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use crate::*;
// Blend factor & settings taken from bevy
pub const BLOOM_MIP_LEVEL_COUNT: u32 = 10;
const BLUR_DIR_ZERO: [u32; 4] = [0, 0, 0, 0];
const BLUR_DIR_ONE: [u32; 4] = [1, 0, 0, 0];
pub struct FrameBuffer {
pub texture: Texture,
pub bind_group: wgpu::BindGroup,
}
impl FrameBuffer {
pub fn new(
name: &str,
device: &wgpu::Device,
config: &wgpu::SurfaceConfiguration,
format: wgpu::TextureFormat,
layout: &wgpu::BindGroupLayout,
) -> Self {
let texture = Texture::create_scaled_mip_filter_surface_texture(
device,
config,
format,
1.0,
1,
wgpu::FilterMode::Linear,
&format!("{} Texture", name),
);
let bind_group = device.simple_bind_group(
&format!("{} Bind Group", name),
&texture,
layout,
);
Self { texture, bind_group }
}
}
pub struct Bloom {
pub context: GraphicsContext,
pub format: wgpu::TextureFormat,
pub threshold: PostProcessingEffect,
pub mipmap_generator: MipmapGenerator,
// pub blur_bind_group_layout: wgpu::BindGroupLayout,
pub blur_texture: Texture,
pub blur_bind_group: wgpu::BindGroup,
pub mip_blur_pipeline: wgpu::RenderPipeline,
pub merge_pipeline: wgpu::RenderPipeline,
pub gaussian_pipeline: wgpu::RenderPipeline,
pub blur_direction_buffer_0: wgpu::Buffer,
pub blur_direction_buffer_1: wgpu::Buffer,
pub blur_direction_group_0: wgpu::BindGroup,
pub blur_direction_group_1: wgpu::BindGroup,
pub blur_direction_layout: wgpu::BindGroupLayout,
pub pingpong: [FrameBuffer; 2],
pub lighting_params: Arc<wgpu::BindGroup>,
}
impl Bloom {
pub fn new(
context: &GraphicsContext,
config: &wgpu::SurfaceConfiguration,
format: wgpu::TextureFormat,
lighting_params: Arc<wgpu::BindGroup>,
lighting_params_layout: &wgpu::BindGroupLayout,
) -> Self {
// let threshold = PostProcessingEffect::new_with_mip(
// "Bloom Threshold",
// device,
// &layout,
// config,
// format,
// simple_fragment_shader(
// "bloom-threshold",
// include_str!("../../assets/shaders/bloom-threshold.wgsl"),
// ),
// BLOOM_MIP_LEVEL_COUNT,
// wgpu::BlendState::REPLACE,
// );
let device = &context.device;
let texture_layout = &context.texture_layout;
let threshold_render_texture =
Texture::create_scaled_mip_surface_texture(
device,
config,
format,
1.0,
BLOOM_MIP_LEVEL_COUNT,
"Bloom Threshold Texture",
);
let threshold = PostProcessingEffect {
name: "Bloom Threshold".into(),
enabled: true,
bind_group: device.simple_bind_group(
"Bloom Threshold Bind Group",
&threshold_render_texture,
texture_layout,
),
render_texture: threshold_render_texture,
pipeline: create_post_processing_pipeline(
"Bloom Threshold",
device,
format,
&[texture_layout, lighting_params_layout],
reloadable_wgsl_fragment_shader!("bloom-threshold"),
wgpu::BlendState::REPLACE,
),
};
// simple_fragment_shader(
// "bloom-threshold",
// include_str!("../../assets/shaders/bloom-threshold.wgsl"),
// ),
// let use_hdr = true;
// let hdr_format = wgpu::TextureFormat::Rgba16Float;
// let blur_bind_group_layout = device.simple_bind_group("Bloom Blur", texture, layout)
// let blur_bind_group_layout =
// device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
// label: Some("Bloom Blur Bind Group Layout"),
// entries: &[
// wgpu::BindGroupLayoutEntry {
// binding: 0,
// visibility: wgpu::ShaderStages::FRAGMENT,
// ty: wgpu::BindingType::Texture {
// sample_type: wgpu::TextureSampleType::Float {
// filterable: true, // !use_hdr,
// },
// view_dimension: wgpu::TextureViewDimension::D2,
// multisampled: false,
// },
// count: None,
// },
// wgpu::BindGroupLayoutEntry {
// binding: 1,
// visibility: wgpu::ShaderStages::FRAGMENT,
// ty: wgpu::BindingType::Sampler(
// // if false && use_hdr {
// // wgpu::SamplerBindingType::NonFiltering
// // } else {
// wgpu::SamplerBindingType::Filtering, // },
// ),
// count: None,
// },
// ],
// });
let blur_texture = Texture::create_scaled_mip_filter_surface_texture(
device,
