//! Texture loading and management. //! 纹理加载和管理。 use std::collections::HashMap; 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, /// Path to texture ID mapping. /// 路径到纹理ID的映射。 path_to_id: HashMap, /// 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, } 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, }; // 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), ); // 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)); // 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(); // 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: {:?}", e, e); } // 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, ); }) 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 { // ID 0 is the default texture, no warning needed // ID 0 是默认纹理,不需要警告 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); } } /// 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)); } // Also remove from path mapping | 同时从路径映射中移除 self.path_to_id.retain(|_, &mut v| v != 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 { // 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 { 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 { // 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(); // 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; } }