Use castle's stbi instead of zstbi
This commit is contained in:
@@ -7,15 +7,15 @@ pub fn build(b: *std.Build) !void {
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const optimize = b.standardOptimizeOption(.{});
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const llvm = b.option(bool, "llvm", "Use LLVM and LLD") orelse false;
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const media_dep = b.dependency("media", .{});
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const vecmath_dep = b.dependency("vecmath", .{});
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const vulkan_dep = b.dependency("vulkan_zig", .{ .registry = b.path("vendor/vk.xml") });
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const zglfw_dep = b.dependency("zglfw", .{ .import_vulkan = true });
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const zstbi_dep = b.dependency("zstbi", .{});
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const media_mod = media_dep.module("media");
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const vecmath_mod = vecmath_dep.module("vecmath");
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const vulkan_mod = vulkan_dep.module("vulkan-zig");
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const zglfw_mod = zglfw_dep.module("root");
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const zstbi_mod = zstbi_dep.module("root");
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zglfw_mod.addImport("vulkan", vulkan_mod);
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@@ -27,10 +27,10 @@ pub fn build(b: *std.Build) !void {
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.optimize = optimize,
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});
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exe_mod.addImport("media", media_mod);
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exe_mod.addImport("vecmath", vecmath_mod);
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exe_mod.addImport("vulkan", vulkan_mod);
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exe_mod.addImport("zglfw", zglfw_mod);
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exe_mod.addImport("zstbi", zstbi_mod);
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exe_mod.linkLibrary(zglfw_lib);
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const options = b.addOptions();
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@@ -5,6 +5,9 @@
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.minimum_zig_version = "0.15.2",
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.dependencies = .{
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.media = .{
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.path = "castle/packages/media",
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},
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.vecmath = .{
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.path = "castle/packages/vecmath",
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},
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@@ -16,10 +19,6 @@
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.url = "git+https://github.com/zig-gamedev/zglfw.git#6034a5623312c58bf5e64c1a2b686691c28575f4",
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.hash = "zglfw-0.10.0-dev-zgVDNPKyIQCBi-wv_vxkvIQq1u0bP4D56Wszx_2mszc7",
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},
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.zstbi = .{
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.url = "git+https://github.com/zig-gamedev/zstbi#2c4b3100ccb7aed90ecc9439030899764e2a8d47",
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.hash = "zstbi-0.11.0-dev-L0Ea_yaWBwAHwFoCuyjkFyaiSsbjt4UOrkntR0c_nmzz",
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},
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},
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.paths = .{
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2
castle
2
castle
Submodule castle updated: 31651dc96a...85f4957661
19
src/Game.zig
19
src/Game.zig
@@ -4,6 +4,7 @@ const std = @import("std");
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const c = @import("const.zig");
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const glfw = @import("zglfw");
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const math = @import("math.zig");
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const media = @import("media");
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const shaders = @import("shaders.zig");
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const vk = @import("vulkan");
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const vm = @import("vecmath");
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@@ -43,6 +44,7 @@ directional_lights: shaders.DirectionalLightBuffer,
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sampler: vk.Sampler,
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deferred_command_buffers: std.ArrayList(CommandBuffer),
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stbi: media.stbi,
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blocks: Blocks,
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materials: Materials,
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textures: Textures,
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@@ -59,6 +61,9 @@ const chunk_descriptor_pool = 1024;
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const camera_near_plane = 0.1;
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pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain) !Game {
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var stbi = media.stbi.init(allocator);
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errdefer stbi.deinit();
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var materials = try Materials.init(engine, allocator);
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errdefer materials.deinit(engine, allocator);
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@@ -72,7 +77,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
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// will crash the game with segfault reading address 0x140 (presumably
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// within librenderdoc.so).
