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load block textures
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parent
72d03962f5
commit
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@ -5,9 +5,7 @@ use kubi_shared::block::BlockTexture;
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use crate::{filesystem::AssetManager, hui_integration::UiState, rendering::Renderer};
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mod texture;
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mod shaders;
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//use texture::load_texture2darray_prefab;
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use texture::load_texture2darray_prefab;
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pub trait AssetPaths {
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fn file_name(self) -> &'static str;
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@ -39,19 +37,7 @@ impl AssetPaths for BlockTexture {
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#[derive(Unique)]
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#[repr(transparent)]
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pub struct BlockTexturesPrefab(pub wgpu::Texture);
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// #[derive(Unique)]
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// #[repr(transparent)]
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// pub struct ChunkShaderPrefab(pub Program);
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// #[derive(Unique)]
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// #[repr(transparent)]
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// pub struct ColoredShaderPrefab(pub Program);
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// #[derive(Unique)]
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// #[repr(transparent)]
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// pub struct Colored2ShaderPrefab(pub Program);
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pub struct BlockDiffuseTexture(pub wgpu::Texture);
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#[derive(Unique)]
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#[repr(transparent)]
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@ -63,15 +49,14 @@ pub fn load_prefabs(
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mut ui: NonSendSync<UniqueViewMut<UiState>>,
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assman: UniqueView<AssetManager>
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) {
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// log::info!("Loading textures...");
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// storages.add_unique_non_send_sync(BlockTexturesPrefab(
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// load_texture2darray_prefab::<BlockTexture, _>(
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// &assman,
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// "blocks".into(),
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// &renderer.display,
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// MipmapsOption::AutoGeneratedMipmaps
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// )
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// ));
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log::info!("Loading textures...");
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storages.add_unique_non_send_sync(BlockDiffuseTexture(
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load_texture2darray_prefab::<BlockTexture>(
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&renderer,
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&assman,
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"blocks".into(),
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)
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));
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log::info!("Loading the UI stuff...");
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{
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@ -1,19 +0,0 @@
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macro_rules! include_shader_prefab {
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($name: literal, $vert: literal, $frag: literal, $facade: expr) => {
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{
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use ::glium::{Program, program::ProgramCreationInput};
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log::info!("compiling shader {}", $name);
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Program::new(&*$facade, ProgramCreationInput::SourceCode {
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vertex_shader: include_str!($vert),
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fragment_shader: include_str!($frag),
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geometry_shader: None,
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tessellation_control_shader: None,
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tessellation_evaluation_shader: None,
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transform_feedback_varyings: None,
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outputs_srgb: false,
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uses_point_size: false,
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}).expect("Failed to compile gpu program")
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}
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};
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}
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pub(crate) use include_shader_prefab;
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@ -1,45 +1,75 @@
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// use strum::IntoEnumIterator;
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// use rayon::prelude::*;
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// use std::{path::PathBuf, io::BufReader};
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// use crate::filesystem::AssetManager;
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// use super::AssetPaths;
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use glam::UVec2;
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use strum::IntoEnumIterator;
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use rayon::prelude::*;
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use wgpu::util::{DeviceExt, TextureDataOrder};
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use std::{io::BufReader, path::PathBuf};
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use crate::{filesystem::AssetManager, rendering::Renderer};
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use super::AssetPaths;
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// pub fn load_texture2darray_prefab<
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// T: AssetPaths + IntoEnumIterator,
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// E: Facade
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// >(
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// assman: &AssetManager,
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// directory: PathBuf,
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// facade: &E,
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// mipmaps: MipmapsOption,
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// ) -> SrgbTexture2dArray {
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// log::info!("started loading {}", directory.as_os_str().to_str().unwrap());
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// //Load raw images
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// let tex_files: Vec<&'static str> = T::iter().map(|x| x.file_name()).collect();
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// let raw_images: Vec<RawImage2d<u8>> = tex_files.par_iter().map(|&file_name| {
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// log::info!("loading texture {}", file_name);
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// //Get path to the image and open the file
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// let reader = {
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// let path = directory.join(file_name);
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// BufReader::new(assman.open_asset(&path).expect("Failed to open texture file"))
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// };
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// //Parse image data
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// let (image_data, dimensions) = {
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// let image = image::load(
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// reader,
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// image::ImageFormat::Png
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// ).unwrap().to_rgba8();
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// let dimensions = image.dimensions();
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// (image.into_raw(), dimensions)
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// };
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// //Create a glium RawImage
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// RawImage2d::from_raw_rgba_reversed(
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// &image_data,
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// dimensions
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// )
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// }).collect();
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// log::info!("done loading texture files, uploading to the gpu");
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// //Upload images to the GPU
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// SrgbTexture2dArray::with_mipmaps(facade, raw_images, mipmaps)
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// .expect("Failed to upload texture array to GPU")
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// }
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pub fn load_texture2darray_prefab<T: AssetPaths + IntoEnumIterator>(
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renderer: &Renderer,
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assman: &AssetManager,
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directory: PathBuf,
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) -> wgpu::Texture {
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log::info!("started loading {}", directory.as_os_str().to_str().unwrap());
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//Load raw images
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let tex_files: Vec<&'static str> = T::iter().map(|x| x.file_name()).collect();
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let raw_images: Vec<(Vec<u8>, UVec2)> = tex_files.par_iter().map(|&file_name| {
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log::info!("loading texture {}", file_name);
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//Get path to the image and open the file
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let reader = {
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let path = directory.join(file_name);
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BufReader::new(assman.open_asset(&path).expect("Failed to open texture file"))
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};
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//Parse image data
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let (image_data, dimensions) = {
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let image = image::load(
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reader,
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image::ImageFormat::Png
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).unwrap().to_rgba8();
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let dimensions = image.dimensions();
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(image.into_raw(), dimensions)
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};
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(image_data, UVec2::from(dimensions))
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}).collect();
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assert!(!raw_images.is_empty(), "no images loaded");
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//TODO: check same size
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log::info!("done loading texture files, uploading to the gpu");
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let size = raw_images[0].1;
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let layers = raw_images.len() as u32;
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//Concat data into a single vec
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let mut data = Vec::with_capacity((size.x * size.y * layers * 4) as usize);
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for (layer_data, _) in raw_images {
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data.extend_from_slice(&layer_data);
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}
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//Upload images to the GPU
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let desc = &wgpu::TextureDescriptor {
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label: Some("block_diffuse_texture"),
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size: wgpu::Extent3d {
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width: size.x,
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height: size.y,
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depth_or_array_layers: layers,
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},
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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mip_level_count: 1,
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sample_count: 1,
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view_formats: &[],
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};
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renderer.device().create_texture_with_data(
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renderer.queue(),
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desc,
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TextureDataOrder::MipMajor,
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&data
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)
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}
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