use crate::error::RenderError;
use crate::graph::PassContext;
use crate::passes::{DOF_RESOURCE, DOF_TILE_RESOURCE, FrameBindings};
use molgfx_gpu::{
BindGroupLayoutDesc, BindGroupLayoutEntry, BindingType, ColorAttachment, ColorTarget,
CommandEncoder as _, Device, LoadOp, PrimitiveTopology, RenderPassDesc, RenderPassEncoder as _,
RenderPipelineDesc, ShaderModuleDesc, ShaderStages, TextureFormat,
};
#[derive(Debug)]
pub(crate) struct DepthOfFieldPass<D: Device> {
classify_pipeline: D::Pipeline,
resolve_pipeline: D::Pipeline,
pub(crate) classify_layout: D::BindGroupLayout,
pub(crate) resolve_layout: D::BindGroupLayout,
}
impl<D: Device> DepthOfFieldPass<D> {
pub(crate) fn new(device: &D, group0: &D::BindGroupLayout) -> Result<Self, RenderError> {
let classify_layout = device.create_bind_group_layout(&BindGroupLayoutDesc {
label: "group1: depth-of-field tile classification",
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::DepthTexture,
}],
});
let resolve_layout = device.create_bind_group_layout(&BindGroupLayoutDesc {
label: "group2: depth-of-field gather inputs",
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture { filterable: true },
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::DepthTexture,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture { filterable: true },
},
],
});
let shader = device.create_shader_module(&ShaderModuleDesc {
label: "thin-lens depth of field",
wgsl: molgfx_shaders::DEPTH_OF_FIELD,
})?;
let classify_pipeline = device.create_render_pipeline(&RenderPipelineDesc {
label: "depth-of-field tile classification",
layouts: &[Some(group0), Some(&classify_layout)],
shader: &shader,
vs_entry: "vs_fullscreen",
fs_entry: Some("fs_classify_dof"),
color_targets: &[ColorTarget {
format: TextureFormat::R8Unorm,
blend: molgfx_gpu::BlendMode::Replace,
}],
depth: None,
constants: &[],
topology: PrimitiveTopology::TriangleList,
})?;
let resolve_pipeline = device.create_render_pipeline(&RenderPipelineDesc {
label: "depth-of-field bounded gather",
layouts: &[Some(group0), None, Some(&resolve_layout)],
shader: &shader,
vs_entry: "vs_fullscreen",
fs_entry: Some("fs_resolve_dof"),
color_targets: &[ColorTarget {
format: TextureFormat::Rgba16Float,
blend: molgfx_gpu::BlendMode::Replace,
}],
depth: None,
constants: &[],
topology: PrimitiveTopology::TriangleList,
})?;
Ok(Self {
classify_pipeline,
resolve_pipeline,
classify_layout,
resolve_layout,
})
}
pub(crate) fn classify(ctx: &mut PassContext<'_, D>) {
let Some(effect) = &ctx.passes.depth_of_field else {
return;
};
let Some(target) = ctx.resources.view(DOF_TILE_RESOURCE) else {
return;
};
let Some(FrameBindings {
dof_classify: Some(dof_classify),
..
}) = ctx.bindings
else {
return;
};
let mut pass = ctx.encoder.begin_render_pass(&RenderPassDesc {
label: "depth-of-field tile classification",
colors: &[ColorAttachment {
view: target,
load: LoadOp::Clear([0.0, 0.0, 0.0, 0.0]),
}],
depth: None,
timestamps: ctx.timestamps,
});
pass.set_pipeline(&effect.classify_pipeline);
pass.set_bind_group(0, &ctx.scene.group0, &[]);
pass.set_bind_group(1, dof_classify, &[]);
pass.draw(0..3, 0..1);
}
pub(crate) fn resolve(ctx: &mut PassContext<'_, D>) {
let Some(effect) = &ctx.passes.depth_of_field else {
return;
};
let Some(target) = ctx.resources.view(DOF_RESOURCE) else {
return;
};
let Some(FrameBindings { dof: Some(dof), .. }) = ctx.bindings else {
return;
};
let Some(bindings) = dof.get(ctx.temporal_write) else {
return;
};
let mut pass = ctx.encoder.begin_render_pass(&RenderPassDesc {
label: "depth-of-field bounded gather",
colors: &[ColorAttachment {
view: target,
load: LoadOp::Clear([0.0, 0.0, 0.0, 0.0]),
}],
depth: None,
timestamps: ctx.timestamps,
});
pass.set_pipeline(&effect.resolve_pipeline);
pass.set_bind_group(0, &ctx.scene.group0, &[]);
pass.set_bind_group(2, bindings, &[]);
pass.draw(0..3, 0..1);
}
}