use crate::ecs::graphics::DepthOfFieldQuality;
use crate::render::wgpu::rendergraph::{PassExecutionContext, PassNode};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct DoFParams {
focus_distance: f32,
focus_range: f32,
max_blur_radius: f32,
bokeh_threshold: f32,
bokeh_intensity: f32,
near_plane: f32,
far_plane: f32,
sample_count: u32,
texture_size: [f32; 2],
tilt_shift_enabled: u32,
tilt_shift_angle: f32,
tilt_shift_center: f32,
tilt_shift_blur_amount: f32,
visualize_tilt_shift: u32,
_padding: u32,
}
pub struct DepthOfFieldPass {
pipeline: wgpu::RenderPipeline,
coc_visualization_pipeline: wgpu::RenderPipeline,
blit_pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
blit_bind_group_layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
params_buffer: wgpu::Buffer,
bind_group: Option<wgpu::BindGroup>,
blit_bind_group: Option<wgpu::BindGroup>,
width: u32,
height: u32,
}
impl DepthOfFieldPass {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
width: u32,
height: u32,
) -> Self {
let shader =
device.create_shader_module(wgpu::include_wgsl!("../../shaders/depth_of_field.wgsl"));
let params = DoFParams {
focus_distance: 10.0,
focus_range: 5.0,
max_blur_radius: 8.0,
bokeh_threshold: 0.8,
bokeh_intensity: 1.0,
near_plane: 0.1,
far_plane: 1000.0,
sample_count: 16,
texture_size: [width as f32, height as f32],
tilt_shift_enabled: 0,
tilt_shift_angle: 0.0,
tilt_shift_center: 0.0,
tilt_shift_blur_amount: 1.0,
visualize_tilt_shift: 0,
_padding: 0,
};
let params_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("DoF Params Buffer"),
contents: bytemuck::cast_slice(&[params]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("DoF 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::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("DoF Pipeline Layout"),
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("DoF 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,
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 coc_visualization_pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("DoF CoC Visualization 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_coc_visualization"),
targets: &[Some(wgpu::ColorTargetState {
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()
});
let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("DoF Blit Shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(BLIT_SHADER)),
});
let blit_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("DoF Blit 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,
},
],
});
let blit_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("DoF Blit Pipeline Layout"),
bind_group_layouts: &[Some(&blit_bind_group_layout)],
immediate_size: 0,
});
let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("DoF Blit Pipeline"),
layout: Some(&blit_pipeline_layout),
vertex: wgpu::VertexState {
module: &blit_shader,
entry_point: Some("vertex_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &blit_shader,
entry_point: Some("fragment_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
Self {
pipeline,
coc_visualization_pipeline,
blit_pipeline,
bind_group_layout,
blit_bind_group_layout,
sampler,
params_buffer,
bind_group: None,
blit_bind_group: None,
width,
height,
}
}
pub fn resize(&mut self, _device: &wgpu::Device, queue: &wgpu::Queue, width: u32, height: u32) {
self.width = width;
self.height = height;
self.bind_group = None;
self.blit_bind_group = None;
let params = DoFParams {
focus_distance: 10.0,
focus_range: 5.0,
max_blur_radius: 8.0,
bokeh_threshold: 0.8,
bokeh_intensity: 1.0,
near_plane: 0.1,
far_plane: 1000.0,
sample_count: 16,
texture_size: [width as f32, height as f32],
tilt_shift_enabled: 0,
tilt_shift_angle: 0.0,
tilt_shift_center: 0.0,
tilt_shift_blur_amount: 1.0,
visualize_tilt_shift: 0,
_padding: 0,
};
queue.write_buffer(&self.params_buffer, 0, bytemuck::cast_slice(&[params]));
}
fn quality_to_sample_count(quality: DepthOfFieldQuality) -> u32 {
quality.sample_count()
}
}
impl PassNode<crate::ecs::world::World> for DepthOfFieldPass {
fn name(&self) -> &str {
"depth_of_field_pass"
}
fn reads(&self) -> Vec<&str> {
vec!["hdr", "depth"]
}
fn writes(&self) -> Vec<&str> {
vec!["dof_output"]
}
fn invalidate_bind_groups(&mut self) {
self.bind_group = None;