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blocks.loadAll(engine, &materials, &textures, allocator);
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blocks.loadAll(engine, &materials, &textures, &stbi, allocator);
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const sampler = try engine.createSampler(.{
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.mag_filter = .linear,
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@@ -433,10 +438,10 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
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});
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engine.setObjectName(global_descriptor_set, "DS Global", .{});
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const block_grass = try blocks.getOrLoad(engine, &materials, &textures, "Grass.json", allocator);
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const block_dirt = try blocks.getOrLoad(engine, &materials, &textures, "Dirt.json", allocator);
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const block_stone = try blocks.getOrLoad(engine, &materials, &textures, "Stone.json", allocator);
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const block_bedrock = try blocks.getOrLoad(engine, &materials, &textures, "Bedrock.json", allocator);
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const block_grass = try blocks.getOrLoad(engine, &materials, &textures, &stbi, "Grass.json", allocator);
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const block_dirt = try blocks.getOrLoad(engine, &materials, &textures, &stbi, "Dirt.json", allocator);
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const block_stone = try blocks.getOrLoad(engine, &materials, &textures, &stbi, "Stone.json", allocator);
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const block_bedrock = try blocks.getOrLoad(engine, &materials, &textures, &stbi, "Bedrock.json", allocator);
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// VOLATILE Load all assets before this point
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@@ -627,7 +632,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
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.elements = directional_lights_data,
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});
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var skybox = try Skybox.load("skybox.hdr", engine, 512, global_uniforms.buffer, swapchain.render_pass, allocator);
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var skybox = try Skybox.load("skybox.hdr", engine, &stbi, 512, global_uniforms.buffer, swapchain.render_pass, allocator);
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errdefer skybox.deinit(engine);
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return .{
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@@ -652,6 +657,7 @@ pub fn init(allocator: std.mem.Allocator, engine: *Engine, swapchain: *Swapchain
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.sampler = sampler,
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.deferred_command_buffers = try .initCapacity(allocator, 4),
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.stbi = stbi,
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.blocks = blocks,
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.materials = materials,
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.textures = textures,
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@@ -696,6 +702,7 @@ pub fn deinit(self: *Game) void {
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self.textures.deinit(self.engine, self.allocator);
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self.materials.deinit(self.engine, self.allocator);
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self.blocks.deinit(self.allocator);
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self.stbi.deinit();
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self.* = undefined;
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}
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@@ -264,7 +264,7 @@ pub fn onMouseDown(self: *Player, button: glfw.MouseButton, game: *Game) void {
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},
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.right => blk: {
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const target_vx = raycast_hit.voxel.add(raycast_hit.side.getSignVector());
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const id = game.blocks.getOrLoad(game.engine, &game.materials, &game.textures, blocks[self.block_index], game.allocator) catch |err| {
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const id = game.blocks.getOrLoad(game.engine, &game.materials, &game.textures, &game.stbi, blocks[self.block_index], game.allocator) catch |err| {
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std.log.err("Error while placing voxel at {f}: {}", .{ target_vx, err });
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break :blk;
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};
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@@ -3,6 +3,7 @@
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const Blocks = @This();
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const std = @import("std");
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const media = @import("media");
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const voxels = @import("../voxels.zig");
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const Atom = @import("../engine/Atom.zig").Atom;
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@@ -134,6 +135,7 @@ pub fn getOrLoad(
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engine: *Engine,
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materials: *Materials,
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textures: *Textures,
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stbi: *media.stbi,
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filename: []const u8,
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temp_allocator: std.mem.Allocator,
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) !Id {
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@@ -152,7 +154,7 @@ pub fn getOrLoad(
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const id = Id.fromIndexSafe(self.array.items.len) catch |err| switch (err) {
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error.Overflow => return error.OutOfBlocks,
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};
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const def = try loadBlock(engine, materials, textures, filename, temp_allocator);
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const def = try loadBlock(engine, materials, textures, stbi, filename, temp_allocator);
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self.map.putAssumeCapacityNoClobber(key, id);
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self.array.appendAssumeCapacity(def);
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@@ -166,6 +168,7 @@ pub fn getOrLoadAtom(
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engine: *Engine,
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materials: *Materials,
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textures: *Textures,
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stbi: *media.stbi,
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filename: Atom,
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temp_allocator: std.mem.Allocator,
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) !Id {
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@@ -182,7 +185,7 @@ pub fn getOrLoadAtom(
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const id = Id.fromIndexSafe(self.array.items.len) catch |err| switch (err) {
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error.Overflow => return error.OutOfBlocks,
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};
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const def = try loadBlock(engine, materials, textures, filename.toString(), temp_allocator);
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const def = try loadBlock(engine, materials, textures, stbi, filename.toString(), temp_allocator);
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self.map.putAssumeCapacityNoClobber(key, id);
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self.array.appendAssumeCapacity(def);
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@@ -196,6 +199,7 @@ pub fn loadAll(
