feat: 集成Rust WASM渲染引擎与TypeScript ECS框架 (#228)
* feat: 集成Rust WASM渲染引擎与TypeScript ECS框架 * feat: 增强编辑器UI功能与跨平台支持 * fix: 修复CI测试和类型检查问题 * fix: 修复CI问题并提高测试覆盖率 * fix: 修复CI问题并提高测试覆盖率
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packages/engine/src/renderer/texture/texture_manager.rs
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217
packages/engine/src/renderer/texture/texture_manager.rs
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//! Texture loading and management.
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//! 纹理加载和管理。
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use std::collections::HashMap;
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use std::cell::RefCell;
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use std::rc::Rc;
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use wasm_bindgen::prelude::*;
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use wasm_bindgen::JsCast;
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use web_sys::{HtmlImageElement, WebGl2RenderingContext, WebGlTexture};
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use crate::core::error::{EngineError, Result};
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use super::Texture;
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/// Texture manager for loading and caching textures.
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/// 用于加载和缓存纹理的纹理管理器。
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pub struct TextureManager {
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/// WebGL context.
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/// WebGL上下文。
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gl: WebGl2RenderingContext,
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/// Loaded textures.
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/// 已加载的纹理。
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textures: HashMap<u32, Texture>,
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/// Default white texture for untextured rendering.
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/// 用于无纹理渲染的默认白色纹理。
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default_texture: Option<WebGlTexture>,
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}
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impl TextureManager {
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/// Create a new texture manager.
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/// 创建新的纹理管理器。
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pub fn new(gl: WebGl2RenderingContext) -> Self {
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let mut manager = Self {
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gl,
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textures: HashMap::new(),
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default_texture: None,
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};
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// Create default white texture | 创建默认白色纹理
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manager.create_default_texture();
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manager
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}
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/// Create a 1x1 white texture as default.
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/// 创建1x1白色纹理作为默认纹理。
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fn create_default_texture(&mut self) {
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let texture = self.gl.create_texture();
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if let Some(tex) = &texture {
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self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(tex));
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let white_pixel: [u8; 4] = [255, 255, 255, 255];
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let _ = self.gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
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WebGl2RenderingContext::TEXTURE_2D,
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0,
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WebGl2RenderingContext::RGBA as i32,
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1,
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1,
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0,
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WebGl2RenderingContext::RGBA,
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WebGl2RenderingContext::UNSIGNED_BYTE,
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Some(&white_pixel),
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);
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self.gl.tex_parameteri(
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WebGl2RenderingContext::TEXTURE_2D,
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WebGl2RenderingContext::TEXTURE_MIN_FILTER,
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WebGl2RenderingContext::NEAREST as i32,
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);
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self.gl.tex_parameteri(
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WebGl2RenderingContext::TEXTURE_2D,
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WebGl2RenderingContext::TEXTURE_MAG_FILTER,
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WebGl2RenderingContext::NEAREST as i32,
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);
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}
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self.default_texture = texture;
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}
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/// Load a texture from URL.
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/// 从URL加载纹理。
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///
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/// Note: This is an async operation. The texture will be available
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/// after the image loads.
