init texture prefab

This commit is contained in:
griffi-gh 2024-05-05 13:16:48 +02:00
parent 90784e21dd
commit 58e4eed14e
3 changed files with 74 additions and 9 deletions

4
.gitignore vendored
View file

@ -27,3 +27,7 @@ _visualizer.json
*.so
*.dylib
*.rlib
#but keep the dxcompiler.dll/dxil.dll
!dxcompiler.dll
!dxil.dll

View file

@ -36,8 +36,10 @@ impl AssetPaths for BlockTexture {
}
#[derive(Unique)]
#[repr(transparent)]
pub struct BlockDiffuseTexture(pub wgpu::Texture);
pub struct Textures {
pub block_diffuse_texture: wgpu::Texture,
pub block_diffuse_bind_group: wgpu::BindGroup,
}
#[derive(Unique)]
#[repr(transparent)]
@ -50,13 +52,63 @@ pub fn load_prefabs(
assman: UniqueView<AssetManager>
) {
log::info!("Loading textures...");
storages.add_unique_non_send_sync(BlockDiffuseTexture(
load_texture2darray_prefab::<BlockTexture>(
&renderer,
&assman,
"blocks".into(),
)
));
let block_diffuse_texture = load_texture2darray_prefab::<BlockTexture>(
&renderer,
&assman,
"blocks".into(),
);
log::info!("Creating bing groups");
let block_diffuse_view = block_diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default());
let block_diffuse_sampler = renderer.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::Nearest,
min_filter: wgpu::FilterMode::Nearest, //TODO min_filter Linear, requires filtering sampler
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let block_diffuse_bind_group_layout = renderer.device()
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("block_diffuse_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
}
]
});
let block_diffuse_bind_group = renderer.device().create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("block_diffuse_bind_group"),
layout: &block_diffuse_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&block_diffuse_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&block_diffuse_sampler),
}
]
});
storages.add_unique_non_send_sync(Textures {
block_diffuse_texture,
block_diffuse_bind_group,
});
log::info!("Loading the UI stuff...");
{

View file

@ -1,5 +1,6 @@
use pollster::FutureExt;
use shipyard::Unique;
use winapi::shared::cfg;
use winit::{
event_loop::ActiveEventLoop,
window::{Fullscreen, Window},
@ -77,6 +78,14 @@ impl Renderer {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::BROWSER_WEBGPU | wgpu::Backends::VULKAN | wgpu::Backends::GL,
//Disable validation layer
flags: wgpu::InstanceFlags::default() & !wgpu::InstanceFlags::VALIDATION,
//we're using vulkan on windows
// #[cfg(all(target_os = "windows", target_arch = "x86_64"))]
// dx12_shader_compiler: wgpu::Dx12Compiler::Dxc {
// dxil_path: Some("./dxil.dll".into()),
// dxc_path: Some("./dxcompiler.dll".into()),
// },
..Default::default()
});