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engine: *Engine,
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materials: *Materials,
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textures: *Textures,
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stbi: *media.stbi,
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temp_allocator: std.mem.Allocator,
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) void {
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const cwd = std.fs.cwd();
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@@ -216,7 +220,7 @@ pub fn loadAll(
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continue;
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}
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_ = self.getOrLoad(engine, materials, textures, entry.name, temp_allocator) catch |err| {
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_ = self.getOrLoad(engine, materials, textures, stbi, entry.name, temp_allocator) catch |err| {
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std.log.err("Error while loading block definition entry {s}: {s}", .{ entry.name, @errorName(err) });
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};
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}
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@@ -226,6 +230,7 @@ fn loadBlock(
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engine: *Engine,
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materials: *Materials,
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textures: *Textures,
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stbi: *media.stbi,
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filename: []const u8,
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temp_allocator: std.mem.Allocator,
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) !Definition {
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@@ -274,7 +279,7 @@ fn loadBlock(
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return error.ParseError;
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}
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const material = try materials.getOrLoad(engine, textures, name, temp_allocator);
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const material = try materials.getOrLoad(engine, textures, stbi, name, temp_allocator);
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break :blk .initUniform(material);
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}
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@@ -284,7 +289,7 @@ fn loadBlock(
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var ret: Definition.Walls = undefined;
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inline for (@typeInfo(voxels.Orientation).@"enum".fields) |field| {
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@field(ret, field.name) = .{
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.material = try materials.getOrLoad(engine, textures, @field(walls, field.name).material, temp_allocator),
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.material = try materials.getOrLoad(engine, textures, stbi, @field(walls, field.name).material, temp_allocator),
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.transform = @field(walls, field.name).transform,
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};
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}
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@@ -3,6 +3,7 @@
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const Materials = @This();
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const std = @import("std");
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const media = @import("media");
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const shaders = @import("../shaders.zig");
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const vk = @import("vulkan");
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@@ -148,7 +149,7 @@ pub fn getAtom(self: *const Materials, filename: Atom) ?Id {
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/// deinitialized or reset after this function returns. Note that during loading
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/// the engine will make its own persistent allocations, so an out of memory
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/// error is not necessarily related to `temp_allocator`.
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pub fn getOrLoad(self: *Materials, engine: *Engine, textures: *Textures, maybe_filename: ?[]const u8, temp_allocator: std.mem.Allocator) !Id {
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pub fn getOrLoad(self: *Materials, engine: *Engine, textures: *Textures, stbi: *media.stbi, maybe_filename: ?[]const u8, temp_allocator: std.mem.Allocator) !Id {
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if (maybe_filename) |filename| {
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const key: Key = .{
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// If the material already exists, then the atom must exist and the
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@@ -165,7 +166,7 @@ pub fn getOrLoad(self: *Materials, engine: *Engine, textures: *Textures, maybe_f
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const id = Id.fromIndexSafe(self.material_count) catch |err| switch (err) {
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error.Overflow => return error.OutOfMaterials,
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};
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try self.loadMaterial(engine, textures, filename, id.toInt(), temp_allocator);
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try self.loadMaterial(engine, textures, stbi, filename, id.toInt(), temp_allocator);
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self.map.putAssumeCapacityNoClobber(key, id);
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self.material_count += 1;
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@@ -188,7 +189,7 @@ pub fn getOrLoad(self: *Materials, engine: *Engine, textures: *Textures, maybe_f
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/// deinitialized or reset after this function returns. Note that during loading
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/// the engine will make its own persistent allocations, so an out of memory
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/// error is not necessarily related to `temp_allocator`.
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pub fn getOrLoadAtom(self: *Materials, engine: *Engine, textures: *Textures, filename: Atom, temp_allocator: std.mem.Allocator) !Id {
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pub fn getOrLoadAtom(self: *Materials, engine: *Engine, textures: *Textures, stbi: *media.stbi, filename: Atom, temp_allocator: std.mem.Allocator) !Id {
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if (filename != .empty) {
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const key: Key = .{
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.filename = filename,
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@@ -203,7 +204,7 @@ pub fn getOrLoadAtom(self: *Materials, engine: *Engine, textures: *Textures, fil
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const id = Id.fromIndexSafe(self.material_count) catch |err| switch (err) {
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error.Overflow => return error.OutOfMaterials,
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};
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try self.loadMaterial(engine, textures, filename.toString(), id.toInt(), temp_allocator);
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try self.loadMaterial(engine, textures, stbi, filename.toString(), id.toInt(), temp_allocator);
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self.map.putAssumeCapacityNoClobber(key, id);
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self.material_count += 1;
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@@ -225,7 +226,7 @@ pub fn getOrLoadAtom(self: *Materials, engine: *Engine, textures: *Textures, fil
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/// deinitialized or reset after this function returns. Note that during loading
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/// the engine will make its own persistent allocations, so an out of memory
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/// error is not necessarily related to `temp_allocator`.
