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authortcmal <me@aria.rip>2024-08-25 17:44:21 +0100
committertcmal <me@aria.rip>2024-08-25 17:44:21 +0100
commit9f6b7a10e7e00edf6ab50a9cf162b377d84a43f6 (patch)
treefe4ebd024c59376c425073b4fa747fa70824d171 /stockton-render/src/draw/texture/loader.rs
parent26c325640df7ab8b9ea4a6c3fd5166f7df7f80ff (diff)
feat(render) WIP: textures, using a fixed size texture array
currently using an 8 long texture array with seperate samplers. also move to a trait for resolving textures from the bsp file rather than adding them manually. currently stuck with one static implementation though. this means all textures in the file are loaded when the map is. not currently drawing with anything other than the first texture array, so files with >8 textures will fail.
Diffstat (limited to 'stockton-render/src/draw/texture/loader.rs')
-rw-r--r--stockton-render/src/draw/texture/loader.rs161
1 files changed, 161 insertions, 0 deletions
diff --git a/stockton-render/src/draw/texture/loader.rs b/stockton-render/src/draw/texture/loader.rs
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+++ b/stockton-render/src/draw/texture/loader.rs
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+// Copyright (C) 2019 Oscar Shrimpton
+
+// This program is free software: you can redistribute it and/or modify it
+// under the terms of the GNU General Public License as published by the Free
+// Software Foundation, either version 3 of the License, or (at your option)
+// any later version.
+
+// This program is distributed in the hope that it will be useful, but WITHOUT
+// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+// more details.
+
+// You should have received a copy of the GNU General Public License along
+// with this program. If not, see <http://www.gnu.org/licenses/>.
+//! Deals with loading textures into GPU memory
+
+use std::path::Path;
+use draw::texture::resolver::BasicFSResolver;
+use draw::texture::chunk::CHUNK_SIZE;
+use core::mem::{ManuallyDrop};
+use super::chunk::TextureChunk;
+
+use log::debug;
+
+use hal::{
+ prelude::*,
+};
+
+use stockton_levels::prelude::*;
+
+use crate::error;
+use crate::types::*;
+
+/// Stores all loaded textures in GPU memory.
+/// When rendering, the descriptor sets are bound to the buffer
+/// The descriptor set layout should have the same count of textures as this does.
+/// Note that it's possible not all descriptors are actually initialised images
+pub struct TextureStore {
+ descriptor_pool: ManuallyDrop<DescriptorPool>,
+ pub(crate) descriptor_set_layout: ManuallyDrop<DescriptorSetLayout>,
+ chunks: Box<[TextureChunk]>
+}
+
+impl TextureStore {
+ pub fn new<T: HasTextures>(device: &mut Device,
+ adapter: &mut Adapter,
+ command_queue: &mut CommandQueue,
+ command_pool: &mut CommandPool, file: &T) -> Result<TextureStore, error::CreationError> {
+ // Figure out how many textures in this file
+ let size = file.textures_iter().count();
+ let num_chunks = {
+ let mut x = size / CHUNK_SIZE;
+ if size % CHUNK_SIZE != 0 {
+ x += 1;
+ }
+ x
+ };
+ let rounded_size = num_chunks * CHUNK_SIZE;
+
+ let mut descriptor_pool = unsafe {
+ use hal::pso::{DescriptorRangeDesc, DescriptorType, DescriptorPoolCreateFlags, ImageDescriptorType};
+
+ device.create_descriptor_pool(
+ num_chunks,
+ &[
+ DescriptorRangeDesc {
+ ty: DescriptorType::Image {
+ ty: ImageDescriptorType::Sampled {
+ with_sampler: false
+ }
+ },
+ count: rounded_size
+ },
+ DescriptorRangeDesc {
+ ty: DescriptorType::Sampler,
+ count: rounded_size
+ }
+ ],
+ DescriptorPoolCreateFlags::empty()
+ ).map_err(|e| {
+ println!("{:?}", e);
+ error::CreationError::OutOfMemoryError
+ })?
+ };
+
+ // Descriptor set layout
+ let mut descriptor_set_layout = unsafe {
+ use hal::pso::{DescriptorSetLayoutBinding, DescriptorType, ShaderStageFlags, ImageDescriptorType};
+
+ device.create_descriptor_set_layout(
+ &[
+ DescriptorSetLayoutBinding {
+ binding: 0,
+ ty: DescriptorType::Image {
+ ty: ImageDescriptorType::Sampled {
+ with_sampler: false
+ }
+ },
+ count: CHUNK_SIZE,
+ stage_flags: ShaderStageFlags::FRAGMENT,
+ immutable_samplers: false
+ },
+ DescriptorSetLayoutBinding {
+ binding: 1,
+ ty: DescriptorType::Sampler,
+ count: CHUNK_SIZE,
+ stage_flags: ShaderStageFlags::FRAGMENT,
+ immutable_samplers: false
+ }
+ ],
+ &[],
+ )
+ }.map_err(|_| error::CreationError::OutOfMemoryError)?;
+
+ // Set up all our chunks
+ debug!("Starting to load textures...");
+
+ let mut resolver = BasicFSResolver::new(Path::new("."));
+
+ let mut chunks = Vec::with_capacity(num_chunks);
+ for i in 0..num_chunks {
+ let range = {
+ let mut r = (i * CHUNK_SIZE) as u32..((i + 1) * CHUNK_SIZE) as u32;
+ if r.end > size as u32 {
+ r.end = size as u32;
+ }
+ r
+ };
+ debug!("Chunk {} / {} covering {:?}", i + 1, num_chunks, range);
+
+ chunks.push(TextureChunk::new(device, adapter, command_queue, command_pool, &mut descriptor_pool, &mut descriptor_set_layout, file, range, &mut resolver)?);
+ }
+
+ debug!("All textures loaded.");
+
+ Ok(TextureStore {
+ descriptor_pool: ManuallyDrop::new(descriptor_pool),
+ descriptor_set_layout: ManuallyDrop::new(descriptor_set_layout),
+ chunks: chunks.into_boxed_slice()
+ })
+ }
+
+ pub fn deactivate(mut self, device: &mut Device) -> () {
+ unsafe {
+ use core::ptr::read;
+
+ for chunk in self.chunks.into_vec().drain(..) {
+ chunk.deactivate(device)
+ }
+
+ self.descriptor_pool.reset();
+ device
+ .destroy_descriptor_set_layout(ManuallyDrop::into_inner(read(&self.descriptor_set_layout)));
+ device.destroy_descriptor_pool(ManuallyDrop::into_inner(read(&self.descriptor_pool)));
+ }
+ }
+
+ pub fn get_chunk_descriptor_set<'a>(&'a self, idx: usize) -> &'a DescriptorSet {
+ &self.chunks[idx].descriptor_set
+ }
+}