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pub use gfx::texture::{FilterMethod, WrapMode};
use std::marker::PhantomData;
use error::Result;
use gfx::format::SurfaceType;
use gfx::texture::{Info, SamplerInfo};
use gfx::traits::Pod;
use types::{Factory, RawShaderResourceView, RawTexture, Sampler};
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct Texture {
sampler: Sampler,
texture: RawTexture,
view: RawShaderResourceView,
}
impl Texture {
pub fn from_data<T: Pod, D: AsRef<[T]>>(data: D) -> TextureBuilder<D, T> {
TextureBuilder::new(data)
}
pub fn from_color_val<C: Into<[f32; 4]>>(rgba: C) -> TextureBuilder<[u8; 4], u8> {
TextureBuilder::from_color_val(rgba)
}
pub fn sampler(&self) -> &Sampler {
&self.sampler
}
pub fn view(&self) -> &RawShaderResourceView {
&self.view
}
}
#[derive(Clone, Debug, Deserialize, Eq, Hash, PartialEq, Serialize)]
pub struct TextureBuilder<D, T> {
data: D,
info: Info,
sampler: SamplerInfo,
pd: PhantomData<T>,
}
impl TextureBuilder<[u8; 4], u8> {
pub fn from_color_val<C: Into<[f32; 4]>>(rgba: C) -> Self {
let color = rgba.into();
let data: [u8; 4] = [
(color[0] * 255.0) as u8,
(color[1] * 255.0) as u8,
(color[2] * 255.0) as u8,
(color[3] * 255.0) as u8,
];
TextureBuilder::new(data)
}
}
impl<D, T> TextureBuilder<D, T>
where
D: AsRef<[T]>,
T: Pod,
{
pub fn new(data: D) -> Self {
use gfx::SHADER_RESOURCE;
use gfx::memory::Usage;
use gfx::texture::{AaMode, Kind};
TextureBuilder {
data: data,
info: Info {
kind: Kind::D2(1, 1, AaMode::Single),
levels: 1,
format: SurfaceType::R8_G8_B8_A8,
bind: SHADER_RESOURCE,
usage: Usage::Dynamic,
},
sampler: SamplerInfo::new(FilterMethod::Scale, WrapMode::Clamp),
pd: PhantomData,
}
}
pub fn mip_levels(mut self, val: u8) -> Self {
self.info.levels = val;
self
}
pub fn with_size(mut self, w: u16, h: u16) -> Self {
use gfx::texture::{AaMode, Kind};
self.info.kind = Kind::D2(w, h, AaMode::Single);
self
}
pub fn dynamic(mut self, mutable: bool) -> Self {
use gfx::memory::Usage;
self.info.usage = if mutable { Usage::Dynamic } else { Usage::Data };
self
}
pub fn with_format(mut self, format: SurfaceType) -> Self {
self.info.format = format;
self
}
pub fn build(self, fac: &mut Factory) -> Result<Texture> {
use gfx::Factory;
use gfx::format::{ChannelType, Swizzle};
use gfx::memory::cast_slice;
use gfx::texture::ResourceDesc;
let chan = ChannelType::Srgb;
let tex = fac.create_texture_raw(
self.info,
Some(chan),
Some(&[cast_slice(self.data.as_ref())]),
)?;
let desc = ResourceDesc {
channel: ChannelType::Srgb,
layer: None,
min: 1,
max: self.info.levels,
swizzle: Swizzle::new(),
};
let view = fac.view_texture_as_shader_resource_raw(&tex, desc)?;
let sampler = fac.create_sampler(self.sampler);
Ok(Texture {
sampler: sampler,
texture: tex,
view: view,
})
}
}