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game_toolkit_gfx/
texture.rs

1use std::collections::HashMap;
2use std::path::Path;
3
4use anyhow::{Context, Result};
5
6#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
7pub struct TextureId(pub u32);
8
9pub struct Texture {
10    pub size: [u32; 2],
11    pub(crate) bind_group: wgpu::BindGroup,
12    #[allow(dead_code)]
13    pub(crate) texture: wgpu::Texture,
14    #[allow(dead_code)]
15    pub(crate) view: wgpu::TextureView,
16}
17
18pub(crate) struct TextureRegistry {
19    map: HashMap<TextureId, Texture>,
20    next: u32,
21    pub(crate) layout: wgpu::BindGroupLayout,
22    sampler: wgpu::Sampler,
23    white: TextureId,
24}
25
26impl TextureRegistry {
27    pub fn new(device: &wgpu::Device, queue: &wgpu::Queue) -> Self {
28        let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
29            label: Some("sprite.texture_bgl"),
30            entries: &[
31                wgpu::BindGroupLayoutEntry {
32                    binding: 0,
33                    visibility: wgpu::ShaderStages::FRAGMENT,
34                    ty: wgpu::BindingType::Texture {
35                        sample_type: wgpu::TextureSampleType::Float { filterable: true },
36                        view_dimension: wgpu::TextureViewDimension::D2,
37                        multisampled: false,
38                    },
39                    count: None,
40                },
41                wgpu::BindGroupLayoutEntry {
42                    binding: 1,
43                    visibility: wgpu::ShaderStages::FRAGMENT,
44                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
45                    count: None,
46                },
47            ],
48        });
49
50        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
51            label: Some("sprite.sampler"),
52            address_mode_u: wgpu::AddressMode::ClampToEdge,
53            address_mode_v: wgpu::AddressMode::ClampToEdge,
54            address_mode_w: wgpu::AddressMode::ClampToEdge,
55            mag_filter: wgpu::FilterMode::Nearest,
56            min_filter: wgpu::FilterMode::Nearest,
57            mipmap_filter: wgpu::MipmapFilterMode::Nearest,
58            ..Default::default()
59        });
60
61        let mut me = Self {
62            map: HashMap::new(),
63            next: 1,
64            layout,
65            sampler,
66            white: TextureId(0),
67        };
68        me.white = me.create_from_rgba(device, queue, 1, 1, &[255, 255, 255, 255], Some("white"));
69        me
70    }
71
72    pub fn white(&self) -> TextureId {
73        self.white
74    }
75
76    pub fn bind_group(&self, id: TextureId) -> &wgpu::BindGroup {
77        &self
78            .map
79            .get(&id)
80            .unwrap_or_else(|| self.map.get(&self.white).expect("white texture"))
81            .bind_group
82    }
83
84    pub fn get(&self, id: TextureId) -> Option<&Texture> {
85        self.map.get(&id)
86    }
87
88    #[cfg(not(target_arch = "wasm32"))]
89    pub fn load_file(
90        &mut self,
91        device: &wgpu::Device,
92        queue: &wgpu::Queue,
93        path: impl AsRef<Path>,
94    ) -> Result<TextureId> {
95        let path = path.as_ref();
96        let img = image::open(path).with_context(|| format!("loading {}", path.display()))?;
97        let rgba = img.to_rgba8();
98        let (w, h) = rgba.dimensions();
99        Ok(self.create_from_rgba(
100            device,
101            queue,
102            w,
103            h,
104            rgba.as_raw(),
105            path.file_name().and_then(|s| s.to_str()),
106        ))
107    }
108
109    /// Decode an encoded image (PNG) held in memory and upload it.
110    pub fn load_bytes(
111        &mut self,
112        device: &wgpu::Device,
113        queue: &wgpu::Queue,
114        bytes: &[u8],
115        label: Option<&str>,
116    ) -> Result<TextureId> {
117        let img = image::load_from_memory(bytes)
118            .with_context(|| format!("decoding {}", label.unwrap_or("image")))?;
119        let rgba = img.to_rgba8();
120        let (w, h) = rgba.dimensions();
121        Ok(self.create_from_rgba(device, queue, w, h, rgba.as_raw(), label))
122    }
123
124    /// Replace the contents of `id` with a freshly decoded copy of `path`. Keeps the same
125    /// `TextureId` so anything already holding it stays valid.
126    pub fn reload(
127        &mut self,
128        device: &wgpu::Device,
129        queue: &wgpu::Queue,
130        id: TextureId,
131        path: impl AsRef<Path>,
132    ) -> Result<()> {
133        let path = path.as_ref();
134        let img = image::open(path).with_context(|| format!("reloading {}", path.display()))?;
135        let rgba = img.to_rgba8();
136        let (w, h) = rgba.dimensions();
137        self.replace(
138            device,
139            queue,
140            id,
141            w,
142            h,
143            rgba.as_raw(),
144            path.file_name().and_then(|s| s.to_str()),
145        );
146        Ok(())
147    }
148
149    #[allow(clippy::too_many_arguments)]
150    pub fn replace(
151        &mut self,
152        device: &wgpu::Device,
153        queue: &wgpu::Queue,
154        id: TextureId,
155        width: u32,
156        height: u32,
157        rgba: &[u8],
158        label: Option<&str>,
159    ) {
160        let new_id = self.create_from_rgba(device, queue, width, height, rgba, label);
161        if let Some(new_tex) = self.map.remove(&new_id) {
162            self.map.insert(id, new_tex);
163        }
164    }
165
166    pub fn create_from_rgba(
167        &mut self,
168        device: &wgpu::Device,
169        queue: &wgpu::Queue,
170        width: u32,
171        height: u32,
172        rgba: &[u8],
173        label: Option<&str>,
174    ) -> TextureId {
175        let size = wgpu::Extent3d {
176            width,
177            height,
178            depth_or_array_layers: 1,
179        };
180        let texture = device.create_texture(&wgpu::TextureDescriptor {
181            label,
182            size,
183            mip_level_count: 1,
184            sample_count: 1,
185            dimension: wgpu::TextureDimension::D2,
186            format: wgpu::TextureFormat::Rgba8UnormSrgb,
187            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
188            view_formats: &[],
189        });
190        queue.write_texture(
191            wgpu::TexelCopyTextureInfo {
192                texture: &texture,
193                mip_level: 0,
194                origin: wgpu::Origin3d::ZERO,
195                aspect: wgpu::TextureAspect::All,
196            },
197            rgba,
198            wgpu::TexelCopyBufferLayout {
199                offset: 0,
200                bytes_per_row: Some(4 * width),
201                rows_per_image: Some(height),
202            },
203            size,
204        );
205        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
206        let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
207            label,
208            layout: &self.layout,
209            entries: &[
210                wgpu::BindGroupEntry {
211                    binding: 0,
212                    resource: wgpu::BindingResource::TextureView(&view),
213                },
214                wgpu::BindGroupEntry {
215                    binding: 1,
216                    resource: wgpu::BindingResource::Sampler(&self.sampler),
217                },
218            ],
219        });
220
221        let id = TextureId(self.next);
222        self.next += 1;
223        self.map.insert(
224            id,
225            Texture {
226                size: [width, height],
227                bind_group,
228                texture,
229                view,
230            },
231        );
232        id
233    }
234}