enigma_3d/postprocessing/
vignette.rs1use glium::glutin::surface::WindowSurface;
2use glium::{IndexBuffer, Surface, Texture2d, uniform, VertexBuffer};
3use glium::framebuffer::SimpleFrameBuffer;
4use glium::texture::DepthTexture2d;
5use crate::postprocessing::PostProcessingEffect;
6use crate::{AppState, resources, shader};
7use crate::geometry::Vertex;
8
9pub struct Vignette {
10 program: glium::Program,
11 pub intensity: f32,
12 pub falloff: f32,
13 pub color: [f32; 3],
14 pub opacity: f32,
15}
16
17impl Vignette {
18 pub fn new(display: &glium::Display<WindowSurface>, intensity: f32, falloff: f32, color: [f32; 3], opacity: f32) -> Self {
19 let vignette_shader = shader::Shader::from_strings(
20 resources::post_processing_vertex(),
21 resources::post_processing_vignette_fragment(),
22 None
23 );
24
25 let program = glium::Program::from_source(
26 display,
27 &vignette_shader.get_vertex_shader(),
28 &vignette_shader.get_fragment_shader(),
29 None
30 ).expect("Failed to compile vignette shader program");
31
32 Self {
33 program,
34 intensity: intensity.clamp(0.0, 1.0),
35 falloff: falloff.clamp(0.0, 1.0),
36 color,
37 opacity: opacity.clamp(0.0, 1.0),
38 }
39 }
40
41 pub fn set_intensity(&mut self, intensity: f32) {
42 self.intensity = intensity.clamp(0.0, 1.0);
43 }
44
45 pub fn set_falloff(&mut self, falloff: f32) {
46 self.falloff = falloff.clamp(0.0, 1.0);
47 }
48
49 pub fn set_color(&mut self, color: [f32; 3]) {
50 self.color = color;
51 }
52
53 pub fn set_opacity(&mut self, opacity: f32) {
54 self.opacity = opacity.clamp(0.0, 1.0);
55 }
56}
57
58impl PostProcessingEffect for Vignette {
59 fn render(&self, _app_state: &AppState, vertex_buffer: &VertexBuffer<Vertex>, index_buffer: &IndexBuffer<u32>, target: &mut SimpleFrameBuffer, source: &Texture2d, _depth_source: &DepthTexture2d, _buffer_textures: &Vec<Texture2d>) {
60 let uniforms = uniform! {
61 scene: source,
62 resolution: [source.width() as f32, source.height() as f32],
63 intensity: self.intensity,
64 falloff: self.falloff,
65 vignette_color: self.color,
66 opacity: self.opacity,
67 };
68
69 target.draw(
70 vertex_buffer,
71 index_buffer,
72 &self.program,
73 &uniforms,
74 &Default::default(),
75 ).unwrap();
76 }
77}