config,
format,
1.0,
1,
wgpu::FilterMode::Linear,
"Bloom Blur Texture",
);
let blur_bind_group = device.simple_bind_group(
"Bloom Blur Bind Group",
&blur_texture,
texture_layout,
);
let mip_blur_pipeline = create_post_processing_pipeline(
"Bloom Blur",
device,
format,
&[texture_layout],
simple_fragment_shader(
"bloom-mip-blur",
include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/bloom-mip-blur.wgsl"
)),
),
wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::Constant,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent::REPLACE,
},
);
let merge_pipeline = create_post_processing_pipeline(
"Bloom Merge",
device,
format,
&[texture_layout],
simple_fragment_shader(
"bloom-mip-blur",
include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/bloom-merge.wgsl"
)),
),
wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::Constant,
dst_factor: wgpu::BlendFactor::OneMinusConstant,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent::REPLACE,
},
);
let mipmap_generator = MipmapGenerator::new(device, format);
let pingpong = [
FrameBuffer::new(
"Bloom Ping Pong 0",
device,
config,
format,
texture_layout,
),
FrameBuffer::new(
"Bloom Ping Pong 1",
device,
config,
format,
texture_layout,
),
];
let blur_direction_layout = context.device.create_bind_group_layout(
&wgpu::BindGroupLayoutDescriptor {
label: Some("Bloom Blur Direction Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
},
);
let blur_direction_buffer_0 = context.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Bloom Blur Direction Buffer = 0"),
contents: bytemuck::cast_slice(&[BLUR_DIR_ZERO]),
usage: wgpu::BufferUsages::UNIFORM,
},
);
let blur_direction_buffer_1 = context.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Bloom Blur Direction Buffer = 1"),
contents: bytemuck::cast_slice(&[BLUR_DIR_ONE]),
usage: wgpu::BufferUsages::UNIFORM,
},
);
let blur_direction_group_0 =
context.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Bloom Blur Direction Bind Group = 0"),
layout: &blur_direction_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: blur_direction_buffer_0.as_entire_binding(),
}],
});
let blur_direction_group_1 =
context.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Bloom Blur Direction Bind Group = 1"),
layout: &blur_direction_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: blur_direction_buffer_1.as_entire_binding(),
}],
});
let gaussian_pipeline = create_post_processing_pipeline(
"Bloom Gaussian",
device,
format,
&[texture_layout, &lighting_params_layout, &blur_direction_layout],
simple_fragment_shader(
"bloom-gauss",
include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/bloom-gauss.wgsl"
)),
),
wgpu::BlendState::REPLACE,
);
Self {
context: context.clone(),
format,
threshold,
mipmap_generator,
// mipmaps, mipmaps_bind_group,
// blur_bind_group_layout,
blur_texture,
blur_bind_group,
mip_blur_pipeline,
blur_direction_buffer_0,
blur_direction_buffer_1,
blur_direction_group_0,
blur_direction_group_1,
blur_direction_layout,
merge_pipeline,
pingpong,
gaussian_pipeline,
lighting_params,
}
}
pub fn draw(
&self,
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
first_pass_bind_group: &wgpu::BindGroup,
encoder: &mut wgpu::CommandEncoder,
) {
draw_post_processing_output(
"Bloom Threshold",
encoder,
&self.threshold.pipeline,
first_pass_bind_group,
&self.lighting_params,
&self.threshold.render_texture.view,
true,
None,
);
{
let mut horizontal = true;
let mut first_iteration = true;
let amount = 20;
for iter in 0..amount {
let i = if horizontal { 1 } else { 0 };
let tex = if first_iteration {
&self.threshold.bind_group
} else {
&self.pingpong[if horizontal { 0 } else { 1 }].bind_group
};
// let horizontal_u: u32 = i as u32;
// draw_post_processing_output(
// encoder,
// &self.gaussian_pipeline,
// tex,
// &self.lighting_params,
// // &self.threshold.bind_group,
