miye 0.1.2

A simple, lightweight .obj model renderer.
Documentation
use image::{DynamicImage, GenericImageView};

#[derive(Debug)]
pub struct Texture {
    pub texture: wgpu::Texture,
    pub view: wgpu::TextureView,
    pub sampler: wgpu::Sampler,
}

impl Texture {
    pub fn from_bytes(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        bytes: &[u8],
        label: &str,
    ) -> Self {
        let img = image::load_from_memory(bytes).unwrap();
        Self::from_image(device, queue, &img, label)
    }

    pub fn from_image(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        img: &DynamicImage,
        label: &str,
    ) -> Self {
        let rgba = img.to_rgba8();
        let dimensions = img.dimensions();
        let size = wgpu::Extent3d {
            width: dimensions.0,
            height: dimensions.1,
            depth_or_array_layers: 1,
        };

        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some(label),
            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,
            view_formats: &[],
        });

        queue.write_texture(
            wgpu::ImageCopyTexture {
                aspect: wgpu::TextureAspect::All,
                texture: &texture,
                mip_level: 0,
                origin: wgpu::Origin3d::ZERO,
            },
            &rgba,
            wgpu::ImageDataLayout {
                offset: 0,
                bytes_per_row: Some(4 * dimensions.0),
                rows_per_image: Some(dimensions.1),
            },
            size,
        );

        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::Nearest,
            mipmap_filter: wgpu::FilterMode::Nearest,
            ..Default::default()
        });

        Self {
            texture,
            view,
            sampler,
        }
    }

    pub fn create_depth_texture(
        surface_config: &wgpu::SurfaceConfiguration,
        device: &wgpu::Device,
    ) -> Self {
        let size = wgpu::Extent3d {
            width: surface_config.width,
            height: surface_config.height,
            depth_or_array_layers: 1,
        };

        let depth_texture_descriptor = wgpu::TextureDescriptor {
            label: Some("Depth Buffer Descriptor"),
            size,
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Depth32Float,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
            view_formats: &[],
        };

        let texture = device.create_texture(&depth_texture_descriptor);

        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,
        }
    }
}