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https://gitlab.com/veloren/veloren.git
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Add bloom passes in character select screen, use proper source image for bloom after clouds are applied, add blurred and less blurred stages of bloom together (experimental could remove), add filtering downsample pass that is not yet used
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73
assets/voxygen/shaders/dual-downsample-filtered-frag.glsl
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73
assets/voxygen/shaders/dual-downsample-filtered-frag.glsl
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@ -0,0 +1,73 @@
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#version 420 core
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layout(set = 0, binding = 0)
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uniform texture2D t_src_color;
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layout(set = 0, binding = 1)
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uniform sampler s_src_color;
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layout(set = 0, binding = 2)
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// TODO: refactor in rust
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uniform u_locals {
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vec2 halfpixel;
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};
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 tgt_color;
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vec4 simplesample(vec2 uv) {
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return textureLod(sampler2D(t_src_color, s_src_color), uv, 0);
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}
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// check whether the texel color is higher than threshold, if so output as brightness color
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vec4 filterDim(vec4 color) {
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// TODO: note where this constant came from if we keep it
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float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 1.0)
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return vec4(color.rgb, 1.0);
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else
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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vec4 filteredFetch(ivec2 uv) {
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return filterDim(simplesample(uv));
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}
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// Derived from: https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf
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vec4 filteredDownsample(vec2 uv, vec2 halfpixel) {
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vec2 tex_res = 2.0 / halfpixel;
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// coordinate of the top left texel
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// _ _ _ _
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// |x|_|_|_|
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// |_|_|_|_|
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// |_|_|_|_|
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// |_|_|_|_|
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//
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ivec2 tl_coord = ivec2(uv * tex_res + vec2(-1.5, 1.5));
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// Fetch inner square
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vec4 sum = filteredFetch(tl_coord + ivec2(1, 1));
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sum += filteredFetch(tl_coord + ivec2(2, 1));
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sum += filteredFetch(tl_coord + ivec2(1, 2));
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sum += filteredFetch(tl_coord + ivec2(2, 2));
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// Weight inner square
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sum *= 5.0;
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// Fetch border
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sum += filteredFetch(tl_coord + ivec2(0, 0));
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sum += filteredFetch(tl_coord + ivec2(1, 0));
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sum += filteredFetch(tl_coord + ivec2(2, 0));
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sum += filteredFetch(tl_coord + ivec2(3, 0));
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sum += filteredFetch(tl_coord + ivec2(0, 1));
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sum += filteredFetch(tl_coord + ivec2(3, 1));
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sum += filteredFetch(tl_coord + ivec2(0, 2));
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sum += filteredFetch(tl_coord + ivec2(3, 2));
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sum += filteredFetch(tl_coord + ivec2(0, 3));
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sum += filteredFetch(tl_coord + ivec2(1, 3));
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sum += filteredFetch(tl_coord + ivec2(2, 3));
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sum += filteredFetch(tl_coord + ivec2(3, 3));
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return sum / 32.0;
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}
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void main() {
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tgt_color = filteredDownsample(uv, halfpixel);
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}
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@ -185,8 +185,10 @@ void main() {
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vec4 aa_color = aa_apply(t_src_color, s_src_color, uv * screen_res.xy, screen_res.xy);
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// Bloom
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vec4 bloom = textureLod(sampler2D(t_src_bloom, s_src_color), uv, 0) * 0.75;
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aa_color += bloom;
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// divide by 4.0 to account for adding blurred layers together
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vec4 bloom = textureLod(sampler2D(t_src_bloom, s_src_color), uv, 0) / 4.0;
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float bloom_factor = 0.10;
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aa_color = aa_color * (1.0 - bloom_factor) + bloom * bloom_factor;
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// Tonemapping
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float exposure_offset = 1.0;
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@ -257,6 +257,11 @@ impl PlayState for CharSelectionState {
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if let Some(mut second_pass) = drawer.second_pass() {
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second_pass.draw_clouds();
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}
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// Bloom
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// TODO: make optional
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{
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drawer.run_bloom_passes()
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}
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// PostProcess and UI
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let mut third_pass = drawer.third_pass();
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third_pass.draw_postprocess();
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@ -1,7 +1,12 @@
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//! Based on: https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf
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use super::super::Consts;
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use bytemuck::{Pod, Zeroable};
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use vek::*;
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// TODO: auto-tune the number of passes to maintain roughly constant blur per
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// unit of FOV so changing resolution / FOV doesn't change the blur appearance
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// significantly
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/// Each level is a multiple of 2 smaller in both dimensions.