// &self.pingpong[i].texture.view,
// true,
// None,
// );
{
// self.context.queue.write_buffer(
// &self.blur_direction_buffer,
// 0,
// bytemuck::cast_slice(&[if horizontal { 0 } else { 1 }]),
// );
let mut render_pass = encoder.begin_render_pass(
&wgpu::RenderPassDescriptor {
label: Some(&format!(
"Bloom Pingpong {} Post Processing Render Pass",
iter
)),
color_attachments: &[Some(
wgpu::RenderPassColorAttachment {
view: &self.pingpong[i].texture.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(
wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
},
),
store: true,
},
},
)],
depth_stencil_attachment: None,
},
);
render_pass.set_pipeline(&self.gaussian_pipeline);
render_pass.set_bind_group(0, tex, &[]);
render_pass.set_bind_group(1, &self.lighting_params, &[]);
render_pass.set_bind_group(
2,
if horizontal {
&self.blur_direction_group_0
} else {
&self.blur_direction_group_1
},
&[],
);
render_pass.draw(0..3, 0..1);
}
horizontal = !horizontal;
if first_iteration {
first_iteration = false;
}
}
}
let use_mipmaps = false;
if use_mipmaps {
self.mipmap_generator.generate_mipmaps(
encoder,
device,
&self.threshold.render_texture.texture,
BLOOM_MIP_LEVEL_COUNT,
);
for i in 0..BLOOM_MIP_LEVEL_COUNT {
let mip_view =
self.threshold.render_texture.texture.create_view(
&wgpu::TextureViewDescriptor {
base_mip_level: i,
mip_level_count: Some(1),
..Default::default()
},
);
let mip_bind_group =
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some(&format!("Bloom Blur Bind Group {}", i)),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&mip_view,
),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(
&self.threshold.render_texture.sampler,
),
},
],
});
// TODO: get rid of tweaks later
let blend_variant = tweak!(1);
let constant_blend = tweak!(0.5);
let blend = if blend_variant < 3 {
let settings = match blend_variant {
0 => BloomSettings::NATURAL,
1 => BloomSettings::SCREEN_BLUR,
2 => BloomSettings::OLD_SCHOOL,
_ => unreachable!(),
};
compute_blend_factor(
&settings,
i as f32,
BLOOM_MIP_LEVEL_COUNT as f32,
) as f64
} else {
constant_blend
};
draw_post_processing_output(
&format!("Bloom Blur {}", i),
encoder,
&self.mip_blur_pipeline,
&mip_bind_group,
&self.lighting_params,
&self.blur_texture.view,
i == 0,
Some(blend),
);
}
}
}
pub fn blit_final(
&self,
encoder: &mut wgpu::CommandEncoder,
output_view: &wgpu::TextureView,
params: &GlobalLightingParams,
) {
draw_post_processing_output(
"Bloom Merge",
encoder,
&self.merge_pipeline,
if GlobalParams::get_int("bloom_alg") == 0 {
&self.blur_bind_group
} else {
&self.pingpong[0].bind_group
},
&self.lighting_params,
output_view,
false,
Some(params.bloom_lerp as f64),
);
}
}
// {,
// let mut encoder = self.device.simple_encoder("Bloom MipMaps");
// encoder.copy_texture_to_texture(
// wgpu::ImageCopyTexture {
// aspect: wgpu::TextureAspect::All,
// texture: &self.bloom.threshold.render_texture.texture,
// mip_level: 0,
// origin: wgpu::Origin3d::ZERO,
// },
// wgpu::ImageCopyTexture {
// aspect: wgpu::TextureAspect::All,
// texture: &self.bloom.mipmaps.texture,
// mip_level: 0,
// origin: wgpu::Origin3d::ZERO,
// },
// wgpu::Extent3d {
// width: self.config.width,
// height: self.config.height,
// depth_or_array_layers: 1,
// },
// );
//
// let blur_texture = device.create_texture(&wgpu::TextureDescriptor {
// label: Some("Bloom Blur Texture"),
// size: wgpu::Extent3d {
// width: config.width,
// height: config.height,
// depth_or_array_layers: 1,
// },
// mip_level_count: 1,
// sample_count: 1,
// dimension: wgpu::TextureDimension::D2,
// format: wgpu::TextureFormat::Rgba32Float,
// usage: wgpu::TextureUsages::TEXTURE_BINDING |
// wgpu::TextureUsages::COPY_DST |
// wgpu::TextureUsages::RENDER_ATTACHMENT,
// view_formats: &[],
// });
/// Calculates blend intensities of blur pyramid levels
/// during the upsampling + compositing stage.
