rust_pixel 2.4.0

2d pixel-art game engine & rapid prototype tools support terminal, wgpu and web...
Documentation
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// RustPixel
// copyright zipxing@hotmail.com 2022~2026

//! # WGPU Texture Management Module
//! 
//! Handles texture creation, loading from files, format conversion, and
//! GPU texture resource management with automatic cleanup for WGPU.

/// WGPU Texture wrapper with render target support
/// 
/// This structure wraps WGPU texture resources and provides additional
/// functionality for render target management and texture operations.
pub struct WgpuTexture {
    /// WGPU texture object
    pub texture: wgpu::Texture,
    /// Texture view for shader access
    pub view: wgpu::TextureView,
    /// Optional sampler for texture filtering
    pub sampler: Option<wgpu::Sampler>,
    /// Texture width in pixels
    pub width: u32,
    /// Texture height in pixels
    pub height: u32,
}

/// WGPU Render Texture wrapper with OpenGL-compatible interface
/// 
/// This structure provides a render target texture similar to OpenGL's GlRenderTexture,
/// including support for hidden/visible state management for transition effects.
pub struct WgpuRenderTexture {
    /// WGPU texture object
    pub texture: wgpu::Texture,
    /// Texture view for rendering and shader access
    pub view: wgpu::TextureView,
    /// Optional sampler for texture filtering
    pub sampler: Option<wgpu::Sampler>,
    /// Texture width in pixels
    pub width: u32,
    /// Texture height in pixels
    pub height: u32,
    /// Whether this render texture is hidden from final rendering
    /// (matches OpenGL GlRenderTexture.is_hidden)
    pub is_hidden: bool,
}

impl WgpuTexture {
    /// Create a new render target texture
    /// 
    /// # Parameters
    /// - `device`: WGPU device handle
    /// - `width`: Texture width in pixels
    /// - `height`: Texture height in pixels
    /// 
    /// # Returns
    /// New WgpuTexture instance configured as render target
    pub fn new_render_target(
        device: &wgpu::Device,
        width: u32,
        height: u32,
    ) -> Self {
        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("RustPixel Render Target"),
            size: wgpu::Extent3d {
                width,
                height,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Rgba8Unorm, // Linear format to match GL mode
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST,
            view_formats: &[],
        });

        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());

        Self {
            texture,
            view,
            sampler: None,
            width,
            height,
        }
    }

    /// Create a new render target texture with custom format
    /// 
    /// # Parameters
    /// - `device`: WGPU device handle
    /// - `width`: Texture width in pixels
    /// - `height`: Texture height in pixels
    /// - `format`: Texture format
    /// 
    /// # Returns
    /// New WgpuTexture instance configured as render target
    pub fn new_render_target_with_format(
        device: &wgpu::Device,
        width: u32,
        height: u32,
        format: wgpu::TextureFormat,
    ) -> Self {
        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("RustPixel Custom Render Target"),
            size: wgpu::Extent3d {
                width,
                height,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST,
            view_formats: &[],
        });

        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());

        Self {
            texture,
            view,
            sampler: None,
            width,
            height,
        }
    }

    /// Create texture from image data
    /// 
    /// # Parameters
    /// - `device`: WGPU device handle
    /// - `queue`: WGPU queue handle
    /// - `width`: Image width in pixels
    /// - `height`: Image height in pixels
    /// - `data`: Image data as RGBA bytes
    /// 
    /// # Returns
    /// New WgpuTexture instance with loaded image data
    pub fn from_bytes(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        width: u32,
        height: u32,
        data: &[u8],
    ) -> Self {
        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("RustPixel Texture"),
            size: wgpu::Extent3d {
                width,
                height,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Rgba8Unorm, // Linear format to match GL mode
            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
            view_formats: &[],
        });

        queue.write_texture(
            texture.as_image_copy(),
            data,
            wgpu::TexelCopyBufferLayout {
                offset: 0,
                bytes_per_row: Some(4 * width),
                rows_per_image: Some(height),
            },
            wgpu::Extent3d {
                width,
                height,
                depth_or_array_layers: 1,
            },
        );

        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
        
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("RustPixel Sampler"),
            address_mode_u: wgpu::AddressMode::ClampToEdge,
            address_mode_v: wgpu::AddressMode::ClampToEdge,
            address_mode_w: wgpu::AddressMode::ClampToEdge,
            mag_filter: wgpu::FilterMode::Nearest,
            min_filter: wgpu::FilterMode::Nearest,
            mipmap_filter: wgpu::FilterMode::Nearest,
            ..Default::default()
        });

