==================== 基本信息 | Basic Info ====================
/// 后端名称
///
/// Backend name.
fn name(&self) -> &'static str;
/// 后端版本
///
/// Backend version.
fn version(&self) -> &str;
// ==================== 生命周期 | Lifecycle ====================
/// 调整视口大小
///
/// Resize viewport.
fn resize(&mut self, width: u32, height: u32);
/// 获取当前宽度
///
/// Get current width.
fn width(&self) -> u32;
/// 获取当前高度
///
/// Get current height.
fn height(&self) -> u32;
// ==================== 帧控制 | Frame Control ====================
/// 开始新帧
///
/// Begin new frame.
fn begin_frame(&mut self);
/// 结束当前帧
///
/// End current frame.
fn end_frame(&mut self);
/// 清屏
///
/// Clear screen.
fn clear(&mut self, r: f32, g: f32, b: f32, a: f32);
/// 设置视口
///
/// Set viewport.
fn set_viewport(&mut self, x: i32, y: i32, width: u32, height: u32);
// ==================== 缓冲区操作 | Buffer Operations ====================
/// 创建顶点缓冲区
///
/// Create vertex buffer.
fn create_vertex_buffer(
&mut self,
data: &[u8],
usage: BufferUsage,
) -> GraphicsResult<BufferHandle>;
/// 创建指定大小的顶点缓冲区(预分配)
///
/// Create vertex buffer with specified size (pre-allocate).
fn create_vertex_buffer_sized(
&mut self,
size: usize,
usage: BufferUsage,
) -> GraphicsResult<BufferHandle>;
/// 创建索引缓冲区
///
/// Create index buffer.
fn create_index_buffer(
&mut self,
data: &[u16],
usage: BufferUsage,
) -> GraphicsResult<BufferHandle>;
/// 创建索引缓冲区u32
///
/// Create index buffer (u32).
fn create_index_buffer_u32(
&mut self,
data: &[u32],
usage: BufferUsage,
) -> GraphicsResult<BufferHandle>;
/// 更新缓冲区数据
///
/// Update buffer data.
fn update_buffer(
&mut self,
handle: BufferHandle,
offset: usize,
data: &[u8],
) -> GraphicsResult<()>;
/// 销毁缓冲区
///
/// Destroy buffer.
fn destroy_buffer(&mut self, handle: BufferHandle);
/// 创建顶点数组对象
///
/// Create vertex array object.
fn create_vertex_array(
&mut self,
vertex_buffer: BufferHandle,
index_buffer: Option<BufferHandle>,
layout: &VertexLayout,
) -> GraphicsResult<VertexArrayHandle>;
/// 销毁顶点数组对象
///
/// Destroy vertex array object.
fn destroy_vertex_array(&mut self, handle: VertexArrayHandle);
// ==================== 着色器操作 | Shader Operations ====================
/// 编译着色器程序
///
/// Compile shader program.
fn compile_shader(
&mut self,
vertex_src: &str,
fragment_src: &str,
) -> GraphicsResult<ShaderHandle>;
/// 销毁着色器
///
/// Destroy shader.
fn destroy_shader(&mut self, handle: ShaderHandle);
/// 绑定着色器
///
/// Bind shader.
fn bind_shader(&mut self, handle: ShaderHandle) -> GraphicsResult<()>;
/// 设置 Uniformfloat
///
/// Set uniform (float).
fn set_uniform_f32(&mut self, name: &str, value: f32) -> GraphicsResult<()>;
/// 设置 Uniformvec2
///
/// Set uniform (vec2).
fn set_uniform_vec2(&mut self, name: &str, value: Vec2) -> GraphicsResult<()>;
/// 设置 Uniformvec3
///
/// Set uniform (vec3).
fn set_uniform_vec3(&mut self, name: &str, value: Vec3) -> GraphicsResult<()>;
/// 设置 Uniformvec4
///
/// Set uniform (vec4).
fn set_uniform_vec4(&mut self, name: &str, value: Vec4) -> GraphicsResult<()>;
/// 设置 Uniformmat3
///
/// Set uniform (mat3).
fn set_uniform_mat3(&mut self, name: &str, value: &Mat3) -> GraphicsResult<()>;
/// 设置 Uniformmat4
///
/// Set uniform (mat4).
fn set_uniform_mat4(&mut self, name: &str, value: &Mat4) -> GraphicsResult<()>;
/// 设置 Uniformint/sampler
///
/// Set uniform (int/sampler).
fn set_uniform_i32(&mut self, name: &str, value: i32) -> GraphicsResult<()>;
/// 设置 Uniform通用
///
/// Set uniform (generic).
fn set_uniform(&mut self, name: &str, value: &UniformValue) -> GraphicsResult<()> {
match value {
UniformValue::Float(v) => self.set_uniform_f32(name, *v),
UniformValue::Float2(v) => self.set_uniform_vec2(name, *v),
UniformValue::Float3(v) => self.set_uniform_vec3(name, *v),
UniformValue::Float4(v) => self.set_uniform_vec4(name, *v),
UniformValue::Int(v) => self.set_uniform_i32(name, *v),
UniformValue::Mat3(v) => self.set_uniform_mat3(name, v),
UniformValue::Mat4(v) => self.set_uniform_mat4(name, v),
UniformValue::Texture(unit) => self.set_uniform_i32(name, *unit as i32),
_ => Err(GraphicsError::Unsupported(format!(
"Uniform type {} not supported",
value.type_name()
))),
}
}
// ==================== 纹理操作 | Texture Operations ====================
/// 创建纹理
///
/// Create texture.