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/// 注意:这是一个异步操作。纹理在图片加载后可用。
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pub fn load_texture(&mut self, id: u32, url: &str) -> Result<()> {
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// Create placeholder texture | 创建占位纹理
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let texture = self.gl
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.create_texture()
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.ok_or_else(|| EngineError::TextureLoadFailed("Failed to create texture".into()))?;
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// Set up temporary 1x1 texture | 设置临时1x1纹理
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self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture));
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let placeholder: [u8; 4] = [128, 128, 128, 255];
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let _ = self.gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
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WebGl2RenderingContext::TEXTURE_2D,
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0,
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WebGl2RenderingContext::RGBA as i32,
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1,
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1,
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0,
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WebGl2RenderingContext::RGBA,
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WebGl2RenderingContext::UNSIGNED_BYTE,
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Some(&placeholder),
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);
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// Store texture with placeholder size | 存储带占位符尺寸的纹理
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self.textures.insert(id, Texture::new(texture.clone(), 1, 1));
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// Load actual image asynchronously | 异步加载实际图片
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let gl = self.gl.clone();
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let texture_rc = Rc::new(RefCell::new(texture));
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let texture_clone = Rc::clone(&texture_rc);
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// We need to update the stored texture size after loading
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// For MVP, we'll handle this through a callback mechanism
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// 加载后需要更新存储的纹理尺寸
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// 对于MVP,我们通过回调机制处理
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let image = HtmlImageElement::new()
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.map_err(|_| EngineError::TextureLoadFailed("Failed to create image element".into()))?;
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// Clone image for use in closure | 克隆图片用于闭包
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let image_clone = image.clone();
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// Set up load callback | 设置加载回调
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let onload = Closure::wrap(Box::new(move || {
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let tex = texture_clone.borrow();
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gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&tex));
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// Use the captured image element | 使用捕获的图片元素
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let _ = gl.tex_image_2d_with_u32_and_u32_and_html_image_element(
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WebGl2RenderingContext::TEXTURE_2D,
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0,
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WebGl2RenderingContext::RGBA as i32,
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WebGl2RenderingContext::RGBA,
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WebGl2RenderingContext::UNSIGNED_BYTE,
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&image_clone,
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);
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// Set texture parameters | 设置纹理参数
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gl.tex_parameteri(
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WebGl2RenderingContext::TEXTURE_2D,
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WebGl2RenderingContext::TEXTURE_WRAP_S,
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WebGl2RenderingContext::CLAMP_TO_EDGE as i32,
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);
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gl.tex_parameteri(
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WebGl2RenderingContext::TEXTURE_2D,
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WebGl2RenderingContext::TEXTURE_WRAP_T,
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WebGl2RenderingContext::CLAMP_TO_EDGE as i32,
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);
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gl.tex_parameteri(
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WebGl2RenderingContext::TEXTURE_2D,
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WebGl2RenderingContext::TEXTURE_MIN_FILTER,
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WebGl2RenderingContext::LINEAR as i32,
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);
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gl.tex_parameteri(
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WebGl2RenderingContext::TEXTURE_2D,
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WebGl2RenderingContext::TEXTURE_MAG_FILTER,
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WebGl2RenderingContext::LINEAR as i32,
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);
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log::debug!("Texture loaded | 纹理加载完成");
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}) as Box<dyn Fn()>);
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image.set_onload(Some(onload.as_ref().unchecked_ref()));
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onload.forget(); // Prevent closure from being dropped | 防止闭包被销毁
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image.set_src(url);
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Ok(())
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}
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/// Get texture by ID.
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/// 按ID获取纹理。
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#[inline]
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pub fn get_texture(&self, id: u32) -> Option<&Texture> {
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self.textures.get(&id)
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}
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/// Get texture size by ID.
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/// 按ID获取纹理尺寸。
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#[inline]
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pub fn get_texture_size(&self, id: u32) -> Option<(f32, f32)> {
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self.textures
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.get(&id)
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.map(|t| (t.width as f32, t.height as f32))
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}
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/// Bind texture for rendering.
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/// 绑定纹理用于渲染。
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pub fn bind_texture(&self, id: u32, slot: u32) {
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self.gl.active_texture(WebGl2RenderingContext::TEXTURE0 + slot);
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if let Some(texture) = self.textures.get(&id) {
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self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture.handle));
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} else if let Some(default) = &self.default_texture {
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self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(default));
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}
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}
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/// Check if texture is loaded.
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/// 检查纹理是否已加载。
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#[inline]
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pub fn has_texture(&self, id: u32) -> bool {
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self.textures.contains_key(&id)
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}
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/// Remove texture.
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/// 移除纹理。
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pub fn remove_texture(&mut self, id: u32) {
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if let Some(texture) = self.textures.remove(&id) {
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self.gl.delete_texture(Some(&texture.handle));
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}
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}
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}
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