three_d/renderer/effect/
fxaa.rs

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use crate::renderer::*;

///
/// A simple anti-aliasing approach which smooths otherwise jagged edges (for example lines) but also
/// smooths the rest of the image.
///
#[derive(Clone, Default, Debug)]
pub struct FxaaEffect {}

impl Effect for FxaaEffect {
    fn fragment_shader_source(
        &self,
        _lights: &[&dyn Light],
        color_texture: Option<ColorTexture>,
        _depth_texture: Option<DepthTexture>,
    ) -> String {
        let color_texture =
            color_texture.expect("Must supply a color texture to apply a fxaa effect");
        format!(
            "{}\n{}",
            color_texture.fragment_shader_source(),
            include_str!("shaders/fxaa_effect.frag")
        )
    }

    fn id(
        &self,
        color_texture: Option<ColorTexture>,
        _depth_texture: Option<DepthTexture>,
    ) -> EffectMaterialId {
        EffectMaterialId::FxaaEffect(
            color_texture.expect("Must supply a color texture to apply a fxaa effect"),
        )
    }

    fn use_uniforms(
        &self,
        program: &Program,
        _viewer: &dyn Viewer,
        _lights: &[&dyn Light],
        color_texture: Option<ColorTexture>,
        _depth_texture: Option<DepthTexture>,
    ) {
        let color_texture =
            color_texture.expect("Must supply a color texture to apply a fxaa effect");
        let w = color_texture.width();
        let h = color_texture.height();
        color_texture.use_uniforms(program);
        program.use_uniform("resolution", vec2(w as f32, h as f32));
    }

    fn render_states(&self) -> RenderStates {
        RenderStates {
            write_mask: WriteMask::COLOR,
            depth_test: DepthTest::Always,
            cull: Cull::Back,
            ..Default::default()
        }
    }
}