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pub fn loadAll(self: *Materials, engine: *Engine, textures: *Textures, temp_allocator: std.mem.Allocator) void {
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pub fn loadAll(self: *Materials, engine: *Engine, textures: *Textures, stbi: *media.stbi, temp_allocator: std.mem.Allocator) void {
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const cwd = std.fs.cwd();
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var dir = cwd.openDir("assets/materials", .{ .iterate = true }) catch |err| {
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@@ -244,13 +245,13 @@ pub fn loadAll(self: *Materials, engine: *Engine, textures: *Textures, temp_allo
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continue;
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}
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_ = self.getOrLoad(engine, textures, entry.name, temp_allocator) catch |err| {
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_ = self.getOrLoad(engine, textures, stbi, entry.name, temp_allocator) catch |err| {
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std.log.err("Error while loading material entry {s}: {s}", .{ entry.name, @errorName(err) });
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};
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}
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}
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fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename: []const u8, index: u32, temp_allocator: std.mem.Allocator) !void {
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fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, stbi: *media.stbi, filename: []const u8, index: u32, temp_allocator: std.mem.Allocator) !void {
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const MaterialJson = struct {
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baseColor: [3]f32 = .{ 1, 1, 1 },
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baseColorTexture: ?[]const u8 = null,
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@@ -302,10 +303,10 @@ fn loadMaterial(self: *Materials, engine: *Engine, textures: *Textures, filename
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.normal_scale = material_json.normalScale,
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.occlusion_texture_strength = material_json.occlusionTextureStrength,
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.roughness = material_json.roughness,
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.base_color_texture = try textures.getOrLoad(engine, material_json.baseColorTexture, .base_color, temp_allocator),
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.emissive_texture = try textures.getOrLoad(engine, material_json.emissiveTexture, .emissive, temp_allocator),
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.normal_texture = try textures.getOrLoad(engine, material_json.normalTexture, .normal, temp_allocator),
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.occlusion_roughness_metallic_texture = try textures.getOrLoad(engine, material_json.occlusionRoughnessMetallicTexture, .occlusion_roughness_metallic, temp_allocator),
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.base_color_texture = try textures.getOrLoad(engine, stbi, material_json.baseColorTexture, .base_color),
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.emissive_texture = try textures.getOrLoad(engine, stbi, material_json.emissiveTexture, .emissive),
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.normal_texture = try textures.getOrLoad(engine, stbi, material_json.normalTexture, .normal),
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.occlusion_roughness_metallic_texture = try textures.getOrLoad(engine, stbi, material_json.occlusionRoughnessMetallicTexture, .occlusion_roughness_metallic),
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},
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},
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});
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@@ -3,7 +3,7 @@
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const Textures = @This();
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const std = @import("std");
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const stbi = @import("zstbi");
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const media = @import("media");
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const Atom = @import("../engine/Atom.zig").Atom;
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const Engine = @import("../engine/Engine.zig");
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@@ -172,14 +172,7 @@ pub fn getAtom(self: *const Textures, filename: Atom, usage: Texture.Usage) ?Id
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/// if necessary. Will not return any error if the texture already exists. When
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/// the filename is `null`, returns an empty texture ID appropriate for given
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/// usage.
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///
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/// When a texture is being loaded, `temp_allocator` is used for temporary
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/// allocations necessary to perform all operations. No memory allocated with
|
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/// `temp_allocator` is retained, so the allocator can be deinitialized or reset
|
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/// after this function returns. Note that during loading the engine will make
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/// its own persistent allocations, so an out of memory error is not necessarily
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/// related to `temp_allocator`.
