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use crate::Color;
use crate::Graphics2D;
use crate::Result;
use std::rc::Rc;
pub struct SpriteSheet {
bind_group: wgpu::BindGroup,
}
impl SpriteSheet {
pub fn from_bytes(state: &mut Graphics2D, diffuse_bytes: &[u8]) -> Result<Rc<Self>> {
let diffuse_image = image::load_from_memory(diffuse_bytes)?;
let diffuse_rgba = diffuse_image.to_rgba();
Self::from_rbga_image(state, diffuse_rgba)
}
pub fn from_color<C: Into<Color>>(state: &mut Graphics2D, color: C) -> Result<Rc<Self>> {
Self::from_colors::<C, Vec<C>>(state, 1, 1, vec![color])
}
pub fn from_colors<C, V>(
state: &mut Graphics2D,
width: u32,
height: u32,
colors: V,
) -> Result<Rc<Self>>
where
C: Into<Color>,
V: IntoIterator<Item = C>,
{
let mut pixels = Vec::new();
for color in colors {
let color = color.into();
pixels.extend(&color.to_u8_array())
}
assert_eq!((width * height * 4) as usize, pixels.len());
Self::from_rgba_bytes(state, width, height, pixels)
}
pub fn from_rgba_bytes(
state: &mut Graphics2D,
width: u32,
height: u32,
bytes: Vec<u8>,
) -> Result<Rc<Self>> {
let rgba = match image::RgbaImage::from_raw(width, height, bytes) {
Some(img) => img,
None => err!("Failed to create image from rgba bytes for SpriteSheet"),
};
Self::from_rbga_image(state, rgba)
}
fn from_rbga_image(state: &mut Graphics2D, diffuse_rgba: image::RgbaImage) -> Result<Rc<Self>> {
let device = state.device();
let texture_bind_group_layout = state.texture_bind_group_layout();
let queue = state.queue();
let dimensions = diffuse_rgba.dimensions();
let size = wgpu::Extent3d {
width: dimensions.0,
height: dimensions.1,
depth: 1,
};
let buffer = device.create_buffer_with_data(&diffuse_rgba, wgpu::BufferUsage::COPY_SRC);
let diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: dimensions.0,
height: dimensions.1,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
label: Some("diffuse_texture"),
});
{
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("texture_buffer_copy_encoder"),
});
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &buffer,
offset: 0,
bytes_per_row: 4 * dimensions.0,
rows_per_image: dimensions.1,
},
wgpu::TextureCopyView {
texture: &diffuse_texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d::ZERO,
},
size,
);
queue.submit(&[encoder.finish()]);
}
let diffuse_texture_view = diffuse_texture.create_default_view();
let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare: wgpu::CompareFunction::Always,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
},
],
label: Some("diffuse_bind_group"),
});
Ok(Rc::new(Self { bind_group }))
}
pub(crate) fn bind_group(&self) -> &wgpu::BindGroup {
&self.bind_group
}
}