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 Vignette {
program: glium::Program,
pub intensity: f32,
pub falloff: f32,
pub color: [f32; 3],
pub opacity: f32,
}
impl Vignette {
pub fn new(display: &glium::Display<WindowSurface>, intensity: f32, falloff: f32, color: [f32; 3], opacity: f32) -> Self {
let vignette_shader = shader::Shader::from_strings(
resources::post_processing_vertex(),
resources::post_processing_vignette_fragment(),
None
);
let program = glium::Program::from_source(
display,
&vignette_shader.get_vertex_shader(),
&vignette_shader.get_fragment_shader(),
None
).expect("Failed to compile vignette shader program");
Self {
program,
intensity: intensity.clamp(0.0, 1.0),
falloff: falloff.clamp(0.0, 1.0),
color,
opacity: opacity.clamp(0.0, 1.0),
}
}
pub fn set_intensity(&mut self, intensity: f32) {
self.intensity = intensity.clamp(0.0, 1.0);
}
pub fn set_falloff(&mut self, falloff: f32) {
self.falloff = falloff.clamp(0.0, 1.0);
}
pub fn set_color(&mut self, color: [f32; 3]) {
self.color = color;
}
pub fn set_opacity(&mut self, opacity: f32) {
self.opacity = opacity.clamp(0.0, 1.0);
}
}
impl PostProcessingEffect for Vignette {
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,
resolution: [source.width() as f32, source.height() as f32],
intensity: self.intensity,
falloff: self.falloff,
vignette_color: self.color,
opacity: self.opacity,
};
target.draw(
vertex_buffer,
index_buffer,
&self.program,
&uniforms,
&Default::default(),
).unwrap();
}
}