        Self {
            texture,
            view,
            sampler: Some(sampler),
            width,
            height,
        }
    }

    /// Add sampler to texture
    /// 
    /// # Parameters
    /// - `device`: WGPU device handle
    pub fn add_sampler(&mut self, device: &wgpu::Device) {
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("RustPixel Render Target Sampler"),
            address_mode_u: wgpu::AddressMode::ClampToEdge,
            address_mode_v: wgpu::AddressMode::ClampToEdge,
            address_mode_w: wgpu::AddressMode::ClampToEdge,
            mag_filter: wgpu::FilterMode::Nearest,
            min_filter: wgpu::FilterMode::Nearest,
            mipmap_filter: wgpu::FilterMode::Nearest,
            ..Default::default()
        });
        
        self.sampler = Some(sampler);
    }
}

impl WgpuRenderTexture {
    /// Create a new render texture with hidden state
    /// 
    /// # Parameters
    /// - `device`: WGPU device handle
    /// - `width`: Texture width in pixels
    /// - `height`: Texture height in pixels
    /// - `is_hidden`: Whether this render texture should be hidden
    /// 
    /// # Returns
    /// New WgpuRenderTexture instance configured as render target
    pub fn new(
        device: &wgpu::Device,
        width: u32,
        height: u32,
        is_hidden: bool,
    ) -> Result<Self, String> {
        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("RustPixel Render Texture"),
            size: wgpu::Extent3d {
                width,
                height,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Rgba8Unorm, // Linear format to match GL mode
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST,
            view_formats: &[],
        });

        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());

        // Create sampler for render texture - use Nearest to avoid grid artifacts
        // during RT-to-screen compositing (symbol atlas uses Linear for smooth scaling)
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("RustPixel Render Texture Sampler"),
            address_mode_u: wgpu::AddressMode::ClampToEdge,
            address_mode_v: wgpu::AddressMode::ClampToEdge,
            address_mode_w: wgpu::AddressMode::ClampToEdge,
            mag_filter: wgpu::FilterMode::Nearest,
            min_filter: wgpu::FilterMode::Nearest,
            mipmap_filter: wgpu::FilterMode::Nearest,
            ..Default::default()
        });

        Ok(Self {
            texture,
            view,
            sampler: Some(sampler),
            width,
            height,
            is_hidden,
        })
    }

    /// Create a new render texture with custom format and hidden state
    /// 
    /// # Parameters
    /// - `device`: WGPU device handle
    /// - `width`: Texture width in pixels
    /// - `height`: Texture height in pixels
    /// - `format`: Texture format
    /// - `is_hidden`: Whether this render texture should be hidden
    /// 
    /// # Returns
    /// New WgpuRenderTexture instance configured as render target
    pub fn new_with_format(
        device: &wgpu::Device,
        width: u32,
        height: u32,
        format: wgpu::TextureFormat,
        is_hidden: bool,
    ) -> Result<Self, String> {
        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("RustPixel Custom Render Texture"),
            size: wgpu::Extent3d {
                width,
                height,
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST,
            view_formats: &[],
        });

        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());

        // Create sampler for render texture - use Nearest to avoid grid artifacts
        // during RT-to-screen compositing (symbol atlas uses Linear for smooth scaling)
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("RustPixel Custom Render Texture Sampler"),
            address_mode_u: wgpu::AddressMode::ClampToEdge,
            address_mode_v: wgpu::AddressMode::ClampToEdge,
            address_mode_w: wgpu::AddressMode::ClampToEdge,
            mag_filter: wgpu::FilterMode::Nearest,
            min_filter: wgpu::FilterMode::Nearest,
            mipmap_filter: wgpu::FilterMode::Nearest,
            ..Default::default()
        });

        Ok(Self {
            texture,
            view,
            sampler: Some(sampler),
            width,
            height,
            is_hidden,
        })
    }

    /// Get the WGPU texture handle
    /// 
    /// # Returns
    /// Reference to the underlying WGPU texture
    pub fn get_texture(&self) -> &wgpu::Texture {
        &self.texture
    }

