Files
matrix/js/regl/bloomPass.js

112 lines
3.6 KiB
JavaScript

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, 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, cache, 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(cache, "shaders/glsl/bloomPass.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(cache, "shaders/glsl/bloomPass.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 combineFrag = loadText(cache, "shaders/glsl/bloomPass.combine.frag.glsl");
const combine = regl({
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, combineFrag.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.text(),
tex: i === 0 ? inputs.primary : highPassPyramid[i - 1],
});
blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] });
blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
}
combine({ frag: combineFrag.text() });
},
);
};