Crafter.Graphics/interfaces/Crafter.Graphics-Image2D.cppm

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
// Image2D<T> — portable 2D image type whose API surface is intentionally
// backend-specific via #ifdef. On Vulkan it aliases the existing
// ImageVulkan<T> (full VkFormat / usage / layout control). On WebGPU it's
// a thin handle around an rgba8unorm GPUTexture; sizes are u16 and the
// only update path is from a CompressedTextureAsset.
//
// The "no shared no-op signatures" principle is deliberate: callers do
// the same #ifdef the library does, and write the backend-specific
// invocation. The unified type name Image2D<T> is the only thing
// portable between the two — that's the whole point.
export module Crafter.Graphics:Image2D;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
import :ImageVulkan;
export namespace Crafter {
// Vulkan target: Image2D is just the existing ImageVulkan. New name,
// same shape — keeps existing ImageVulkan callers (e.g. examples/
// Decompression) working without a churn-rename.
template <typename PixelType>
using Image2D = ImageVulkan<PixelType>;
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
#ifdef CRAFTER_GRAPHICS_WINDOW_DOM
import std;
import Crafter.Asset;
import :DescriptorHeapWebGPU;
import :WebGPU;
export namespace Crafter {
template <typename PixelType>
class Image2D {
public:
WebGPUTextureRef handle = 0;
std::uint16_t width = 0;
std::uint16_t height = 0;
void Create(std::uint16_t w, std::uint16_t h) {
width = w;
height = h;
handle = WebGPU::wgpuCreateImage2D(w, h);
}
// CPU-decompress the .ctex blob (no GPU decompression on WebGPU)
// and upload via wgpuWriteImage2D. The intermediate `pixels` vector
// lives only for the duration of this call — the underlying
// queue.writeTexture in JS makes its own copy.
void Update(const CompressedTextureAsset& asset) {
if (asset.pixelStride != sizeof(PixelType)) {
std::println(std::cerr,
"Image2D::Update: pixel stride mismatch (got {}, expected {})",
asset.pixelStride, sizeof(PixelType));
std::abort();
}
std::vector<PixelType> pixels(
static_cast<std::size_t>(asset.sizeX) * asset.sizeY);
std::array<std::span<std::byte>, 1> outputs = {
std::as_writable_bytes(std::span(pixels)),
};
Compression::DecompressCPU(asset.blob, outputs);
WebGPU::wgpuWriteImage2D(
handle,
pixels.data(),
static_cast<std::int32_t>(pixels.size() * sizeof(PixelType)),
asset.sizeX, asset.sizeY);
}
// Register the texture in a descriptor heap slot so a custom RT
// pipeline can bind it via UICustomBinding::SampledTexture.
ImageSlot AllocateSlot(DescriptorHeapWebGPU& heap) {
DescriptorRange r = heap.AllocateImageSlots(1);
heap.imageTable[r.firstElement] = handle;
return ImageSlot(&heap, r.firstElement);
}
void Destroy() {
if (handle != 0) {
WebGPU::wgpuDestroyTexture(handle);
handle = 0;
}
}
};
// 2D texture array — `layers` × (w × h) rgba8unorm. Each layer is
// populated independently from a CompressedTextureAsset whose dims
// must match the array's (w × h). Layer 0 is sampled at array
// index 0 in WGSL; bind through UICustomBindingKind::SampledTextureArray.
template <typename PixelType>
class Image2DArray {
public:
WebGPUTextureRef handle = 0;
std::uint16_t width = 0;
std::uint16_t height = 0;
std::uint16_t layers = 0;
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std::uint8_t mipLevels = 1;
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// Create an array with `layerCount` × (w × h) layers, each carrying
// `mipLevels` mip levels. Pass mipLevels=1 (default) for a single
// base level — matching the original no-mip behaviour. Caller is
// responsible for uploading each level via UpdateLayer (which
// handles CPU mip-chain generation when mipLevels > 1).
void Create(std::uint16_t w, std::uint16_t h, std::uint16_t layerCount,
std::uint8_t mipLevelCount = 1) {
width = w;
height = h;
layers = layerCount;
mipLevels = mipLevelCount;
handle = WebGPU::wgpuCreateImage2DArray(w, h, layerCount, mipLevelCount);
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}
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// Decompress `tex`, generate a CPU box-filter mip chain (if
// mipLevels > 1), and upload each level into `layer`. The asset's
// base-level dims must match the array's (w × h) — resize
// beforehand on the host with TextureAsset<RGBA8>::Resize() if
// they don't. Pixel data is treated as raw bytes per channel for
// the box filter — for non-color data (normal maps) this gives
// approximate but adequate results; for sRGB-encoded color data
// it's also approximate but visually fine for game textures.
