use super::{BloomSettings, BLOOM_SHADER_HANDLE, BLOOM_TEXTURE_FORMAT};
use crate::fullscreen_vertex_shader::fullscreen_shader_vertex_state;
use bevy_ecs::{
prelude::{Component, Entity},
system::{Commands, Query, Res, ResMut, Resource},
world::{FromWorld, World},
};
use bevy_math::Vec4;
use bevy_render::{
render_resource::{
binding_types::{sampler, texture_2d, uniform_buffer},
*,
},
renderer::RenderDevice,
};
#[derive(Component)]
pub struct BloomDownsamplingPipelineIds {
pub main: CachedRenderPipelineId,
pub first: CachedRenderPipelineId,
}
#[derive(Resource)]
pub struct BloomDownsamplingPipeline {
pub bind_group_layout: BindGroupLayout,
pub sampler: Sampler,
}
#[derive(PartialEq, Eq, Hash, Clone)]
pub struct BloomDownsamplingPipelineKeys {
prefilter: bool,
first_downsample: bool,
}
#[derive(Component, ShaderType, Clone)]
pub struct BloomUniforms {
pub threshold_precomputations: Vec4,
pub viewport: Vec4,
pub aspect: f32,
}
impl FromWorld for BloomDownsamplingPipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let bind_group_layout = render_device.create_bind_group_layout(
"bloom_downsampling_bind_group_layout_with_settings",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d(TextureSampleType::Float { filterable: true }),
sampler(SamplerBindingType::Filtering),
uniform_buffer::<BloomUniforms>(true),
),
),
);
let sampler = render_device.create_sampler(&SamplerDescriptor {
min_filter: FilterMode::Linear,
mag_filter: FilterMode::Linear,
address_mode_u: AddressMode::ClampToEdge,
address_mode_v: AddressMode::ClampToEdge,
..Default::default()
});
BloomDownsamplingPipeline {
bind_group_layout,
sampler,
}
}
}
impl SpecializedRenderPipeline for BloomDownsamplingPipeline {
type Key = BloomDownsamplingPipelineKeys;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let layout = vec![self.bind_group_layout.clone()];
let entry_point = if key.first_downsample {
"downsample_first".into()
} else {
"downsample".into()
};
let mut shader_defs = vec![];
if key.first_downsample {
shader_defs.push("FIRST_DOWNSAMPLE".into());
}
if key.prefilter {
shader_defs.push("USE_THRESHOLD".into());
}
RenderPipelineDescriptor {
label: Some(
if key.first_downsample {
"bloom_downsampling_pipeline_first"
} else {
"bloom_downsampling_pipeline"
}
.into(),
),
layout,
vertex: fullscreen_shader_vertex_state(),
fragment: Some(FragmentState {
shader: BLOOM_SHADER_HANDLE,
shader_defs,
entry_point,
targets: vec![Some(ColorTargetState {
format: BLOOM_TEXTURE_FORMAT,
blend: None,
write_mask: ColorWrites::ALL,
})],
}),
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
push_constant_ranges: Vec::new(),
}
}
}
pub fn prepare_downsampling_pipeline(
mut commands: Commands,
pipeline_cache: Res<PipelineCache>,
mut pipelines: ResMut<SpecializedRenderPipelines<BloomDownsamplingPipeline>>,
pipeline: Res<BloomDownsamplingPipeline>,
views: Query<(Entity, &BloomSettings)>,
) {
for (entity, settings) in &views {
let prefilter = settings.prefilter_settings.threshold > 0.0;
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&pipeline,
BloomDownsamplingPipelineKeys {
prefilter,
first_downsample: false,
},
);
let pipeline_first_id = pipelines.specialize(
&pipeline_cache,
&pipeline,
BloomDownsamplingPipelineKeys {
prefilter,
first_downsample: true,
},
);
commands
.entity(entity)
.insert(BloomDownsamplingPipelineIds {
first: pipeline_first_id,
main: pipeline_id,
});
}
}