use std::{fs, path::Path};
use image::ImageError;
use wgpu::{
BindGroup, BindGroupDescriptor, BindGroupLayoutDescriptor, Extent3d, Sampler,
SurfaceConfiguration, Texture, TextureFormat, TextureView,
};
use super::{bind_groups::bind_group::MatrixBindGroupable, device_queue::DeviceQueue};
pub struct MatrixTexture {
texture: Texture,
view: TextureView,
sampler: Sampler,
}
impl MatrixTexture {
pub fn new(device_queue: &DeviceQueue, image_raw: &[u8]) -> Result<Self, ImageError> {
let diff = image::load_from_memory(image_raw)?;
let diff_rgba = diff.to_rgba8();
let dimensions = diff_rgba.dimensions();
let texture_size = Extent3d {
width: dimensions.0,
height: dimensions.1,
depth_or_array_layers: 1,
};
let texture = device_queue
.device()
.create_texture(&wgpu::TextureDescriptor {
size: texture_size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: Some("diffuse_texture"),
view_formats: &[],
});
device_queue.queue().write_texture(
wgpu::ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
&diff_rgba,
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: Some(4 * dimensions.0),
rows_per_image: Some(dimensions.1),
},
texture_size,
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device_queue
.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::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
Ok(Self {
texture,
view,
sampler,
})
}
pub(crate) fn from_path(
device_queue: &DeviceQueue,
texture_path: impl AsRef<Path>,
) -> Result<MatrixTexture, ImageError> {
Self::new(
device_queue,
&fs::read(texture_path).expect("this file should exist"),
)
}
pub fn create_depth_texture(device_queue: &DeviceQueue, config: &SurfaceConfiguration) -> Self {
let size = wgpu::Extent3d {
width: config.width.max(1),
height: config.height.max(1),
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: Some("depth texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device_queue.device().create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device_queue
.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,
}
}
pub(crate) fn view(&self) -> &TextureView {
&self.view
}
}
impl MatrixBindGroupable for MatrixTexture {
fn create_group_layout(device_queue: &DeviceQueue) -> wgpu::BindGroupLayout {
device_queue
.device()
.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
})
}
fn create_group(
&self,
device_queue: &DeviceQueue,
layout: &super::bind_groups::bind_group::MatrixBindGroupLayout<Self>,
) -> BindGroup
where
Self: Sized,
{
device_queue
.device()
.create_bind_group(&BindGroupDescriptor {
layout: layout.layout(),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
label: Some("diffuse_bind_group"),
})
}
}