102 lines
2.8 KiB
Rust
102 lines
2.8 KiB
Rust
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use image::GenericImageView;
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pub struct Texture {
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pub layout: wgpu::BindGroupLayout,
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pub group: wgpu::BindGroup,
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}
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impl Texture {
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pub fn new(mut image: image::DynamicImage, device: &wgpu::Device, queue: &wgpu::Queue) -> Self {
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let image = image.crop(0, 0, 1920, 1080);
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let image_rgba = image.to_rgba8();
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let image_size = image.dimensions();
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let texture_size = wgpu::Extent3d {
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width: image_size.0,
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height: image_size.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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size: texture_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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label: Some("texture"),
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::ImageCopyTexture {
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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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aspect: wgpu::TextureAspect::All,
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},
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&image_rgba,
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * image_size.0),
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rows_per_image: Some(image_size.1),
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},
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texture_size,
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);
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let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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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 texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::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: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_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::TextureView(&texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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Self {
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layout: texture_bind_group_layout,
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group: bind_group,
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}
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}
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}
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