Moved the makePyramid and resizePyramid methods from the regl solution's util module to bloomPass.

Adding the canvas context's preferred format to the shared pass context (named "canvasFormat").
Added a placeholder bloomPass, which the existing passes now receive input from.
This commit is contained in:
Rezmason
2021-11-09 20:06:59 -08:00
parent f0f422e933
commit f4130013f4
9 changed files with 163 additions and 59 deletions

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@@ -1,4 +1,4 @@
import { loadText, makePassFBO, makePyramid, resizePyramid, makePass } from "./utils.js";
import { loadText, makePassFBO, makePass } from "./utils.js";
// The bloom pass is basically an added high-pass blur.
// The blur approximation is the sum of a pyramid of downscaled textures.
@@ -9,6 +9,16 @@ const levelStrengths = Array(pyramidHeight)
.map((_, index) => Math.pow(index / (pyramidHeight * 2) + 0.5, 1 / 3).toPrecision(5))
.reverse();
// A pyramid is just an array of FBOs, where each FBO is half the width
// and half the height of the FBO 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) => {
const { bloomStrength, bloomSize, highPassThreshold } = config;
const enabled = bloomSize > 0 && bloomStrength > 0;

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@@ -10,13 +10,6 @@ const makePassTexture = (regl, halfFloat) =>
const makePassFBO = (regl, halfFloat) => regl.framebuffer({ color: makePassTexture(regl, halfFloat) });
// A pyramid is just an array of FBOs, where each FBO is half the width
// and half the height of the FBO below it.
const makePyramid = (regl, height, halfFloat) =>
Array(height)
.fill()
.map((_) => makePassFBO(regl, halfFloat));
const makeDoubleBuffer = (regl, props) => {
const state = Array(2)
.fill()
@@ -32,9 +25,6 @@ const makeDoubleBuffer = (regl, props) => {
};
};
const resizePyramid = (pyramid, vw, vh, scale) =>
pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
const loadImage = (regl, url) => {
let texture = regl.texture([[0]]);
let loaded = false;
@@ -139,16 +129,4 @@ const makePass = (outputs, ready, setSize, execute) => ({
const makePipeline = (context, steps) =>
steps.filter((f) => f != null).reduce((pipeline, f, i) => [...pipeline, f(context, i == 0 ? null : pipeline[i - 1].outputs)], []);
export {
makePassTexture,
makePassFBO,
makeDoubleBuffer,
makePyramid,
resizePyramid,
loadImage,
loadText,
makeFullScreenQuad,
make1DTexture,
makePass,
makePipeline,
};
export { makePassTexture, makePassFBO, makeDoubleBuffer, loadImage, loadText, makeFullScreenQuad, make1DTexture, makePass, makePipeline };

125
js/webgpu/bloomPass.js Normal file
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@@ -0,0 +1,125 @@
import { structs } from "/lib/gpu-buffer.js";
import { loadShader, makeUniformBuffer, makeBindGroup, makePassFBO, makePass } from "./utils.js";
export default (context, getInputs) => {
const { config, device, canvasFormat } = context;
const fbo = makePassFBO(device, 1, 1, canvasFormat);
return makePass(() => ({ ...getInputs(), bloom: fbo }));
};
/*
import { loadText, makePassFBO, makePass } from "./utils.js";
// The bloom pass is basically an added high-pass blur.
// 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();
// A pyramid is just an array of FBOs, where each FBO is half the width
// and half the height of the FBO 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) => {
const { bloomStrength, bloomSize, highPassThreshold } = config;
const enabled = bloomSize > 0 && bloomStrength > 0;
// If there's no bloom to apply, return a no-op pass with an empty bloom texture
if (!enabled) {
return makePass({
primary: inputs.primary,
bloom: makePassFBO(regl),
});
}
// Build three pyramids of FBOs, 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 FBO 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 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] });
}
sumPyramid();
}
);
};
*/

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@@ -6,7 +6,7 @@ const defaultBGURL = "https://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/
const numVerticesPerQuad = 2 * 3;
export default (context, getInputs) => {
const { config, adapter, device, canvasContext } = context;
const { config, device, canvasFormat } = context;
const linearSampler = device.createSampler({
magFilter: "linear",
@@ -23,8 +23,6 @@ export default (context, getInputs) => {
],
};
const presentationFormat = canvasContext.getPreferredFormat(adapter);
let renderPipeline;
let output;
let backgroundTex;
@@ -47,7 +45,7 @@ export default (context, getInputs) => {
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
format: canvasFormat,
},
],
},
@@ -56,7 +54,7 @@ export default (context, getInputs) => {
const setSize = (width, height) => {
output?.destroy();
output = makePassFBO(device, width, height, presentationFormat);
output = makePassFBO(device, width, height, canvasFormat);
};
const getOutputs = () => ({
@@ -66,7 +64,7 @@ export default (context, getInputs) => {
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.primary; // TODO: bloom
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [linearSampler, tex.createView(), bloomTex.createView(), backgroundTex.createView()]);
renderPassConfig.colorAttachments[0].view = output.createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);

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@@ -2,7 +2,7 @@ import { structs } from "/lib/gpu-buffer.js";
import { getCanvasSize, makeUniformBuffer, makePipeline } from "./utils.js";
import makeRain from "./rainPass.js";
// import makeBloomPass from "./bloomPass.js";
import makeBloomPass from "./bloomPass.js";
import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
@@ -25,13 +25,13 @@ export default async (canvas, config) => {
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
const canvasContext = canvas.getContext("webgpu");
const presentationFormat = canvasContext.getPreferredFormat(adapter);
const canvasFormat = canvasContext.getPreferredFormat(adapter);
// console.table(device.limits);
const canvasConfig = {
device,
format: presentationFormat,
format: canvasFormat,
size: [NaN, NaN],
usage:
// GPUTextureUsage.STORAGE_BINDING |
@@ -47,10 +47,11 @@ export default async (canvas, config) => {
device,
canvasContext,
timeBuffer,
canvasFormat,
};
const effectName = config.effect in effects ? config.effect : "plain";
const pipeline = makePipeline(context, [makeRain, /*makeBloomPass,*/ effects[effectName]]);
const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName]]);
await Promise.all(pipeline.map((step) => step.ready));

