My friend recommended a much simpler blur that doesn't build any image pyramids. Unfortunately my work towards an implementation isn't very promising— it doesn't pack the same wollop as the WebGL version— but I can built my pyramids on top of it.

This commit is contained in:
Rezmason
2021-11-13 21:22:15 -08:00
parent cebd6877bb
commit 7eecace634
5 changed files with 97 additions and 136 deletions

View File

@@ -1,19 +1,13 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
// 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;
const levelStrengths = Array(pyramidHeight)
.fill()
.map((_, index) => Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5))
.reverse();
import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
export default (context, getInputs) => {
const { config, device } = context;
const enabled = false; // config.bloomSize > 0 && config.bloomStrength > 0;
const bloomSize = config.bloomSize;
const bloomStrength = config.newBloomStrength;
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) {
@@ -24,142 +18,57 @@ export default (context, getInputs) => {
const assets = [loadShader(device, "shaders/wgsl/blur1D.wgsl")];
// TODO: generate sum shader code
const nearestSampler = device.createSampler({});
const computeTarget = makeComputeTarget(device, 1, 1);
const getOutputs = () => ({ ...getInputs(), bloom: computeTarget }); // TODO
let computePipeline;
let configUniforms;
let horizontalConfigBuffer;
let verticalConfigBuffer;
let intermediate;
let output;
let screenSize;
let blurPipeline;
let sumPipeline;
const getOutputs = () => ({
primary: getInputs().primary,
bloom: output,
});
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
computePipeline = device.createComputePipeline({
compute: {
module: blurShader.module,
entryPoint: "computeMain",
},
});
configUniforms = structs.from(blurShader.code).Config;
})();
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
intermediate?.destroy();
intermediate = makeComputeTarget(device, Math.floor(width * bloomSize), height);
output?.destroy();
output = makeComputeTarget(device, Math.floor(width * bloomSize), Math.floor(height * bloomSize));
screenSize = [width, height];
horizontalConfigBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength, direction: [0, bloomSize] });
verticalConfigBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength, direction: [1, 0] });
};
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
const tex = inputs.primary;
const intermediateView = intermediate.createView();
const computePass = encoder.beginComputePass();
computePass.setPipeline(computePipeline);
computePass.setBindGroup(0, makeBindGroup(device, computePipeline, 0, [horizontalConfigBuffer, nearestSampler, tex.createView(), intermediateView]));
computePass.dispatch(Math.ceil(Math.floor(screenSize[0] * bloomSize) / 32), screenSize[1], 1);
computePass.setBindGroup(0, makeBindGroup(device, computePipeline, 0, [verticalConfigBuffer, nearestSampler, intermediateView, output.createView()]));
computePass.dispatch(Math.ceil(Math.floor(screenSize[0] * bloomSize) / 32), Math.floor(screenSize[1] * bloomSize), 1);
computePass.endPass();
};
return makePass(getOutputs, ready, setSize, execute);
};
/*
// A pyramid is just an array of Targets, where each Target is half the width
// and half the height of the Target below it.
const makePyramid = (regl, height, halfFloat) =>
Array(height)
.fill()
.map((_) => makePassFBO(regl, halfFloat));
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) => {
// Build three pyramids of Targets, 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);
// The high pass restricts the blur to bright things in our input texture.
const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");
const highPass = regl({
frag: regl.prop("frag"),
uniforms: {
highPassThreshold,
tex: regl.prop("tex"),
},
framebuffer: regl.prop("fbo"),
});
// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
// The Target pyramid's levels represent separate levels of detail;
// by blurring them all, this basic blur approximates a more complex gaussian:
// https://web.archive.org/web/20191124072602/https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
const blurFrag = loadText("shaders/glsl/blur.frag.glsl");
const blur = regl({
frag: regl.prop("frag"),
uniforms: {
tex: regl.prop("tex"),
direction: regl.prop("direction"),
height: regl.context("viewportWidth"),
width: regl.context("viewportHeight"),
},
framebuffer: regl.prop("fbo"),
});
// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
const sumPyramid = regl({
frag: `
precision mediump float;
varying vec2 vUV;
${vBlurPyramid.map((_, index) => `uniform sampler2D pyr_${index};`).join("\n")}
uniform float bloomStrength;
void main() {
vec4 total = vec4(0.);
${vBlurPyramid.map((_, index) => `total += texture2D(pyr_${index}, vUV) * ${levelStrengths[index]};`).join("\n")}
gl_FragColor = total * bloomStrength;
}
`,
uniforms: {
bloomStrength,
...Object.fromEntries(vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])),
},
framebuffer: output,
});
return makePass(
{
primary: inputs.primary,
bloom: output,
},
Promise.all([highPassFrag.loaded, blurFrag.loaded]),
(w, h) => {
// The blur pyramids can be lower resolution than the screen.
resizePyramid(highPassPyramid, w, h, bloomSize);
resizePyramid(hBlurPyramid, w, h, bloomSize);
resizePyramid(vBlurPyramid, w, h, bloomSize);
output.resize(w, h);
},
() => {
for (let i = 0; i < pyramidHeight; i++) {
const highPassTarget = highPassPyramid[i];
const hBlurTarget = hBlurPyramid[i];
const vBlurTarget = vBlurPyramid[i];
highPass({ fbo: highPassTarget, frag: highPassFrag.text(), tex: inputs.primary });
blur({ fbo: hBlurTarget, frag: blurFrag.text(), tex: highPassTarget, direction: [1, 0] });
blur({ fbo: vBlurTarget, frag: blurFrag.text(), tex: hBlurTarget, direction: [0, 1] });
}
sumPyramid();
}
);
};
*/