* 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
596 lines
22 KiB
Rust
596 lines
22 KiB
Rust
//! Texture loading and management.
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//! 纹理加载和管理。
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use std::cell::RefCell;
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use std::collections::HashMap;
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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 crate::backend::WebGL2Backend;
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use super::Texture;
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/// 纹理加载状态
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/// Texture loading state
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#[derive(Debug, Clone, PartialEq)]
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pub enum TextureState {
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/// 正在加载中
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/// Loading in progress
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Loading,
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/// 加载完成,可以使用
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/// Loaded and ready to use
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Ready,
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/// 加载失败
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/// Load failed
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Failed(String),
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}
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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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/// Path to texture ID mapping.
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/// 路径到纹理ID的映射。
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path_to_id: HashMap<String, u32>,
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/// Next texture ID for auto-assignment.
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/// 下一个自动分配的纹理ID。
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next_id: u32,
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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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/// 纹理加载状态(使用 Rc<RefCell<>> 以便闭包可以修改)
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/// Texture loading states (using Rc<RefCell<>> so closures can modify)
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texture_states: Rc<RefCell<HashMap<u32, TextureState>>>,
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/// 纹理尺寸缓存(使用 Rc<RefCell<>> 以便闭包可以修改)
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/// Texture dimensions cache (using Rc<RefCell<>> so closures can modify)
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/// Key: texture ID, Value: (width, height)
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texture_dimensions: Rc<RefCell<HashMap<u32, (u32, u32)>>>,
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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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path_to_id: HashMap::new(),
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next_id: 1, // Start from 1, 0 is reserved for default
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default_texture: None,
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texture_states: Rc::new(RefCell::new(HashMap::new())),
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texture_dimensions: Rc::new(RefCell::new(HashMap::new())),
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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. Use `get_texture_state` to check loading status.
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/// 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。
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pub fn load_texture(&mut self, id: u32, url: &str) -> Result<()> {
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// 设置初始状态为 Loading | Set initial state to Loading
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self.texture_states.borrow_mut().insert(id, TextureState::Loading);
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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 transparent texture | 设置临时1x1透明纹理
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// 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
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// Use transparent instead of gray, so incomplete textures don't show strange colors
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self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture));
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let placeholder: [u8; 4] = [0, 0, 0, 0];
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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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// Clone texture handle for async loading before storing | 在存储前克隆纹理句柄用于异步加载
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let texture_for_closure = texture.clone();
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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, 1, 1));
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// Clone state map for closures | 克隆状态映射用于闭包
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let states_for_onload = Rc::clone(&self.texture_states);
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let states_for_onerror = Rc::clone(&self.texture_states);
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// Clone dimensions map for closure | 克隆尺寸映射用于闭包
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let dimensions_for_onload = Rc::clone(&self.texture_dimensions);
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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 image = HtmlImageElement::new()
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.map_err(|_| EngineError::TextureLoadFailed("Failed to create image element".into()))?;
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// Set crossOrigin for CORS support | 设置crossOrigin以支持CORS
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image.set_cross_origin(Some("anonymous"));
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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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let texture_id = id;
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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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gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(&texture_for_closure));
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// Use the captured image element | 使用捕获的图片元素
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let result = 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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if let Err(e) = result {
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log::error!("Failed to upload texture {}: {:?} | 纹理 {} 上传失败: {:?}", texture_id, e, texture_id, e);
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states_for_onload.borrow_mut().insert(texture_id, TextureState::Failed(format!("{:?}", e)));
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return;
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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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// 存储纹理尺寸(从加载的图片获取)
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// Store texture dimensions (from loaded image)
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let width = image_clone.width();
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let height = image_clone.height();
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dimensions_for_onload.borrow_mut().insert(texture_id, (width, height));
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// 标记为就绪 | Mark as ready
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states_for_onload.borrow_mut().insert(texture_id, TextureState::Ready);
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}) as Box<dyn Fn()>);
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// Set up error callback | 设置错误回调
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let url_for_error = url.to_string();
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let onerror = Closure::wrap(Box::new(move || {
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let error_msg = format!("Failed to load image: {}", url_for_error);
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states_for_onerror.borrow_mut().insert(texture_id, TextureState::Failed(error_msg));
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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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image.set_onerror(Some(onerror.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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onerror.forget();
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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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///
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/// First checks the dimensions cache (updated when texture loads),
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/// then falls back to the Texture struct.
