1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
use pill_engine::internal::TextureType;

use anyhow::*;
use image::GenericImageView;
use std::{ num::NonZeroU32 };

// --- Texture ---

pill_core::define_new_pill_slotmap_key! { 
    pub struct RendererTextureHandle;
}

pub struct RendererTexture {
    pub texture: wgpu::Texture,
    pub texture_view: wgpu::TextureView,
    pub sampler: wgpu::Sampler,
}

impl RendererTexture {
    pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;

    pub fn new_texture(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        name: Option<&str>,
        image_data: &image::DynamicImage,
        texture_type: TextureType,
    ) -> Result<Self> {
        let dimensions = image_data.dimensions();
        let rgba = image_data.to_rgba8();

        // Get size
        let size = wgpu::Extent3d {
            width: dimensions.0,
            height: dimensions.1,
            depth_or_array_layers: 1,
        };

        // Specify texture format
        let format = match texture_type {
            TextureType::Color => wgpu::TextureFormat::Rgba8UnormSrgb,
            TextureType::Normal => wgpu::TextureFormat::Rgba8Unorm,
        };

        // Create texture
        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: name,
            size,
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format,
            usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
        });

        // Write data to texture
        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: NonZeroU32::new(4 * dimensions.0),
                rows_per_image: NonZeroU32::new(dimensions.1),
            },
            size,
        );

        // Create texture view
        let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
        
        // Create sampler
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            address_mode_u: wgpu::AddressMode::Repeat,
            address_mode_v: wgpu::AddressMode::Repeat,
            address_mode_w: wgpu::AddressMode::Repeat,
            mag_filter: wgpu::FilterMode::Linear,
            min_filter: wgpu::FilterMode::Nearest,
            mipmap_filter: wgpu::FilterMode::Nearest,
            ..Default::default()
        });

        // Create final texture
        let texture  = Self {
            texture,
            texture_view,
            sampler,
        };

        Ok(texture)
    }

    pub fn new_depth_texture(
        device: &wgpu::Device,
        surface_configuration: &wgpu::SurfaceConfiguration,
        label: &str,
    ) -> Result<Self> {

        // Get size
        let size = wgpu::Extent3d { // Depth texture needs to be the same size as window
            width: surface_configuration.width,
            height: surface_configuration.height,
            depth_or_array_layers: 1,
        };

         // Create texture
        let texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some(label),
            size,
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: Self::DEPTH_FORMAT,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING, // Rendering to this texture so RENDER_ATTACHMENT flag is needed
        });

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

        // Create sampler
        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
            address_mode_u: wgpu::AddressMode::Repeat,
            address_mode_v: wgpu::AddressMode::Repeat,
            address_mode_w: wgpu::AddressMode::Repeat,
            mag_filter: wgpu::FilterMode::Linear,
            min_filter: wgpu::FilterMode::Linear,
            mipmap_filter: wgpu::FilterMode::Nearest,
            compare: Some(wgpu::CompareFunction::LessEqual),
            lod_min_clamp: -100.0,
            lod_max_clamp: 100.0,
            ..Default::default()
        });

        // Create final texture
        let texture  = Self {
            texture,
            texture_view,
            sampler,
        };

        Ok(texture)
    }
}