refactor: reorganize package structure and decouple framework packages (#338)

* refactor: reorganize package structure and decouple framework packages

## Package Structure Reorganization
- Reorganized 55 packages into categorized subdirectories:
  - packages/framework/ - Generic framework (Laya/Cocos compatible)
  - packages/engine/ - ESEngine core modules
  - packages/rendering/ - Rendering modules (WASM dependent)
  - packages/physics/ - Physics modules
  - packages/streaming/ - World streaming
  - packages/network-ext/ - Network extensions
  - packages/editor/ - Editor framework and plugins
  - packages/rust/ - Rust WASM engine
  - packages/tools/ - Build tools and SDK

## Framework Package Decoupling
- Decoupled behavior-tree and blueprint packages from ESEngine dependencies
- Created abstracted interfaces (IBTAssetManager, IBehaviorTreeAssetContent)
- ESEngine-specific code moved to esengine/ subpath exports
- Framework packages now usable with Cocos/Laya without ESEngine

## CI Configuration
- Updated CI to only type-check and lint framework packages
- Added type-check:framework and lint:framework scripts

## Breaking Changes
- Package import paths changed due to directory reorganization
- ESEngine integrations now use subpath imports (e.g., '@esengine/behavior-tree/esengine')

* fix: update es-engine file path after directory reorganization

* docs: update README to focus on framework over engine

* ci: only build framework packages, remove Rust/WASM dependencies

* fix: remove esengine subpath from behavior-tree and blueprint builds

ESEngine integration code will only be available in full engine builds.
Framework packages are now purely engine-agnostic.

* fix: move network-protocols to framework, build both in CI

* fix: update workflow paths from packages/core to packages/framework/core

* fix: exclude esengine folder from type-check in behavior-tree and blueprint

* fix: update network tsconfig references to new paths

* fix: add test:ci:framework to only test framework packages in CI

* fix: only build core and math npm packages in CI

* fix: exclude test files from CodeQL and fix string escaping security issue
This commit is contained in:
YHH
2025-12-26 14:50:35 +08:00
committed by GitHub
parent a84ff902e4
commit 155411e743
1936 changed files with 4147 additions and 11578 deletions

