Created a pass-through post processing compute pass. The other post-processing passes will be changed over to this kind of thing.

makePassFBO has now been split into makeRenderTarget and makeComputeTarget.
This commit is contained in:
Rezmason
2021-11-11 09:18:32 -08:00
parent 9c861fd50b
commit 9ad655ca2e
11 changed files with 158 additions and 32 deletions

View File

@@ -1,5 +1,5 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makePassFBO, makePass } from "./utils.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makeRenderTarget, 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.
@@ -17,7 +17,7 @@ export default (context, getInputs) => {
// If there's no bloom to apply, return a no-op pass with an empty bloom texture
if (!enabled) {
const emptyTexture = makePassFBO(device, 1, 1, canvasFormat);
const emptyTexture = makeRenderTarget(device, 1, 1, canvasFormat);
const getOutputs = () => ({ ...getInputs(), bloom: emptyTexture });
return makePass(getOutputs);
}
@@ -26,8 +26,8 @@ export default (context, getInputs) => {
// TODO: generate sum shader code
const fbo = makePassFBO(device, 1, 1, canvasFormat);
const getOutputs = () => ({ ...getInputs(), bloom: fbo }); // TODO
const renderTarget = makeRenderTarget(device, 1, 1, canvasFormat);
const getOutputs = () => ({ ...getInputs(), bloom: renderTarget }); // TODO
let blurRenderPipeline;
let sumRenderPipeline;
@@ -69,23 +69,23 @@ export default (context, getInputs) => {
/*
// A pyramid is just an array of FBOs, where each FBO is half the width
// and half the height of the FBO below it.
// 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));
.map((_) => makeRenderTarget(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 FBOs, one for each step in the process
// 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);
const output = makeRenderTarget(regl, config.useHalfFloat);
// The high pass restricts the blur to bright things in our input texture.
const highPassFrag = loadText("shaders/glsl/highPass.frag.glsl");
@@ -99,7 +99,7 @@ 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;
// 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
@@ -150,12 +150,12 @@ export default ({ regl, config }, inputs) => {
},
() => {
for (let i = 0; i < pyramidHeight; i++) {
const highPassFBO = highPassPyramid[i];
const hBlurFBO = hBlurPyramid[i];
const vBlurFBO = vBlurPyramid[i];
highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: inputs.primary });
blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] });
blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
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();