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use std::error::Error;
use std::num::NonZeroU32;
use std::sync::atomic::{AtomicUsize, Ordering};

use image::error::DecodingError;
use image::{EncodableLayout, GenericImage, ImageError, RgbaImage};
use texture_packer::TexturePacker;
use texture_packer::{
	exporter::{ExportResult, ImageExporter},
	TexturePackerConfig,
};
use thiserror::Error;

static NEXT_TEXTURE_ID: AtomicUsize = AtomicUsize::new(0);

#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct TextureId(usize);

impl TextureId {
	#[allow(clippy::new_without_default)]
	pub fn new() -> Self {
		Self(NEXT_TEXTURE_ID.fetch_add(1, Ordering::Relaxed))
	}
}

#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum ImageFormat {
	Bmp,
	Ico,
	Farbfeld,
}

impl ImageFormat {
	const fn format(self) -> image::ImageFormat {
		match self {
			Self::Bmp => image::ImageFormat::Bmp,
			Self::Ico => image::ImageFormat::Ico,
			Self::Farbfeld => image::ImageFormat::Farbfeld,
		}
	}
}

type PackError = impl std::fmt::Debug;

#[derive(Error, Debug)]
pub enum TextureError {
	#[error("{:?}", .0)]
	TextureTooLarge(PackError), // use an error with a source
	#[error("{}", .0)]
	BadImage(#[source] DecodingError), // TODO don't export this
	#[error("Unexpected Error (this is a bug in alligator_render): {}", .0)]
	Unexpected(#[source] Box<dyn Error>),
}

impl From<ImageError> for TextureError {
	fn from(ie: ImageError) -> Self {
		match ie {
			ImageError::Decoding(de) => Self::BadImage(de),
			_ => Self::Unexpected(Box::new(ie)),
		}
	}
}

const fn extent_3d(width: u32, height: u32) -> wgpu::Extent3d {
	wgpu::Extent3d {
		width,
		height,
		depth_or_array_layers: 1,
	}
}

// TODO make this Debug
// TODO make these resizable
pub struct TextureAtlas {
	packer: TexturePacker<'static, image::RgbaImage, TextureId>,
	diffuse_texture: wgpu::Texture,
	diffuse_bind_group: wgpu::BindGroup,
	image: RgbaImage,
	width: u32,
	height: u32,
	changed: bool,
}

macro_rules! texture_info {
	($name: ident, $prop: ident, $divisor: ident) => {
		pub fn $name(&self, id: TextureId) -> Option<f32> {
			let frame = self.texture_frame(id)?;
			let property = frame.frame.$prop;
			let value = property as f32 / self.$divisor as f32;
			Some(value)
		}
	};
}

impl TextureAtlas {
	/// Creates a new texture atlas, with the given size
	// TODO why is this u32?
	// TODO this is still too large
	pub fn new(device: &wgpu::Device, width: u32, height: u32) -> (Self, wgpu::BindGroupLayout) {
		let atlas_size = extent_3d(width, height);
		let diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
			label: Some("Diffuse Texture"),
			size: atlas_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,
		});

		// TODO I don't think this refreshes anything
		let diffuse_texture_view =
			diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default());

		let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());

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

		let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
			label: Some("Diffuse Bind Group"),
			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_sampler),
				},
			],
		});

		(
			Self {
				packer: TexturePacker::new_skyline(TexturePackerConfig {
					max_width: width,
					max_height: height,
					..Default::default()
				}),
				diffuse_texture,
				diffuse_bind_group,
				width,
				height,
				image: RgbaImage::from_raw(
					width,
					height,
					vec![0; 4 * width as usize * height as usize],
				)
				.unwrap(),
				changed: true,
			},
			texture_bind_group_layout,
		)
	}

	pub(crate) const fn bind_group(&self) -> &wgpu::BindGroup {
		&self.diffuse_bind_group
	}

	// TODO support RGBA16
	pub fn load_from_memory(
		&mut self,
		buf: &[u8],
		format: ImageFormat,
	) -> Result<TextureId, TextureError> {
		let img = image::load_from_memory_with_format(buf, format.format())?.into_rgba8();
		let id = TextureId::new();
		self.packer
			.pack_own(id, img)
			.map_err(TextureError::TextureTooLarge)?;

		Ok(id)
	}

	fn texture_frame(&self, id: TextureId) -> Option<&texture_packer::Frame<TextureId>> {
		self.packer.get_frame(&id)
	}

	texture_info!(texture_width, w, width);
	texture_info!(texture_height, h, height);
	texture_info!(texture_x, x, width);
	texture_info!(texture_y, y, height);

	fn fill_image(&mut self) -> ExportResult<()> {
		let atlas = {
			profiling::scope!("export atlas");
			ImageExporter::export(&self.packer)?
		};
		profiling::scope!("copy image");
		self.image
			.copy_from(&atlas, 0, 0)
			.expect("image cache is too small");
		Ok(())
	}

	pub fn clear(&mut self) {
		self.packer = TexturePacker::new_skyline(TexturePackerConfig {
			max_width: self.width,
			max_height: self.height,
			..Default::default()
		});
	}

	#[profiling::function]
	pub fn fill_textures(&mut self, queue: &wgpu::Queue) {
		// saves time if nothing changed since the last time we did this
		// FIXME This doesn't do much good once we get procedurally generated animation
		//       We'll have to create our own texture packer, with mutable subtextures,
		//       and more efficient algorithms. This'll also make frame times more consistent
		if !self.changed {
			return;
		}

		let atlas_size = extent_3d(self.width, self.height);

		// put the packed texture into the base image
		drop(self.fill_image());

		// copy that to the gpu
		queue.write_texture(
			wgpu::ImageCopyTexture {
				texture: &self.diffuse_texture,
				mip_level: 0,
				origin: wgpu::Origin3d::ZERO,
				aspect: wgpu::TextureAspect::All,
			},
			self.image.as_bytes(),
			wgpu::ImageDataLayout {
				offset: 0,
				bytes_per_row: NonZeroU32::new(atlas_size.width * 4),
				rows_per_image: NonZeroU32::new(atlas_size.height),
			},
			atlas_size,
		);

		self.changed = false;
	}
}