
# Objective - Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to - Support `.dds`, `.ktx2`, and `.basis` files ## Solution - Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details. - Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that. - The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans. - There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S.
83 lines
2.2 KiB
Rust
83 lines
2.2 KiB
Rust
#[cfg(feature = "basis-universal")]
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mod basis;
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#[cfg(feature = "dds")]
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mod dds;
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#[cfg(feature = "hdr")]
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mod hdr_texture_loader;
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#[allow(clippy::module_inception)]
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mod image;
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mod image_texture_loader;
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#[cfg(feature = "ktx2")]
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mod ktx2;
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mod texture_cache;
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pub(crate) mod image_texture_conversion;
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pub use self::image::*;
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#[cfg(feature = "ktx2")]
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pub use self::ktx2::*;
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#[cfg(feature = "dds")]
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pub use dds::*;
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#[cfg(feature = "hdr")]
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pub use hdr_texture_loader::*;
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pub use image_texture_loader::*;
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pub use texture_cache::*;
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use crate::{render_asset::RenderAssetPlugin, RenderApp, RenderStage};
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use bevy_app::{App, Plugin};
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use bevy_asset::{AddAsset, Assets};
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// TODO: replace Texture names with Image names?
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/// Adds the [`Image`] as an asset and makes sure that they are extracted and prepared for the GPU.
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pub struct ImagePlugin;
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impl Plugin for ImagePlugin {
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fn build(&self, app: &mut App) {
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#[cfg(any(
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feature = "png",
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feature = "dds",
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feature = "tga",
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feature = "jpeg",
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feature = "bmp",
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feature = "basis-universal",
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feature = "ktx2",
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))]
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{
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app.init_asset_loader::<ImageTextureLoader>();
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}
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#[cfg(feature = "hdr")]
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{
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app.init_asset_loader::<HdrTextureLoader>();
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}
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app.add_plugin(RenderAssetPlugin::<Image>::default())
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.add_asset::<Image>();
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app.world
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.resource_mut::<Assets<Image>>()
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.set_untracked(DEFAULT_IMAGE_HANDLE, Image::default());
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<TextureCache>()
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.add_system_to_stage(RenderStage::Cleanup, update_texture_cache_system);
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}
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}
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}
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pub trait BevyDefault {
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fn bevy_default() -> Self;
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}
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impl BevyDefault for wgpu::TextureFormat {
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fn bevy_default() -> Self {
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if cfg!(target_os = "android") || cfg!(target_arch = "wasm32") {
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// Bgra8UnormSrgb texture missing on some Android devices
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wgpu::TextureFormat::Rgba8UnormSrgb
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} else {
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wgpu::TextureFormat::Bgra8UnormSrgb
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}
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}
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}
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