Struct rin::scene::postprocessing::PostProcessing [−][src]
pub struct PostProcessing { /* fields omitted */ }
Implementations
impl PostProcessing
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impl PostProcessing
[src]pub fn new(
gl: &Renderer<'_, Screen>,
w: u32,
h: u32,
format: ColorFormat
) -> Result<PostProcessing, Error>
[src]
gl: &Renderer<'_, Screen>,
w: u32,
h: u32,
format: ColorFormat
) -> Result<PostProcessing, Error>
pub fn ssao(
&self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
color: &Texture,
position: SSAOPosition<'_>,
normals: Option<&Texture>,
ambient: &Texture,
parameters: &SSAOParameters
) -> Result<&Texture, Error>
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&self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
color: &Texture,
position: SSAOPosition<'_>,
normals: Option<&Texture>,
ambient: &Texture,
parameters: &SSAOParameters
) -> Result<&Texture, Error>
pub fn dof(
&self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
viewport: &Rect<i32>,
color: &Texture,
depth: DofDepth<'_>,
parameters: &DofParameters
) -> &Texture
[src]
&self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
viewport: &Rect<i32>,
color: &Texture,
depth: DofDepth<'_>,
parameters: &DofParameters
) -> &Texture
pub fn fxaa_texture(&self) -> &Texture
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pub fn bloom_down_texture(&self, idx: usize) -> &Texture
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pub fn bloom_up_texture(&self, idx: usize) -> &Texture
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pub fn ssao_texture(&self) -> &Texture
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pub fn ssao_blur_texture(&self) -> &Texture
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pub fn ssao_color_texture(&self) -> &Texture
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pub fn ssao_color_attachment(&self) -> &ColorAttachment
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pub fn ssao_fbo(&self) -> &Rc<Fbo<ColorAttachment, DepthAttachment>>
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pub fn last_fbo(
&self,
parameters: &Parameters
) -> &Rc<Fbo<ColorAttachment, DepthAttachment>>
[src]
&self,
parameters: &Parameters
) -> &Rc<Fbo<ColorAttachment, DepthAttachment>>
pub fn combine_color_ambient(
&self,
gl: &Renderer<'_, Screen>,
color: &Texture,
ambient: &Texture
) -> Result<&Texture, Error>
[src]
&self,
gl: &Renderer<'_, Screen>,
color: &Texture,
ambient: &Texture
) -> Result<&Texture, Error>
pub fn combine_color_ambient_with_dither(
&self,
gl: &Renderer<'_, Screen>,
color: &Texture,
ambient: &Texture
) -> Result<&Texture, Error>
[src]
&self,
gl: &Renderer<'_, Screen>,
color: &Texture,
ambient: &Texture
) -> Result<&Texture, Error>
pub fn fxaa(&self, gl: &Renderer<'_, Screen>, tex: &Texture) -> &Texture
[src]
pub fn bloom(
&self,
gl: &Renderer<'_, Screen>,
tex: &Texture,
parameters: &BloomParameters
) -> &Texture
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&self,
gl: &Renderer<'_, Screen>,
tex: &Texture,
parameters: &BloomParameters
) -> &Texture
pub fn tonemap(
&self,
gl: &Renderer<'_, Screen>,
tex: &Texture,
bloomed_tex: Option<&Texture>,
parameters: &TonemapParameters
) -> Result<&Texture, Error>
[src]
&self,
gl: &Renderer<'_, Screen>,
tex: &Texture,
bloomed_tex: Option<&Texture>,
parameters: &TonemapParameters
) -> Result<&Texture, Error>
pub fn lut(
&'a self,
gl: &Renderer<'_, Screen>,
tex: &'a Texture,
parameters: &LutParameters
) -> &'a Texture
[src]
&'a self,
gl: &Renderer<'_, Screen>,
tex: &'a Texture,
parameters: &LutParameters
) -> &'a Texture
pub fn process_all(
&self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
viewport: &Rect<i32>,
color: &Texture,
position: Option<SSAOPosition<'_>>,
normals: Option<&Texture>,
dof_depth: Option<DofDepth<'_>>,
ambient: &Texture,
parameters: &Parameters
) -> Result<&Texture, Error>
[src]
&self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
viewport: &Rect<i32>,
color: &Texture,
position: Option<SSAOPosition<'_>>,
normals: Option<&Texture>,
dof_depth: Option<DofDepth<'_>>,
ambient: &Texture,
parameters: &Parameters
) -> Result<&Texture, Error>
pub fn process_until_ssao(
&self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
color: &Texture,
position: Option<SSAOPosition<'_>>,
normals: Option<&Texture>,
ambient: &Texture,
parameters: &Parameters
) -> Result<&Texture, Error>
[src]
&self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
color: &Texture,
position: Option<SSAOPosition<'_>>,
normals: Option<&Texture>,
ambient: &Texture,
parameters: &Parameters
) -> Result<&Texture, Error>
pub fn process_after_ssao(
&'a self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
viewport: &Rect<i32>,
tex: &'a Texture,
depth: Option<DofDepth<'_>>,
parameters: &Parameters
) -> Result<&'a Texture, Error>
[src]
&'a self,
gl: &Renderer<'_, Screen>,
camera: &dyn CameraExt,
viewport: &Rect<i32>,
tex: &'a Texture,
depth: Option<DofDepth<'_>>,
parameters: &Parameters
) -> Result<&'a Texture, Error>
Auto Trait Implementations
impl !RefUnwindSafe for PostProcessing
impl !Send for PostProcessing
impl !Sync for PostProcessing
impl Unpin for PostProcessing
impl !UnwindSafe for PostProcessing
Blanket Implementations
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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