librashader/librashader-runtime/src/image.rs

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pub use image::ImageError;
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use librashader_common::Size;
use std::marker::PhantomData;
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use crate::array_chunks_mut::ArrayChunksMut;
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use std::path::Path;
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/// An uncompressed raw image ready to upload to GPU buffers.
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pub struct Image<P: PixelFormat = RGBA8> {
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/// The raw bytes of the image.
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pub bytes: Vec<u8>,
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/// The size dimensions of the image.
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pub size: Size<u32>,
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/// The byte pitch of the image.
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pub pitch: usize,
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_pd: PhantomData<P>,
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}
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/// R8G8B8A8 pixel format.
///
/// Every RGB with alpha pixel is represented with 32 bits.
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pub struct RGBA8;
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/// B8G8R8A8 pixel format.
///
/// Every BGR with alpha pixel is represented with 32 bits.
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pub struct BGRA8;
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/// Represents an image pixel format to convert images into.
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pub trait PixelFormat {
#[doc(hidden)]
fn convert(pixels: &mut Vec<u8>);
}
impl PixelFormat for RGBA8 {
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fn convert(_pixels: &mut Vec<u8>) {}
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}
impl PixelFormat for BGRA8 {
fn convert(pixels: &mut Vec<u8>) {
assert!(pixels.len() % 4 == 0);
for [r, _g, b, _a] in ArrayChunksMut::new(pixels) {
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std::mem::swap(b, r)
}
}
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}
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/// The direction of UV coordinates to load the image for.
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#[derive(Copy, Clone, Debug, Eq, PartialEq)]
pub enum UVDirection {
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/// Origin is at the top left (Direct3D, Vulkan)
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TopLeft,
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/// Origin is at the bottom left (OpenGL)
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BottomLeft,
}
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impl<P: PixelFormat> Image<P> {
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/// Load the image from the path as RGBA8.
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pub fn load(path: impl AsRef<Path>, direction: UVDirection) -> Result<Self, ImageError> {
let mut image = image::open(path.as_ref())?;
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if direction == UVDirection::BottomLeft {
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image = image.flipv();
}
let image = image.to_rgba8();
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let height = image.height();
let width = image.width();
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let pitch = image
.sample_layout()
.height_stride
.max(image.sample_layout().width_stride);
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let mut bytes = image.into_raw();
P::convert(&mut bytes);
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Ok(Image {
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bytes,
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pitch,
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size: Size { height, width },
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_pd: Default::default(),
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})
}
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}