///
/// The function assumes all pyramid levels are upsampled and
/// blended into higher frequency ones using this function to
/// calculate blend levels every time. The final (highest frequency)
/// pyramid level in not blended into anything therefore this function
/// is not applied to it. As a result, the *mip* parameter of 0 indicates
/// the second-highest frequency pyramid level (in our case that is the
/// 0th mip of the bloom texture with the original image being the
/// actual highest frequency level).
///
/// Parameters:
/// * *mip* - the index of the lower frequency pyramid level (0 - max_mip, where 0 indicates highest frequency mip but not the highest frequency image).
/// * *max_mip* - the index of the lowest frequency pyramid level.
///
/// This function can be visually previewed for all values of *mip* (normalized) with tweakable
/// [`BloomSettings`] parameters on [Desmos graphing calculator](https://www.desmos.com/calculator/ncc8xbhzzl).
#[allow(clippy::doc_markdown)]
fn compute_blend_factor(
bloom_settings: &BloomSettings,
mip: f32,
max_mip: f32,
) -> f32 {
let mut lf_boost =
(1.0 - (1.0 - (mip / max_mip))
.powf(1.0 / (1.0 - bloom_settings.low_frequency_boost_curvature))) *
bloom_settings.low_frequency_boost;
let high_pass_lq = 1.0 -
(((mip / max_mip) - bloom_settings.high_pass_frequency) /
bloom_settings.high_pass_frequency)
.clamp(0.0, 1.0);
lf_boost *= match bloom_settings.composite_mode {
BloomCompositeMode::EnergyConserving => 1.0 - bloom_settings.intensity,
BloomCompositeMode::Additive => 1.0,
};
(bloom_settings.intensity + lf_boost) * high_pass_lq
}
/// Applies a bloom effect to an HDR-enabled 2d or 3d camera.
///
/// Bloom emulates an effect found in real cameras and the human eye,
/// causing halos to appear around very bright parts of the scene.
///
/// See also <https://en.wikipedia.org/wiki/Bloom_(shader_effect)>.
///
/// # Usage Notes
///
/// **Bloom is currently not compatible with WebGL2.**
///
/// Often used in conjunction with `bevy_pbr::StandardMaterial::emissive` for 3d meshes.
///
/// Bloom is best used alongside a tonemapping function that desaturates bright colors,
/// such as [`crate::tonemapping::Tonemapping::TonyMcMapface`].
///
/// Bevy's implementation uses a parametric curve to blend between a set of
/// blurred (lower frequency) images generated from the camera's view.
/// See <https://starlederer.github.io/bloom/> for a visualization of the parametric curve
/// used in Bevy as well as a visualization of the curve's respective scattering profile.
#[allow(clippy::doc_markdown)]
#[derive(Clone)]
pub struct BloomSettings {
/// Controls the baseline of how much the image is scattered (default: 0.15).
///
/// This parameter should be used only to control the strength of the bloom
/// for the scene as a whole. Increasing it too much will make the scene appear
/// blurry and over-exposed.
///
/// To make a mesh glow brighter, rather than increase the bloom intensity,
/// you should increase the mesh's `emissive` value.
///
/// # In energy-conserving mode
/// The value represents how likely the light is to scatter.
///
/// The value should be between 0.0 and 1.0 where:
/// * 0.0 means no bloom
/// * 1.0 means the light is scattered as much as possible
///
/// # In additive mode
/// The value represents how much scattered light is added to
/// the image to create the glow effect.
///
/// In this configuration:
/// * 0.0 means no bloom
/// * > 0.0 means a proportionate amount of scattered light is added
pub intensity: f32,
/// Low frequency contribution boost.