self.blit_bind_group = None;
}
fn prepare(
&mut self,
_device: &wgpu::Device,
queue: &wgpu::Queue,
world: &crate::ecs::world::World,
) {
let dof = &world.resources.graphics.depth_of_field;
let (near, far) = if let Some(camera_entity) = world.resources.active_camera {
if let Some(camera) = world.core.get_camera(camera_entity) {
match &camera.projection {
crate::ecs::camera::components::Projection::Perspective(persp) => {
(persp.z_near, persp.z_far.unwrap_or(1000.0))
}
crate::ecs::camera::components::Projection::Orthographic(ortho) => {
(ortho.z_near, ortho.z_far)
}
}
} else {
(0.1, 1000.0)
}
} else {
(0.1, 1000.0)
};
let params = DoFParams {
focus_distance: dof.focus_distance,
focus_range: dof.focus_range,
max_blur_radius: dof.max_blur_radius,
bokeh_threshold: dof.bokeh_threshold,
bokeh_intensity: dof.bokeh_intensity,
near_plane: near,
far_plane: far,
sample_count: Self::quality_to_sample_count(dof.quality),
texture_size: [self.width as f32, self.height as f32],
tilt_shift_enabled: if dof.tilt_shift_enabled { 1 } else { 0 },
tilt_shift_angle: dof.tilt_shift_angle.to_radians(),
tilt_shift_center: dof.tilt_shift_center,
tilt_shift_blur_amount: dof.tilt_shift_blur_amount,
visualize_tilt_shift: if dof.visualize_tilt_shift { 1 } else { 0 },
_padding: 0,
};
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>>,
> {
let dof_enabled = context.configs.resources.graphics.depth_of_field.enabled;
if !dof_enabled {
if self.blit_bind_group.is_none() {
let hdr_view = context.get_texture_view("hdr")?;
self.blit_bind_group = Some(context.device.create_bind_group(
&wgpu::BindGroupDescriptor {
label: Some("DoF Blit Bind Group"),
layout: &self.blit_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(hdr_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
},
));
}
let (output_view, output_load_op, output_store_op) =
context.get_color_attachment("dof_output")?;
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("DoF Blit Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: output_view,
resolve_target: None,
ops: wgpu::Operations {
load: output_load_op,
store: output_store_op,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
render_pass.set_pipeline(&self.blit_pipeline);
render_pass.set_bind_group(0, self.blit_bind_group.as_ref().unwrap(), &[]);
render_pass.draw(0..3, 0..1);
drop(render_pass);
return Ok(context.into_sub_graph_commands());
}
if self.bind_group.is_none() {
let hdr_view = context.get_texture_view("hdr")?;
let depth_view = context.get_texture_view("depth")?;
self.bind_group = Some(
context
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("DoF Bind Group"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(hdr_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(depth_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 3,
resource: self.params_buffer.as_entire_binding(),
},
],
}),
);
}
let (output_view, output_load_op, output_store_op) =
context.get_color_attachment("dof_output")?;
let mut render_pass = context
.encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("DoF Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: output_view,
resolve_target: None,
ops: wgpu::Operations {
load: output_load_op,
store: output_store_op,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
let visualize_coc = context
.configs
.resources
.graphics
.depth_of_field
.visualize_coc;
let pipeline = if visualize_coc {
&self.coc_visualization_pipeline
} else {
&self.pipeline
};
render_pass.set_pipeline(pipeline);
render_pass.set_bind_group(0, self.bind_group.as_ref().unwrap(), &[]);
render_pass.draw(0..3, 0..1);
drop(render_pass);
Ok(context.into_sub_graph_commands())
}
}
const BLIT_SHADER: &str = r#"
@group(0) @binding(0) var input_texture: texture_2d<f32>;
@group(0) @binding(1) var input_sampler: sampler;
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vertex_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
let uv = vec2<f32>(
f32((vertex_index << 1u) & 2u),
f32(vertex_index & 2u)
);
let clip_position = vec4<f32>(uv * 2.0 - 1.0, 0.0, 1.0);
var out: VertexOutput;
out.clip_position = clip_position;
out.uv = vec2<f32>(uv.x, 1.0 - uv.y);
return out;
}
@fragment
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(input_texture, input_sampler, in.uv);
}
"#;