use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct PostProcessParams {
bloom_enabled: f32,
bloom_intensity: f32,
letterbox_amount: f32,
gamma: f32,
saturation: f32,
brightness: f32,
contrast: f32,
tonemap_algorithm: u32,
ssao_enabled: f32,
texture_debug_stripes: u32,
time: f32,
texture_debug_stripes_speed: f32,
ssgi_enabled: f32,
ssgi_intensity: f32,
ssao_visualization: f32,
ssr_enabled: f32,
}
pub struct PostProcessPass {
pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
params_buffer: wgpu::Buffer,
cached_bind_group: Option<wgpu::BindGroup>,
bloom_intensity: f32,
letterbox_amount: f32,
fallback_texture_view: wgpu::TextureView,
}
impl PostProcessPass {
pub fn new(
device: &wgpu::Device,
surface_format: wgpu::TextureFormat,
bloom_intensity: f32,
) -> Self {
let shader =
device.create_shader_module(wgpu::include_wgsl!("../../shaders/postprocess.wgsl"));
let params = PostProcessParams {
bloom_enabled: 0.0,
bloom_intensity,
letterbox_amount: 0.0,
gamma: 2.2,
saturation: 1.0,
brightness: 0.0,
contrast: 1.0,
tonemap_algorithm: 0,
ssao_enabled: 0.0,
texture_debug_stripes: 0,
time: 0.0,
texture_debug_stripes_speed: 100.0,
ssgi_enabled: 0.0,
ssgi_intensity: 1.0,
ssao_visualization: 0.0,
ssr_enabled: 0.0,
};
let params_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("PostProcess Params Buffer"),
contents: bytemuck::cast_slice(&[params]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let fallback_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("PostProcess Fallback Texture"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba16Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
let fallback_texture_view =
fallback_texture.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("PostProcess Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 7,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 8,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 9,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 10,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("PostProcess Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("PostProcess Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vertex_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format: surface_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Linear,
..Default::default()
});
Self {
pipeline,
bind_group_layout,
sampler,
params_buffer,
cached_bind_group: None,
bloom_intensity,
letterbox_amount: 0.0,
fallback_texture_view,
}
}
pub fn set_bloom_intensity(&mut self, intensity: f32) {
self.bloom_intensity = intensity;
}
}
impl PassNode<crate::ecs::world::World> for PostProcessPass {
fn name(&self) -> &str {
"postprocess_pass"
}
fn reads(&self) -> Vec<&str> {
vec!["hdr", "bloom", "ssao"]
}
fn writes(&self) -> Vec<&str> {
vec!["output"]
}
fn optional_reads(&self) -> Vec<&str> {
vec!["ssgi", "ssr"]
}
fn invalidate_bind_groups(&mut self) {
self.cached_bind_group = None;
}
fn prepare(
&mut self,
_device: &wgpu::Device,
queue: &wgpu::Queue,
configs: &crate::ecs::world::World,
) {
self.letterbox_amount = configs.resources.graphics.letterbox_amount;
let color_grading = &configs.resources.graphics.color_grading;
let bloom_enabled = if configs.resources.graphics.bloom_enabled {
1.0
} else {
0.0
};
let ssao_enabled = if configs.resources.graphics.ssao_enabled {
1.0
} else {
0.0
};
let bloom_intensity = configs.resources.graphics.bloom_intensity;
let texture_debug_stripes = if configs.resources.graphics.texture_debug_stripes {
1
} else {
0
};
let ssgi_enabled = if configs.resources.graphics.ssgi_enabled {
1.0
} else {
0.0
};
let ssgi_intensity = configs.resources.graphics.ssgi_intensity;
let ssao_visualization = if configs.resources.graphics.ssao_visualization {
1.0
} else {
0.0
};
let ssr_enabled = if configs.resources.graphics.ssr_enabled {
1.0
} else {
0.0
};
let params = PostProcessParams {
bloom_enabled,
bloom_intensity,
letterbox_amount: self.letterbox_amount,
gamma: color_grading.gamma,
saturation: color_grading.saturation,
brightness: color_grading.brightness,
contrast: color_grading.contrast,
tonemap_algorithm: color_grading.tonemap_algorithm.as_u32(),
ssao_enabled,
texture_debug_stripes,
time: configs.resources.window.timing.uptime_milliseconds as f32 / 1000.0,
texture_debug_stripes_speed: configs.resources.graphics.texture_debug_stripes_speed,
ssgi_enabled,
ssgi_intensity,
ssao_visualization,
ssr_enabled,
};
queue.write_buffer(&self.params_buffer, 0, bytemuck::cast_slice(&[params]));
}
fn execute<'r, 'e>(
&mut self,
context: PassExecutionContext<'r, 'e, crate::ecs::world::World>,
) -> crate::render::wgpu::rendergraph::Result<
Vec<crate::render::wgpu::rendergraph::SubGraphRunCommand<'r>>,
> {
if self.cached_bind_group.is_none() {
let hdr_view = context.get_texture_view("hdr")?;
let bloom_view = context.get_texture_view("bloom")?;
let ssao_view = context.get_texture_view("ssao")?;
let ssgi_view = context
.get_texture_view("ssgi")
.unwrap_or(&self.fallback_texture_view);
let ssr_view = context
.get_texture_view("ssr")
.unwrap_or(&self.fallback_texture_view);
self.cached_bind_group = Some(context.device.create_bind_group(
&wgpu::BindGroupDescriptor {
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(hdr_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: self.params_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(bloom_view),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(ssao_view),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 7,
resource: wgpu::BindingResource::TextureView(ssgi_view),
},
wgpu::BindGroupEntry {
binding: 8,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 9,
resource: wgpu::BindingResource::TextureView(ssr_view),
},
wgpu::BindGroupEntry {
binding: 10,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
label: Some("PostProcess Bind Group"),
},
));
}
let (color_view, color_load_op, color_store_op) = context.get_color_attachment("output")?;
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("PostProcess Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: color_view,
resolve_target: None,
ops: wgpu::Operations {
load: color_load_op,
store: color_store_op,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, self.cached_bind_group.as_ref().unwrap(), &[]);
render_pass.draw(0..3, 0..1);
drop(render_pass);
Ok(context.into_sub_graph_commands())
}
}