spottedcat 0.7.6

Rusty SpottedCat simple game engine
Documentation
use std::sync::Arc;

#[derive(Clone)]
pub struct Texture(pub(crate) Arc<AnyTexture>);

pub(crate) struct AnyTexture {
    pub format: wgpu::TextureFormat,
    pub texture: wgpu::Texture,
    pub view: wgpu::TextureView,
}

impl Drop for AnyTexture {
    fn drop(&mut self) {
        self.texture.destroy();
    }
}

impl Texture {
    pub fn create_empty(
        device: &wgpu::Device,
        width: u32,
        height: u32,
        format: wgpu::TextureFormat,
    ) -> Self {
        let mip_level_count = Self::calculate_mip_levels(width, height);

        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("atlas_texture"),
            size: wgpu::Extent3d {
                width,
                height,
                depth_or_array_layers: 1,
            },
            mip_level_count,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format,
            usage: wgpu::TextureUsages::TEXTURE_BINDING
                | wgpu::TextureUsages::COPY_DST
                | wgpu::TextureUsages::COPY_SRC
                | wgpu::TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        });

        let view = texture.create_view(&wgpu::TextureViewDescriptor {
            label: Some("atlas_texture_view"),
            format: Some(format),
            dimension: Some(wgpu::TextureViewDimension::D2),
            aspect: wgpu::TextureAspect::All,
            base_mip_level: 0,
            mip_level_count: Some(mip_level_count),
            base_array_layer: 0,
            array_layer_count: Some(1),
            usage: Some(wgpu::TextureUsages::TEXTURE_BINDING),
        });

        Self(Arc::new(AnyTexture {
            format,
            texture,
            view,
        }))
    }

    fn calculate_mip_levels(width: u32, height: u32) -> u32 {
        let max_dim = width.max(height);
        (max_dim as f32).log2().floor() as u32 + 1
    }

    pub fn generate_mipmaps(&self, device: &wgpu::Device, queue: &wgpu::Queue) {
        let texture = &self.0.texture;
        let mip_level_count = texture.mip_level_count();

        if mip_level_count <= 1 {
            return;
        }

        let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
            label: Some("mipmap_generation"),
        });

        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("mipmap_shader"),
            source: wgpu::ShaderSource::Wgsl(include_str!("shaders/mipmap.wgsl").into()),
        });

        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("mipmap_pipeline"),
            layout: None,
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: Some("vs_main"),
                compilation_options: wgpu::PipelineCompilationOptions::default(),
                buffers: &[],
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: Some("fs_main"),
                compilation_options: wgpu::PipelineCompilationOptions::default(),
                targets: &[Some(wgpu::ColorTargetState {
                    format: self.0.format,
                    blend: None,
                    write_mask: wgpu::ColorWrites::ALL,
                })],
            }),
            primitive: wgpu::PrimitiveState::default(),
            depth_stencil: None,
            multisample: wgpu::MultisampleState::default(),
            multiview_mask: None,
            cache: None,
        });

        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            label: Some("mipmap_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::MipmapFilterMode::Linear,
            ..Default::default()
        });

        for mip_level in 1..mip_level_count {
            let src_mip = mip_level - 1;
            let dst_mip = mip_level;

            let src_view = texture.create_view(&wgpu::TextureViewDescriptor {
                label: Some(&format!("mipmap_src_view_{}", src_mip)),
                format: Some(self.0.format),
                dimension: Some(wgpu::TextureViewDimension::D2),
                aspect: wgpu::TextureAspect::All,
                base_mip_level: src_mip,
                mip_level_count: Some(1),
                base_array_layer: 0,
                array_layer_count: Some(1),
                usage: Some(wgpu::TextureUsages::TEXTURE_BINDING),
            });

            let dst_view = texture.create_view(&wgpu::TextureViewDescriptor {
                label: Some(&format!("mipmap_dst_view_{}", dst_mip)),
                format: Some(self.0.format),
                dimension: Some(wgpu::TextureViewDimension::D2),
                aspect: wgpu::TextureAspect::All,
                base_mip_level: dst_mip,
                mip_level_count: Some(1),
                base_array_layer: 0,
                array_layer_count: Some(1),
                usage: Some(wgpu::TextureUsages::RENDER_ATTACHMENT),
            });

            let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
                label: Some(&format!("mipmap_bind_group_{}", mip_level)),
                layout: &pipeline.get_bind_group_layout(0),
                entries: &[
                    wgpu::BindGroupEntry {
                        binding: 0,
                        resource: wgpu::BindingResource::TextureView(&src_view),
                    },
                    wgpu::BindGroupEntry {
                        binding: 1,
                        resource: wgpu::BindingResource::Sampler(&sampler),
                    },
                ],
            });

            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some(&format!("mimap_pass_{}", mip_level)),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: &dst_view,
                    resolve_target: None,
                    depth_slice: None,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Load,
                        store: wgpu::StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: None,
                timestamp_writes: None,
                occlusion_query_set: None,
                multiview_mask: None,
            });

            render_pass.set_pipeline(&pipeline);
            render_pass.set_bind_group(0, &bind_group, &[]);
            render_pass.draw(0..6, 0..1);
        }

        queue.submit(Some(encoder.finish()));
    }
}