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//! 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<Self::Image>;
}
/// 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<RwLock<T>>,
}
impl<'a, T: HasTextures> FsResolver<'a, T> {
pub fn new(path: &'a Path, map_lock: Arc<RwLock<T>>) -> Self {
FsResolver { path, map_lock }
}
}
impl<'a, T: HasTextures> TextureResolver for FsResolver<'a, T> {
type Image = RgbaImage;
fn resolve(&mut self, tex: u32) -> Option<Self::Image> {
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
}
}
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