Added some documentation, cleaned up some code, fleshed out the remaining work to make the project a little easier for newcomers to approach

This commit is contained in:
Rezmason
2021-10-20 21:01:32 -07:00
parent b4bece1264
commit 4c6ff879fd
12 changed files with 156 additions and 100 deletions

View File

@@ -1,6 +1,7 @@
import { loadText, makePassFBO, makePyramid, resizePyramid, makePass } from "./utils.js";
// The bloom pass is basically an added high-pass blur.
// The blur approximation is the sum of a pyramid of downscaled textures.
const pyramidHeight = 5;
const levelStrengths = Array(pyramidHeight)
@@ -9,8 +10,10 @@ const levelStrengths = Array(pyramidHeight)
.reverse();
export default (regl, config, inputs) => {
const enabled = config.bloomSize > 0 && config.bloomStrength > 0;
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,
@@ -18,16 +21,14 @@ export default (regl, config, inputs) => {
});
}
const { bloomStrength, highPassThreshold } = config;
// Build three pyramids of FBOs, one for each step in the process
const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
const output = makePassFBO(regl, config.useHalfFloat);
const highPassFrag = loadText("shaders/highPass.frag");
// The high pass restricts the blur to bright things in our input texture.
const highPassFrag = loadText("shaders/highPass.frag");
const highPass = regl({
frag: regl.prop("frag"),
uniforms: {
@@ -39,7 +40,8 @@ export default (regl, config, inputs) => {
// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
// The FBO pyramid's levels represent separate levels of detail;
// by blurring them all, this 3x1 blur approximates a more complex gaussian.
// by blurring them all, this basic blur approximates a more complex gaussian:
// https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
const blurFrag = loadText("shaders/blur.frag");
const blur = regl({
@@ -53,8 +55,8 @@ export default (regl, config, inputs) => {
framebuffer: regl.prop("fbo"),
});
// The pyramid of textures gets flattened onto the source texture.
const flattenPyramid = regl({
// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
const sumPyramid = regl({
frag: `
precision mediump float;
varying vec2 vUV;
@@ -88,15 +90,15 @@ export default (regl, config, inputs) => {
blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
}
flattenPyramid();
sumPyramid();
},
(w, h) => {
// The blur pyramids can be lower resolution than the screen.
resizePyramid(highPassPyramid, w, h, config.bloomSize);
resizePyramid(hBlurPyramid, w, h, config.bloomSize);
resizePyramid(vBlurPyramid, w, h, config.bloomSize);
resizePyramid(highPassPyramid, w, h, bloomSize);
resizePyramid(hBlurPyramid, w, h, bloomSize);
resizePyramid(vBlurPyramid, w, h, bloomSize);
output.resize(w, h);
},
[highPassFrag.laoded, blurFrag.loaded]
[highPassFrag.loaded, blurFrag.loaded]
);
};