Allow for loading texture atlases, use this for water animation
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@ -1,6 +1,7 @@
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use std::num::NonZeroU32;
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use std::{num::NonZeroU32, ops::Range};
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use image::EncodableLayout;
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use cgmath::{Vector2, Zero};
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use image::{EncodableLayout, ImageBuffer, Rgba};
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use wgpu::Origin3d;
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use crate::render_context::RenderContext;
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@ -56,18 +57,16 @@ impl Texture {
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}
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}
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pub fn from_bytes(
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fn from_rgba8(
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render_context: &RenderContext,
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bytes: &[u8],
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rgba: &ImageBuffer<Rgba<u8>, Vec<u8>>,
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origin: Vector2<u32>,
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size: Vector2<u32>,
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label: &str,
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) -> anyhow::Result<Self> {
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let image = image::load_from_memory(bytes)?;
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let rgba = image.into_rgba8();
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let (width, height) = rgba.dimensions();
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let texture_size = wgpu::Extent3d {
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width,
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height,
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width: size.x,
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height: size.y,
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depth_or_array_layers: 1,
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};
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@ -85,17 +84,19 @@ impl Texture {
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| wgpu::TextureUsage::COPY_SRC,
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});
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let stride = 4 * rgba.width();
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let offset = (origin.y * stride + origin.x * 4) as usize;
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render_context.queue.write_texture(
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wgpu::ImageCopyTexture {
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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rgba.as_bytes(),
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&rgba.as_bytes()[offset..offset + (size.y * stride) as usize],
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: NonZeroU32::new(4 * width),
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rows_per_image: NonZeroU32::new(height),
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bytes_per_row: NonZeroU32::new(stride),
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rows_per_image: NonZeroU32::new(size.y),
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},
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texture_size,
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);
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@ -112,6 +113,52 @@ impl Texture {
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view,
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})
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}
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pub fn from_bytes(
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render_context: &RenderContext,
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bytes: &[u8],
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label: &str,
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) -> anyhow::Result<Self> {
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let image = image::load_from_memory(bytes)?;
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let rgba = image.into_rgba8();
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let (width, height) = rgba.dimensions();
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Self::from_rgba8(
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render_context,
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&rgba,
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Vector2::zero(),
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Vector2::new(width, height),
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label,
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)
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}
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pub fn from_bytes_atlas(
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render_context: &RenderContext,
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bytes: &[u8],
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tile_size: Vector2<u32>,
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label: &str,
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) -> anyhow::Result<Vec<Self>> {
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let image = image::load_from_memory(bytes)?;
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let rgba = image.into_rgba8();
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let (width, height) = rgba.dimensions();
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assert_eq!(width % tile_size.x, 0);
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assert_eq!(height % tile_size.y, 0);
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let mut tiles = Vec::new();
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for y in (0..height).step_by(tile_size.y as usize) {
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for x in (0..width).step_by(tile_size.x as usize) {
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tiles.push(Self::from_rgba8(
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render_context,
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&rgba,
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Vector2::new(x, y),
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tile_size,
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&format!("{}({},{})", label, x, y),
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)?);
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}
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}
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Ok(tiles)
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}
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}
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pub const TEXTURE_COUNT: usize = 44;
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@ -174,6 +221,8 @@ impl TextureManager {
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}
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pub fn load_all(&mut self, render_context: &RenderContext) -> anyhow::Result<()> {
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let tile_size = Vector2::new(16, 16);
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self.load(render_context, "assets/block/cobblestone.png")?; // 0
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self.load(render_context, "assets/block/dirt.png")?; // 1
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self.load(render_context, "assets/block/stone.png")?; // 2
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@ -182,10 +231,7 @@ impl TextureManager {
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self.load(render_context, "assets/block/bedrock.png")?; // 5
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self.load(render_context, "assets/block/sand.png")?; // 6
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self.load(render_context, "assets/block/gravel.png")?; // 7
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for i in 0..32 {
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let path = format!("assets/water_still_plains/frame-{}.png", i);
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self.load(render_context, &path)?; // 8 - 39
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}
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self.load_atlas(render_context, "assets/block/water_still.png", tile_size)?; // 8 - 39
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self.load(render_context, "assets/block/oak_log.png")?; // 40
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self.load(render_context, "assets/block/oak_log_top.png")?; // 41
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self.load(render_context, "assets/block/oak_planks.png")?; // 42
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@ -280,4 +326,21 @@ impl TextureManager {
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println!("loaded {} to {}", path, id);
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Ok(id)
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}
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pub fn load_atlas(
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&mut self,
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render_context: &RenderContext,
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path: &str,
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tile_size: Vector2<u32>,
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) -> anyhow::Result<Range<usize>> {
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let bytes = std::fs::read(path)?;
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let mut textures = Texture::from_bytes_atlas(render_context, &bytes, tile_size, path)?;
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let start = self.textures.len();
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self.textures.append(&mut textures);
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let end = self.textures.len();
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println!("loaded atlas {} to {}..{}", path, start, end);
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Ok(start..end)
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}
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}
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@ -37,11 +37,12 @@ impl BlockType {
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}
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}
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#[rustfmt::skip]
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pub const fn color(self) -> Vector4<f32> {
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match self {
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Self::Water => Vector4::new(0.1540, 0.2885, 0.5575, 1.0),
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Self::OakLeaves => Vector4::new(0.4784, 0.7294, 0.1255, 1.0),
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_ => Vector4::new(1.0, 1.0, 1.0, 1.0),
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Self::Water => Vector4::new(0.247, 0.463, 0.894, 1.0),
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Self::OakLeaves => Vector4::new(0.478, 0.729, 0.126, 1.0),
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_ => Vector4::new(1.0, 1.0, 1.0, 1.0),
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}
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}
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