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pub fn getOrLoad(self: *Textures, engine: *Engine, maybe_filename: ?[]const u8, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Id {
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pub fn getOrLoad(self: *Textures, engine: *Engine, stbi: *media.stbi, maybe_filename: ?[]const u8, usage: Texture.Usage) !Id {
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if (maybe_filename) |filename| {
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const key: Key = .{
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// If the texture already exists, then the atom must exist and the
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@@ -197,7 +190,7 @@ pub fn getOrLoad(self: *Textures, engine: *Engine, maybe_filename: ?[]const u8,
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const id = Id.fromIndexSafe(self.array.items.len) catch |err| switch (err) {
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error.Overflow => return error.OutOfTextures,
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};
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const texture = try loadTexture(engine, filename, usage, temp_allocator);
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const texture = try loadTexture(engine, stbi, filename, usage);
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self.map.putAssumeCapacityNoClobber(key, id);
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self.array.appendAssumeCapacity(texture);
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@@ -214,14 +207,7 @@ pub fn getOrLoad(self: *Textures, engine: *Engine, maybe_filename: ?[]const u8,
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/// if necessary. Will not return any error if the texture already exists. When
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/// the filename is `.empty`, returns an empty texture ID appropriate for given
|
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/// usage.
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///
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/// When a texture is being loaded, `temp_allocator` is used for temporary
|
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/// allocations necessary to perform all operations. No memory allocated with
|
||||
/// `temp_allocator` is retained, so the allocator can be deinitialized or reset
|
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/// after this function returns. Note that during loading the engine will make
|
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/// its own persistent allocations, so an out of memory is not necessarily
|
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/// related to `temp_allocator`.
|
||||
pub fn getOrLoadAtom(self: *Textures, engine: *Engine, filename: Atom, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Id {
|
||||
pub fn getOrLoadAtom(self: *Textures, engine: *Engine, stbi: *media.stbi, filename: Atom, usage: Texture.Usage) !Id {
|
||||
if (filename != .empty) {
|
||||
const key: Key = .{
|
||||
.filename = filename,
|
||||
@@ -237,7 +223,7 @@ pub fn getOrLoadAtom(self: *Textures, engine: *Engine, filename: Atom, usage: Te
|
||||
const id = Id.fromIndexSafe(self.array.items.len) catch |err| switch (err) {
|
||||
error.Overflow => return error.OutOfTextures,
|
||||
};
|
||||
const texture = try loadTexture(engine, filename.toString(), usage, temp_allocator);
|
||||
const texture = try loadTexture(engine, stbi, filename.toString(), usage);
|
||||
|
||||
self.map.putAssumeCapacityNoClobber(key, id);
|
||||
self.array.appendAssumeCapacity(texture);
|
||||
@@ -249,7 +235,7 @@ pub fn getOrLoadAtom(self: *Textures, engine: *Engine, filename: Atom, usage: Te
|
||||
}
|
||||
}
|
||||
|
||||
fn loadTexture(engine: *Engine, filename: []const u8, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Texture {
|
||||
fn loadTexture(engine: *Engine, stbi: *media.stbi, filename: []const u8, usage: Texture.Usage) !Texture {
|
||||
std.log.debug("Loading texture \"{s}\" as {s}...", .{ filename, @tagName(usage) });
|
||||
|
||||
const cwd = std.fs.cwd();
|
||||
@@ -257,15 +243,25 @@ fn loadTexture(engine: *Engine, filename: []const u8, usage: Texture.Usage, temp
|
||||
var dir = try cwd.openDir("assets/textures", .{});
|
||||
defer dir.close();
|
||||
|
||||
const file_buf = try dir.readFileAlloc(temp_allocator, filename, std.math.maxInt(usize));
|
||||
defer temp_allocator.free(file_buf);
|
||||
var file = try dir.openFile(filename, .{});
|
||||
defer file.close();
|
||||
|
||||
// The textures are expected to be small; a standard block base color as a
|
||||
// PNG takes well below 1 kiB.
