use crate::{
core::{math::Rect, sstorage::ImmutableString},
renderer::{
bloom::blur::GaussianBlur,
cache::uniform::UniformBufferCache,
framework::{
error::FrameworkError,
framebuffer::{
Attachment, AttachmentKind, BufferLocation, FrameBuffer, ResourceBindGroup,
ResourceBinding,
},
geometry_buffer::GeometryBuffer,
gpu_program::{GpuProgram, UniformLocation},
gpu_texture::{GpuTexture, PixelKind},
server::GraphicsServer,
uniform::StaticUniformBuffer,
DrawParameters, ElementRange,
},
make_viewport_matrix, RenderPassStatistics,
},
};
use std::{cell::RefCell, rc::Rc};
mod blur;
struct Shader {
program: Box<dyn GpuProgram>,
uniform_block_binding: usize,
hdr_sampler: UniformLocation,
}
impl Shader {
fn new(server: &dyn GraphicsServer) -> Result<Self, FrameworkError> {
let fragment_source = include_str!("../shaders/bloom_fs.glsl");
let vertex_source = include_str!("../shaders/bloom_vs.glsl");
let program = server.create_program("BloomShader", vertex_source, fragment_source)?;
Ok(Self {
uniform_block_binding: program
.uniform_block_index(&ImmutableString::new("Uniforms"))?,
hdr_sampler: program.uniform_location(&ImmutableString::new("hdrSampler"))?,
program,
})
}
}
pub struct BloomRenderer {
shader: Shader,
framebuffer: Box<dyn FrameBuffer>,
blur: GaussianBlur,
width: usize,
height: usize,
}
impl BloomRenderer {
pub fn new(
server: &dyn GraphicsServer,
width: usize,
height: usize,
) -> Result<Self, FrameworkError> {
let frame = server.create_2d_render_target(PixelKind::RGBA16F, width, height)?;
Ok(Self {
shader: Shader::new(server)?,
blur: GaussianBlur::new(server, width, height, PixelKind::RGBA16F)?,
framebuffer: server.create_frame_buffer(
None,
vec![Attachment {
kind: AttachmentKind::Color,
texture: frame,
}],
)?,
width,
height,
})
}
fn glow_texture(&self) -> Rc<RefCell<dyn GpuTexture>> {
self.framebuffer.color_attachments()[0].texture.clone()
}
pub fn result(&self) -> Rc<RefCell<dyn GpuTexture>> {
self.blur.result()
}
pub(crate) fn render(
&mut self,
quad: &dyn GeometryBuffer,
hdr_scene_frame: Rc<RefCell<dyn GpuTexture>>,
uniform_buffer_cache: &mut UniformBufferCache,
) -> Result<RenderPassStatistics, FrameworkError> {
let mut stats = RenderPassStatistics::default();
let viewport = Rect::new(0, 0, self.width as i32, self.height as i32);
let shader = &self.shader;
stats += self.framebuffer.draw(
quad,
viewport,
&*shader.program,
&DrawParameters {
cull_face: None,
color_write: Default::default(),
depth_write: false,
stencil_test: None,
depth_test: None,
blend: None,
stencil_op: Default::default(),
scissor_box: None,
},
&[ResourceBindGroup {
bindings: &[
ResourceBinding::texture(&hdr_scene_frame, &shader.hdr_sampler),
ResourceBinding::Buffer {
buffer: uniform_buffer_cache.write(
StaticUniformBuffer::<256>::new().with(&make_viewport_matrix(viewport)),
)?,
binding: BufferLocation::Auto {
shader_location: shader.uniform_block_binding,
},
data_usage: Default::default(),
},
],
}],
ElementRange::Full,
)?;
stats += self
.blur
.render(quad, self.glow_texture(), uniform_buffer_cache)?;
Ok(stats)
}
}