mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-21 22:38:41 -06:00
wip texture loading
This commit is contained in:
parent
f792e331a9
commit
35683d2b7c
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@ -1,17 +0,0 @@
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#version 300 es
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precision highp float;
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in vec2 v_uv;
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out vec4 out_color;
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uniform float progress;
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uniform vec4 color;
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uniform vec4 bg_color;
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void main() {
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if (v_uv.x <= progress) {
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out_color = color;
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} else {
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out_color = bg_color;
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}
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}
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@ -1,12 +0,0 @@
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#version 300 es
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in vec2 position;
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out vec2 v_uv;
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uniform mat4 ui_view;
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uniform mat3 transform;
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void main() {
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v_uv = position;
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vec2 transformed = (transform * vec3(position, 1.)).xy;
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gl_Position = ui_view * vec4(transformed, 0., 1.);
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}
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@ -5,7 +5,7 @@ use crate::rendering::Renderer;
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mod texture;
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mod texture;
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mod shaders;
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mod shaders;
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use texture::load_texture2darray_prefab;
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use texture::load_asset_texture_array;
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use shaders::include_shader_prefab;
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use shaders::include_shader_prefab;
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pub trait AssetPaths {
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pub trait AssetPaths {
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@ -57,11 +57,7 @@ pub fn load_prefabs(
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) {
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) {
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log::info!("Loading textures...");
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log::info!("Loading textures...");
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storages.add_unique_non_send_sync(BlockTexturesPrefab(
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storages.add_unique_non_send_sync(BlockTexturesPrefab(
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load_texture2darray_prefab::<BlockTexture, _>(
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load_asset_texture_array::<BlockTexture>("blocks".into(), &renderer)
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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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));
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log::info!("Compiling shaders...");
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log::info!("Compiling shaders...");
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@ -81,13 +77,5 @@ pub fn load_prefabs(
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&renderer.display
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&renderer.display
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)
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)
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));
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));
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storages.add_unique_non_send_sync(ProgressbarShaderPrefab(
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include_shader_prefab!(
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"gui/progressbar",
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"../shaders/gui/progressbar.vert",
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"../shaders/gui/progressbar.frag",
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&renderer.display
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)
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));
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renderer.display.release_shader_compiler();
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renderer.display.release_shader_compiler();
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}
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}
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109
kubi/src/assets/texture.rs
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109
kubi/src/assets/texture.rs
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@ -0,0 +1,109 @@
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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 std::{path::PathBuf, io::BufReader, sync::Mutex, num::NonZeroU32};
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use crate::{filesystem::open_asset, rendering::Renderer};
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use super::AssetPaths;
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pub fn load_asset_texture_array<
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T: AssetPaths + IntoEnumIterator,
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>(
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directory: PathBuf,
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renderer: &Renderer,
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) -> wgpu::Texture {
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log::info!("started loading texture array from: \"{}\"", directory.as_os_str().to_str().unwrap());
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//Load raw images
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let (texture_data, texture_dimensions): (Vec<Vec<u8>>, UVec2) = {
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//Image dimensions
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//Mutex is required to ensure exact size, without extra temporary allocations
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let img_dim: Mutex<Option<(NonZeroU32, NonZeroU32)>> = Mutex::new(None);
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//Get image file names into a Vec (because par_iter can't be called directly on IntoEnumIterator::iter())
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let file_names: Vec<&'static str> = T::iter().map(|x| x.file_name()).collect();
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//Load data in parallel
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let raw_images: Vec<Vec<u8>> = file_names.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(open_asset(&path).expect("Failed to open texture file"))
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};
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//Load and parse image data
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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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//Get image dimensions
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let dimensions = image.dimensions();
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let dim_nonzero = (
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NonZeroU32::new(dimensions.0).expect("image dimensions must be non-zero"),
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NonZeroU32::new(dimensions.1).expect("image dimensions must be non-zero")
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);
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//Ensure same size (skip if poisoned)
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if !img_dim.is_poisoned() {
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let img_dim = img_dim.lock().unwrap();
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if let Some(current_size) = img_dim.replace(dim_nonzero) {
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assert!(dim_nonzero == current_size, "image dimensions do not match");
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}
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}
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image.into_raw()
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}).collect();
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//Lock for the final time and retrieve the dimensions
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let img_dim = img_dim.lock().unwrap().expect("No images were loaded").clone();
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let img_dim_vec = UVec2::new(img_dim.0.get(), img_dim.1.get());
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(raw_images, img_dim_vec)
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};
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//Flatten the texture data
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let texture_data_flat = texture_data.concat();
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log::info!("done loading texture files, uploading to the gpu");
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let texture_extent = wgpu::Extent3d {
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width: texture_dimensions.x,
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height: texture_dimensions.y,
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depth_or_array_layers: texture_data.len() as u32,
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};
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//Create a wgpu texture
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let texture_handle = renderer.device.create_texture(
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&wgpu::TextureDescriptor {
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size: texture_extent,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2, ///XXX: is this supposed to be D2 for array tex.?