    /// Get the texture view for rendering
    /// 
    /// # Returns
    /// Reference to the texture view
    pub fn get_view(&self) -> &wgpu::TextureView {
        &self.view
    }

    /// Get the texture sampler
    /// 
    /// # Returns
    /// Optional reference to the sampler
    pub fn get_sampler(&self) -> Option<&wgpu::Sampler> {
        self.sampler.as_ref()
    }

    /// Check if this render texture is hidden
    /// 
    /// # Returns
    /// True if hidden, false if visible
    pub fn is_hidden(&self) -> bool {
        self.is_hidden
    }

    /// Set the hidden state of this render texture
    /// 
    /// # Parameters
    /// - `hidden`: New hidden state
    pub fn set_hidden(&mut self, hidden: bool) {
        self.is_hidden = hidden;
    }

    /// Get texture dimensions
    ///
    /// # Returns
    /// (width, height) tuple
    pub fn get_dimensions(&self) -> (u32, u32) {
        (self.width, self.height)
    }
}

// ============================================================================
// Texture2DArray for Layered Symbol Atlas
// ============================================================================

/// WGPU Texture2DArray for multi-layer symbol atlas.
///
/// Each layer is a square RGBA image (typically 2048x2048).
/// Used with `texture_2d_array<f32>` in WGSL shaders.
pub struct WgpuTextureArray {
    /// WGPU texture object (Dimension::D2, depth_or_array_layers = layer_count)
    pub texture: wgpu::Texture,
    /// Texture view with D2Array dimension
    pub view: wgpu::TextureView,
    /// Sampler for texture filtering
    pub sampler: wgpu::Sampler,
    /// Layer size in pixels (all layers are square)
    pub layer_size: u32,
    /// Number of layers
    pub layer_count: u32,
}

impl WgpuTextureArray {
    /// Create a Texture2DArray from multiple layer images.
    ///
    /// All layers must be the same size (layer_size × layer_size, RGBA).
    ///
    /// # Arguments
    /// * `device` - WGPU device
    /// * `queue` - WGPU queue
    /// * `layer_size` - Width/height of each layer in pixels
    /// * `layers` - Raw RGBA data for each layer (each must be layer_size*layer_size*4 bytes)
    pub fn from_layers(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        layer_size: u32,
        layers: &[&[u8]],
    ) -> Result<Self, String> {
        let layer_count = layers.len() as u32;
        if layer_count == 0 {
            return Err("No layers provided".to_string());
        }

        let expected_bytes = (layer_size * layer_size * 4) as usize;
        for (i, layer) in layers.iter().enumerate() {
            if layer.len() != expected_bytes {
                return Err(format!(
                    "Layer {} has {} bytes, expected {} ({}x{}x4)",
                    i, layer.len(), expected_bytes, layer_size, layer_size
                ));
            }
        }

        // Create the Texture2DArray
        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("Symbol Texture2DArray"),
            size: wgpu::Extent3d {
                width: layer_size,
                height: layer_size,
                depth_or_array_layers: layer_count,
            },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: wgpu::TextureFormat::Rgba8Unorm,
            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
            view_formats: &[],
        });

        // Upload each layer
        let bytes_per_row = 4 * layer_size;
        for (i, layer_data) in layers.iter().enumerate() {
            queue.write_texture(
                wgpu::TexelCopyTextureInfo {
                    texture: &texture,
                    mip_level: 0,
                    origin: wgpu::Origin3d {
                        x: 0,
                        y: 0,
                        z: i as u32,
                    },
                    aspect: wgpu::TextureAspect::All,
                },
                layer_data,
                wgpu::TexelCopyBufferLayout {
                    offset: 0,
                    bytes_per_row: Some(bytes_per_row),
                    rows_per_image: Some(layer_size),
                },
                wgpu::Extent3d {
                    width: layer_size,
                    height: layer_size,
                    depth_or_array_layers: 1,
                },
            );
        }

        // Create D2Array view
        let view = texture.create_view(&wgpu::TextureViewDescriptor {
            label: Some("Symbol Texture2DArray View"),
            dimension: Some(wgpu::TextureViewDimension::D2Array),
            ..Default::default()
        });

        // Create sampler - Nearest for pixel-perfect rendering
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("Symbol Texture2DArray Sampler"),
            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,
            ..Default::default()
        });

        Ok(Self {
            texture,
            view,
            sampler,
            layer_size,
            layer_count,
        })
    }
}