use anyhow::*;

pub struct Texture {
    pub texture: wgpu::Texture,
    pub view: wgpu::TextureView,
    pub sampler: wgpu::Sampler,
}

impl Texture {

    pub fn from_image(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        img: &image::RgbaImage,
        label: Option<&str>
    ) -> Result<Self> {
        let rgba = img;
        let dimensions = img.dimensions();

        let size = wgpu::Extent3d {
            width: dimensions.0,
            height: dimensions.1,
            depth: 1,
        };
        let texture = device.create_texture(
            &wgpu::TextureDescriptor {
                label,
                size,
                mip_level_count: 1,
                sample_count: 1,
                dimension: wgpu::TextureDimension::D2,
                format: wgpu::TextureFormat::Rgba8UnormSrgb,
                usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
            }
        );

        queue.write_texture(
            wgpu::TextureCopyView {
                texture: &texture,
                mip_level: 0,
                origin: wgpu::Origin3d::ZERO,
            },
            rgba,
            wgpu::TextureDataLayout {
                offset: 0,
                bytes_per_row: 4 * dimensions.0,
                rows_per_image: dimensions.1,
            },
            size,
        );

        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
        let sampler = 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::Linear,
                min_filter: wgpu::FilterMode::Nearest,
                mipmap_filter: wgpu::FilterMode::Nearest,
                ..Default::default()
            }
        );

        Ok(Self { texture, view, sampler })
    }
}