mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-16 21:39:29 -07:00
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.
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@@ -1,19 +1,13 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
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// The bloom pass is basically an added blur of the high-pass rendered output.
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// The blur approximation is the sum of a pyramid of downscaled textures.
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const pyramidHeight = 5;
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const levelStrengths = Array(pyramidHeight)
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.fill()
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.map((_, index) => Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5))
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.reverse();
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import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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export default (context, getInputs) => {
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const { config, device } = context;
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const enabled = false; // config.bloomSize > 0 && config.bloomStrength > 0;
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const bloomSize = config.bloomSize;
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const bloomStrength = config.newBloomStrength;
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const enabled = bloomSize > 0 && bloomStrength > 0;
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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@@ -24,142 +18,57 @@ export default (context, getInputs) => {
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const assets = [loadShader(device, "shaders/wgsl/blur1D.wgsl")];
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// TODO: generate sum shader code
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const nearestSampler = device.createSampler({});
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const computeTarget = makeComputeTarget(device, 1, 1);
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const getOutputs = () => ({ ...getInputs(), bloom: computeTarget }); // TODO
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let computePipeline;
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let configUniforms;
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let horizontalConfigBuffer;
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let verticalConfigBuffer;
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let intermediate;
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let output;
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let screenSize;
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let blurPipeline;
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let sumPipeline;
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const getOutputs = () => ({
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primary: getInputs().primary,
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bloom: output,
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});
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const ready = (async () => {
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const [blurShader] = await Promise.all(assets);
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// TODO: create sum shader
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// TODO: create config buffer
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// TODO: create blur render pipeline
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// TODO: create sum render pipeline
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computePipeline = device.createComputePipeline({
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compute: {
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module: blurShader.module,
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entryPoint: "computeMain",
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},
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});
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configUniforms = structs.from(blurShader.code).Config;
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})();
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const setSize = (width, height) => {
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// TODO: destroy output
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// TODO: create output
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// TODO: destroy pyramid textures
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// TODO: create new pyramid textures
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// TODO: create new pyramid bindings
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// TODO: create new pyramid renderPassConfigs
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intermediate?.destroy();
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intermediate = makeComputeTarget(device, Math.floor(width * bloomSize), height);
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output?.destroy();
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output = makeComputeTarget(device, Math.floor(width * bloomSize), Math.floor(height * bloomSize));
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screenSize = [width, height];
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horizontalConfigBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength, direction: [0, bloomSize] });
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verticalConfigBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength, direction: [1, 0] });
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};
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const execute = (encoder) => {
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const inputs = getInputs();
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// TODO: set pipeline to blur pipeline
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// TODO: bind config/source buffer group
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// TODO: for every level,
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// horizontally blur inputs.primary to horizontal blur output
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// vertically blur the horizontal blur output to vertical blur output
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// TODO: set pipeline to the sum pipeline
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// TODO: set bind group (vertical blur outputs)
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// TODO: sum vertical blur into output
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const tex = inputs.primary;
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const intermediateView = intermediate.createView();
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, makeBindGroup(device, computePipeline, 0, [horizontalConfigBuffer, nearestSampler, tex.createView(), intermediateView]));
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computePass.dispatch(Math.ceil(Math.floor(screenSize[0] * bloomSize) / 32), screenSize[1], 1);
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computePass.setBindGroup(0, makeBindGroup(device, computePipeline, 0, [verticalConfigBuffer, nearestSampler, intermediateView, output.createView()]));
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computePass.dispatch(Math.ceil(Math.floor(screenSize[0] * bloomSize) / 32), Math.floor(screenSize[1] * bloomSize), 1);
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computePass.endPass();
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};
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return makePass(getOutputs, ready, setSize, execute);
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};
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/*
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// A pyramid is just an array of Targets, where each Target is half the width
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// and half the height of the Target below it.
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const makePyramid = (regl, height, halfFloat) =>
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Array(height)
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.fill()
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.map((_) => makePassFBO(regl, halfFloat));
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const resizePyramid = (pyramid, vw, vh, scale) =>
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pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
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export default ({ regl, config }, inputs) => {
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// Build three pyramids of Targets, one for each step in the process
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const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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// The high pass restricts the blur to bright things in our input texture.
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const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");
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const highPass = regl({
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frag: regl.prop("frag"),
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uniforms: {
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highPassThreshold,
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tex: regl.prop("tex"),
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},
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framebuffer: regl.prop("fbo"),
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});
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// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
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// The Target pyramid's levels represent separate levels of detail;
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// by blurring them all, this basic blur approximates a more complex gaussian:
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// https://web.archive.org/web/20191124072602/https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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const blurFrag = loadText("shaders/glsl/blur.frag.glsl");
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const blur = regl({
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frag: regl.prop("frag"),
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uniforms: {
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tex: regl.prop("tex"),
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direction: regl.prop("direction"),
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height: regl.context("viewportWidth"),
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width: regl.context("viewportHeight"),
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},
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framebuffer: regl.prop("fbo"),
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});
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// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
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const sumPyramid = regl({
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frag: `
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precision mediump float;
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varying vec2 vUV;
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${vBlurPyramid.map((_, index) => `uniform sampler2D pyr_${index};`).join("\n")}
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uniform float bloomStrength;
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void main() {
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vec4 total = vec4(0.);
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${vBlurPyramid.map((_, index) => `total += texture2D(pyr_${index}, vUV) * ${levelStrengths[index]};`).join("\n")}
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gl_FragColor = total * bloomStrength;
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}
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`,
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uniforms: {
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bloomStrength,
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...Object.fromEntries(vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])),
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},
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framebuffer: output,
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});
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return makePass(
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{
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primary: inputs.primary,
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bloom: output,
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},
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Promise.all([highPassFrag.loaded, blurFrag.loaded]),
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(w, h) => {
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// The blur pyramids can be lower resolution than the screen.
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resizePyramid(highPassPyramid, w, h, bloomSize);
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resizePyramid(hBlurPyramid, w, h, bloomSize);
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resizePyramid(vBlurPyramid, w, h, bloomSize);
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output.resize(w, h);
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},
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() => {
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for (let i = 0; i < pyramidHeight; i++) {
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const highPassTarget = highPassPyramid[i];
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const hBlurTarget = hBlurPyramid[i];
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const vBlurTarget = vBlurPyramid[i];
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highPass({ fbo: highPassTarget, frag: highPassFrag.text(), tex: inputs.primary });
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blur({ fbo: hBlurTarget, frag: blurFrag.text(), tex: highPassTarget, direction: [1, 0] });
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blur({ fbo: vBlurTarget, frag: blurFrag.text(), tex: hBlurTarget, direction: [0, 1] });
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}
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sumPyramid();
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}
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);
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};
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*/
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