pub struct Texture {
	pub layout: wgpu::BindGroupLayout,
	pub bind_group: wgpu::BindGroup,
}

impl Texture {
	pub fn new(image: image::RgbaImage, device: &wgpu::Device, queue: &wgpu::Queue) -> Self {
		let image_size = image.dimensions();

		let texture_size = wgpu::Extent3d {
			width: image_size.0,
			height: image_size.1,
			depth_or_array_layers: 1,
		};

		let texture = device.create_texture(&wgpu::TextureDescriptor {
			size: texture_size,
			mip_level_count: 1,
			sample_count: 1,
			dimension: wgpu::TextureDimension::D2,
			format: wgpu::TextureFormat::Rgba8UnormSrgb,
			usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
			label: Some("texture"),
			view_formats: &[],
		});

		queue.write_texture(
			wgpu::ImageCopyTexture {
				texture: &texture,
				mip_level: 0,
				origin: wgpu::Origin3d::ZERO,
				aspect: wgpu::TextureAspect::All,
			},
			&image,
			wgpu::ImageDataLayout {
				offset: 0,
				bytes_per_row: Some(4 * image_size.0),
				rows_per_image: Some(image_size.1),
			},
			texture_size,
		);

		let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
		let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
			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::Nearest,
			mipmap_filter: wgpu::FilterMode::Nearest,
			..Default::default()
		});

		let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
			entries: &[
				wgpu::BindGroupLayoutEntry {
					binding: 0,
					visibility: wgpu::ShaderStages::FRAGMENT,
					ty: wgpu::BindingType::Texture {
						multisampled: false,
						view_dimension: wgpu::TextureViewDimension::D2,
						sample_type: wgpu::TextureSampleType::Float { filterable: true },
					},
					count: None,
				},
				wgpu::BindGroupLayoutEntry {
					binding: 1,
					visibility: wgpu::ShaderStages::FRAGMENT,
					ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
					count: None,
				},
			],
			label: Some("texture_bind_group_layout"),
		});

		let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
			layout: &layout,
			entries: &[
				wgpu::BindGroupEntry {
					binding: 0,
					resource: wgpu::BindingResource::TextureView(&texture_view),
				},
				wgpu::BindGroupEntry {
					binding: 1,
					resource: wgpu::BindingResource::Sampler(&sampler),
				},
			],
			label: Some("diffuse_bind_group"),
		});

		Self { layout, bind_group }
	}
}