/// Controls how much more likely the light
/// is to scatter completely sideways (low frequency image).
///
/// Comparable to a low shelf boost on an equalizer.
///
/// # In energy-conserving mode
/// The value should be between 0.0 and 1.0 where:
/// * 0.0 means low frequency light uses base intensity for blend factor calculation
/// * 1.0 means low frequency light contributes at full power
///
/// # In additive mode
/// The value represents how much scattered light is added to
/// the image to create the glow effect.
///
/// In this configuration:
/// * 0.0 means no bloom
/// * > 0.0 means a proportionate amount of scattered light is added
pub low_frequency_boost: f32,
/// Low frequency contribution boost curve.
/// Controls the curvature of the blend factor function
/// making frequencies next to the lowest ones contribute more.
///
/// Somewhat comparable to the Q factor of an equalizer node.
///
/// Valid range:
/// * 0.0 - base base intensity and boosted intensity are linearly interpolated
/// * 1.0 - all frequencies below maximum are at boosted intensity level
pub low_frequency_boost_curvature: f32,
/// Tightens how much the light scatters (default: 1.0).
///
/// Valid range:
/// * 0.0 - maximum scattering angle is 0 degrees (no scattering)
/// * 1.0 - maximum scattering angle is 90 degrees
pub high_pass_frequency: f32,
pub prefilter_settings: BloomPrefilterSettings,
/// Controls whether bloom textures
/// are blended between or added to each other. Useful
/// if image brightening is desired and a must-change
/// if `prefilter_settings` are used.
///
/// # Recommendation
/// Set to [`BloomCompositeMode::Additive`] if `prefilter_settings` are
/// configured in a non-energy-conserving way,
/// otherwise set to [`BloomCompositeMode::EnergyConserving`].
pub composite_mode: BloomCompositeMode,
}
impl BloomSettings {
/// The default bloom preset.
pub const NATURAL: Self = Self {
intensity: 0.15,
low_frequency_boost: 0.7,
low_frequency_boost_curvature: 0.95,
high_pass_frequency: 1.0,
prefilter_settings: BloomPrefilterSettings {
threshold: 0.0,
threshold_softness: 0.0,
},
composite_mode: BloomCompositeMode::EnergyConserving,
};
/// A preset that's similiar to how older games did bloom.
pub const OLD_SCHOOL: Self = Self {
intensity: 0.05,
low_frequency_boost: 0.7,
low_frequency_boost_curvature: 0.95,
high_pass_frequency: 1.0,
prefilter_settings: BloomPrefilterSettings {
threshold: 0.6,
threshold_softness: 0.2,
},
composite_mode: BloomCompositeMode::Additive,
};
/// A preset that applies a very strong bloom, and blurs the whole screen.
pub const SCREEN_BLUR: Self = Self {
intensity: 1.0,
low_frequency_boost: 0.0,
low_frequency_boost_curvature: 0.0,
high_pass_frequency: 1.0 / 3.0,
prefilter_settings: BloomPrefilterSettings {
threshold: 0.0,
threshold_softness: 0.0,
},
composite_mode: BloomCompositeMode::EnergyConserving,
};
}
impl Default for BloomSettings {
fn default() -> Self {
Self::NATURAL
}
}
/// Applies a threshold filter to the input image to extract the brightest
/// regions before blurring them and compositing back onto the original image.
/// These settings are useful when emulating the 1990s-2000s game look.
///
/// # Considerations
/// * Changing these settings creates a physically inaccurate image
/// * Changing these settings makes it easy to make the final result look worse
/// * Non-default prefilter settings should be used in conjuction with [`BloomCompositeMode::Additive`]
#[derive(Default, Clone)]
pub struct BloomPrefilterSettings {
/// Baseline of the quadratic threshold curve (default: 0.0).
///
/// RGB values under the threshold curve will not contribute to the effect.
pub threshold: f32,
/// Controls how much to blend between the thresholded and non-thresholded colors (default: 0.0).
///
/// 0.0 = Abrupt threshold, no blending
/// 1.0 = Fully soft threshold
///
/// Values outside of the range [0.0, 1.0] will be clamped.
pub threshold_softness: f32,
}
#[derive(Clone, PartialEq, Eq, Hash, Copy)]
pub enum BloomCompositeMode {
EnergyConserving,
Additive,
}