|
||||
var buf: [4096]u8 = undefined;
|
||||
var reader = file.reader(&buf);
|
||||
|
||||
const img = try stbi.loadDynamicIo(&reader.interface);
|
||||
defer stbi.freeDynamic(img);
|
||||
|
||||
const data = img.data[0 .. img.width * img.height];
|
||||
|
||||
var img = try stbi.Image.loadFromMemory(file_buf, usage.samplesPerTexel());
|
||||
defer img.deinit();
|
||||
std.debug.assert(img.num_components == usage.samplesPerTexel());
|
||||
if (usage == .normal) {
|
||||
for (img.data) |*sample| {
|
||||
sample.* = sample.* +% 128;
|
||||
for (data) |*pixel| {
|
||||
pixel.r = pixel.r +% 128;
|
||||
pixel.g = pixel.g +% 128;
|
||||
pixel.b = pixel.b +% 128;
|
||||
pixel.a = pixel.a +% 128;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -278,7 +274,7 @@ fn loadTexture(engine: *Engine, filename: []const u8, usage: Texture.Usage, temp
|
||||
});
|
||||
errdefer texture.deinit(engine);
|
||||
|
||||
try texture.writeRaw(engine, img.data);
|
||||
try texture.writeRaw(engine, @ptrCast(data));
|
||||
return texture;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
const Skybox = @This();
|
||||
const std = @import("std");
|
||||
|
||||
const media = @import("media");
|
||||
const shaders = @import("../shaders.zig");
|
||||
const stbi = @import("zstbi");
|
||||
const vk = @import("vulkan");
|
||||
const vm = @import("vecmath");
|
||||
|
||||
@@ -25,7 +25,7 @@ descriptor_set: vk.DescriptorSet,
|
||||
pipeline_layout: vk.PipelineLayout,
|
||||
pipeline: vk.Pipeline,
|
||||
|
||||
pub fn load(filename: []const u8, engine: *Engine, cube_size: u32, global_uniforms_buffer: vk.Buffer, render_pass: vk.RenderPass, temp_allocator: std.mem.Allocator) !Skybox {
|
||||
pub fn load(filename: []const u8, engine: *Engine, stbi: *media.stbi, cube_size: u32, global_uniforms_buffer: vk.Buffer, render_pass: vk.RenderPass, temp_allocator: std.mem.Allocator) !Skybox {
|
||||
std.log.debug("Loading skybox \"{s}\"...", .{filename});
|
||||
|
||||
// --- LOAD IMAGE FROM MEMORY ----------------------------------------------
|
||||
@@ -38,14 +38,8 @@ pub fn load(filename: []const u8, engine: *Engine, cube_size: u32, global_unifor
|
||||
const file_buf = try dir.readFileAlloc(temp_allocator, filename, std.math.maxInt(usize));
|
||||
defer temp_allocator.free(file_buf);
|
||||
|
||||
var img = try stbi.Image.loadFromMemory(file_buf, 4);
|
||||
defer img.deinit();
|
||||
std.debug.assert(img.num_components == 4);
|
||||
|
||||
// clamp +inf to max half float
|
||||
for (std.mem.bytesAsSlice(f16, img.data)) |*sample| {
|
||||
sample.* = @min(sample.*, std.math.floatMax(f16));
|
||||
}
|
||||
const img = try stbi.loadHdrBuf(file_buf);
|
||||
defer stbi.freeHdr(img);
|
||||
|
||||
// --- SYNCHRONIZATION PRIMITIVES ------------------------------------------
|
||||
|
||||
@@ -64,13 +58,13 @@ pub fn load(filename: []const u8, engine: *Engine, cube_size: u32, global_unifor
|
||||
// --- LOAD IMAGE INTO STAGING BUFFER --------------------------------------
|
||||
|
||||
var staging_buffer = try StagingBuffer.init(engine, .{
|
||||
.capacity = @intCast(img.data.len),
|
||||
.capacity = @intCast(img.width * img.height * @sizeOf(vm.ColorHdr)),
|
||||
.target_queue = .compute,
|
||||
});
|
||||
defer staging_buffer.deinit(engine);
|
||||
|
||||
const staging_memory = try staging_buffer.map(engine);
|
||||
@memcpy(staging_memory, img.data);
|
||||
@memcpy(staging_memory, @as([*]const u8, @ptrCast(img.data)));
|
||||
staging_buffer.unmap(engine);
|
||||
|
||||
// --- CREATE EQUIRECTANGULAR IMAGE ----------------------------------------
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
const std = @import("std");
|
||||
|
||||
const glfw = @import("zglfw");
|
||||
const stbi = @import("zstbi");
|
||||
const vk = @import("vulkan");
|
||||
|
||||
const c = @import("const.zig");
|
||||
@@ -34,9 +33,6 @@ pub fn main() !void {
|
||||
try atoms.init(allocator);
|
||||
defer atoms.deinit();
|
||||
|
||||
stbi.init(allocator);
|
||||
defer stbi.deinit();
|
||||
|
||||
glfw.init() catch |err| {
|
||||
std.log.err("Could not initialize GLFW", .{});
|
||||
return err;
|
||||
|
||||
Reference in New Issue
Block a user