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@@ -78,7 +78,7 @@ const makePalette = (device, paletteUniforms, entries) => {
// in screen space.
export default (context, getInputs) => {
const { config, adapter, device, canvasContext, timeBuffer } = context;
const { config, device, timeBuffer, canvasFormat } = context;
const linearSampler = device.createSampler({
magFilter: "linear",
@@ -95,8 +95,6 @@ export default (context, getInputs) => {
],
};
const presentationFormat = canvasContext.getPreferredFormat(adapter);
let renderPipeline;
let configBuffer;
let paletteBuffer;
@@ -117,7 +115,7 @@ export default (context, getInputs) => {
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
format: canvasFormat,
},
],
},
@@ -133,7 +131,7 @@ export default (context, getInputs) => {
const setSize = (width, height) => {
output?.destroy();
output = makePassFBO(device, width, height, presentationFormat);
output = makePassFBO(device, width, height, canvasFormat);
};
const getOutputs = () => ({
@@ -143,7 +141,7 @@ export default (context, getInputs) => {
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.primary; // TODO: bloom
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
configBuffer,
paletteBuffer,

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@@ -32,7 +32,7 @@ const makeConfigBuffer = (device, configUniforms, config, density, gridSize) =>
};
export default (context, getInputs) => {
const { config, adapter, device, canvasContext, timeBuffer } = context;
const { config, device, timeBuffer, canvasFormat } = context;
const assets = [loadTexture(device, config.glyphTexURL), loadShader(device, "shaders/wgsl/rainPass.wgsl")];
@@ -82,8 +82,6 @@ export default (context, getInputs) => {
],
};
const presentationFormat = canvasContext.getPreferredFormat(adapter);
let configBuffer;
let sceneUniforms;
let sceneBuffer;
@@ -126,14 +124,14 @@ export default (context, getInputs) => {
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
format: canvasFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
},
},
{
format: presentationFormat,
format: canvasFormat,
blend: {
color: additiveBlendComponent,
alpha: additiveBlendComponent,
@@ -164,10 +162,10 @@ export default (context, getInputs) => {
// Update
output?.destroy();
output = makePassFBO(device, width, height, presentationFormat);
output = makePassFBO(device, width, height, canvasFormat);
highPassOutput?.destroy();
highPassOutput = makePassFBO(device, width, height, presentationFormat);
highPassOutput = makePassFBO(device, width, height, canvasFormat);
};
const getOutputs = () => ({

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@@ -12,7 +12,7 @@ import { loadShader, makeUniformBuffer, makePassFBO, makePass } from "./utils.js
const numVerticesPerQuad = 2 * 3;
export default (context, getInputs) => {
const { config, adapter, device, canvasContext, timeBuffer } = context;
const { config, device, timeBuffer, canvasFormat } = context;
const linearSampler = device.createSampler({
magFilter: "linear",
@@ -29,8 +29,6 @@ export default (context, getInputs) => {
],
};
const presentationFormat = canvasContext.getPreferredFormat(adapter);
let renderPipeline;
let configBuffer;
let output;
@@ -50,7 +48,7 @@ export default (context, getInputs) => {
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
format: canvasFormat,
},
],
},
@@ -62,7 +60,7 @@ export default (context, getInputs) => {
const setSize = (width, height) => {
output?.destroy();
output = makePassFBO(device, width, height, presentationFormat);
output = makePassFBO(device, width, height, canvasFormat);
};
const getOutputs = () => ({
@@ -72,7 +70,7 @@ export default (context, getInputs) => {
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.primary; // TODO: bloom
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [configBuffer, timeBuffer, linearSampler, tex.createView(), bloomTex.createView()]);
renderPassConfig.colorAttachments[0].view = output.createView();

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@@ -38,7 +38,7 @@ const numVerticesPerQuad = 2 * 3;
// in screen space.
export default (context, getInputs) => {
const { config, adapter, device, canvasContext, timeBuffer } = context;
const { config, device, timeBuffer, canvasFormat } = context;
// Expand and convert stripe colors into 1D texture data
const stripeColors =
@@ -64,8 +64,6 @@ export default (context, getInputs) => {
],
};
const presentationFormat = canvasContext.getPreferredFormat(adapter);
let renderPipeline;
let configBuffer;
let output;
@@ -85,7 +83,7 @@ export default (context, getInputs) => {
entryPoint: "fragMain",
targets: [
{
format: presentationFormat,
format: canvasFormat,
},
],
},
@@ -97,7 +95,7 @@ export default (context, getInputs) => {
const setSize = (width, height) => {
output?.destroy();
output = makePassFBO(device, width, height, presentationFormat);
output = makePassFBO(device, width, height, canvasFormat);
};
const getOutputs = () => ({
@@ -107,7 +105,7 @@ export default (context, getInputs) => {
const execute = (encoder) => {
const inputs = getInputs();
const tex = inputs.primary;
const bloomTex = inputs.primary; // TODO: bloom
const bloomTex = inputs.bloom; // TODO: bloom
const renderBindGroup = makeBindGroup(device, renderPipeline, 0, [
configBuffer,
timeBuffer,