//! 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, /// Default white texture for untextured rendering. /// 用于无纹理渲染的默认白色纹理。 default_texture: Option, } 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); 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)); } } }