//! Resolves a texture in a BSP File to an image use crate::draw::texture::image::LoadableImage; use stockton_levels::{parts::IsTexture, prelude::HasTextures}; use std::{ path::Path, sync::{Arc, RwLock}, }; use image::{io::Reader, RgbaImage}; /// An object that can be used to resolve a texture from a BSP File pub trait TextureResolver { type Image: LoadableImage; /// Get the given texture, or None if it's corrupt/not there. fn resolve(&mut self, texture_id: u32) -> Option; } /// A basic filesystem resolver which gets the texture name from any HasTextures Object. pub struct FsResolver<'a, T: HasTextures> { path: &'a Path, map_lock: Arc>, } impl<'a, T: HasTextures> FsResolver<'a, T> { pub fn new(path: &'a Path, map_lock: Arc>) -> Self { FsResolver { path, map_lock } } } impl<'a, T: HasTextures> TextureResolver for FsResolver<'a, T> { type Image = RgbaImage; fn resolve(&mut self, tex: u32) -> Option { let map = self.map_lock.read().unwrap(); let tex = map.get_texture(tex)?; let path = self.path.join(&tex.name()); // drop(tex); // drop(map); if let Ok(file) = Reader::open(path) { if let Ok(guessed) = file.with_guessed_format() { if let Ok(decoded) = guessed.decode() { return Some(decoded.into_rgba8()); } } } log::warn!("Couldn't resolve texture {:?}", tex.name()); None } }