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void UpdateLayer(std::uint16_t layer, const CompressedTextureAsset& tex) {
if (tex.pixelStride != sizeof(PixelType)) {
std::println(std::cerr,
"Image2DArray::UpdateLayer: pixel stride mismatch (got {}, expected {})",
tex.pixelStride, sizeof(PixelType));
std::abort();
}
if (tex.sizeX != width || tex.sizeY != height) {
std::println(std::cerr,
"Image2DArray::UpdateLayer: layer {} dims {}x{} don't match array dims {}x{}",
layer, tex.sizeX, tex.sizeY, width, height);
std::abort();
}
std::vector<PixelType> pixels(static_cast<std::size_t>(width) * height);
std::array<std::span<std::byte>, 1> outputs = {
std::as_writable_bytes(std::span(pixels)),
};
Compression::DecompressCPU(tex.blob, outputs);
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// Upload level 0.
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WebGPU::wgpuWriteImage2DLayer(
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handle, layer, /*level*/ 0,
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pixels.data(),
static_cast<std::int32_t>(pixels.size() * sizeof(PixelType)),
width, height);
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// Generate + upload subsequent mip levels via a 2x2 box filter
// on the previous level's bytes. Each channel is averaged
// independently across 4 source texels.
std::uint16_t srcW = width;
std::uint16_t srcH = height;
std::vector<PixelType> prev = std::move(pixels);
for (std::uint8_t lvl = 1; lvl < mipLevels; ++lvl) {
std::uint16_t dstW = std::max<std::uint16_t>(1, srcW >> 1);
std::uint16_t dstH = std::max<std::uint16_t>(1, srcH >> 1);
std::vector<PixelType> next(static_cast<std::size_t>(dstW) * dstH);
constexpr std::size_t kChannels = sizeof(PixelType);
auto srcBytes = reinterpret_cast<const std::uint8_t*>(prev.data());
auto dstBytes = reinterpret_cast<std::uint8_t*>(next.data());
for (std::uint16_t y = 0; y < dstH; ++y) {
std::uint16_t sy0 = static_cast<std::uint16_t>(y * 2);
std::uint16_t sy1 = static_cast<std::uint16_t>(std::min<std::int32_t>(sy0 + 1, srcH - 1));
for (std::uint16_t x = 0; x < dstW; ++x) {
std::uint16_t sx0 = static_cast<std::uint16_t>(x * 2);
std::uint16_t sx1 = static_cast<std::uint16_t>(std::min<std::int32_t>(sx0 + 1, srcW - 1));
std::size_t a = (static_cast<std::size_t>(sy0) * srcW + sx0) * kChannels;
std::size_t b = (static_cast<std::size_t>(sy0) * srcW + sx1) * kChannels;
std::size_t c = (static_cast<std::size_t>(sy1) * srcW + sx0) * kChannels;
std::size_t d = (static_cast<std::size_t>(sy1) * srcW + sx1) * kChannels;
std::size_t out = (static_cast<std::size_t>(y) * dstW + x) * kChannels;
for (std::size_t ch = 0; ch < kChannels; ++ch) {
std::uint32_t sum = static_cast<std::uint32_t>(srcBytes[a + ch])
+ static_cast<std::uint32_t>(srcBytes[b + ch])
+ static_cast<std::uint32_t>(srcBytes[c + ch])
+ static_cast<std::uint32_t>(srcBytes[d + ch]);
dstBytes[out + ch] = static_cast<std::uint8_t>((sum + 2u) >> 2);
}
}
}
WebGPU::wgpuWriteImage2DLayer(
handle, layer, /*level*/ lvl,
next.data(),
static_cast<std::int32_t>(next.size() * sizeof(PixelType)),
dstW, dstH);
prev = std::move(next);
srcW = dstW;
srcH = dstH;
}
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}
ImageSlot AllocateSlot(DescriptorHeapWebGPU& heap) {
DescriptorRange r = heap.AllocateImageSlots(1);
heap.imageTable[r.firstElement] = handle;
return ImageSlot(&heap, r.firstElement);
}
void Destroy() {
if (handle != 0) {
WebGPU::wgpuDestroyTexture(handle);
handle = 0;
}
}
};
}
#endif // CRAFTER_GRAPHICS_WINDOW_DOM