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//! Texture loading and management.
//! 纹理加载和管理。
use std::cell::RefCell;
use std::collections::HashMap;
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 crate::backend::WebGL2Backend;
use super::Texture;
/// 纹理加载状态
/// Texture loading state
#[derive(Debug, Clone, PartialEq)]
pub enum TextureState {
/// 正在加载中
/// Loading in progress
Loading,
/// 加载完成,可以使用
/// Loaded and ready to use
Ready,
/// 加载失败
/// Load failed
Failed(String),
}
/// 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>,
/// Path to texture ID mapping.
/// 路径到纹理ID的映射。
path_to_id: HashMap<String, u32>,
/// Next texture ID for auto-assignment.
/// 下一个自动分配的纹理ID。
next_id: u32,
/// Default white texture for untextured rendering.
/// 用于无纹理渲染的默认白色纹理。
default_texture: Option<WebGlTexture>,
/// 纹理加载状态(使用 Rc<RefCell<>> 以便闭包可以修改)
/// Texture loading states (using Rc<RefCell<>> so closures can modify)
texture_states: Rc<RefCell<HashMap<u32, TextureState>>>,
/// 纹理尺寸缓存(使用 Rc<RefCell<>> 以便闭包可以修改)
/// Texture dimensions cache (using Rc<RefCell<>> so closures can modify)
/// Key: texture ID, Value: (width, height)
texture_dimensions: Rc<RefCell<HashMap<u32, (u32, u32)>>>,
}
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(),
path_to_id: HashMap::new(),
next_id: 1, // Start from 1, 0 is reserved for default
default_texture: None,
texture_states: Rc::new(RefCell::new(HashMap::new())),
texture_dimensions: Rc::new(RefCell::new(HashMap::new())),
};
// 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. Use `get_texture_state` to check loading status.
/// 注意:这是一个异步操作。纹理在图片加载后可用。使用 `get_texture_state` 检查加载状态。
pub fn load_texture(&mut self, id: u32, url: &str) -> Result<()> {
// 设置初始状态为 Loading | Set initial state to Loading
self.texture_states.borrow_mut().insert(id, TextureState::Loading);
// 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 transparent texture | 设置临时1x1透明纹理
// 使用透明而非灰色,这样未加载完成时不会显示奇怪的颜色
// Use transparent instead of gray, so incomplete textures don't show strange colors
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture));
let placeholder: [u8; 4] = [0, 0, 0, 0];
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),
);
// Clone texture handle for async loading before storing | 在存储前克隆纹理句柄用于异步加载
let texture_for_closure = texture.clone();
// Store texture with placeholder size | 存储带占位符尺寸的纹理
self.textures.insert(id, Texture::new(texture, 1, 1));
// Clone state map for closures | 克隆状态映射用于闭包
let states_for_onload = Rc::clone(&self.texture_states);
let states_for_onerror = Rc::clone(&self.texture_states);
// Clone dimensions map for closure | 克隆尺寸映射用于闭包
let dimensions_for_onload = Rc::clone(&self.texture_dimensions);
// Load actual image asynchronously | 异步加载实际图片
let gl = self.gl.clone();
let image = HtmlImageElement::new()
.map_err(|_| EngineError::TextureLoadFailed("Failed to create image element".into()))?;
// Set crossOrigin for CORS support | 设置crossOrigin以支持CORS
image.set_cross_origin(Some("anonymous"));
// Clone image for use in closure | 克隆图片用于闭包
let image_clone = image.clone();
let texture_id = id;
// Set up load callback | 设置加载回调
let onload = Closure::wrap(Box::new(move || {
gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture_for_closure));
// Use the captured image element | 使用捕获的图片元素
let result = 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,
);
if let Err(e) = result {
log::error!("Failed to upload texture {}: {:?} | 纹理 {} 上传失败: {:?}", texture_id, e, texture_id, e);
states_for_onload.borrow_mut().insert(texture_id, TextureState::Failed(format!("{:?}", e)));
return;
}
// 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,
);
// 存储纹理尺寸(从加载的图片获取)
// Store texture dimensions (from loaded image)
let width = image_clone.width();
let height = image_clone.height();
dimensions_for_onload.borrow_mut().insert(texture_id, (width, height));
// 标记为就绪 | Mark as ready
states_for_onload.borrow_mut().insert(texture_id, TextureState::Ready);
}) as Box<dyn Fn()>);
// Set up error callback | 设置错误回调
let url_for_error = url.to_string();
let onerror = Closure::wrap(Box::new(move || {
let error_msg = format!("Failed to load image: {}", url_for_error);
states_for_onerror.borrow_mut().insert(texture_id, TextureState::Failed(error_msg));
}) as Box<dyn Fn()>);
image.set_onload(Some(onload.as_ref().unchecked_ref()));
image.set_onerror(Some(onerror.as_ref().unchecked_ref()));
