feat(engine): 改进 Rust 纹理管理器

- 支持任意 ID 的纹理加载(非递增)
- 添加纹理状态追踪 API
- 优化纹理缓存清理机制
- 更新 TypeScript 绑定
This commit is contained in:
yhh
2025-12-16 11:25:28 +08:00
parent 01293590e8
commit 75be905f14
7 changed files with 335 additions and 28 deletions

View File

@@ -883,6 +883,133 @@ export class EngineBridge implements ITextureEngineBridge {
this.getEngine().clearAllTextures();
}
// ===== Texture State API =====
// ===== 纹理状态 API =====
/**
* Get texture loading state.
* 获取纹理加载状态。
*
* @param id - Texture ID | 纹理ID
* @returns State string: 'loading', 'ready', or 'failed:reason'
* 状态字符串:'loading'、'ready' 或 'failed:reason'
*/
getTextureState(id: number): string {
if (!this.initialized) return 'loading';
return this.getEngine().getTextureState(id);
}
/**
* Check if texture is ready for rendering.
* 检查纹理是否已就绪可渲染。
*
* @param id - Texture ID | 纹理ID
* @returns true if texture data is fully loaded | 纹理数据完全加载则返回true
*/
isTextureReady(id: number): boolean {
if (!this.initialized) return false;
return this.getEngine().isTextureReady(id);
}
/**
* Get count of textures currently loading.
* 获取当前正在加载的纹理数量。
*
* @returns Number of textures in 'loading' state | 处于加载状态的纹理数量
*/
getTextureLoadingCount(): number {
if (!this.initialized) return 0;
return this.getEngine().getTextureLoadingCount();
}
/**
* Load texture asynchronously with Promise.
* 使用Promise异步加载纹理。
*
* Unlike loadTexture which returns immediately with a placeholder,
* this method waits until the texture is actually loaded and ready.
* 与loadTexture立即返回占位符不同此方法会等待纹理实际加载完成。
*
* @param id - Texture ID | 纹理ID
* @param url - Image URL | 图片URL
* @returns Promise that resolves when texture is ready, rejects on failure
* 纹理就绪时解析的Promise失败时拒绝
*/
loadTextureAsync(id: number, url: string): Promise<void> {
return new Promise((resolve, reject) => {
if (!this.initialized) {
reject(new Error('Engine not initialized'));
return;
}
// Start loading the texture
// 开始加载纹理
this.getEngine().loadTexture(id, url);
// Poll for state changes
// 轮询状态变化
const checkInterval = 16; // ~60fps
const maxWaitTime = 30000; // 30 seconds timeout
let elapsed = 0;
const checkState = () => {
const state = this.getTextureState(id);
if (state === 'ready') {
resolve();
} else if (state.startsWith('failed:')) {
const reason = state.substring(7);
reject(new Error(`Texture load failed: ${reason}`));
} else if (elapsed >= maxWaitTime) {
reject(new Error(`Texture load timeout after ${maxWaitTime}ms`));
} else {
elapsed += checkInterval;
setTimeout(checkState, checkInterval);
}
};
// Start checking after a small delay to allow initial state setup
// 稍后开始检查,允许初始状态设置
setTimeout(checkState, checkInterval);
});
}
/**
* Wait for all loading textures to complete.
* 等待所有加载中的纹理完成。
*
* @param timeout - Maximum wait time in ms (default: 30000)
* 最大等待时间毫秒默认30000
* @returns Promise that resolves when all textures are loaded
* 所有纹理加载完成时解析的Promise
*/
waitForAllTextures(timeout: number = 30000): Promise<void> {
return new Promise((resolve, reject) => {
if (!this.initialized) {
reject(new Error('Engine not initialized'));
return;
}
const checkInterval = 16;
let elapsed = 0;
const checkLoading = () => {
const loadingCount = this.getTextureLoadingCount();
if (loadingCount === 0) {
resolve();
} else if (elapsed >= timeout) {
reject(new Error(`Timeout waiting for ${loadingCount} textures to load`));
} else {
elapsed += checkInterval;
setTimeout(checkLoading, checkInterval);
}
};
checkLoading();
});
}
/**
* Dispose the bridge and release resources.
* 销毁桥接并释放资源。

