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use crate::*;
use rs_ctypes::*;
use rs_math3d::*;
pub fn create_color_depth_frame_buffer(driver: &mut DriverPtr, width: usize, height: usize) -> Option<FrameBufferPtr> {
let color_tex_desc = SamplerDesc::default(width, height).with_pixel_format(PixelFormat::RGBA8(MinMagFilter::default()));
let color_buffer_desc = TextureDesc { sampler_desc: color_tex_desc, payload: None };
let color_buffer = driver.create_texture(color_buffer_desc).unwrap();
let depth_tex_desc = SamplerDesc::default(width, height).with_pixel_format(PixelFormat::D32);
let depth_buffer_desc = RenderTargetDesc { sampler_desc: depth_tex_desc, sample_count: 0 };
let depth_buffer = driver.create_render_target(depth_buffer_desc).unwrap();
let fb_desc = FrameBufferDesc {
color_attachements: [Some(SurfaceAttachment::Texture(color_buffer)), None, None, None],
depth_stencil_attachement: SurfaceAttachment::RenderTarget(depth_buffer)
};
driver.create_frame_buffer(fb_desc)
}
pub fn create_color_normal_depth_frame_buffer(driver: &mut DriverPtr, width: usize, height: usize) -> Option<FrameBufferPtr> {
let normal_tex_desc = SamplerDesc::default(width, height).with_pixel_format(PixelFormat::RGBA32F);
let normal_buffer_desc = TextureDesc { sampler_desc: normal_tex_desc, payload: None };
let normal_buffer = driver.create_texture(normal_buffer_desc).unwrap();
let color_tex_desc = SamplerDesc::default(width, height).with_pixel_format(PixelFormat::RGBA8(MinMagFilter::default()));
let color_buffer_desc = TextureDesc { sampler_desc: color_tex_desc, payload: None };
let color_buffer = driver.create_texture(color_buffer_desc).unwrap();
let depth_tex_desc = SamplerDesc::default(width, height).with_pixel_format(PixelFormat::D32);
let depth_buffer_desc = RenderTargetDesc { sampler_desc: depth_tex_desc, sample_count: 0 };
let depth_buffer = driver.create_render_target(depth_buffer_desc).unwrap();
let fb_desc = FrameBufferDesc {
color_attachements: [
Some(SurfaceAttachment::Texture(color_buffer)),
Some(SurfaceAttachment::Texture(normal_buffer)),
None,
None],
depth_stencil_attachement: SurfaceAttachment::RenderTarget(depth_buffer)
};
driver.create_frame_buffer(fb_desc)
}
crate::render_data! {
vertex QuadVertex {
position : Vec2f,
uv : Vec2f,
}
}
pub struct ScreenQuad {
vb : DeviceBufferPtr,
ib : DeviceBufferPtr,
u_pipeline : PipelinePtr,
f_pipeline : PipelinePtr,
}
impl ScreenQuad {
pub fn get_vb(&self) -> &DeviceBufferPtr { &self.vb }
pub fn get_ib(&self) -> &DeviceBufferPtr { &self.ib }
}
static COPY_VERTEX_SHADER : &'static str = "
#version 300 es
precision highp float;
in vec2 position;
in vec2 uv;
out highp vec2 vUV;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
vUV = uv;
}";
static COPY_UINT_PIXEL_SHADER : &'static str = "
#version 300 es
precision highp float;
precision highp usampler2D;
in highp vec2 vUV;
uniform usampler2D uTexture;
out vec4 fragColor;
void main() {
uvec4 texel = texture(uTexture, vUV);
vec4 col = vec4(texel) / 255.0;
fragColor = col;
}";
static COPY_FLOAT_PIXEL_SHADER : &'static str = "
#version 300 es
precision highp float;
precision highp usampler2D;
in highp vec2 vUV;
uniform sampler2D uTexture;
out vec4 fragColor;
void main() {
fragColor = texture(uTexture, vUV);
}";
impl ScreenQuad {
fn create_copy_shader(driver: &mut DriverPtr, orig_surface_type: OrigSurfaceType) -> ShaderPtr {
let shader_desc =
ShaderDesc {
vertex_shader : String::from(COPY_VERTEX_SHADER),
pixel_shader : String::from(
match orig_surface_type {
OrigSurfaceType::UInt => COPY_UINT_PIXEL_SHADER,
OrigSurfaceType::Float => COPY_FLOAT_PIXEL_SHADER,
}),
vertex_attributes : vec!{ QuadVertex::get_attribute_names() },
vertex_uniforms : Vec::new(),
vertex_surfaces : Vec::new(),
pixel_uniforms : Vec::new(),
pixel_surfaces : Vec::from([String::from("uTexture")]),
};
driver.create_shader(shader_desc).unwrap()
}
fn create_copy_pipeline(driver: &mut DriverPtr, orig_surface_type: OrigSurfaceType) -> PipelinePtr {
let vertex_layout = VertexBufferLayout {
buffer_id : 0,
vertex_attributes : QuadVertex::get_attribute_descriptors(),
stride : QuadVertex::stride(),
divisor : 0,
};
let model_pipeline_desc = PipelineDesc {
primitive_type : PrimitiveType::Triangles,
shader : Self::create_copy_shader(driver, orig_surface_type),
buffer_layouts : vec! { vertex_layout },
uniform_descs : vec! {},
index_type : IndexType::UInt32,
face_winding : FaceWinding::CCW,
cull_mode : CullMode::Winding,
depth_write : true,
depth_test : true,
blend : BlendOp::None,
};
driver.create_pipeline(model_pipeline_desc).unwrap()
}
pub fn new(driver: &mut DriverPtr) -> Self {
let quad_verts = vec! {
QuadVertex { position: Vec2f::new(-1.0, -1.0), uv: Vec2f::new(0.0, 0.0) },
QuadVertex { position: Vec2f::new( 1.0, -1.0), uv: Vec2f::new(1.0, 0.0) },
QuadVertex { position: Vec2f::new( 1.0, 1.0), uv: Vec2f::new(1.0, 1.0) },
QuadVertex { position: Vec2f::new(-1.0, 1.0), uv: Vec2f::new(0.0, 1.0) },
};
let quad_index : Vec<u32> = vec! {
0, 1, 2,
2, 3, 0,
};
let vb_desc = DeviceBufferDesc::Vertex(Usage::Static(Box::new(quad_verts)));
let vb = driver.create_device_buffer(vb_desc).unwrap();
let ib_desc = DeviceBufferDesc::Index(Usage::Static(Box::new(quad_index)));
let ib = driver.create_device_buffer(ib_desc).unwrap();
Self {
vb,
ib,
u_pipeline: Self::create_copy_pipeline(driver, OrigSurfaceType::UInt),
f_pipeline: Self::create_copy_pipeline(driver, OrigSurfaceType::Float),
}
}
pub fn render(&self, driver: &mut DriverPtr, tex: &TexturePtr) {
let bindings = Bindings {
vertex_buffers : vec!{ self.vb.clone() },
index_buffer : Some(self.ib.clone()),
vertex_images : Vec::from([]),
pixel_images : Vec::from([tex.clone()]),
};
let pipeline =
match tex.desc().sampler_desc.pixel_format.to_orig_surface_type() {
OrigSurfaceType::UInt => &self.u_pipeline,
OrigSurfaceType::Float => &self.f_pipeline,
};
driver.draw(pipeline, &bindings, core::ptr::null() as *const c_void, 2, 1);
}
}