onload.forget(); // Prevent closure from being dropped | 防止闭包被销毁
onerror.forget();
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。
///
/// First checks the dimensions cache (updated when texture loads),
/// then falls back to the Texture struct.
/// 首先检查尺寸缓存(在纹理加载时更新),
/// 然后回退到 Texture 结构体。
#[inline]
pub fn get_texture_size(&self, id: u32) -> Option<(f32, f32)> {
// Check dimensions cache first (has actual loaded dimensions)
// 首先检查尺寸缓存(有实际加载的尺寸)
if let Some(&(w, h)) = self.texture_dimensions.borrow().get(&id) {
return Some((w as f32, h as f32));
}
// Fall back to texture struct (may have placeholder dimensions)
// 回退到纹理结构体(可能是占位符尺寸)
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 {
if id != 0 {
log::warn!("Texture {} not found, using default | 未找到纹理 {},使用默认纹理", id, id);
}
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(default));
} else {
log::error!("Texture {} not found and no default texture! | 未找到纹理 {} 且没有默认纹理!", id, id);
}
}
/// Bind texture via backend.
/// 通过后端绑定纹理。
pub fn bind_texture_via_backend(&self, backend: &WebGL2Backend, id: u32, slot: u32) {
let texture = if let Some(tex) = self.textures.get(&id) {
Some(&tex.handle)
} else {
if id != 0 {
log::warn!("Texture {} not found, using default | 未找到纹理 {},使用默认纹理", id, id);
}
self.default_texture.as_ref()
};
backend.bind_texture_raw(texture, slot);
}
/// 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)
}
/// 获取纹理加载状态
/// Get texture loading state
///
/// 返回纹理的当前加载状态Loading、Ready 或 Failed。
/// Returns the current loading state of the texture: Loading, Ready, or Failed.
#[inline]
pub fn get_texture_state(&self, id: u32) -> TextureState {
// ID 0 是默认纹理,始终就绪
// ID 0 is default texture, always ready
if id == 0 {
return TextureState::Ready;
}
self.texture_states
.borrow()
.get(&id)
.cloned()
.unwrap_or(TextureState::Failed("Texture not found".to_string()))
}
/// 检查纹理是否已就绪可用
/// Check if texture is ready to use
///
/// 这是 `get_texture_state() == TextureState::Ready` 的便捷方法。
/// This is a convenience method for `get_texture_state() == TextureState::Ready`.
#[inline]
pub fn is_texture_ready(&self, id: u32) -> bool {
// ID 0 是默认纹理,始终就绪
// ID 0 is default texture, always ready
if id == 0 {
return true;
}
matches!(
self.texture_states.borrow().get(&id),
Some(TextureState::Ready)
)
}
/// 获取正在加载中的纹理数量
/// Get the number of textures currently loading
#[inline]
pub fn get_loading_count(&self) -> u32 {
self.texture_states
.borrow()
.values()
.filter(|s| matches!(s, TextureState::Loading))
.count() as u32
}
/// 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));
}
// Also remove from path mapping | 同时从路径映射中移除
self.path_to_id.retain(|_, &mut v| v != id);
// Remove state | 移除状态
self.texture_states.borrow_mut().remove(&id);
// Remove dimensions | 移除尺寸
self.texture_dimensions.borrow_mut().remove(&id);
}
/// Load texture by path, returning texture ID.
/// 按路径加载纹理返回纹理ID。
///
/// If the texture is already loaded, returns existing ID.
/// 如果纹理已加载返回现有ID。
pub fn load_texture_by_path(&mut self, path: &str) -> Result<u32> {
// Check if already loaded | 检查是否已加载
if let Some(&id) = self.path_to_id.get(path) {
return Ok(id);
}
// Assign new ID and load | 分配新ID并加载
let id = self.next_id;
self.next_id += 1;
// Store path mapping first | 先存储路径映射
self.path_to_id.insert(path.to_string(), id);
// Load texture with assigned ID | 用分配的ID加载纹理
self.load_texture(id, path)?;
Ok(id)
}
/// Get texture ID by path.
/// 按路径获取纹理ID。
///
/// Returns None if texture is not loaded.
/// 如果纹理未加载返回None。
#[inline]
pub fn get_texture_id_by_path(&self, path: &str) -> Option<u32> {
self.path_to_id.get(path).copied()
}
/// Get or load texture by path.
/// 按路径获取或加载纹理。
///
/// If texture is already loaded, returns existing ID.
/// If not loaded, loads it and returns new ID.
/// 如果纹理已加载返回现有ID。
/// 如果未加载加载它并返回新ID。
pub fn get_or_load_by_path(&mut self, path: &str) -> Result<u32> {
// Empty path means default texture | 空路径表示默认纹理
if path.is_empty() {
return Ok(0);
}
self.load_texture_by_path(path)
}
/// Clear the path-to-ID cache.
/// 清除路径到ID的缓存映射。
///
/// This should be called when restoring scene snapshots to ensure
/// textures are reloaded with correct IDs.
/// 在恢复场景快照时应调用此方法以确保纹理使用正确的ID重新加载。
pub fn clear_path_cache(&mut self) {
self.path_to_id.clear();
}
/// Clear all textures and reset state.
/// 清除所有纹理并重置状态。
///
/// This removes all loaded textures from GPU memory and resets