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/// For a total of 8 passes from the largest to the smallest to the largest
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/// again.
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@ -98,7 +103,7 @@ impl BloomLayout {
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}
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pub struct BloomPipelines {
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//pub downsample_filtered: wgpu::RenderPipeline,
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pub downsample_filtered: wgpu::RenderPipeline,
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pub downsample: wgpu::RenderPipeline,
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pub upsample: wgpu::RenderPipeline,
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}
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@ -107,7 +112,7 @@ impl BloomPipelines {
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pub fn new(
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device: &wgpu::Device,
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vs_module: &wgpu::ShaderModule,
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//downsample_filtered_fs_module: &wgpu::ShaderModule,
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downsample_filtered_fs_module: &wgpu::ShaderModule,
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downsample_fs_module: &wgpu::ShaderModule,
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upsample_fs_module: &wgpu::ShaderModule,
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target_format: wgpu::TextureFormat,
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@ -121,8 +126,9 @@ impl BloomPipelines {
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bind_group_layouts: &[&layout.layout],
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});
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let downsample_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Bloom downsample pipeline"),
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let create_pipeline = |label, fs_module, blend| {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some(label),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: vs_module,
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@ -145,51 +151,44 @@ impl BloomPipelines {
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: downsample_fs_module,
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module: fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: target_format,
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blend: None,
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blend,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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});
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})
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};
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let upsample_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Bloom upsample pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: vs_module,
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entry_point: "main",
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buffers: &[],
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let downsample_filtered_pipeline = create_pipeline(
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"Bloom downsample filtered pipeline",
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downsample_filtered_fs_module,
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None,
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);
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let downsample_pipeline =
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create_pipeline("Bloom downsample pipeline", downsample_fs_module, None);
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let upsample_pipeline = create_pipeline(
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"Bloom upsample pipeline",
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upsample_fs_module,
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Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::One,
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operation: wgpu::BlendOperation::Add,
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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clamp_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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// we don't really use this, but... we need something here
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::One,
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operation: wgpu::BlendOperation::Add,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: upsample_fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: target_format,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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});
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);
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Self {
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downsample_filtered: downsample_filtered_pipeline,
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downsample: downsample_pipeline,
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upsample: upsample_pipeline,
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}
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@ -399,7 +399,7 @@ impl Renderer {
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&views.tgt_color,
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&views.tgt_depth,
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[
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&views.tgt_color,
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&views.tgt_color_pp,
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&views.bloom_tgts[1],
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&views.bloom_tgts[2],
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&views.bloom_tgts[3],
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@ -576,7 +576,7 @@ impl Renderer {
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&self.views.tgt_color,
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&self.views.tgt_depth,
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[
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&self.views.tgt_color,
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&self.views.tgt_color_pp,
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&self.views.bloom_tgts[1],
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&self.views.bloom_tgts[2],
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&self.views.bloom_tgts[3],
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@ -252,20 +252,18 @@ impl<'frame> Drawer<'frame> {
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let locals = &self.borrow.locals;
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let views = &self.borrow.views;
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let encoder = self.encoder.as_mut().unwrap();
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let device = self.borrow.device;
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let mut encoder = self.encoder.as_mut().unwrap().scope("bloom", device);
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let mut run_bloom_pass = |bind, view, label: String, pipeline| {
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let mut run_bloom_pass = |bind, view, label: String, pipeline, load| {
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let pass_label = format!("bloom {} pass", label);
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let mut render_pass =
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encoder.scoped_render_pass(&label, device, &wgpu::RenderPassDescriptor {
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label: Some(&label),
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label: Some(&pass_label),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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resolve_target: None,
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view,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: true,
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},
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ops: wgpu::Operations { store: true, load },
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}],
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depth_stencil_attachment: None,
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});
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@ -279,16 +277,35 @@ impl<'frame> Drawer<'frame> {
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(0..bloom::NUM_SIZES - 1).for_each(|index| {
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let bind = &locals.bloom_binds[index].bind_group;
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let view = &views.bloom_tgts[index + 1];
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let label = format!("bloom downsample pass {}", index + 1);
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run_bloom_pass(bind, view, label, &pipelines.bloom.downsample);
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let label = format!("downsample {}", index + 1);
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run_bloom_pass(
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bind,
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view,
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label,
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&pipelines.bloom.downsample,
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wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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);
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});
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// Upsample filter passes
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(0..bloom::NUM_SIZES - 1).for_each(|index| {
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let bind = &locals.bloom_binds[bloom::NUM_SIZES - 1 - index].bind_group;
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let view = &views.bloom_tgts[bloom::NUM_SIZES - 2 - index];
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let label = format!("bloom upsample pass {}", index + 1);
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run_bloom_pass(bind, view, label, &pipelines.bloom.upsample);
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let label = format!("upsample {}", index + 1);
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run_bloom_pass(
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bind,
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view,
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label,
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&pipelines.bloom.upsample,
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if index + 2 == bloom::NUM_SIZES {
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// Clear for the final image since that is just stuff from the pervious frame.
