fyrox-impl 1.0.1

Feature-rich, easy-to-use, 2D/3D game engine with a scene editor. Like Godot, but in Rust.
Documentation
// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

use crate::renderer::QualitySettings;
use crate::{
    core::{math::Rect, ImmutableString},
    graphics::{
        error::FrameworkError,
        framebuffer::{Attachment, GpuFrameBuffer},
        gpu_texture::{GpuTexture, PixelKind},
        server::GraphicsServer,
    },
    renderer::{
        bloom::blur::GaussianBlur,
        cache::{
            shader::{binding, property, PropertyGroup, RenderMaterial},
            uniform::UniformBufferCache,
        },
        make_viewport_matrix,
        resources::RendererResources,
        RenderPassStatistics,
    },
};

mod blur;

pub struct BloomRenderer {
    framebuffer: GpuFrameBuffer,
    blur: GaussianBlur,
    width: usize,
    height: usize,
}

impl BloomRenderer {
    pub fn new(
        server: &dyn GraphicsServer,
        width: usize,
        height: usize,
    ) -> Result<Self, FrameworkError> {
        Ok(Self {
            blur: GaussianBlur::new(server, width, height, PixelKind::RGB10A2)?,
            framebuffer: server.create_frame_buffer(
                None,
                vec![Attachment::color(server.create_2d_render_target(
                    "Bloom",
                    PixelKind::RGB10A2,
                    width,
                    height,
                )?)],
            )?,
            width,
            height,
        })
    }

    fn glow_texture(&self) -> &GpuTexture {
        &self.framebuffer.color_attachments()[0].texture
    }

    pub fn result(&self) -> &GpuTexture {
        self.blur.result()
    }

    pub(crate) fn render(
        &self,
        server: &dyn GraphicsServer,
        hdr_scene_frame: &GpuTexture,
        uniform_buffer_cache: &mut UniformBufferCache,
        renderer_resources: &RendererResources,
        settings: &QualitySettings,
    ) -> Result<RenderPassStatistics, FrameworkError> {
        let _debug_scope = server.begin_scope("Bloom");

        let mut stats = RenderPassStatistics::default();

        let viewport = Rect::new(0, 0, self.width as i32, self.height as i32);

        let wvp = make_viewport_matrix(viewport);
        let properties = PropertyGroup::from([
            property("worldViewProjection", &wvp),
            property("threshold", &settings.hdr_settings.bloom_settings.threshold),
        ]);
        let material = RenderMaterial::from([
            binding(
                "hdrSampler",
                (hdr_scene_frame, &renderer_resources.nearest_clamp_sampler),
            ),
            binding("properties", &properties),
        ]);

        stats += renderer_resources.shaders.bloom.run_pass(
            1,
            &ImmutableString::new("Primary"),
            &self.framebuffer,
            &renderer_resources.quad,
            viewport,
            &material,
            uniform_buffer_cache,
            Default::default(),
            None,
        )?;

        stats += self.blur.render(
            server,
            &renderer_resources.quad,
            self.glow_texture(),
            uniform_buffer_cache,
            renderer_resources,
        )?;

        Ok(stats)
    }
}