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/// 首先检查尺寸缓存(在纹理加载时更新),
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/// 然后回退到 Texture 结构体。
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#[inline]
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pub fn get_texture_size(&self, id: u32) -> Option<(f32, f32)> {
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// Check dimensions cache first (has actual loaded dimensions)
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// 首先检查尺寸缓存(有实际加载的尺寸)
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if let Some(&(w, h)) = self.texture_dimensions.borrow().get(&id) {
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return Some((w as f32, h as f32));
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}
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// Fall back to texture struct (may have placeholder dimensions)
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// 回退到纹理结构体(可能是占位符尺寸)
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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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if id != 0 {
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log::warn!("Texture {} not found, using default | 未找到纹理 {},使用默认纹理", id, id);
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}
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self.gl.bind_texture(WebGl2RenderingContext::TEXTURE_2D, Some(default));
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} else {
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log::error!("Texture {} not found and no default texture! | 未找到纹理 {} 且没有默认纹理!", id, id);
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}
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}
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/// Bind texture via backend.
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/// 通过后端绑定纹理。
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pub fn bind_texture_via_backend(&self, backend: &WebGL2Backend, id: u32, slot: u32) {
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let texture = if let Some(tex) = self.textures.get(&id) {
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Some(&tex.handle)
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} else {
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if id != 0 {
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log::warn!("Texture {} not found, using default | 未找到纹理 {},使用默认纹理", id, id);
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}
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self.default_texture.as_ref()
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};
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backend.bind_texture_raw(texture, slot);
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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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/// 获取纹理加载状态
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/// Get texture loading state
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///
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/// 返回纹理的当前加载状态:Loading、Ready 或 Failed。
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/// Returns the current loading state of the texture: Loading, Ready, or Failed.
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#[inline]
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pub fn get_texture_state(&self, id: u32) -> TextureState {
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// ID 0 是默认纹理,始终就绪
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// ID 0 is default texture, always ready
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if id == 0 {
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return TextureState::Ready;
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}
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self.texture_states
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.borrow()
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.get(&id)
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.cloned()
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.unwrap_or(TextureState::Failed("Texture not found".to_string()))
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}
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/// 检查纹理是否已就绪可用
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/// Check if texture is ready to use
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///
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/// 这是 `get_texture_state() == TextureState::Ready` 的便捷方法。
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/// This is a convenience method for `get_texture_state() == TextureState::Ready`.
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#[inline]
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pub fn is_texture_ready(&self, id: u32) -> bool {
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// ID 0 是默认纹理,始终就绪
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// ID 0 is default texture, always ready
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if id == 0 {
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return true;
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}
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matches!(
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self.texture_states.borrow().get(&id),
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Some(TextureState::Ready)
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)
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}
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/// 获取正在加载中的纹理数量
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/// Get the number of textures currently loading
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#[inline]
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pub fn get_loading_count(&self) -> u32 {
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self.texture_states
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.borrow()
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.values()
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.filter(|s| matches!(s, TextureState::Loading))
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.count() as u32
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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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// Also remove from path mapping | 同时从路径映射中移除
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self.path_to_id.retain(|_, &mut v| v != id);
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// Remove state | 移除状态
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self.texture_states.borrow_mut().remove(&id);
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// Remove dimensions | 移除尺寸
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self.texture_dimensions.borrow_mut().remove(&id);
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}
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/// Load texture by path, returning texture ID.
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/// 按路径加载纹理,返回纹理ID。
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///
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/// If the texture is already loaded, returns existing ID.
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/// 如果纹理已加载,返回现有ID。
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pub fn load_texture_by_path(&mut self, path: &str) -> Result<u32> {
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// Check if already loaded | 检查是否已加载
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if let Some(&id) = self.path_to_id.get(path) {
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return Ok(id);
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}
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// Assign new ID and load | 分配新ID并加载
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let id = self.next_id;
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self.next_id += 1;
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// Store path mapping first | 先存储路径映射
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self.path_to_id.insert(path.to_string(), id);
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// Load texture with assigned ID | 用分配的ID加载纹理
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self.load_texture(id, path)?;
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Ok(id)
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}
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/// Get texture ID by path.
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/// 按路径获取纹理ID。
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///
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/// Returns None if texture is not loaded.
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/// 如果纹理未加载,返回None。
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#[inline]
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pub fn get_texture_id_by_path(&self, path: &str) -> Option<u32> {
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self.path_to_id.get(path).copied()
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}
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/// Get or load texture by path.
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/// 按路径获取或加载纹理。
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///
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/// If texture is already loaded, returns existing ID.
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/// If not loaded, loads it and returns new ID.
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/// 如果纹理已加载,返回现有ID。
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/// 如果未加载,加载它并返回新ID。
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pub fn get_or_load_by_path(&mut self, path: &str) -> Result<u32> {
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// Empty path means default texture | 空路径表示默认纹理
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if path.is_empty() {
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return Ok(0);
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}
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self.load_texture_by_path(path)
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}
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/// 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(())
|
||
}
|
||
}
|