fn create_texture(&mut self, desc: &TextureDescriptor) -> GraphicsResult<TextureHandle>;
/// 创建空白纹理(用于动态图集)
///
/// Create blank texture (for dynamic atlas).
fn create_blank_texture(&mut self, width: u32, height: u32) -> GraphicsResult<TextureHandle>;
/// 上传纹理数据
///
/// Upload texture data.
fn upload_texture_data(
&mut self,
handle: TextureHandle,
data: &[u8],
width: u32,
height: u32,
) -> GraphicsResult<()>;
/// 更新纹理区域
///
/// Update texture region.
fn update_texture_region(
&mut self,
handle: TextureHandle,
x: u32,
y: u32,
width: u32,
height: u32,
data: &[u8],
) -> GraphicsResult<()>;
/// 销毁纹理
///
/// Destroy texture.
fn destroy_texture(&mut self, handle: TextureHandle);
/// 绑定纹理到纹理单元
///
/// Bind texture to texture unit.
fn bind_texture(&mut self, handle: TextureHandle, unit: u32) -> GraphicsResult<()>;
/// 获取纹理尺寸
///
/// Get texture dimensions.
fn get_texture_size(&self, handle: TextureHandle) -> Option<(u32, u32)>;
// ==================== 渲染状态 | Render State ====================
/// 应用渲染状态
///
/// Apply render state.
fn apply_render_state(&mut self, state: &RenderState);
/// 设置混合模式
///
/// Set blend mode.
fn set_blend_mode(&mut self, mode: BlendMode);
/// 设置裁剪矩形
///
/// Set scissor rectangle.
fn set_scissor(&mut self, rect: Option<ScissorRect>);
// ==================== 绘制命令 | Draw Commands ====================
/// 绘制索引u16
///
/// Draw indexed (u16).
fn draw_indexed(
&mut self,
vao: VertexArrayHandle,
index_count: u32,
index_offset: u32,
) -> GraphicsResult<()>;
/// 绘制索引u32
///
/// Draw indexed (u32).
fn draw_indexed_u32(
&mut self,
vao: VertexArrayHandle,
index_count: u32,
index_offset: u32,
) -> GraphicsResult<()> {
// 默认实现使用 u16 版本,后端可覆盖
self.draw_indexed(vao, index_count, index_offset)
}
/// 绘制(非索引)
///
/// Draw non-indexed.
fn draw(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
vertex_offset: u32,
) -> GraphicsResult<()>;
/// 绘制线段
///
/// Draw lines.
fn draw_lines(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
vertex_offset: u32,
) -> GraphicsResult<()>;
/// 绘制闭合线条
///
/// Draw line loop.
fn draw_line_loop(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
vertex_offset: u32,
) -> GraphicsResult<()>;
/// 绘制连续线条
///
/// Draw line strip.
fn draw_line_strip(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
vertex_offset: u32,
) -> GraphicsResult<()>;
// ==================== 查询 | Queries ====================
/// 获取最大纹理尺寸
///
/// Get max texture size.
fn max_texture_size(&self) -> u32;
/// 是否支持某功能
///
/// Check feature support.
fn supports_feature(&self, feature: GraphicsFeature) -> bool;
/// 获取最大纹理单元数
///
/// Get max texture units.
fn max_texture_units(&self) -> u32 {
16 // 默认值,后端可覆盖
}
/// 获取最大顶点属性数
///
/// Get max vertex attributes.
fn max_vertex_attributes(&self) -> u32 {
16 // 默认值,后端可覆盖
}
}
// ==================== 扩展 Trait | Extension Traits ====================
/// 帧缓冲区操作扩展
///
/// Framebuffer operations extension.
pub trait FramebufferExt: GraphicsBackend {
/// 创建帧缓冲区
///
/// Create framebuffer.
fn create_framebuffer(
&mut self,
color_attachment: TextureHandle,
depth_attachment: Option<TextureHandle>,
) -> GraphicsResult<FramebufferHandle>;
/// 销毁帧缓冲区
///
/// Destroy framebuffer.
fn destroy_framebuffer(&mut self, handle: FramebufferHandle);
/// 绑定帧缓冲区
///
/// Bind framebuffer.
fn bind_framebuffer(&mut self, handle: Option<FramebufferHandle>) -> GraphicsResult<()>;
}
/// 实例化渲染扩展
///
/// Instanced rendering extension.
pub trait InstancingExt: GraphicsBackend {
/// 绘制实例化(索引)
///
/// Draw instanced (indexed).
fn draw_indexed_instanced(
&mut self,
vao: VertexArrayHandle,
index_count: u32,
instance_count: u32,
) -> GraphicsResult<()>;
/// 绘制实例化(非索引)
///
/// Draw instanced (non-indexed).
fn draw_instanced(
&mut self,
vao: VertexArrayHandle,
vertex_count: u32,
instance_count: u32,
) -> GraphicsResult<()>;
}