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wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT)
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} else {
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// Add to less blurred images to get gradient of blur instead of a smudge>
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// https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/
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wgpu::LoadOp::Load
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},
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);
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});
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}
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@ -110,8 +110,9 @@ struct ShaderModules {
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lod_terrain_frag: wgpu::ShaderModule,
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clouds_vert: wgpu::ShaderModule,
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clouds_frag: wgpu::ShaderModule,
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duel_downsample_frag: wgpu::ShaderModule,
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duel_upsample_frag: wgpu::ShaderModule,
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dual_downsample_filtered_frag: wgpu::ShaderModule,
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dual_downsample_frag: wgpu::ShaderModule,
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dual_upsample_frag: wgpu::ShaderModule,
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postprocess_vert: wgpu::ShaderModule,
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postprocess_frag: wgpu::ShaderModule,
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blit_vert: wgpu::ShaderModule,
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@ -260,8 +261,12 @@ impl ShaderModules {
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lod_terrain_frag: create_shader("lod-terrain-frag", ShaderKind::Fragment)?,
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clouds_vert: create_shader("clouds-vert", ShaderKind::Vertex)?,
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clouds_frag: create_shader("clouds-frag", ShaderKind::Fragment)?,
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duel_downsample_frag: create_shader("duel-downsample-frag", ShaderKind::Fragment)?,
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duel_upsample_frag: create_shader("duel-upsample-frag", ShaderKind::Fragment)?,
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dual_downsample_filtered_frag: create_shader(
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"dual-downsample-filtered-frag",
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ShaderKind::Fragment,
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)?,
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dual_downsample_frag: create_shader("dual-downsample-frag", ShaderKind::Fragment)?,
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dual_upsample_frag: create_shader("dual-upsample-frag", ShaderKind::Fragment)?,
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postprocess_vert: create_shader("postprocess-vert", ShaderKind::Vertex)?,
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postprocess_frag: create_shader("postprocess-frag", ShaderKind::Fragment)?,
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blit_vert: create_shader("blit-vert", ShaderKind::Vertex)?,
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@ -550,8 +555,9 @@ fn create_ingame_and_shadow_pipelines(
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bloom::BloomPipelines::new(
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device,
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&shaders.blit_vert,
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&shaders.duel_downsample_frag,
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&shaders.duel_upsample_frag,
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&shaders.dual_downsample_filtered_frag,
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&shaders.dual_downsample_frag,
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&shaders.dual_upsample_frag,
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wgpu::TextureFormat::Rgba16Float,
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&layouts.bloom,
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)
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@ -68,8 +68,9 @@ impl assets::Compound for Shaders {
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"lod-terrain-frag",
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"clouds-vert",
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"clouds-frag",
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"duel-downsample-frag",
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"duel-upsample-frag",
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"dual-downsample-filtered-frag",
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"dual-downsample-frag",
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"dual-upsample-frag",
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"clouds-frag",
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"postprocess-vert",
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"postprocess-frag",
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