annotate examples/common.rs @ 715:2b2376811f46

examples: Update luminance.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 23 Sep 2019 00:22:08 +0200
parents 3954801b6299
children d5d5496e4e53
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1 use image::{GenericImageView, DynamicImage};
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2 use luminance::pixel::{NormRGB8UI, NormRGBA8UI};
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3 use luminance::texture::{Dim2, Flat, Sampler, Texture, GenMipmaps};
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4 use luminance_glfw::GlfwSurface;
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5 use touhou::th06::anm0::Anm0;
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6 use std::fs::File;
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7 use std::io::{BufReader, Read};
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8 use std::path::Path;
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9
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10 pub fn load_file_into_vec(filename: &Path) -> Vec<u8> {
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11 let file = File::open(filename).unwrap();
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12 let mut file = BufReader::new(file);
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13 let mut buf = vec![];
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14 file.read_to_end(&mut buf).unwrap();
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15 buf
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16 }
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17
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18 pub enum LoadedTexture {
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19 Rgba(Texture<Flat, Dim2, NormRGBA8UI>),
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20 Rgb(Texture<Flat, Dim2, NormRGB8UI>),
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21 }
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22
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23 fn load_rgb_png(surface: &mut GlfwSurface, path: &Path) -> Option<LoadedTexture> {
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24 // load the texture into memory as a whole bloc (i.e. no streaming)
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25 match image::open(&path) {
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26 Ok(img) => {
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27 let (width, height) = img.dimensions();
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28 let texels = img
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29 .pixels()
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30 .map(|(_x, _y, rgb)| (rgb[0], rgb[1], rgb[2]))
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31 .collect::<Vec<_>>();
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32
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33 // create the luminance texture; the third argument is the number of mipmaps we want (leave it
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34 // to 0 for now) and the latest is a the sampler to use when sampling the texels in the
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35 // shader (we’ll just use the default one)
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36 let tex =
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37 Texture::new(surface, [width, height], 0, Sampler::default()).expect("luminance texture creation");
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38
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39 // the first argument disables mipmap generation (we don’t care so far)
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40 tex.upload(GenMipmaps::No, &texels).unwrap();
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41
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42 Some(LoadedTexture::Rgb(tex))
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43 }
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44
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45 Err(e) => {
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46 eprintln!("cannot open image {}: {}", path.display(), e);
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47 None
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48 }
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49 }
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50 }
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51
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52 fn load_rgb_a_pngs(surface: &mut GlfwSurface, rgb: &Path, alpha: &Path) -> Option<LoadedTexture> {
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53 // load the texture into memory as a whole bloc (i.e. no streaming)
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54 match image::open(&alpha) {
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55 Ok(img) => {
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56 let (width, height) = img.dimensions();
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57 let alpha = match img.grayscale() {
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58 DynamicImage::ImageLuma8(img) => img,
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59 _ => {
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60 eprintln!("cannot convert alpha image {} to grayscale", alpha.display());
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61 return None;
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62 }
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63 };
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64 let img = match image::open(&rgb) {
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65 Ok(img) => img,
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66 Err(e) => {
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67 eprintln!("cannot open rgb image {}: {}", rgb.display(), e);
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68 return None;
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69 },
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70 };
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71 let texels = img
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72 .pixels()
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73 .zip(alpha.pixels())
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74 .map(|((_x, _y, rgb), luma)| (rgb[0], rgb[1], rgb[2], luma[0]))
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75 .collect::<Vec<_>>();
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76
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77 // create the luminance texture; the third argument is the number of mipmaps we want (leave it
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78 // to 0 for now) and the latest is a the sampler to use when sampling the texels in the
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79 // shader (we’ll just use the default one)
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80 let tex =
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81 Texture::new(surface, [width, height], 0, Sampler::default()).expect("luminance texture creation");
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82
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83 // the first argument disables mipmap generation (we don’t care so far)
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84 tex.upload(GenMipmaps::No, &texels).unwrap();
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85
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86 Some(LoadedTexture::Rgba(tex))
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87 }
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88
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89 Err(e) => {
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90 eprintln!("cannot open alpha image {}: {}", alpha.display(), e);
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91 None
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92 }
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93 }
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94 }
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95
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96 pub fn load_anm_image(mut surface: &mut GlfwSurface, anm0: &Anm0, anm_filename: &Path) -> LoadedTexture {
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97 let png_filename = anm_filename.with_file_name(Path::new(&anm0.png_filename).file_name().unwrap());
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98 match anm0.alpha_filename {
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99 Some(ref filename) => {
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100 let alpha_filename = anm_filename.with_file_name(Path::new(filename).file_name().unwrap());
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101 println!("alpha {:?}", alpha_filename);
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102 load_rgb_a_pngs(&mut surface, &png_filename, &alpha_filename).expect("texture loading")
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103 },
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104 None => {
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105 load_rgb_png(&mut surface, &png_filename).expect("texture loading")
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106 }
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107 }
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108 }