bevy/crates/bevy_render/src/texture/fallback_image.rs
Rob Parrett b39f83640f Fix some typos (#7763)
# Objective

Stumbled on a typo and went on a typo hunt.

## Solution

Fix em
2023-02-20 22:56:57 +00:00

180 lines
6.2 KiB
Rust

use std::num::NonZeroU32;
use crate::{render_resource::*, texture::DefaultImageSampler};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
prelude::{FromWorld, Res, ResMut},
system::{Resource, SystemParam},
};
use bevy_math::Vec2;
use bevy_utils::HashMap;
use wgpu::{Extent3d, TextureDimension, TextureFormat};
use crate::{
prelude::Image,
renderer::{RenderDevice, RenderQueue},
texture::{image::TextureFormatPixelInfo, BevyDefault, GpuImage, ImageSampler},
};
/// A [`RenderApp`](crate::RenderApp) resource that contains the default "fallback image",
/// which can be used in situations where an image was not explicitly defined. The most common
/// use case is [`AsBindGroup`] implementations (such as materials) that support optional textures.
/// [`FallbackImage`] defaults to a 1x1 fully white texture, making blending colors with it a no-op.
#[derive(Resource, Deref)]
pub struct FallbackImage(GpuImage);
/// A [`RenderApp`](crate::RenderApp) resource that contains a "cubemap fallback image",
/// which can be used in situations where an image was not explicitly defined. The most common
/// use case is [`AsBindGroup`] implementations (such as materials) that support optional textures.
#[derive(Resource, Deref)]
pub struct FallbackImageCubemap(GpuImage);
fn fallback_image_new(
render_device: &RenderDevice,
render_queue: &RenderQueue,
default_sampler: &DefaultImageSampler,
format: TextureFormat,
dimension: TextureViewDimension,
samples: u32,
) -> GpuImage {
// TODO make this configurable
let data = vec![255; format.pixel_size()];
let extents = Extent3d {
width: 1,
height: 1,
depth_or_array_layers: match dimension {
TextureViewDimension::Cube => 6,
_ => 1,
},
};
let mut image = Image::new_fill(extents, TextureDimension::D2, &data, format);
image.texture_descriptor.sample_count = samples;
image.texture_descriptor.usage |= TextureUsages::RENDER_ATTACHMENT;
// We can't create textures with data when it's a depth texture or when using multiple samples
let texture = if format.describe().sample_type == TextureSampleType::Depth || samples > 1 {
render_device.create_texture(&image.texture_descriptor)
} else {
render_device.create_texture_with_data(render_queue, &image.texture_descriptor, &image.data)
};
let texture_view = texture.create_view(&TextureViewDescriptor {
dimension: Some(dimension),
array_layer_count: NonZeroU32::new(extents.depth_or_array_layers),
..TextureViewDescriptor::default()
});
let sampler = match image.sampler_descriptor {
ImageSampler::Default => (**default_sampler).clone(),
ImageSampler::Descriptor(descriptor) => render_device.create_sampler(&descriptor),
};
GpuImage {
texture,
texture_view,
texture_format: image.texture_descriptor.format,
sampler,
size: Vec2::new(
image.texture_descriptor.size.width as f32,
image.texture_descriptor.size.height as f32,
),
mip_level_count: image.texture_descriptor.mip_level_count,
}
}
impl FromWorld for FallbackImage {
fn from_world(world: &mut bevy_ecs::prelude::World) -> Self {
let render_device = world.resource::<RenderDevice>();
let render_queue = world.resource::<RenderQueue>();
let default_sampler = world.resource::<DefaultImageSampler>();
Self(fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::D2,
1,
))
}
}
impl FromWorld for FallbackImageCubemap {
fn from_world(world: &mut bevy_ecs::prelude::World) -> Self {
let render_device = world.resource::<RenderDevice>();
let render_queue = world.resource::<RenderQueue>();
let default_sampler = world.resource::<DefaultImageSampler>();
Self(fallback_image_new(
render_device,
render_queue,
default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::Cube,
1,
))
}
}
// TODO these could be combined in one FallbackImage cache.
/// A Cache of fallback textures that uses the sample count as a key
///
/// # WARNING
/// Images using MSAA with sample count > 1 are not initialized with data, therefore,
/// you shouldn't sample them before writing data to them first.
#[derive(Resource, Deref, DerefMut, Default)]
pub struct FallbackImageMsaaCache(HashMap<u32, GpuImage>);
/// A Cache of fallback depth textures that uses the sample count as a key
///
/// # WARNING
/// Depth images are never initialized with data, therefore,
/// you shouldn't sample them before writing data to them first.
#[derive(Resource, Deref, DerefMut, Default)]
pub struct FallbackImageDepthCache(HashMap<u32, GpuImage>);
#[derive(SystemParam)]
pub struct FallbackImagesMsaa<'w> {
cache: ResMut<'w, FallbackImageMsaaCache>,
render_device: Res<'w, RenderDevice>,
render_queue: Res<'w, RenderQueue>,
default_sampler: Res<'w, DefaultImageSampler>,
}
impl<'w> FallbackImagesMsaa<'w> {
pub fn image_for_samplecount(&mut self, sample_count: u32) -> &GpuImage {
self.cache.entry(sample_count).or_insert_with(|| {
fallback_image_new(
&self.render_device,
&self.render_queue,
&self.default_sampler,
TextureFormat::bevy_default(),
TextureViewDimension::D2,
sample_count,
)
})
}
}
#[derive(SystemParam)]
pub struct FallbackImagesDepth<'w> {
cache: ResMut<'w, FallbackImageDepthCache>,
render_device: Res<'w, RenderDevice>,
render_queue: Res<'w, RenderQueue>,
default_sampler: Res<'w, DefaultImageSampler>,
}
impl<'w> FallbackImagesDepth<'w> {
pub fn image_for_samplecount(&mut self, sample_count: u32) -> &GpuImage {
self.cache.entry(sample_count).or_insert_with(|| {
fallback_image_new(
&self.render_device,
&self.render_queue,
&self.default_sampler,
TextureFormat::Depth32Float,
TextureViewDimension::D2,
sample_count,
)
})
}
}