Planning out the bloom pass.

This commit is contained in:
Rezmason
2021-11-10 18:10:57 -08:00
parent dc4032e42a
commit 159e205019

View File

@@ -1,16 +1,7 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makePassFBO, makePass } from "./utils.js";
export default (context, getInputs) => {
const { config, device, canvasFormat } = context;
const fbo = makePassFBO(device, 1, 1, canvasFormat);
return makePass(() => ({ ...getInputs(), bloom: fbo }));
};
/*
import { loadText, makePassFBO, makePass } from "./utils.js";
// The bloom pass is basically an added high-pass blur.
// The bloom pass is basically an added blur of the high-pass rendered output.
// The blur approximation is the sum of a pyramid of downscaled textures.
const pyramidHeight = 5;
@@ -19,6 +10,65 @@ const levelStrengths = Array(pyramidHeight)
.map((_, index) => Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5))
.reverse();
export default (context, getInputs) => {
const { config, device, canvasFormat } = context;
const enabled = config.bloomSize > 0 && config.bloomStrength > 0;
// If there's no bloom to apply, return a no-op pass with an empty bloom texture
if (!enabled) {
const emptyTexture = makePassFBO(device, 1, 1, canvasFormat);
const getOutputs = () => ({ ...getInputs(), bloom: emptyTexture });
return makePass(getOutputs);
}
const assets = [loadShader(device, "shaders/wgsl/blur1D.wgsl")];
// TODO: generate sum shader code
const fbo = makePassFBO(device, 1, 1, canvasFormat);
const getOutputs = () => ({ ...getInputs(), bloom: fbo }); // TODO
let blurRenderPipeline;
let sumRenderPipeline;
const ready = (async () => {
const [blurShader] = await Promise.all(assets);
// TODO: create sum shader
// TODO: create config buffer
// TODO: create blur render pipeline
// TODO: create sum render pipeline
})();
const setSize = (width, height) => {
// TODO: destroy output
// TODO: create output
// TODO: destroy pyramid textures
// TODO: create new pyramid textures
// TODO: create new pyramid bindings
// TODO: create new pyramid renderPassConfigs
};
const execute = (encoder) => {
const inputs = getInputs();
// TODO: set pipeline to blur pipeline
// TODO: bind config/source buffer group
// TODO: for every level,
// horizontally blur inputs.primary to horizontal blur output
// vertically blur the horizontal blur output to vertical blur output
// TODO: set pipeline to the sum pipeline
// TODO: set bind group (vertical blur outputs)
// TODO: sum vertical blur into output
};
return makePass(getOutputs, ready, setSize, execute);
};
/*
// A pyramid is just an array of FBOs, where each FBO is half the width
// and half the height of the FBO below it.
const makePyramid = (regl, height, halfFloat) =>
@@ -30,16 +80,6 @@ const resizePyramid = (pyramid, vw, vh, scale) =>
pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
export default ({ regl, config }, inputs) => {
const { bloomStrength, bloomSize, highPassThreshold } = config;
const enabled = bloomSize > 0 && bloomStrength > 0;
// If there's no bloom to apply, return a no-op pass with an empty bloom texture
if (!enabled) {
return makePass({
primary: inputs.primary,
bloom: makePassFBO(regl),
});
}
// Build three pyramids of FBOs, one for each step in the process
const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);