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https://github.com/Rezmason/matrix.git
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Rewrote the WebGPU bloom pass based on the classic Unreal solution of blurring and combining the levels of an image pyramid. Fixed the regl bloom pass to use the downscaled blurred mipmap levels to build the first pyramid.
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@@ -1,13 +1,15 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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import { makeComputeTarget, makePyramidView, 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 pyramidHeight = 4;
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const bloomSize = config.bloomSize;
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const bloomStrength = config.newBloomStrength;
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const bloomStrength = config.bloomStrength;
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const bloomRadius = 2; // Looks better with more, but is more costly
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const enabled = bloomSize > 0 && bloomStrength > 0;
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const enabled = true;
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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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@@ -16,17 +18,22 @@ export default (context, getInputs) => {
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return makePass(getOutputs);
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}
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const assets = [loadShader(device, "shaders/wgsl/blur1D.wgsl")];
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const assets = [loadShader(device, "shaders/wgsl/bloomBlur.wgsl"), loadShader(device, "shaders/wgsl/bloomCombine.wgsl")];
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const nearestSampler = device.createSampler({});
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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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 blurPipeline;
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let combinePipeline;
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let hBlurPyramid;
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let vBlurPyramid;
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let hBlurBuffer;
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let vBlurBuffer;
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let combineBuffer;
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let output;
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let screenSize;
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let scaledScreenSize;
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const getOutputs = () => ({
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primary: getInputs().primary,
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@@ -34,39 +41,69 @@ export default (context, getInputs) => {
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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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const [blurShader, combineShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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blurPipeline = 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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combinePipeline = device.createComputePipeline({
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compute: {
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module: combineShader.module,
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entryPoint: "computeMain",
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},
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});
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const blurUniforms = structs.from(blurShader.code).Config;
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hBlurBuffer = makeUniformBuffer(device, blurUniforms, { bloomRadius, direction: [1, 0] });
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vBlurBuffer = makeUniformBuffer(device, blurUniforms, { bloomRadius, direction: [0, 1] });
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const combineUniforms = structs.from(combineShader.code).Config;
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combineBuffer = makeUniformBuffer(device, combineUniforms, { bloomStrength, pyramidHeight });
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})();
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const setSize = (width, height) => {
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intermediate?.destroy();
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intermediate = makeComputeTarget(device, Math.floor(width * bloomSize), height);
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hBlurPyramid?.destroy();
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hBlurPyramid = makeComputeTarget(device, Math.floor(width * bloomSize), Math.floor(height * bloomSize), pyramidHeight);
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vBlurPyramid?.destroy();
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vBlurPyramid = makeComputeTarget(device, Math.floor(width * bloomSize), Math.floor(height * bloomSize), pyramidHeight);
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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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scaledScreenSize = [Math.floor(width * bloomSize), Math.floor(height * bloomSize)];
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};
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const execute = (encoder) => {
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const inputs = getInputs();
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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.setPipeline(blurPipeline);
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const hBlurPyramidViews = Array(pyramidHeight)
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.fill()
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.map((_, level) => makePyramidView(hBlurPyramid, level));
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const vBlurPyramidViews = Array(pyramidHeight)
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.fill()
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.map((_, level) => makePyramidView(vBlurPyramid, level));
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for (let i = 0; i < pyramidHeight; i++) {
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const downsample = 2 ** -i;
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const size = [Math.ceil(Math.floor(scaledScreenSize[0] * downsample) / 32), Math.floor(Math.floor(scaledScreenSize[1] * downsample)), 1];
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const srcView = i === 0 ? tex.createView() : hBlurPyramidViews[i - 1];
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computePass.setBindGroup(0, makeBindGroup(device, blurPipeline, 0, [hBlurBuffer, linearSampler, srcView, hBlurPyramidViews[i]]));
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computePass.dispatch(...size);
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computePass.setBindGroup(0, makeBindGroup(device, blurPipeline, 0, [vBlurBuffer, linearSampler, hBlurPyramidViews[i], vBlurPyramidViews[i]]));
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computePass.dispatch(...size);
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}
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computePass.setPipeline(combinePipeline);
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computePass.setBindGroup(0, makeBindGroup(device, combinePipeline, 0, [combineBuffer, linearSampler, vBlurPyramid.createView(), output.createView()]));
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computePass.dispatch(Math.ceil(scaledScreenSize[0] / 32), scaledScreenSize[1], 1);
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computePass.endPass();
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};
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