feat: initialise workspace — Milestone 1 asset explorer

Three-crate Cargo workspace structured per PROJECT.md spec:
- crates/sylpheed-formats  — Xbox 360 format parsers (no Bevy)
- crates/sylpheed-viewer   — Bevy 0.15 asset viewer + egui UI
- crates/sylpheed-cli      — CLI tools (extract/list/sniff/texture)

Milestone 1 features:
- XISO disc image reading via xdvdfs 0.8
- XPR2 texture container parsing + Morton de-tiling
- D3DFORMAT → wgpu TextureFormat mapping (DXT1/3/5, DXN, ARGB)
- Custom Bevy AssetLoader for .xpr files
- Orbit camera (LMB orbit, RMB pan, scroll zoom)
- egui file browser + RE notes panel
- CLI: extract / list / sniff / texture info / texture export
- GitHub Actions CI (Linux, macOS, Windows, WASM)
- Trunk WASM build config

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
MechaCat02
2026-03-25 21:04:07 +01:00
commit f8127e73b0
23 changed files with 8107 additions and 0 deletions

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//! Custom Bevy asset loaders for Project Sylpheed's file formats.
//!
//! Bevy's asset system is extended via `AssetLoader` implementations.
//! Each loader converts a game-specific binary format into a Bevy `Image`
//! or `Mesh` that can be used directly in the scene.
//!
//! ## How Bevy asset loading works
//!
//! 1. You request an asset: `asset_server.load("textures/ship01.xpr")`
//! 2. Bevy looks for an `AssetLoader` that handles `.xpr` files
//! 3. Our loader reads the bytes, de-tiles the texture, returns a `Image`
//! 4. Bevy uploads it to the GPU automatically
use bevy::asset::io::Reader;
use bevy::asset::{AssetLoader, AsyncReadExt, LoadContext};
use bevy::prelude::*;
use bevy::render::render_asset::RenderAssetUsages;
use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat};
use sylpheed_formats::texture::{X360Texture, X360TextureFormat};
// ── Plugin ────────────────────────────────────────────────────────────────────
/// Registers all custom asset loaders with Bevy.
pub struct SylpheedAssetPlugin;
impl Plugin for SylpheedAssetPlugin {
fn build(&self, app: &mut App) {
app.init_asset_loader::<Xpr2TextureLoader>();
// TODO: app.init_asset_loader::<SylpheedMeshLoader>();
// TODO: app.init_asset_loader::<SylpheedAudioLoader>();
info!("Sylpheed asset loaders registered");
}
}
// ── XPR2 Texture Loader ───────────────────────────────────────────────────────
/// Loads Xbox 360 XPR2 texture files (`.xpr`) as Bevy `Image` assets.
///
/// The loader:
/// 1. Reads the raw XPR2 bytes
/// 2. Parses the XPR2 header to find the texture descriptor
/// 3. De-tiles the GPU memory layout using Morton-order de-interleaving
/// 4. Returns a `bevy::render::texture::Image` with the correct `TextureFormat`
#[derive(Default)]
pub struct Xpr2TextureLoader;
#[derive(Debug, thiserror::Error)]
pub enum Xpr2LoadError {
#[error("IO error: {0}")]
Io(#[from] std::io::Error),
#[error("Texture parse error: {0}")]
Texture(#[from] sylpheed_formats::texture::TextureError),
#[error("Unsupported texture format for Bevy upload")]
UnsupportedForBevy,
}
impl AssetLoader for Xpr2TextureLoader {
type Asset = Image;
type Settings = ();
type Error = Xpr2LoadError;
async fn load(
&self,
reader: &mut dyn Reader,
_settings: &Self::Settings,
_load_context: &mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
// Read all bytes from the asset source
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
// Parse the XPR2 container and de-tile the texture
let x360_tex = X360Texture::from_xpr2(&bytes)?;
// Convert to Bevy's Image type
x360_texture_to_bevy_image(x360_tex)
}
fn extensions(&self) -> &[&str] {
// Register for both .xpr and .xpr2 extensions
&["xpr", "xpr2"]
}
}
// ── Conversion: X360Texture → bevy::Image ─────────────────────────────────────
/// Convert a decoded `X360Texture` into a Bevy-compatible `Image`.
///
/// Maps Xbox 360 D3DFORMAT codes to `wgpu::TextureFormat` values.
/// Bevy uses wgpu internally, so this mapping is direct.
pub fn x360_texture_to_bevy_image(tex: X360Texture) -> Result<Image, Xpr2LoadError> {
let bevy_format = x360_format_to_wgpu(&tex.format)?;
Ok(Image::new(
Extent3d {
width: tex.width,
height: tex.height,
depth_or_array_layers: 1,
},
TextureDimension::D2,
tex.data,
bevy_format,
// Make the texture available on both CPU and GPU
// (RenderOnly would be more efficient once RE is complete)
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
))
}
/// Map an `X360TextureFormat` to the corresponding `wgpu::TextureFormat`.
///
/// Bevy fully supports BCn (DXT) block compression — the GPU handles
/// decompression in hardware, so we pass DXT data directly without
/// software decompression.
fn x360_format_to_wgpu(format: &X360TextureFormat) -> Result<TextureFormat, Xpr2LoadError> {
Ok(match format {
// DXT1 / BC1
X360TextureFormat::Dxt1 => TextureFormat::Bc1RgbaUnormSrgb,
// DXT3 / BC2
X360TextureFormat::Dxt3 => TextureFormat::Bc2RgbaUnormSrgb,
// DXT5 / BC3
X360TextureFormat::Dxt5 => TextureFormat::Bc3RgbaUnormSrgb,
// DXN / BC5 — normal maps (RG, not sRGB)
X360TextureFormat::Dxn => TextureFormat::Bc5RgUnorm,
// Uncompressed ARGB — note Xbox 360 is BGRA order (big-endian)
// We may need to swizzle R and B channels
X360TextureFormat::A8R8G8B8 | X360TextureFormat::X8R8G8B8 => {
// Xbox 360 stores as ARGB big-endian (BGRA in memory)
// wgpu uses Rgba8UnormSrgb — swizzle may be needed
// TODO: verify channel order against actual game textures
TextureFormat::Bgra8UnormSrgb
}
})
}
// ── Fallback: load a raw DDS file ─────────────────────────────────────────────
/// Loads a standard DDS file (if you've pre-converted game textures using
/// a tool like Noesis). This is the fast path for early Milestone 1 work
/// before the XPR2 loader is fully validated.
///
/// Bevy has built-in DDS support via the `dds` feature.
/// Just use: asset_server.load("textures/ship01.dds")
/// No custom loader needed for DDS!
pub struct DdsTextureInfo;
impl DdsTextureInfo {
/// Use this path in Bevy for standard DDS files:
/// ```rust,no_run
/// # use bevy::prelude::*;
/// # fn example(asset_server: Res<AssetServer>) {
/// let handle: Handle<Image> = asset_server.load("textures/ship.dds");
/// # }
/// ```
pub fn note() {}
}