use super::compensation_curve::{
AutoExposureCompensationCurve, AutoExposureCompensationCurveUniform,
};
use bevy_asset::{load_embedded_asset, prelude::*};
use bevy_ecs::prelude::*;
use bevy_image::Image;
use bevy_render::{
globals::GlobalsUniform,
render_resource::{binding_types::*, *},
view::ViewUniform,
};
use bevy_shader::Shader;
use bevy_utils::default;
use core::num::NonZero;
#[derive(Resource)]
pub struct AutoExposurePipeline {
pub histogram_layout: BindGroupLayoutDescriptor,
pub histogram_shader: Handle<Shader>,
}
#[derive(Component)]
pub struct ViewAutoExposurePipeline {
pub histogram_pipeline: CachedComputePipelineId,
pub mean_luminance_pipeline: CachedComputePipelineId,
pub compensation_curve: Handle<AutoExposureCompensationCurve>,
pub metering_mask: Handle<Image>,
}
#[derive(ShaderType, Clone, Copy)]
pub struct AutoExposureUniform {
pub(super) min_log_lum: f32,
pub(super) inv_log_lum_range: f32,
pub(super) log_lum_range: f32,
pub(super) low_percent: f32,
pub(super) high_percent: f32,
pub(super) speed_up: f32,
pub(super) speed_down: f32,
pub(super) exponential_transition_distance: f32,
}
#[derive(PartialEq, Eq, Hash, Clone)]
pub enum AutoExposurePass {
Histogram,
Average,
}
pub const HISTOGRAM_BIN_COUNT: u64 = 64;
pub fn init_auto_exposure_pipeline(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.insert_resource(AutoExposurePipeline {
histogram_layout: BindGroupLayoutDescriptor::new(
"compute histogram bind group",
&BindGroupLayoutEntries::sequential(
ShaderStages::COMPUTE,
(
uniform_buffer::<GlobalsUniform>(false),
uniform_buffer::<AutoExposureUniform>(false),
texture_2d(TextureSampleType::Float { filterable: false }),
texture_2d(TextureSampleType::Float { filterable: false }),
texture_1d(TextureSampleType::Float { filterable: false }),
uniform_buffer::<AutoExposureCompensationCurveUniform>(false),
storage_buffer_sized(false, NonZero::<u64>::new(HISTOGRAM_BIN_COUNT * 4)),
storage_buffer_sized(false, NonZero::<u64>::new(4)),
storage_buffer::<ViewUniform>(true),
),
),
),
histogram_shader: load_embedded_asset!(asset_server.as_ref(), "auto_exposure.wgsl"),
});
}
impl SpecializedComputePipeline for AutoExposurePipeline {
type Key = AutoExposurePass;
fn specialize(&self, pass: AutoExposurePass) -> ComputePipelineDescriptor {
ComputePipelineDescriptor {
label: Some("luminance compute pipeline".into()),
layout: vec![self.histogram_layout.clone()],
shader: self.histogram_shader.clone(),
shader_defs: vec![],
entry_point: Some(match pass {
AutoExposurePass::Histogram => "compute_histogram".into(),
AutoExposurePass::Average => "compute_average".into(),
}),
..default()
}
}
}