/// the ID counter. The default texture is preserved.
/// 这会从GPU内存中移除所有已加载的纹理并重置ID计数器。默认纹理会被保留。
pub fn clear_all(&mut self) {
// Delete all textures from GPU | 从GPU删除所有纹理
for (_, texture) in self.textures.drain() {
self.gl.delete_texture(Some(&texture.handle));
}
// Clear path mapping | 清除路径映射
self.path_to_id.clear();
// Clear texture states | 清除纹理状态
self.texture_states.borrow_mut().clear();
// Clear texture dimensions | 清除纹理尺寸
self.texture_dimensions.borrow_mut().clear();
// Reset ID counter (1 is reserved for first texture, 0 for default)
// 重置ID计数器1保留给第一个纹理0给默认纹理
self.next_id = 1;
}
/// Create a blank texture with specified dimensions.
/// 创建具有指定尺寸的空白纹理。
///
/// This is used for dynamic atlas creation where textures
/// are later filled with content using `update_texture_region`.
/// 用于动态图集创建,之后使用 `update_texture_region` 填充内容。
///
/// # Arguments | 参数
/// * `width` - Texture width in pixels | 纹理宽度(像素)
/// * `height` - Texture height in pixels | 纹理高度(像素)
///
/// # Returns | 返回
/// The texture ID for the created texture | 创建的纹理ID
pub fn create_blank_texture(&mut self, width: u32, height: u32) -> Result<u32> {
let texture = self.gl
.create_texture()
.ok_or_else(|| EngineError::TextureLoadFailed("Failed to create blank texture".into()))?;
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture));
// Initialize with transparent pixels
// 使用透明像素初始化
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,
width as i32,
height as i32,
0,
WebGl2RenderingContext::RGBA,
WebGl2RenderingContext::UNSIGNED_BYTE,
None, // NULL data - allocate but don't fill
);
// Set texture parameters for atlas use
// 设置图集使用的纹理参数
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_WRAP_S,
WebGl2RenderingContext::CLAMP_TO_EDGE as i32,
);
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_WRAP_T,
WebGl2RenderingContext::CLAMP_TO_EDGE as i32,
);
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_MIN_FILTER,
WebGl2RenderingContext::LINEAR as i32,
);
self.gl.tex_parameteri(
WebGl2RenderingContext::TEXTURE_2D,
WebGl2RenderingContext::TEXTURE_MAG_FILTER,
WebGl2RenderingContext::LINEAR as i32,
);
// Assign ID and store
// 分配ID并存储
let id = self.next_id;
self.next_id += 1;
self.textures.insert(id, Texture::new(texture, width, height));
self.texture_states.borrow_mut().insert(id, TextureState::Ready);
self.texture_dimensions.borrow_mut().insert(id, (width, height));
log::debug!("Created blank texture {} ({}x{}) | 创建空白纹理 {} ({}x{})", id, width, height, id, width, height);
Ok(id)
}
/// Update a region of an existing texture with pixel data.
/// 使用像素数据更新现有纹理的区域。
///
/// This is used for dynamic atlas to copy individual textures
/// into the atlas texture.
/// 用于动态图集将单个纹理复制到图集纹理中。
///
/// # Arguments | 参数
/// * `id` - The texture ID to update | 要更新的纹理ID
/// * `x` - X offset in the texture | 纹理中的X偏移
/// * `y` - Y offset in the texture | 纹理中的Y偏移
/// * `width` - Width of the region to update | 要更新的区域宽度
/// * `height` - Height of the region to update | 要更新的区域高度
/// * `pixels` - RGBA pixel data (4 bytes per pixel) | RGBA像素数据每像素4字节
///
/// # Returns | 返回
/// Ok(()) on success, Err if texture not found or update failed
/// 成功时返回 Ok(()),纹理未找到或更新失败时返回 Err
pub fn update_texture_region(
&self,
id: u32,
x: u32,
y: u32,
width: u32,
height: u32,
pixels: &[u8],
) -> Result<()> {
let texture = self.textures.get(&id)
.ok_or_else(|| EngineError::TextureLoadFailed(format!("Texture {} not found", id)))?;
// Validate pixel data size
// 验证像素数据大小
let expected_size = (width * height * 4) as usize;
if pixels.len() != expected_size {
return Err(EngineError::TextureLoadFailed(format!(
"Pixel data size mismatch: expected {}, got {} | 像素数据大小不匹配:预期 {},实际 {}",
expected_size, pixels.len(), expected_size, pixels.len()
)));
}
self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture.handle));
// Use texSubImage2D to update a region
// 使用 texSubImage2D 更新区域
self.gl.tex_sub_image_2d_with_i32_and_i32_and_u32_and_type_and_opt_u8_array(
WebGl2RenderingContext::TEXTURE_2D,
0,
x as i32,
y as i32,
width as i32,
height as i32,
WebGl2RenderingContext::RGBA,
WebGl2RenderingContext::UNSIGNED_BYTE,
Some(pixels),
).map_err(|e| EngineError::TextureLoadFailed(format!("texSubImage2D failed: {:?}", e)))?;
log::trace!("Updated texture {} region ({},{}) {}x{} | 更新纹理 {} 区域 ({},{}) {}x{}",
id, x, y, width, height, id, x, y, width, height);
Ok(())
}
}