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Refactor: Texture

This commit is contained in:
Florian RICHER 2022-06-15 23:08:52 +02:00
parent 1af8e63641
commit b210a5f742
4 changed files with 84 additions and 70 deletions

View file

@ -7,7 +7,7 @@ pub use camera::{
}; };
mod texture; mod texture;
pub use texture::Texture; pub use texture::{Texture, TextureManager};
mod instance; mod instance;
pub use instance::{ pub use instance::{

66
src/render/texture/mod.rs Normal file
View file

@ -0,0 +1,66 @@
mod texture;
pub use texture::Texture;
use wgpu::{BindGroup, Device, Queue};
pub struct TextureManager {
texture_bind_group_layout: wgpu::BindGroupLayout,
}
impl TextureManager {
pub fn new(device: &Device) -> Self {
let texture_bind_group_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"),
});
Self {
texture_bind_group_layout,
}
}
pub fn create_texture_from_bytes(
&self,
device: &Device,
queue: &Queue,
bytes: &[u8],
label: &str,
) -> BindGroup {
let diffuse_texture = Texture::from_bytes(&device, &queue, bytes, label).unwrap();
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some(&format!("diffuse_bind_group_{}", label)),
})
}
pub fn get_texture_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
&self.texture_bind_group_layout
}
}

View file

@ -1,4 +1,4 @@
use crate::{meshs::DefaultMesh, render::Renderable}; use crate::{meshs::DefaultMesh, render::{Renderable, TextureManager}};
use super::render::{ use super::render::{
Vertex, Camera, CameraUniform, CameraController, Texture, InstanceRaw Vertex, Camera, CameraUniform, CameraController, Texture, InstanceRaw
@ -23,6 +23,8 @@ pub struct State {
camera_controller: CameraController, camera_controller: CameraController,
depth_texture: Texture, depth_texture: Texture,
mesh: DefaultMesh, mesh: DefaultMesh,
#[allow(dead_code)]
texture_manager: TextureManager,
} }
impl State { impl State {
@ -79,30 +81,7 @@ impl State {
}; };
surface.configure(&device, &config); surface.configure(&device, &config);
// Binding des textures let texture_manager = TextureManager::new(&device);
let texture_bind_group_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"),
});
// FIN Binding des textures
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor { let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"), label: Some("Shader"),
@ -164,7 +143,7 @@ impl State {
let render_pipeline_layout = let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"), label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout], bind_group_layouts: &[&texture_manager.get_texture_bind_group_layout(), &camera_bind_group_layout],
push_constant_ranges: &[], push_constant_ranges: &[],
}); });
@ -212,51 +191,19 @@ impl State {
multiview: None, multiview: None,
}); });
// Loading mesh let diffuse_bind_group = texture_manager.create_texture_from_bytes(
let diffuse_bytes = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/images/happy-tree.png"));
let diffuse_texture =
Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
.unwrap();
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
let diffuse_bytes_pikachu = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/images/pikachu.png"));
let diffuse_texture_pikachu = Texture::from_bytes(
&device, &device,
&queue, &queue,
diffuse_bytes_pikachu, include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/images/happy-tree.png")),
"pikachu.png", "happy-tree.png",
) );
.unwrap();
let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor { let diffuse_bind_group_pikachu = texture_manager.create_texture_from_bytes(
layout: &texture_bind_group_layout, &device,
entries: &[ &queue,
wgpu::BindGroupEntry { include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/images/pikachu.png")),
binding: 0, "pikachu.png",
resource: wgpu::BindingResource::TextureView(&diffuse_texture_pikachu.view), );
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture_pikachu.sampler),
},
],
label: Some("diffuse_bind_group"),
});
let mut mesh = DefaultMesh::new(diffuse_bind_group, diffuse_bind_group_pikachu); let mut mesh = DefaultMesh::new(diffuse_bind_group, diffuse_bind_group_pikachu);
mesh.prepare(&device); mesh.prepare(&device);
@ -274,7 +221,8 @@ impl State {
camera_bind_group, camera_bind_group,
camera_controller, camera_controller,
depth_texture, depth_texture,
mesh mesh,
texture_manager
} }
} }