2024-01-04 17:18:31 -08:00
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use crate::{
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content,
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globaluniform::{ImageLocation, ImageLocationArray, SpriteData, SpriteDataArray},
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};
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use anyhow::Result;
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use bytemuck::Zeroable;
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use galactica_packer::SpriteAtlasImage;
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use image::GenericImageView;
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use std::{fs::File, io::Read, num::NonZeroU32};
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use wgpu::BindGroupLayout;
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pub(crate) struct RawTexture {
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pub(crate) view: wgpu::TextureView,
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}
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impl RawTexture {
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pub(crate) fn from_bytes(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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bytes: &[u8],
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label: &str,
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) -> Result<Self> {
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let img = image::load_from_memory(bytes)?;
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Self::from_image(device, queue, &img, Some(label))
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}
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pub(crate) fn from_image(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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img: &image::DynamicImage,
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label: Option<&str>,
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) -> Result<Self> {
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let rgba = img.to_rgba8();
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let dimensions = img.dimensions();
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let size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label,
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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queue.write_texture(
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wgpu::ImageCopyTexture {
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aspect: wgpu::TextureAspect::All,
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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&rgba,
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * dimensions.0),
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rows_per_image: Some(dimensions.1),
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},
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size,
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);
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Ok(Self { view })
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}
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}
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#[derive(Debug, Clone)]
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pub struct Texture {
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pub index: u32, // Index in texture array
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pub len: u32, // Number of frames
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pub fps: f32, // Frames per second
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pub aspect: f32, // width / height
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pub repeat: u32, // How to re-play this texture
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pub location: Vec<SpriteAtlasImage>,
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}
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pub struct TextureArray {
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pub bind_group: wgpu::BindGroup,
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pub bind_group_layout: BindGroupLayout,
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pub image_locations: ImageLocationArray,
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pub sprite_data: SpriteDataArray,
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}
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impl TextureArray {
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pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, ct: &content::Content) -> Result<Self> {
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// Load all textures
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let mut texture_data = Vec::new();
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println!("opening image");
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let mut f = File::open("atlas-0.bmp")?;
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let mut bytes = Vec::new();
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f.read_to_end(&mut bytes)?;
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texture_data.push(RawTexture::from_bytes(&device, &queue, &bytes, "Atlas")?);
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let mut image_locations = ImageLocationArray::zeroed();
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let mut sprite_data = SpriteDataArray::zeroed();
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println!("sending to gpu");
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let mut image_counter = 0;
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let mut sprite_counter = 0;
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for t in &ct.sprites {
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sprite_data.data[sprite_counter] = SpriteData {
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frame_count: t.frames.len() as u32,
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repeatmode: t.repeat.as_int(),
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aspect: t.aspect,
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fps: t.fps,
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first_frame: image_counter,
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_padding: Default::default(),
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};
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sprite_counter += 1;
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// Insert texture location data
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for path in &t.frames {
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let image = ct.get_image(&path);
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image_locations.data[image_counter as usize] = ImageLocation {
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xpos: image.x,
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ypos: image.y,
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width: image.w,
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height: image.h,
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};
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image_counter += 1;
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}
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}
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("TextureArray bind group layout"),
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entries: &[
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// Texture data
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: NonZeroU32::new(texture_data.len() as u32),
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},
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// Texture sampler
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: NonZeroU32::new(1),
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},
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],
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});
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let views: Vec<&wgpu::TextureView> = texture_data.iter().map(|x| &x.view).collect();
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("TextureArray bind group"),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureViewArray(&views),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::SamplerArray(&[&sampler]),
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},
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],
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});
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return Ok(Self {
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bind_group,
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bind_group_layout,
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image_locations,
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sprite_data,
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});
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}
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}
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