pub struct Bloom { /* private fields */ }
Expand description
Performs a “physically based” bloom effect on a texture. CPU only.
Contains pipelines, down/upsampling textures, a buffer to communicate configuration to the shaders, and bindgroups.
Clones of Bloom
all point to the same resources.
Implementations§
Source§impl Bloom
impl Bloom
pub fn new(runtime: impl AsRef<WgpuRuntime>, hdr_texture: &Texture) -> Self
pub fn set_mix_strength(&self, strength: f32)
pub fn get_mix_strength(&self) -> f32
Sourcepub fn set_filter_radius(&self, filter_radius: f32)
pub fn set_filter_radius(&self, filter_radius: f32)
Set the filter radius in pixels.
pub fn get_filter_radius(&self) -> Vec2
pub fn get_size(&self) -> UVec2
Sourcepub fn set_hdr_texture(
&self,
runtime: impl AsRef<WgpuRuntime>,
hdr_texture: &Texture,
)
pub fn set_hdr_texture( &self, runtime: impl AsRef<WgpuRuntime>, hdr_texture: &Texture, )
Recreates this bloom using the new HDR texture.
Sourcepub fn get_mix_texture(&self) -> Texture
pub fn get_mix_texture(&self) -> Texture
Returns a clone of the current mix texture.
The mix texture is the result of mixing the bloom by the hdr using the mix strength.
pub fn bloom(&self, device: &Device, queue: &Queue)
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Bloom
impl !RefUnwindSafe for Bloom
impl Send for Bloom
impl Sync for Bloom
impl Unpin for Bloom
impl !UnwindSafe for Bloom
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