use ira_drum::Handle;
use wgpu::util::DeviceExt;
pub trait TextureExt {
fn to_gpu(&self, device: &wgpu::Device, queue: &wgpu::Queue) -> GpuTexture;
fn view_dimension(&self) -> wgpu::TextureViewDimension;
fn view_layout(&self, binding: u32) -> wgpu::BindGroupLayoutEntry;
fn sampler_layout(binding: u32) -> wgpu::BindGroupLayoutEntry;
}
impl TextureExt for ira_drum::Texture {
fn to_gpu(&self, device: &wgpu::Device, queue: &wgpu::Queue) -> GpuTexture {
let texture = device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor {
label: None,
size: self.extent.into(),
mip_level_count: self.mipmaps,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.format.into(),
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
},
wgpu::util::TextureDataOrder::LayerMajor,
&self.data,
);
let view = texture.create_view(&wgpu::TextureViewDescriptor {
label: None,
dimension: Some(self.view_dimension()),
mip_level_count: Some(self.mipmaps),
..Default::default()
});
let 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::Linear,
lod_min_clamp: 0.0,
lod_max_clamp: self.mipmaps as f32,
anisotropy_clamp: 16,
..Default::default()
});
GpuTexture {
texture,
view,
sampler,
view_dimension: self.view_dimension(),
}
}
fn view_dimension(&self) -> wgpu::TextureViewDimension {
if self.extent.depth == 6 {
wgpu::TextureViewDimension::Cube
} else {
wgpu::TextureViewDimension::D2
}
}
fn view_layout(&self, binding: u32) -> wgpu::BindGroupLayoutEntry {
let view_dimension = self.view_dimension();
wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
multisampled: false,
view_dimension,
},
count: None,
}
}
fn sampler_layout(binding: u32) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
}
}
}
#[derive(Debug, Default)]
pub struct GpuTextureCollection {
pub bank: Vec<GpuTexture>,
pub normal: Option<Handle<GpuTexture>>,
pub orm: Option<Handle<GpuTexture>>,
pub emissive: Option<Handle<GpuTexture>>,
}
impl GpuTextureCollection {
pub fn add_texture(&mut self, texture: GpuTexture) -> Handle<GpuTexture> {
Handle::from_vec(&mut self.bank, texture)
}
pub fn default_normal(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Handle<GpuTexture> {
self.normal.unwrap_or_else(|| {
let texture = ira_drum::Texture::default_normal().to_gpu(device, queue);
self.add_texture(texture)
})
}
pub fn default_orm(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Handle<GpuTexture> {
self.orm.unwrap_or_else(|| {
let texture = ira_drum::Texture::default_orm().to_gpu(device, queue);
self.add_texture(texture)
})
}
pub fn default_emissive(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Handle<GpuTexture> {
self.emissive.unwrap_or_else(|| {
let texture = ira_drum::Texture::default_emissive().to_gpu(device, queue);
self.add_texture(texture)
})
}
}
#[must_use]
#[derive(Debug)]
pub struct GpuTexture {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
pub view_dimension: wgpu::TextureViewDimension,
}
impl GpuTexture {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn create_multisampled(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
sample_count: u32,
) -> Self {
let size = wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: None,
size,
mip_level_count: 1,
sample_count,
dimension: wgpu::TextureDimension::D2,
format: config.format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[config.format],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let 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,
compare: None,
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
});
Self {
texture,
view,
sampler,
view_dimension: wgpu::TextureViewDimension::D2,
}
}
pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) {
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
self.texture = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size,
mip_level_count: self.texture.mip_level_count(),
sample_count: self.texture.sample_count(),
dimension: self.texture.dimension(),
format: self.texture.format(),
usage: self.texture.usage(),
view_formats: &[],
});
self.view = self
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
}
pub fn create_depth_texture(
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
sample_count: u32,
label: &str,
) -> Self {
let size = wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let 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,
compare: Some(wgpu::CompareFunction::LessEqual),
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
..Default::default()
});
Self {
texture,
view,
sampler,
view_dimension: wgpu::TextureViewDimension::D2,
}
}
#[must_use]
pub fn view_layout(&self, binding: u32) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
multisampled: false,
view_dimension: self.view_dimension,
},
count: None,
}
}
}