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esengine/packages/engine/src/renderer/texture/texture_manager.rs

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//! Texture loading and management.
//! 纹理加载和管理。
use std::collections::HashMap;
use std::cell::RefCell;
use std::rc::Rc;
use wasm_bindgen::prelude::*;
use wasm_bindgen::JsCast;
use web_sys::{HtmlImageElement, WebGl2RenderingContext, WebGlTexture};
use crate::core::error::{EngineError, Result};
use super::Texture;
/// Texture manager for loading and caching textures.
/// 用于加载和缓存纹理的纹理管理器。
pub struct TextureManager {
/// WebGL context.
/// WebGL上下文。
gl: WebGl2RenderingContext,
/// Loaded textures.
/// 已加载的纹理。
textures: HashMap<u32, Texture>,
/// Default white texture for untextured rendering.
/// 用于无纹理渲染的默认白色纹理。
default_texture: Option<WebGlTexture>,
}
impl TextureManager {
/// Create a new texture manager.
/// 创建新的纹理管理器。
pub fn new(gl: WebGl2RenderingContext) -> Self {
let mut manager = Self {
gl,
textures: HashMap::new(),
default_texture: None,
};
// Create default white texture | 创建默认白色纹理
manager.create_default_texture();
manager
}
/// Create a 1x1 white texture as default.
/// 创建1x1白色纹理作为默认纹理。
fn create_default_texture(&mut self) {
let texture = self.gl.create_texture();
if let Some(tex) = &texture {
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(tex));
let white_pixel: [u8; 4] = [255, 255, 255, 255];
let _ = self.gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
WebGl2RenderingContext::TEXTURE_2D,
0,
WebGl2RenderingContext::RGBA as i32,
1,
1,
0,
WebGl2RenderingContext::RGBA,
WebGl2RenderingContext::UNSIGNED_BYTE,
Some(&white_pixel),
);
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_MIN_FILTER,
WebGl2RenderingContext::NEAREST as i32,
);
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_MAG_FILTER,
WebGl2RenderingContext::NEAREST as i32,
);
}
self.default_texture = texture;
}
/// Load a texture from URL.
/// 从URL加载纹理。
///
/// Note: This is an async operation. The texture will be available
/// after the image loads.
/// 注意:这是一个异步操作。纹理在图片加载后可用。
pub fn load_texture(&mut self, id: u32, url: &str) -> Result<()> {
// Create placeholder texture | 创建占位纹理
let texture = self.gl
.create_texture()
.ok_or_else(|| EngineError::TextureLoadFailed("Failed to create texture".into()))?;
// Set up temporary 1x1 texture | 设置临时1x1纹理
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture));
let placeholder: [u8; 4] = [128, 128, 128, 255];
let _ = self.gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
WebGl2RenderingContext::TEXTURE_2D,
0,
WebGl2RenderingContext::RGBA as i32,
1,
1,
0,
WebGl2RenderingContext::RGBA,
WebGl2RenderingContext::UNSIGNED_BYTE,
Some(&placeholder),
);
// Store texture with placeholder size | 存储带占位符尺寸的纹理
self.textures.insert(id, Texture::new(texture.clone(), 1, 1));
// Load actual image asynchronously | 异步加载实际图片
let gl = self.gl.clone();
let texture_rc = Rc::new(RefCell::new(texture));
let texture_clone = Rc::clone(&texture_rc);
// We need to update the stored texture size after loading
// For MVP, we'll handle this through a callback mechanism
// 加载后需要更新存储的纹理尺寸
// 对于MVP我们通过回调机制处理
let image = HtmlImageElement::new()
.map_err(|_| EngineError::TextureLoadFailed("Failed to create image element".into()))?;
// Clone image for use in closure | 克隆图片用于闭包
let image_clone = image.clone();
// Set up load callback | 设置加载回调
let onload = Closure::wrap(Box::new(move || {
let tex = texture_clone.borrow();
gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&tex));
// Use the captured image element | 使用捕获的图片元素
let _ = gl.tex_image_2d_with_u32_and_u32_and_html_image_element(
WebGl2RenderingContext::TEXTURE_2D,
0,
WebGl2RenderingContext::RGBA as i32,
WebGl2RenderingContext::RGBA,
WebGl2RenderingContext::UNSIGNED_BYTE,
&image_clone,
);
// Set texture parameters | 设置纹理参数
gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_WRAP_S,
WebGl2RenderingContext::CLAMP_TO_EDGE as i32,
);
gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_WRAP_T,
WebGl2RenderingContext::CLAMP_TO_EDGE as i32,
);
gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_MIN_FILTER,
WebGl2RenderingContext::LINEAR as i32,
);
gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_MAG_FILTER,
WebGl2RenderingContext::LINEAR as i32,
);
log::debug!("Texture loaded | 纹理加载完成");
}) as Box<dyn Fn()>);
image.set_onload(Some(onload.as_ref().unchecked_ref()));
onload.forget(); // Prevent closure from being dropped | 防止闭包被销毁
image.set_src(url);
Ok(())
}
/// Get texture by ID.
/// 按ID获取纹理。
#[inline]
pub fn get_texture(&self, id: u32) -> Option<&Texture> {
self.textures.get(&id)
}
/// Get texture size by ID.
/// 按ID获取纹理尺寸。
#[inline]
pub fn get_texture_size(&self, id: u32) -> Option<(f32, f32)> {
self.textures
.get(&id)
.map(|t| (t.width as f32, t.height as f32))
}
/// Bind texture for rendering.
/// 绑定纹理用于渲染。
pub fn bind_texture(&self, id: u32, slot: u32) {
self.gl.active_texture(WebGl2RenderingContext::TEXTURE0 + slot);
if let Some(texture) = self.textures.get(&id) {
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture.handle));
} else if let Some(default) = &self.default_texture {
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(default));
}
}
/// Check if texture is loaded.
/// 检查纹理是否已加载。
#[inline]
pub fn has_texture(&self, id: u32) -> bool {
self.textures.contains_key(&id)
}
/// Remove texture.
/// 移除纹理。
pub fn remove_texture(&mut self, id: u32) {
if let Some(texture) = self.textures.remove(&id) {
self.gl.delete_texture(Some(&texture.handle));
}
}
}