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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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label: Some("diffuse_texture"),
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view_formats: &[],
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}
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);
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//Upload texture data
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renderer.queue.write_texture(
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wgpu::ImageCopyTexture {
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texture: &texture_handle,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&texture_data_flat,
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * texture_dimensions.x),
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rows_per_image: Some(texture_dimensions.y),
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},
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texture_extent,
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);
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texture_handle
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}
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@ -1,6 +1,6 @@
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use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get, track};
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use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get, track};
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use crate::{
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use crate::{
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prefabs::ProgressbarShaderPrefab,
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assets::ProgressbarShaderPrefab,
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rendering::{
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rendering::{
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RenderTarget,
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RenderTarget,
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primitives::rect::RectPrimitive
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primitives::rect::RectPrimitive
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pub(crate) mod rendering;
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pub(crate) mod rendering;
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pub(crate) mod world;
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pub(crate) mod world;
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pub(crate) mod player;
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pub(crate) mod player;
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pub(crate) mod prefabs;
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pub(crate) mod assets;
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pub(crate) mod settings;
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pub(crate) mod settings;
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pub(crate) mod camera;
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pub(crate) mod camera;
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pub(crate) mod events;
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pub(crate) mod events;
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tasks::ChunkTaskManager,
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tasks::ChunkTaskManager,
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};
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};
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use player::{spawn_player, MainPlayer};
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use player::{spawn_player, MainPlayer};
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use prefabs::load_prefabs;
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use assets::load_prefabs;
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use settings::{load_settings, GameSettings};
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use settings::{load_settings, GameSettings};
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use camera::compute_cameras;
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use camera::compute_cameras;
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use events::{
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use events::{
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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::open_asset;
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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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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(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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@ -1,7 +1,7 @@
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use shipyard::{NonSendSync, UniqueViewMut, UniqueView, View, IntoIter, IntoWithId};
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use shipyard::{NonSendSync, UniqueViewMut, UniqueView, View, IntoIter, IntoWithId};
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use kubi_shared::{entity::Entity, transform::Transform};
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use kubi_shared::{entity::Entity, transform::Transform};
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use crate::{
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use crate::{
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prefabs::ColoredShaderPrefab,
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assets::ColoredShaderPrefab,
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camera::Camera,
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camera::Camera,
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settings::GameSettings
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settings::GameSettings
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};
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};
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@ -10,7 +10,7 @@ use glium::{
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use crate::{
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use crate::{
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world::raycast::LookingAtBlock,
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world::raycast::LookingAtBlock,
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camera::Camera,
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camera::Camera,
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prefabs::ColoredShaderPrefab
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assets::ColoredShaderPrefab
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};
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};
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use super::{
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use super::{
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RenderTarget,
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RenderTarget,
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camera::Camera,
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camera::Camera,
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player::MainPlayer,
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player::MainPlayer,
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transform::Transform,
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transform::Transform,
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prefabs::{
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assets::{
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ChunkShaderPrefab,
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ChunkShaderPrefab,
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BlockTexturesPrefab,
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BlockTexturesPrefab,
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ColoredShaderPrefab,
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ColoredShaderPrefab,
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