import { makePassFBO, makePass } from "./utils"; import highPassFrag from '../../shaders/glsl/bloomPass.highPass.frag.glsl'; import blurFrag from '../../shaders/glsl/bloomPass.blur.frag.glsl'; import combineFrag from '../../shaders/glsl/bloomPass.combine.frag.glsl'; import fsVert from '../../shaders/glsl/bloomPass.vert.glsl'; // The bloom pass is basically an added high-pass blur. // The blur approximation is the sum of a pyramid of downscaled, blurred textures. const pyramidHeight = 5; // 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); // one big triangle that covers the whole screen const fullScreenTriangle = regl.buffer([ -1, -1, 3, -1, -1, 3, ]); const commonDrawProps = { attributes: { aPosition: fullScreenTriangle }, count: 3, }; // The high pass restricts the blur to bright things in our input texture. const highPass = regl({ ...commonDrawProps, vert: fsVert, 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 blur = regl({ ...commonDrawProps, vert: fsVert, 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 combine = regl({ ...commonDrawProps, vert: fsVert, frag: regl.prop("frag"), 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); }, (shouldRender) => { if (!shouldRender) { return; } for (let i = 0; i < pyramidHeight; i++) { const highPassFBO = highPassPyramid[i]; const hBlurFBO = hBlurPyramid[i]; const vBlurFBO = vBlurPyramid[i]; highPass({ fbo: highPassFBO, frag: highPassFrag, tex: i === 0 ? inputs.primary : highPassPyramid[i - 1], }); blur({ fbo: hBlurFBO, frag: blurFrag, tex: highPassFBO, direction: [1, 0], }); blur({ fbo: vBlurFBO, frag: blurFrag, tex: hBlurFBO, direction: [0, 1], }); } combine({ frag: combineFrag }); } ); };