Use castle's stbi instead of zstbi
This commit is contained in:
@@ -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
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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 is not necessarily
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/// related to `temp_allocator`.
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pub fn getOrLoadAtom(self: *Textures, engine: *Engine, filename: Atom, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Id {
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pub fn getOrLoadAtom(self: *Textures, engine: *Engine, stbi: *media.stbi, filename: Atom, usage: Texture.Usage) !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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@@ -237,7 +223,7 @@ pub fn getOrLoadAtom(self: *Textures, engine: *Engine, filename: Atom, usage: Te
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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.toString(), usage, temp_allocator);
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const texture = try loadTexture(engine, stbi, filename.toString(), usage);
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self.map.putAssumeCapacityNoClobber(key, id);
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self.array.appendAssumeCapacity(texture);
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@@ -249,7 +235,7 @@ pub fn getOrLoadAtom(self: *Textures, engine: *Engine, filename: Atom, usage: Te
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}
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}
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fn loadTexture(engine: *Engine, filename: []const u8, usage: Texture.Usage, temp_allocator: std.mem.Allocator) !Texture {
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fn loadTexture(engine: *Engine, stbi: *media.stbi, filename: []const u8, usage: Texture.Usage) !Texture {
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std.log.debug("Loading texture \"{s}\" as {s}...", .{ filename, @tagName(usage) });
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const cwd = std.fs.cwd();
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@@ -257,15 +243,25 @@ fn loadTexture(engine: *Engine, filename: []const u8, usage: Texture.Usage, temp
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var dir = try cwd.openDir("assets/textures", .{});
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defer dir.close();
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const file_buf = try dir.readFileAlloc(temp_allocator, filename, std.math.maxInt(usize));
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defer temp_allocator.free(file_buf);
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var file = try dir.openFile(filename, .{});
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defer file.close();
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// The textures are expected to be small; a standard block base color as a
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// PNG takes well below 1 kiB.
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var buf: [4096]u8 = undefined;
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var reader = file.reader(&buf);
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const img = try stbi.loadDynamicIo(&reader.interface);
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defer stbi.freeDynamic(img);
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const data = img.data[0 .. img.width * img.height];
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var img = try stbi.Image.loadFromMemory(file_buf, usage.samplesPerTexel());
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defer img.deinit();
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std.debug.assert(img.num_components == usage.samplesPerTexel());
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if (usage == .normal) {
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for (img.data) |*sample| {
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sample.* = sample.* +% 128;
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for (data) |*pixel| {
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pixel.r = pixel.r +% 128;
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pixel.g = pixel.g +% 128;
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pixel.b = pixel.b +% 128;
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pixel.a = pixel.a +% 128;
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}
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}
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@@ -278,7 +274,7 @@ fn loadTexture(engine: *Engine, filename: []const u8, usage: Texture.Usage, temp
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});
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errdefer texture.deinit(engine);
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try texture.writeRaw(engine, img.data);
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try texture.writeRaw(engine, @ptrCast(data));
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return texture;
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}
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