mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 04:19:29 -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.
This commit is contained in:
12
TODO.txt
12
TODO.txt
@@ -1,7 +1,16 @@
|
|||||||
TODO:
|
TODO:
|
||||||
|
|
||||||
WebGPU
|
WebGPU
|
||||||
|
|
||||||
|
Figure out texture pyramid stuff
|
||||||
|
Idea: use mip levels to store stuff
|
||||||
|
Multiple draw calls, if level N must downsample level N - 1
|
||||||
|
Does every level HAVE to be downsampled from the previous level? Or can they all be downsampled from a single source?
|
||||||
|
What about in my case in particular? I'm blurring everything anyway.
|
||||||
|
|
||||||
blur pass
|
blur pass
|
||||||
|
Switch to rgba32float somehow?
|
||||||
|
Why isn't this straightforward?
|
||||||
Update links in issues
|
Update links in issues
|
||||||
Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
|
Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
|
||||||
|
|
||||||
@@ -26,6 +35,9 @@ Resurrection
|
|||||||
New glyphs?
|
New glyphs?
|
||||||
Good luck with that, champ
|
Good luck with that, champ
|
||||||
|
|
||||||
|
Zion Control's matrix variant
|
||||||
|
From Reloaded
|
||||||
|
|
||||||
Audio
|
Audio
|
||||||
Synthesize raindrop sound
|
Synthesize raindrop sound
|
||||||
https://www.instagram.com/tv/CWGodRcoq7T/?utm_medium=copy_link
|
https://www.instagram.com/tv/CWGodRcoq7T/?utm_medium=copy_link
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
Reloaded/Revolutions:
|
Reloaded/Revolutions:
|
||||||
モエヤキオカ7ケサスZ152ヨタワ4ネヌナ98ヒ0ホア3ウ セ¦:"꞊ミラリ╌ツテニハソ▪—<>0|+*コシマムメ
|
モエヤキオカ7ケサスz152ヨタワ4ネヌナ98ヒ0ホア3ウ セ¦:"꞊ミラリ╌ツテニハソ▪—<>0|+*コシマムメ
|
||||||
|
|
||||||
Resurrection:
|
Resurrections:
|
||||||
モエヤキオカ7ケサスZ152ヨタワ4ネヌナ98ヒ0ホア3ウ セ¦:"꞊ミラリ╌ツテニハソコ—<ム0|*▪メシマ>+
|
モエヤキオカ7ケサスz152ヨタワ4ネヌナ98ヒ0ホア3ウ セ¦:"꞊ミラリ╌ツテニハソコ—<ム0|*▪メシマ>+
|
||||||
|
|||||||
@@ -26,6 +26,7 @@ const defaults = {
|
|||||||
animationSpeed: 1, // The global rate that all animations progress
|
animationSpeed: 1, // The global rate that all animations progress
|
||||||
forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
|
forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
|
||||||
bloomStrength: 1, // The intensity of the bloom
|
bloomStrength: 1, // The intensity of the bloom
|
||||||
|
newBloomStrength: 1, // WGSL's bloom intensity has different math. TODO: investigate
|
||||||
bloomSize: 0.6, // The amount the bloom calculation is scaled
|
bloomSize: 0.6, // The amount the bloom calculation is scaled
|
||||||
highPassThreshold: 0.1, // The minimum brightness that is still blurred
|
highPassThreshold: 0.1, // The minimum brightness that is still blurred
|
||||||
cycleSpeed: 1, // The speed glyphs change
|
cycleSpeed: 1, // The speed glyphs change
|
||||||
@@ -70,6 +71,7 @@ const versions = {
|
|||||||
...defaults,
|
...defaults,
|
||||||
...fonts.matrixcode,
|
...fonts.matrixcode,
|
||||||
bloomStrength: 0.75,
|
bloomStrength: 0.75,
|
||||||
|
newBloomStrength: 1.5,
|
||||||
highPassThreshold: 0.0,
|
highPassThreshold: 0.0,
|
||||||
cycleSpeed: 0.2,
|
cycleSpeed: 0.2,
|
||||||
cycleFrameSkip: 8,
|
cycleFrameSkip: 8,
|
||||||
@@ -111,6 +113,7 @@ const versions = {
|
|||||||
...defaults,
|
...defaults,
|
||||||
...fonts.coptic,
|
...fonts.coptic,
|
||||||
bloomStrength: 1,
|
bloomStrength: 1,
|
||||||
|
newBloomStrength: 1,
|
||||||
highPassThreshold: 0,
|
highPassThreshold: 0,
|
||||||
cycleSpeed: 0.1,
|
cycleSpeed: 0.1,
|
||||||
brightnessDecay: 0.05,
|
brightnessDecay: 0.05,
|
||||||
|
|||||||
@@ -1,19 +1,13 @@
|
|||||||
import { structs } from "/lib/gpu-buffer.js";
|
import { structs } from "/lib/gpu-buffer.js";
|
||||||
import { loadShader, makeUniformBuffer, makeBindGroup, makeComputeTarget, makePass } from "./utils.js";
|
import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, 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();
|
|
||||||
|
|
||||||
export default (context, getInputs) => {
|
export default (context, getInputs) => {
|
||||||
const { config, device } = context;
|
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 there's no bloom to apply, return a no-op pass with an empty bloom texture
|
||||||
if (!enabled) {
|
if (!enabled) {
|
||||||
@@ -24,142 +18,57 @@ export default (context, getInputs) => {
|
|||||||
|
|
||||||
const assets = [loadShader(device, "shaders/wgsl/blur1D.wgsl")];
|
const assets = [loadShader(device, "shaders/wgsl/blur1D.wgsl")];
|
||||||
|
|
||||||
// TODO: generate sum shader code
|
const nearestSampler = device.createSampler({});
|
||||||
|
|
||||||
const computeTarget = makeComputeTarget(device, 1, 1);
|
let computePipeline;
|
||||||
const getOutputs = () => ({ ...getInputs(), bloom: computeTarget }); // TODO
|
let configUniforms;
|
||||||
|
let horizontalConfigBuffer;
|
||||||
|
let verticalConfigBuffer;
|
||||||
|
let intermediate;
|
||||||
|
let output;
|
||||||
