The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.

This commit is contained in:
Rezmason
2021-12-24 21:33:39 -08:00
parent a962a6128d
commit 928067996d
20 changed files with 113 additions and 35 deletions

View File

@@ -15,16 +15,20 @@ import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePa
// const makePyramidViews = (pyramid) => [pyramid.createView()];
const makePyramid = (device, size, pyramidHeight) =>
Array(pyramidHeight).fill().map((_, index) => makeComputeTarget(
device,
size.map(x => Math.floor(x * 2 ** -(index + 1)))
));
Array(pyramidHeight)
.fill()
.map((_, index) =>
makeComputeTarget(
device,
size.map((x) => Math.floor(x * 2 ** -(index + 1)))
)
);
const destroyPyramid = (pyramid) => pyramid?.forEach(texture => texture.destroy());
const destroyPyramid = (pyramid) => pyramid?.forEach((texture) => texture.destroy());
const makePyramidLevelView = (pyramid, level) => pyramid[level].createView();
const makePyramidViews = (pyramid) => pyramid.map(tex => tex.createView());
const makePyramidViews = (pyramid) => pyramid.map((tex) => tex.createView());
// The bloom pass is basically an added blur of the rain pass's high-pass output.
// The blur approximation is the sum of a pyramid of downscaled, blurred textures.
@@ -89,7 +93,7 @@ export default ({ config, device }) => {
vBlurBuffer = makeUniformBuffer(device, blurUniforms, { bloomRadius, direction: [0, 1] });
const combineUniforms = structs.from(combineShader.code).Config;
combineBuffer = makeUniformBuffer(device, combineUniforms, { bloomStrength, pyramidHeight });
combineBuffer = makeUniformBuffer(device, combineUniforms, { pyramidHeight });
})();
const build = (screenSize, inputs) => {

View File

@@ -1,4 +1,5 @@
import { makeComputeTarget, loadTexture, loadShader, makeBindGroup, makePass } from "./utils.js";
import { structs } from "../../lib/gpu-buffer.js";
import { makeComputeTarget, makeUniformBuffer, loadTexture, loadShader, makeBindGroup, makePass } from "./utils.js";
// Multiplies the rendered rain and bloom by a loaded in image
@@ -14,6 +15,7 @@ export default ({ config, device }) => {
});
let computePipeline;
let configBuffer;
let output;
let screenSize;
let backgroundTex;
@@ -30,6 +32,9 @@ export default ({ config, device }) => {
entryPoint: "computeMain",
},
});
const configUniforms = structs.from(imageShader.code).Config;
configBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength: config.bloomStrength });
})();
const build = (size, inputs) => {
@@ -37,6 +42,7 @@ export default ({ config, device }) => {
output = makeComputeTarget(device, size);
screenSize = size;
computeBindGroup = makeBindGroup(device, computePipeline, 0, [
configBuffer,
linearSampler,
inputs.primary.createView(),
inputs.bloom.createView(),

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@@ -102,7 +102,11 @@ export default ({ config, device, timeBuffer }) => {
const paletteShaderUniforms = structs.from(paletteShader.code);
const configUniforms = paletteShaderUniforms.Config;
configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: config.ditherMagnitude, backgroundColor: config.backgroundColor });
configBuffer = makeUniformBuffer(device, configUniforms, {
bloomStrength: config.bloomStrength,
ditherMagnitude: config.ditherMagnitude,
backgroundColor: config.backgroundColor,
});
const paletteUniforms = paletteShaderUniforms.Palette;
paletteBuffer = makePalette(device, paletteUniforms, config.paletteEntries);

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@@ -36,7 +36,11 @@ export default ({ config, device, timeBuffer }) => {
});
const configUniforms = structs.from(resurrectionShader.code).Config;
configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: config.ditherMagnitude, backgroundColor: config.backgroundColor });
configBuffer = makeUniformBuffer(device, configUniforms, {
bloomStrength: config.bloomStrength,
ditherMagnitude: config.ditherMagnitude,
backgroundColor: config.backgroundColor,
});
})();
const build = (size, inputs) => {

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@@ -73,7 +73,11 @@ export default ({ config, device, timeBuffer }) => {
});
const configUniforms = structs.from(stripeShader.code).Config;
configBuffer = makeUniformBuffer(device, configUniforms, { ditherMagnitude: config.ditherMagnitude, backgroundColor: config.backgroundColor });
configBuffer = makeUniformBuffer(device, configUniforms, {
bloomStrength: config.bloomStrength,
ditherMagnitude: config.ditherMagnitude,
backgroundColor: config.backgroundColor,
});
})();
const build = (size, inputs) => {

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@@ -24,6 +24,7 @@ const loadTexture = async (device, url) => {
const loadTexture = async (device, url) => {
const image = new Image();
image.crossOrigin = "Anonymous";
image.src = url;
await image.decode();
const { width, height } = image;