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@@ -3,16 +3,16 @@
* 用于ECS的引擎渲染系统。
*/
import { EntitySystem, Matcher, Entity, ComponentType, ECSSystem, Component, Core } from '@esengine/ecs-framework';
import { TransformComponent, sortingLayerManager } from '@esengine/engine-core';
import { Color } from '@esengine/ecs-framework-math';
import { SpriteComponent } from '@esengine/sprite';
import { CameraComponent } from '@esengine/camera';
import { Component, ComponentType, Core, ECSSystem, Entity, EntitySystem, Matcher } from '@esengine/ecs-framework';
import { Color } from '@esengine/ecs-framework-math';
import { TransformComponent, sortingLayerManager } from '@esengine/engine-core';
import { getMaterialManager } from '@esengine/material-system';
import { SpriteComponent } from '@esengine/sprite';
import type { EngineBridge } from '../core/EngineBridge';
import { RenderBatcher } from '../core/RenderBatcher';
import type { SpriteRenderData } from '../types';
import type { ITransformComponent } from '../core/SpriteRenderHelper';
import type { SpriteRenderData } from '../types';
/**
* Render data from a provider
@@ -339,14 +339,12 @@ export class EngineRenderSystem extends EntitySystem {
}
// Calculate UV with flip | 计算带翻转的 UV
const uv: [number, number, number, number] = [0, 0, 1, 1];
if (sprite.flipX || sprite.flipY) {
if (sprite.flipX) {
[uv[0], uv[2]] = [uv[2], uv[0]];
}
if (sprite.flipY) {
[uv[1], uv[3]] = [uv[3], uv[1]];
}
const uv: [number, number, number, number] = [...sprite.uv];
if (sprite.flipX) {
[uv[0], uv[2]] = [uv[2], uv[0]];
}
if (sprite.flipY) {
[uv[1], uv[3]] = [uv[3], uv[1]];
}
// 使用世界变换(由 TransformSystem 计算,考虑父级变换),回退到本地变换
@@ -569,6 +567,13 @@ export class EngineRenderSystem extends EntitySystem {
const tOffset = i * 7;
const uvOffset = i * 4;
const uv: [number, number, number, number] = [
data.uvs[uvOffset],
data.uvs[uvOffset + 1],
data.uvs[uvOffset + 2],
data.uvs[uvOffset + 3]
];
const renderData: SpriteRenderData = {
x: data.transforms[tOffset],
y: data.transforms[tOffset + 1],
@@ -578,7 +583,7 @@ export class EngineRenderSystem extends EntitySystem {
originX: data.transforms[tOffset + 5],
originY: data.transforms[tOffset + 6],
textureId,
uv: [data.uvs[uvOffset], data.uvs[uvOffset + 1], data.uvs[uvOffset + 2], data.uvs[uvOffset + 3]],
uv,
color: data.colors[i]
};

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@@ -209,11 +209,31 @@ export class GameEngine {
* 获取所有已注册的视口ID。
*/
getViewportIds(): string[];
/**
* 检查纹理是否已就绪
* Check if texture is ready to use
*
* # Arguments | 参数
* * `id` - Texture ID | 纹理ID
*/
isTextureReady(id: number): boolean;
/**
* Add a capsule gizmo outline.
* 添加胶囊Gizmo边框。
*/
addGizmoCapsule(x: number, y: number, radius: number, half_height: number, rotation: number, r: number, g: number, b: number, a: number): void;
/**
* 获取纹理加载状态
* Get texture loading state
*
* # Arguments | 参数
* * `id` - Texture ID | 纹理ID
*
* # Returns | 返回
* State string: "loading", "ready", or "failed:reason"
* 状态字符串:"loading"、"ready" 或 "failed:原因"
*/
getTextureState(id: number): string;
/**
* Register a new viewport.
* 注册新视口。
@@ -361,6 +381,11 @@ export class GameEngine {
* 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。
*/
clearTexturePathCache(): void;
/**
* 获取正在加载中的纹理数量
* Get the number of textures currently loading
*/
getTextureLoadingCount(): number;
/**
* Create a new game engine instance.
* 创建新的游戏引擎实例。
@@ -429,6 +454,8 @@ export interface InitOutput {
readonly gameengine_getCamera: (a: number) => [number, number];
readonly gameengine_getOrLoadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_getTextureIdByPath: (a: number, b: number, c: number) => number;
readonly gameengine_getTextureLoadingCount: (a: number) => number;
readonly gameengine_getTextureState: (a: number, b: number) => [number, number];
readonly gameengine_getViewportCamera: (a: number, b: number, c: number) => [number, number];
readonly gameengine_getViewportIds: (a: number) => [number, number];
readonly gameengine_hasMaterial: (a: number, b: number) => number;
@@ -436,6 +463,7 @@ export interface InitOutput {
readonly gameengine_height: (a: number) => number;
readonly gameengine_isEditorMode: (a: number) => number;
readonly gameengine_isKeyDown: (a: number, b: number, c: number) => number;
readonly gameengine_isTextureReady: (a: number, b: number) => number;
readonly gameengine_loadTexture: (a: number, b: number, c: number, d: number) => [number, number];
readonly gameengine_loadTextureByPath: (a: number, b: number, c: number) => [number, number, number];
readonly gameengine_new: (a: number, b: number) => [number, number, number];

