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https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
add HDR image loader
Using the `image` crate, HDR images can be loaded into RGBA-f32 textures.
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fb9f04ba90
commit
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7 changed files with 52 additions and 3 deletions
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@ -14,4 +14,5 @@
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## Assets
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## Assets
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* Generic RPG Pack (CC0 license) by [Bakudas](https://twitter.com/bakudas) and [Gabe Fern](https://twitter.com/_Gabrielfer)
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* Generic RPG Pack (CC0 license) by [Bakudas](https://twitter.com/bakudas) and [Gabe Fern](https://twitter.com/_Gabrielfer)
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* Environment maps (`.hdr` files) from [HDRIHaven](https://hdrihaven.com) (CC0 license)
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BIN
assets/textures/spiaggia_di_mondello_1k.hdr
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BIN
assets/textures/spiaggia_di_mondello_1k.hdr
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Binary file not shown.
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@ -22,6 +22,7 @@ spirv-reflect = "0.2.3"
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glsl-to-spirv = { git = "https://github.com/cart/glsl-to-spirv" }
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glsl-to-spirv = { git = "https://github.com/cart/glsl-to-spirv" }
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# TODO: move this to its own crate
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# TODO: move this to its own crate
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png = "0.16.0"
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png = "0.16.0"
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image = "0.23"
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# misc
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# misc
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log = { version = "0.4", features = ["release_max_level_info"] }
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log = { version = "0.4", features = ["release_max_level_info"] }
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@ -38,7 +38,7 @@ use render_graph::{
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};
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};
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use renderer::{AssetRenderResourceBindings, RenderResourceBindings};
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use renderer::{AssetRenderResourceBindings, RenderResourceBindings};
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use std::ops::Range;
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use std::ops::Range;
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use texture::{PngTextureLoader, TextureResourceSystemState};
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use texture::{HdrTextureLoader, PngTextureLoader, TextureResourceSystemState};
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pub mod stage {
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pub mod stage {
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/// Stage where render resources are set up
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/// Stage where render resources are set up
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@ -75,6 +75,7 @@ impl AppPlugin for RenderPlugin {
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.add_asset::<Texture>()
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.add_asset::<Texture>()
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.add_asset::<Shader>()
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.add_asset::<Shader>()
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.add_asset::<PipelineDescriptor>()
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.add_asset::<PipelineDescriptor>()
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.add_asset_loader::<Texture, HdrTextureLoader>()
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.add_asset_loader::<Texture, PngTextureLoader>()
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.add_asset_loader::<Texture, PngTextureLoader>()
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.register_component::<Camera>()
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.register_component::<Camera>()
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.register_component::<Draw>()
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.register_component::<Draw>()
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43
crates/bevy_render/src/texture/hdr_texture_loader.rs
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43
crates/bevy_render/src/texture/hdr_texture_loader.rs
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@ -0,0 +1,43 @@
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use super::{Texture, TextureFormat};
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use anyhow::Result;
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use bevy_asset::AssetLoader;
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use bevy_math::Vec2;
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use std::path::Path;
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#[derive(Clone, Default)]
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pub struct HdrTextureLoader;
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impl AssetLoader<Texture> for HdrTextureLoader {
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fn from_bytes(&self, _asset_path: &Path, bytes: Vec<u8>) -> Result<Texture> {
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let format = TextureFormat::Rgba32Float;
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debug_assert_eq!(
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format.pixel_size(),
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4 * 4 * 1,
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"Format should have 32bit x 4 size"
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);
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let decoder = image::hdr::HdrDecoder::new(bytes.as_slice())?;
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let info = decoder.metadata();
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let rgb_data = decoder.read_image_hdr()?;
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let mut rgba_data = Vec::with_capacity(rgb_data.len() * format.pixel_size());
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for rgb in rgb_data {
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let alpha = 1.0f32;
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rgba_data.extend_from_slice(&rgb.0[0].to_ne_bytes());
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rgba_data.extend_from_slice(&rgb.0[1].to_ne_bytes());
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rgba_data.extend_from_slice(&rgb.0[2].to_ne_bytes());
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rgba_data.extend_from_slice(&alpha.to_ne_bytes());
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}
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Ok(Texture::new(
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Vec2::new(info.width as f32, info.height as f32),
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rgba_data,
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format,
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))
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}
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fn extensions(&self) -> &[&str] {
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static EXTENSIONS: &[&str] = &["hdr"];
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EXTENSIONS
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}
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}
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@ -1,9 +1,11 @@
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mod hdr_texture_loader;
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mod png_texture_loader;
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mod png_texture_loader;
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mod sampler_descriptor;
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mod sampler_descriptor;
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mod texture;
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mod texture;
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mod texture_descriptor;
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mod texture_descriptor;
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mod texture_dimension;
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mod texture_dimension;
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pub use hdr_texture_loader::*;
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pub use png_texture_loader::*;
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pub use png_texture_loader::*;
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pub use sampler_descriptor::*;
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pub use sampler_descriptor::*;
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pub use texture::*;
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pub use texture::*;
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@ -67,7 +67,8 @@ impl Texture {
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self.size = size;
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self.size = size;
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let width = size.x() as usize;
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let width = size.x() as usize;
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let height = size.y() as usize;
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let height = size.y() as usize;
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self.data.resize(width * height * self.format.pixel_size(), 0);
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self.data
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.resize(width * height * self.format.pixel_size(), 0);
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}
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}
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pub fn texture_resource_system(
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pub fn texture_resource_system(
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