use glium::glutin::surface::WindowSurface;
use glium::{IndexBuffer, Surface, Texture2d, uniform, VertexBuffer};
use glium::framebuffer::SimpleFrameBuffer;
use glium::texture::DepthTexture2d;
use crate::postprocessing::PostProcessingEffect;
use crate::{AppState, resources, shader};
use crate::geometry::Vertex;
pub struct Edge {
pub threshold: f32,
pub color: [f32; 3],
program: glium::Program,
}
impl Edge {
pub fn new(display: &glium::Display<WindowSurface>, threshold: f32, color: [f32; 3]) -> Self {
let edge_shader = shader::Shader::from_strings(resources::post_processing_vertex(), resources::post_processing_edge_fragment(), None);
let program = glium::Program::from_source(display, &edge_shader.get_vertex_shader(), &edge_shader.get_fragment_shader(), None).expect("Failed to compile shader program");
Self {
program,
threshold,
color,
}
}
}
impl PostProcessingEffect for Edge {
fn render(&self, app_state: &AppState, vertex_buffer: &VertexBuffer<Vertex>, index_buffer: &IndexBuffer<u32>, target: &mut SimpleFrameBuffer, source: &Texture2d, depth_source: &DepthTexture2d, _buffer_textures: &Vec<Texture2d>) {
let uniforms = uniform! {
scene: source,
depth: depth_source,
threshold: self.threshold,
screenSize: [source.width() as f32, source.height() as f32],
outlineColor: self.color,
near: app_state.camera.unwrap().near,
far: app_state.camera.unwrap().far,
};
let params = glium::DrawParameters {
blend: glium::Blend::alpha_blending(),
depth: glium::Depth {
test: glium::DepthTest::IfLess,
write: false,
.. Default::default()
},
.. Default::default()
};
target.draw(
&*vertex_buffer,
&*index_buffer,
&self.program,
&uniforms,
¶ms,
).unwrap();
}
}