Rezmason
1b61e304a5
Refactoring the pass and pipeline, so that inputs and size are handed to and returned from the build function (formerly setSize). This is now the earliest place to build bind groups, which makes sense, because it's also the earliest place to create textures that are proportional to the size of the canvas.
2021-11-15 00:30:09 -08:00
Rezmason
b0a4acdfdb
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.
2021-11-14 23:09:29 -08:00
Rezmason
7eecace634
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.
2021-11-13 21:25:27 -08:00
Rezmason
db928bbe7a
All the post processing passes are now based on compute pipelines instead of render pipelines.
2021-11-11 21:50:27 -08:00
Rezmason
9ad655ca2e
Created a pass-through post processing compute pass. The other post-processing passes will be changed over to this kind of thing.
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makePassFBO has now been split into makeRenderTarget and makeComputeTarget.
2021-11-11 09:18:32 -08:00
Rezmason
159e205019
Planning out the bloom pass.
2021-11-10 18:10:57 -08:00
Rezmason
f4130013f4
Moved the makePyramid and resizePyramid methods from the regl solution's util module to bloomPass.
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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.
2021-11-09 20:06:59 -08:00