voxel-rs/src/render/texture.rs

216 lines
7.0 KiB
Rust

// TODO: Support mip-mapping and multi-sampling
use super::Context;
#[derive(Debug, Clone)]
pub struct TextureAttributes {
pub size: wgpu::Extent3d,
pub dimension: wgpu::TextureDimension,
pub format: wgpu::TextureFormat,
pub usage: wgpu::TextureUsages,
pub address_mode_u: wgpu::AddressMode,
pub address_mode_v: wgpu::AddressMode,
pub address_mode_w: wgpu::AddressMode,
pub mag_filter: wgpu::FilterMode,
pub min_filter: wgpu::FilterMode,
pub mipmap_filter: wgpu::FilterMode,
pub shader_visibility: wgpu::ShaderStages,
}
impl Default for TextureAttributes {
fn default() -> Self {
Self {
size: Default::default(),
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
address_mode_u: wgpu::AddressMode::default(),
address_mode_v: wgpu::AddressMode::default(),
address_mode_w: wgpu::AddressMode::default(),
mag_filter: wgpu::FilterMode::default(),
min_filter: wgpu::FilterMode::default(),
mipmap_filter: wgpu::FilterMode::default(),
shader_visibility: wgpu::ShaderStages::FRAGMENT,
}
}
}
pub struct TextureBuilder {
pub attributes: TextureAttributes,
}
impl TextureBuilder {
pub fn new() -> Self {
Self {
attributes: Default::default(),
}
}
#[inline]
pub fn with_size(mut self, width: u32, height: u32, depth: u32) -> Self {
self.attributes.size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: depth,
};
self
}
#[inline]
pub fn with_dimension(mut self, dimension: wgpu::TextureDimension) -> Self {
self.attributes.dimension = dimension;
self
}
#[inline]
pub fn with_format(mut self, format: wgpu::TextureFormat) -> Self {
self.attributes.format = format;
self
}
#[inline]
pub fn with_usage(mut self, usage: wgpu::TextureUsages) -> Self {
self.attributes.usage = usage;
self
}
#[inline]
pub fn with_address_mode(mut self, address_mode: wgpu::AddressMode) -> Self {
self.attributes.address_mode_u = address_mode;
self.attributes.address_mode_v = address_mode;
self.attributes.address_mode_w = address_mode;
self
}
#[inline]
pub fn with_filter_mode(mut self, filter_mode: wgpu::FilterMode) -> Self {
self.attributes.mag_filter = filter_mode;
self.attributes.min_filter = filter_mode;
self.attributes.mipmap_filter = filter_mode;
self
}
#[inline]
pub fn with_shader_visibility(mut self, visibility: wgpu::ShaderStages) -> Self {
self.attributes.shader_visibility = visibility;
self
}
#[inline]
pub fn build(self, context: &Context) -> Texture {
Texture::new(context, self.attributes)
}
}
pub struct Texture {
pub attributes: TextureAttributes,
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
pub bind_group_layout: wgpu::BindGroupLayout,
pub bind_group: wgpu::BindGroup,
}
impl Texture {
pub fn new(context: &Context, attributes: TextureAttributes) -> Self {
let texture = context.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: attributes.size,
mip_level_count: 1,
sample_count: 1,
dimension: attributes.dimension,
format: attributes.format,
usage: attributes.usage,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = context.device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: attributes.address_mode_u,
address_mode_v: attributes.address_mode_v,
address_mode_w: attributes.address_mode_w,
mag_filter: attributes.mag_filter,
min_filter: attributes.min_filter,
mipmap_filter: attributes.mipmap_filter,
..Default::default()
});
let view_dimension = match attributes.dimension {
wgpu::TextureDimension::D1 => wgpu::TextureViewDimension::D1,
wgpu::TextureDimension::D2 => wgpu::TextureViewDimension::D2,
wgpu::TextureDimension::D3 => wgpu::TextureViewDimension::D3,
};
let bind_group_layout =
context
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: attributes.shader_visibility,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: view_dimension,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: attributes.shader_visibility,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let bind_group = context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
Self {
attributes,
texture,
view,
sampler,
bind_group_layout,
bind_group,
}
}
pub fn update(&self, context: &Context, data: &[u8]) {
log::info!("Updating texture contents...");
let copy_texture = wgpu::ImageCopyTexture {
texture: &self.texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
};
let size = self.attributes.size;
let image_layout = wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: std::num::NonZeroU32::new(4 * size.width),
rows_per_image: std::num::NonZeroU32::new(size.height),
};
context
.queue
.write_texture(copy_texture, data, image_layout, size);
}
}