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use crate::camera::*;
use crate::core::*;
use crate::effect::*;
use crate::math::*;
pub struct FogEffect {
pub color: Vec3,
pub density: f32,
pub animation: f32,
image_effect: ImageEffect,
}
impl FogEffect {
pub fn new(gl: &Context) -> Result<FogEffect, Error> {
Ok(FogEffect {
color: vec3(0.8, 0.8, 0.8),
density: 0.2,
animation: 0.1,
image_effect: ImageEffect::new(gl, include_str!("shaders/fog.frag"))?,
})
}
pub fn apply(
&self,
viewport: Viewport,
camera: &Camera,
depth_texture: &DepthTargetTexture2D,
time: f32,
) -> Result<(), Error> {
let render_states = RenderStates {
write_mask: WriteMask::COLOR,
blend: Some(BlendParameters {
source_alpha_multiplier: BlendMultiplierType::Zero,
destination_alpha_multiplier: BlendMultiplierType::One,
..Default::default()
}),
..Default::default()
};
self.image_effect.use_texture(depth_texture, "depthMap")?;
self.image_effect.use_uniform_mat4(
"viewProjectionInverse",
&(camera.projection() * camera.view()).invert().unwrap(),
)?;
self.image_effect
.use_uniform_vec3("fogColor", &self.color)?;
self.image_effect
.use_uniform_float("fogDensity", &self.density)?;
self.image_effect
.use_uniform_float("animation", &self.animation)?;
self.image_effect
.use_uniform_float("time", &(0.001 * time))?;
self.image_effect
.use_uniform_vec3("eyePosition", camera.position())?;
self.image_effect.apply(render_states, viewport)?;
Ok(())
}
}