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//! This provices CGL's Bloom post-processing effect (based on Unity's Bloom effect)
#![allow(non_camel_case_types)]
use libc::{c_void, c_int, c_float};
use crate::graphics::texture::{Texture, CGL_texture};
/// The internal handle used by CGL
#[repr(C)]
pub(crate) struct CGL_bloom {
_private: c_void
}
extern {
fn CGL_bloom_create(width: c_int, height: c_int, iterations: c_int) -> *mut CGL_bloom;
fn CGL_bloom_destroy(bloom: *mut CGL_bloom) -> c_void;
fn CGL_bloom_set_threshold(bloom: *mut CGL_bloom, val: c_float) -> c_void;
fn CGL_bloom_get_threshold(bloom: *mut CGL_bloom) -> c_float;
fn CGL_bloom_set_knee(bloom: *mut CGL_bloom, val: c_float) -> c_void;
fn CGL_bloom_get_knee(bloom: *mut CGL_bloom) -> c_float;
fn CGL_bloom_set_offset(bloom: *mut CGL_bloom, x: c_float, y: c_float) -> c_void;
fn CGL_bloom_apply(bloom: *mut CGL_bloom, tex: *mut CGL_texture) -> c_void;
fn CGL_bloom_apply2(bloom: *mut CGL_bloom, tex_src: *mut CGL_texture, tex_dst: *mut CGL_texture) -> c_void;
fn CGL_bloom_get_iterations(bloom: *mut CGL_bloom) -> c_int;
fn CGL_bloom_get_lod_texture(bloom: *mut CGL_bloom, index: c_int) -> *mut CGL_texture;
fn CGL_bloom_get_prefiltered_texture(bloom: *mut CGL_bloom) -> *mut CGL_texture;
}
/// The Bloom Object
#[repr(C)]
pub struct Bloom {
pub(crate) handle: *mut CGL_bloom,
pub(crate) has_been_destroyed: bool
}
impl Bloom {
/// Creates a new Bloom object with the specified width, height, and number of iterations.
///
/// # Arguments
///
/// * `width` - The width of the Bloom effect.
/// * `height` - The height of the Bloom effect.
/// * `iterations` - The number of iterations to apply the Bloom effect.
///
/// # Returns
///
/// Returns a new Bloom object if successful, otherwise returns an error message.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn new(width: i32, height: i32, iterations: i32) -> Result<Bloom, &'static str> {
unsafe {
let handle = CGL_bloom_create(width, height, iterations);
if handle.is_null() {
Err("Failed to create Bloom")
} else {
Ok(Bloom {
handle,
has_been_destroyed: false
})
}
}
}
/// Destroys the texture and frees its resources. If the texture has already been destroyed, this method does nothing.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// bloom.destroy(); // optional
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
pub fn destroy(&mut self) {
if !self.has_been_destroyed {
unsafe {
CGL_bloom_destroy(self.handle);
}
self.has_been_destroyed = true;
}
}
/// Sets the threshold value for the Bloom effect.
///
/// # Arguments
///
/// * `val` - The threshold value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// bloom.set_threshold(0.5);
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_threshold(&self, val: f32) {
unsafe {
CGL_bloom_set_threshold(self.handle, val);
}
}
/// Gets the threshold value for the Bloom effect.
///
/// # Returns
///
/// Returns the current threshold value.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// let threshold = bloom.get_threshold();
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn get_threshold(&self) -> f32 {
unsafe {
CGL_bloom_get_threshold(self.handle)
}
}
/// Sets the knee value for the Bloom effect.
///
/// # Arguments
///
/// * `val` - The knee value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// bloom.set_knee(0.5);
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_knee(&self, val: f32) {
unsafe {
CGL_bloom_set_knee(self.handle, val);
}
}
/// Gets the knee value for the Bloom effect.
///
/// # Returns
///
/// Returns the current knee value.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// let knee = bloom.get_knee();
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn get_knee(&self) -> f32 {
unsafe {
CGL_bloom_get_knee(self.handle)
}
}
/// Sets the offset values for the Bloom effect.
///
/// # Arguments
///
/// * `x` - The x offset value to set.
/// * `y` - The y offset value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// bloom.set_offset(0.5, 0.5);
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_offset(&self, x: f32, y: f32) {
unsafe {
CGL_bloom_set_offset(self.handle, x, y);
}
}
/// Applies the Bloom effect to a texture.
///
/// # Arguments
///
/// * `tex` - The texture to apply the Bloom effect to.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// let texture = cgl_rs::graphics::Texture::dummy2(600, 600).unwrap();
/// bloom.apply(&texture);
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn apply(&self, tex: &Texture) {
unsafe {
CGL_bloom_apply(self.handle, tex.handle);
}
}
/// Applies the Bloom effect to a source texture and writes the result to a destination texture.
///
/// # Arguments
///
/// * `tex_src` - The source texture to apply the Bloom effect to.
/// * `tex_dst` - The destination texture to write the result to.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// let texture_src = cgl_rs::graphics::Texture::dummy2(600, 600).unwrap();
/// let texture_dst = cgl_rs::graphics::Texture::dummy2(600, 600).unwrap();
/// bloom.apply2(&texture_src, &texture_dst);
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn apply2(&self, tex_src: &Texture, tex_dst: &Texture) {
unsafe {
CGL_bloom_apply2(self.handle, tex_src.handle, tex_dst.handle);
}
}
/// Gets the value of the number of iterations for the Bloom effect.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// let iterations = bloom.get_iterations();
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn get_iterations(&self) -> i32 {
unsafe {
CGL_bloom_get_iterations(self.handle)
}
}
/// Gets the texture for a specific level of detail (LOD) for the Bloom effect.
///
/// This texture is owned and managed by the Bloom effect and should not be destroyed manually.
///
/// # Arguments
///
/// * `index` - The index of the LOD texture to retrieve.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// let lod_texture = bloom.get_lod_texture(0);
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn get_lod_texture(&self, index: i32) -> Result<Texture, &'static str> {
unsafe {
let handle = CGL_bloom_get_lod_texture(self.handle, index);
if handle.is_null() {
Err("Failed to get LOD texture")
} else {
Ok(Texture {
handle,
has_been_destroyed: true
})
}
}
}
/// Gets the prefiltered texture for the Bloom effect.
///
/// This texture is owned and managed by the Bloom effect and should not be destroyed manually.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello, World!", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let bloom = cgl_rs::graphics::Bloom::new(800, 600, 3).unwrap();
/// let prefiltered_texture = bloom.get_prefiltered_texture();
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn get_prefiltered_texture(&self) -> Result<Texture, &'static str> {
unsafe {
let handle = CGL_bloom_get_prefiltered_texture(self.handle);
if handle.is_null() {
Err("Failed to get prefiltered texture")
} else {
Ok(Texture {
handle,
has_been_destroyed: true
})
}
}
}
}
impl Drop for Bloom {
fn drop(&mut self) {
self.destroy();
}
}
impl Clone for Bloom {
fn clone(&self) -> Self {
Bloom {
handle: self.handle.clone(),
has_been_destroyed: true
}
}
}