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