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@@ -197,14 +197,6 @@ impl Engine {
colors: &[u32],
material_ids: &[u32],
) -> Result<()> {
// Debug: log once
use std::sync::atomic::{AtomicBool, Ordering};
static LOGGED: AtomicBool = AtomicBool::new(false);
if !LOGGED.swap(true, Ordering::Relaxed) {
let sprite_count = texture_ids.len();
log::info!("Engine submit_sprite_batch: {} sprites, texture_ids: {:?}", sprite_count, texture_ids);
}
self.renderer.submit_batch(
transforms,
texture_ids,
@@ -382,6 +374,24 @@ impl Engine {
self.texture_manager.clear_all();
}
/// 获取纹理加载状态
/// Get texture loading state
pub fn get_texture_state(&self, id: u32) -> crate::renderer::texture::TextureState {
self.texture_manager.get_texture_state(id)
}
/// 检查纹理是否已就绪
/// Check if texture is ready to use
pub fn is_texture_ready(&self, id: u32) -> bool {
self.texture_manager.is_texture_ready(id)
}
/// 获取正在加载中的纹理数量
/// Get the number of textures currently loading
pub fn get_texture_loading_count(&self) -> u32 {
self.texture_manager.get_loading_count()
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
pub fn is_key_down(&self, key_code: &str) -> bool {

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@@ -224,6 +224,42 @@ impl GameEngine {
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// 获取纹理加载状态
/// Get texture loading state
///
/// # Arguments | 参数
/// * `id` - Texture ID | 纹理ID
///
/// # Returns | 返回
/// State string: "loading", "ready", or "failed:reason"
/// 状态字符串:"loading"、"ready" 或 "failed:原因"
#[wasm_bindgen(js_name = getTextureState)]
pub fn get_texture_state(&self, id: u32) -> String {
use crate::renderer::texture::TextureState;
match self.engine.get_texture_state(id) {
TextureState::Loading => "loading".to_string(),
TextureState::Ready => "ready".to_string(),
TextureState::Failed(reason) => format!("failed:{}", reason),
}
}
/// 检查纹理是否已就绪
/// Check if texture is ready to use
///
/// # Arguments | 参数
/// * `id` - Texture ID | 纹理ID
#[wasm_bindgen(js_name = isTextureReady)]
pub fn is_texture_ready(&self, id: u32) -> bool {
self.engine.is_texture_ready(id)
}
/// 获取正在加载中的纹理数量
/// Get the number of textures currently loading
#[wasm_bindgen(js_name = getTextureLoadingCount)]
pub fn get_texture_loading_count(&self) -> u32 {
self.engine.get_texture_loading_count()
}
/// Check if a key is currently pressed.
/// 检查某个键是否当前被按下。
///

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@@ -5,4 +5,4 @@ mod texture;
mod texture_manager;
pub use texture::Texture;
pub use texture_manager::TextureManager;
pub use texture_manager::{TextureManager, TextureState};

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@@ -1,7 +1,9 @@
//! 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};
@@ -9,6 +11,21 @@ use web_sys::{HtmlImageElement, WebGl2RenderingContext, WebGlTexture};
use crate::core::error::{EngineError, Result};
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 {
@@ -31,6 +48,10 @@ pub struct TextureManager {
/// 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>>>,
}
impl TextureManager {
@@ -43,6 +64,7 @@ impl TextureManager {
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())),
};
// Create default white texture | 创建默认白色纹理
@@ -90,17 +112,22 @@ impl TextureManager {
/// 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。
/// 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 texture | 设置临时1x1纹理
// 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] = [128, 128, 128, 255];
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,
@@ -119,6 +146,10 @@ impl TextureManager {
// 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);
// Load actual image asynchronously | 异步加载实际图片
let gl = self.gl.clone();
@@ -130,6 +161,7 @@ impl TextureManager {
// 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 || {
@@ -146,7 +178,9 @@ impl TextureManager {
);
if let Err(e) = result {
log::error!("Failed to upload texture: {:?} | 纹理上传失败: {:?}", e, e);
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
@@ -171,10 +205,22 @@ impl TextureManager {
WebGl2RenderingContext::LINEAR as i32,
);
// 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);
@@ -223,6 +269,56 @@ impl TextureManager {
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) {
@@ -231,6 +327,8 @@ impl TextureManager {
}
// 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);
}
/// Load texture by path, returning texture ID.
@@ -308,6 +406,9 @@ impl TextureManager {
// 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();
// 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;