|
let screenSize;
|
||||||
|
|
||||||
let blurPipeline;
|
const getOutputs = () => ({
|
||||||
let sumPipeline;
|
primary: getInputs().primary,
|
||||||
|
bloom: output,
|
||||||
|
});
|
||||||
|
|
||||||
const ready = (async () => {
|
const ready = (async () => {
|
||||||
const [blurShader] = await Promise.all(assets);
|
const [blurShader] = await Promise.all(assets);
|
||||||
// TODO: create sum shader
|
|
||||||
// TODO: create config buffer
|
|
||||||
|
|
||||||
// TODO: create blur render pipeline
|
computePipeline = device.createComputePipeline({
|
||||||
// TODO: create sum render pipeline
|
compute: {
|
||||||
|
module: blurShader.module,
|
||||||
|
entryPoint: "computeMain",
|
||||||
|
},
|
||||||
|
});
|
||||||
|
|
||||||
|
configUniforms = structs.from(blurShader.code).Config;
|
||||||
})();
|
})();
|
||||||
|
|
||||||
const setSize = (width, height) => {
|
const setSize = (width, height) => {
|
||||||
// TODO: destroy output
|
intermediate?.destroy();
|
||||||
// TODO: create output
|
intermediate = makeComputeTarget(device, Math.floor(width * bloomSize), height);
|
||||||
// TODO: destroy pyramid textures
|
output?.destroy();
|
||||||
// TODO: create new pyramid textures
|
output = makeComputeTarget(device, Math.floor(width * bloomSize), Math.floor(height * bloomSize));
|
||||||
// TODO: create new pyramid bindings
|
screenSize = [width, height];
|
||||||
// TODO: create new pyramid renderPassConfigs
|
|
||||||
|
horizontalConfigBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength, direction: [0, bloomSize] });
|
||||||
|
verticalConfigBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength, direction: [1, 0] });
|
||||||
};
|
};
|
||||||
|
|
||||||
const execute = (encoder) => {
|
const execute = (encoder) => {
|
||||||
const inputs = getInputs();
|
const inputs = getInputs();
|
||||||
|
const tex = inputs.primary;
|
||||||
// TODO: set pipeline to blur pipeline
|
const intermediateView = intermediate.createView();
|
||||||
// TODO: bind config/source buffer group
|
const computePass = encoder.beginComputePass();
|
||||||
// TODO: for every level,
|
computePass.setPipeline(computePipeline);
|
||||||
// horizontally blur inputs.primary to horizontal blur output
|
computePass.setBindGroup(0, makeBindGroup(device, computePipeline, 0, [horizontalConfigBuffer, nearestSampler, tex.createView(), intermediateView]));
|
||||||
// vertically blur the horizontal blur output to vertical blur output
|
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()]));
|
||||||
// TODO: set pipeline to the sum pipeline
|
computePass.dispatch(Math.ceil(Math.floor(screenSize[0] * bloomSize) / 32), Math.floor(screenSize[1] * bloomSize), 1);
|
||||||
// TODO: set bind group (vertical blur outputs)
|
computePass.endPass();
|
||||||
// TODO: sum vertical blur into output
|
|
||||||
};
|
};
|
||||||
|
|
||||||
return makePass(getOutputs, ready, setSize, execute);
|
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();
|
|
||||||
}
|
|
||||||
);
|
|
||||||
};
|
|
||||||
*/
|
|
||||||
|
|||||||
37
shaders/wgsl/blur1D.wgsl
Normal file
37
shaders/wgsl/blur1D.wgsl
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
[[block]] struct Config {
|
||||||
|
bloomStrength : f32;
|
||||||
|
direction : vec2<f32>;
|
||||||
|
};
|
||||||
|
|
||||||
|
[[group(0), binding(0)]] var<uniform> config : Config;
|
||||||
|
[[group(0), binding(1)]] var nearestSampler : sampler;
|
||||||
|
[[group(0), binding(2)]] var tex : texture_2d<f32>;
|
||||||
|
[[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
|
||||||
|
|
||||||
|
struct ComputeInput {
|
||||||
|
[[builtin(global_invocation_id)]] id : vec3<u32>;
|
||||||
|
};
|
||||||
|
|
||||||
|
[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
|
||||||
|
|
||||||
|
var coord = vec2<i32>(input.id.xy);
|
||||||
|
var outputSize = textureDimensions(outputTex);
|
||||||
|
|
||||||
|
if (coord.x >= outputSize.x) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(outputSize);
|
||||||
|
var offset = config.direction / vec2<f32>(outputSize);
|
||||||
|
var sum = vec4<f32>(0.0);
|
||||||
|
|
||||||
|
sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 3.0, 0.0 ) * 0.006;
|
||||||
|
sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 2.0, 0.0 ) * 0.061;
|
||||||
|
sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 1.0, 0.0 ) * 0.242;
|
||||||
|
sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 0.0, 0.0 ) * 0.383;
|
||||||
|
sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -1.0, 0.0 ) * 0.242;
|
||||||
|
sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -2.0, 0.0 ) * 0.061;
|
||||||
|
sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -3.0, 0.0 ) * 0.006;
|
||||||
|
|
||||||
|
textureStore(outputTex, coord, sum * config.bloomStrength);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user