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use image::{ImageBuffer, Rgba};
use imageproc::geometric_transformations::Projection;
use std::path::Path;
pub type Texture = ImageBuffer<Rgba<u8>, Vec<u8>>;
pub fn biome_tint(s: &Texture) -> Texture {
tint(s, (100, 200, 50))
}
pub fn adjust_alpha(fac: u8, source: &Texture) -> Texture {
let mut t = ImageBuffer::new(16, 16);
for (x, y, p) in t.enumerate_pixels_mut() {
let sp = source.get_pixel(x, y);
*p = Rgba::from([
sp.0[0],
sp.0[1],
sp.0[2],
((sp.0[3] as u16 * fac as u16) / 255) as u8,
])
}
return t;
}
pub fn tint(source: &Texture, tint: (u16, u16, u16)) -> Texture {
let mut t = ImageBuffer::new(16, 16);
for (x, y, p) in t.enumerate_pixels_mut() {
let sp = source.get_pixel(x, y);
*p = Rgba::from([
(sp.0[0] as u16 * tint.0 / 255) as u8,
(sp.0[1] as u16 * tint.1 / 255) as u8,
(sp.0[2] as u16 * tint.2 / 255) as u8,
sp.0[3],
])
}
return t;
}
pub fn crop16(tex: &Texture) -> Texture {
let mut t = ImageBuffer::new(16, 16);
for (x, y, p) in t.enumerate_pixels_mut() {
let sp = tex.get_pixel(x, y);
*p = sp.clone();
}
return t;
}
pub fn transparent() -> Texture {
let mut t = ImageBuffer::new(16, 16);
for (_, _, p) in t.enumerate_pixels_mut() {
*p = Rgba::from([0, 0, 0, 255])
}
return t;
}
pub fn block_texture(block_name: &str) -> Texture {
image::open(&Path::new(
format!(
"./assets/assets/minecraft/textures/block/{}.png",
block_name
)
.as_str(),
))
.unwrap_or_else(|_err| {
image::open(&Path::new(
format!("./assets/assets/minecraft/textures/block/debug.png").as_str(),
))
.expect("Could not even load the fallback texture")
})
.into_rgba8()
}
pub fn full_isometric(tex: &Texture) -> Texture {
full_isometric_sides(tex, tex)
}
pub fn full_isometric_sides(top: &Texture, side: &Texture) -> Texture {
let projection_y = Projection::from_control_points(
[(0.0, 0.0), (16.0, 0.0), (16.0, 16.0), (0.0, 16.0)],
[(0.0, 4.0), (8.0, 0.0), (16.0, 4.0), (8.0, 8.0)],
)
.unwrap();
let projection_x = Projection::from_control_points(
[(0.0, 0.0), (16.0, 0.0), (0.0, 16.0), (16.0, 16.0)],
[(0.0, 4.0), (8.0, 8.0), (0.0, 12.0), (8.0, 16.0)],
)
.unwrap();
let projection_z = Projection::from_control_points(
[(0.0, 0.0), (16.0, 0.0), (0.0, 16.0), (16.0, 16.0)],
[(8.0, 8.0), (16.0, 4.0), (8.0, 16.0), (16.0, 12.0)],
)
.unwrap();
let face_x = imageproc::geometric_transformations::warp(
&side,
&projection_x,
imageproc::geometric_transformations::Interpolation::Nearest,
Rgba::from([0, 0, 0, 0]),
);
let face_y = imageproc::geometric_transformations::warp(
&top,
&projection_y,
imageproc::geometric_transformations::Interpolation::Nearest,
Rgba::from([0, 0, 0, 0]),
);
let face_z = imageproc::geometric_transformations::warp(
&side,
&projection_z,
imageproc::geometric_transformations::Interpolation::Nearest,
Rgba::from([0, 0, 0, 0]),
);
composite_block_faces(&vec![face_x, face_y, face_z])
}
pub fn crossed_planes(tex: &Texture) -> Texture {
let projection = Projection::scale(0.6, 0.6);
imageproc::geometric_transformations::warp(
&tex,
&projection,
imageproc::geometric_transformations::Interpolation::Nearest,
Rgba::from([0, 0, 0, 0]),
)
}
pub fn composite_block_faces(faces: &Vec<Texture>) -> Texture {
let mut buf = image::ImageBuffer::new(16, 16);
for (x, y, pixel) in buf.enumerate_pixels_mut() {
let composite: (u16, u16, u16, u16) = faces
.iter()
.map(|f| {
let p = f.get_pixel(x, y).0;
(p[0] as u16, p[1] as u16, p[2] as u16, p[3] as u16)
})
.fold((0, 0, 0, 0), |a, v| {
(
(a.0 * (255 - v.3)) / 255 + (v.0 * v.3) / 255,
(a.1 * (255 - v.3)) / 255 + (v.1 * v.3) / 255,
(a.2 * (255 - v.3)) / 255 + (v.2 * v.3) / 255,
a.3 + v.3,
)
});
*pixel = Rgba::from([
composite.0.min(255) as u8,
composite.1.min(255) as u8,
composite.2.min(255) as u8,
composite.3.min(255) as u8,
])
}
return buf;
}
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