Examples/DeferredShading: Improve bloom quality
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@ -20,7 +20,8 @@ external
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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[builtin(fragcoord)] fragcoord: vec4<f32>,
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[location(0)] uv: vec2<f32>
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}
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struct FragOut
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@ -30,31 +31,38 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>,
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[location(1)] uv: vec2<f32>
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}
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struct VertOut
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{
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[builtin(position)] position: vec4<f32>
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[builtin(position)] position: vec4<f32>,
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[location(0)] uv: vec2<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let BrightLuminance = 0.8;
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/*let BrightLuminance = 0.8;
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let BrightMiddleGrey = 0.5;
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let BrightThreshold = 0.7;
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize * 10.0;
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let color = colorTexture.Sample(fragcoord).rgb;
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let color = colorTexture.Sample(input.uv).rgb;
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color *= BrightMiddleGrey / BrightLuminance;
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color *= vec3<f32>(1.0, 1.0, 1.0) + (color / (BrightThreshold*BrightThreshold));
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color -= vec3<f32>(0.5, 0.5, 0.5);
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color /= vec3<f32>(1.0, 1.0, 1.0) + color;
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color /= vec3<f32>(1.0, 1.0, 1.0) + color;*/
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let output: FragOut;
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output.color = vec4<f32>(max(color, vec3<f32>(0.0, 0.0, 0.0)), 1.0);
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//output.color = vec4<f32>(max(color, vec3<f32>(0.0, 0.0, 0.0)), 1.0);
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let color = colorTexture.Sample(input.uv).rgb;
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let brightness = dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
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if (brightness > 1.0)
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output.color = vec4<f32>(color, 1.0);
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else
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output.color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return output;
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}
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@ -63,7 +71,8 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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@ -15,7 +15,7 @@ struct ViewerData
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] colorTexture: sampler2D<f32>,
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//[set(0), binding(1)] colorTexture: sampler2D<f32>,
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[set(0), binding(2)] bloomTexture: sampler2D<f32>,
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}
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@ -31,7 +31,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>
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}
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struct VertOut
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@ -45,7 +45,7 @@ fn main(input: FragIn) -> FragOut
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
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let output: FragOut;
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output.color = colorTexture.Sample(fragcoord) + bloomTexture.Sample(fragcoord);
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output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(fragcoord);
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return output;
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}
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@ -54,7 +54,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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return output;
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}
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@ -15,7 +15,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>,
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[location(0)] pos: vec2<f32>,
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[location(1)] uv: vec2<f32>
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}
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@ -40,7 +40,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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output.vertUV = input.uv;
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return output;
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}
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@ -12,10 +12,18 @@ struct ViewerData
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eyePosition: vec3<f32>
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}
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[layout(std140)]
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struct BlurData
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{
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direction: vec2<f32>,
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sizeFactor: f32
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}
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] colorTexture: sampler2D<f32>,
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[set(0), binding(2)] blurData: uniform<BlurData>
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}
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struct FragIn
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@ -30,7 +38,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>
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}
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struct VertOut
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@ -41,26 +49,16 @@ struct VertOut
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let invTargetSize = viewerData.invRenderTargetSize * 10.0;
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let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
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let fragcoord = input.fragcoord.xy * invTargetSize;
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let color = colorTexture.Sample(fragcoord).rgb * 0.2270270270;
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let filter = vec2<f32>(1.0, 0.0);
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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filter = vec2<f32>(0.0, 1.0);
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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@ -72,7 +70,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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return output;
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}
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@ -30,7 +30,7 @@ struct FragOut
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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[location(0)] pos: vec2<f32>
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}
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struct VertOut
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@ -60,7 +60,7 @@ fn main(input: FragIn) -> FragOut
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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output.position = vec4<f32>(input.pos, 0.0, 1.0);
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return output;
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}
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@ -11,6 +11,8 @@
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NAZARA_REQUEST_DEDICATED_GPU()
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constexpr std::size_t BloomSubdivisionCount = 5;
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/*
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[layout(std140)]
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struct PointLight
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@ -325,7 +327,7 @@ int main()
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}
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const std::shared_ptr<const Nz::VertexDeclaration>& fullscreenVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
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const std::shared_ptr<const Nz::VertexDeclaration>& fullscreenVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XY_UV);
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unsigned int offscreenWidth = windowSize.x;
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@ -353,15 +355,60 @@ int main()
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fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_bright.nzsl", {}));
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std::shared_ptr<Nz::ShaderBinding> bloomBrightShaderBinding;
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std::shared_ptr<Nz::ShaderBinding> gaussianBlurShaderBinding;
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std::shared_ptr<Nz::RenderPipeline> bloomBrightPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer);
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// Gaussian Blur
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fullscreenPipelineInfoViewer.shaderModules.clear();
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fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gaussian_blur.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> gaussianBlurPipeline = device->InstantiateRenderPipeline(fullscreenPipelineInfoViewer);
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Nz::RenderPipelineLayoutInfo gaussianBlurPipelineLayoutInfo = fullscreenPipelineLayoutInfoViewer;
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gaussianBlurPipelineLayoutInfo.bindings.push_back({
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0, 2,
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Nz::ShaderBindingType::UniformBuffer,
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Nz::ShaderStageType::Fragment,
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});
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Nz::RenderPipelineInfo gaussianBlurPipelineInfo = fullscreenPipelineInfoViewer;
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gaussianBlurPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(gaussianBlurPipelineLayoutInfo);
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Nz::FieldOffsets gaussianBlurDataOffsets(Nz::StructLayout::Std140);
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std::size_t gaussianBlurDataDirection = gaussianBlurDataOffsets.AddField(Nz::StructFieldType::Float2);
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std::size_t gaussianBlurDataSize = gaussianBlurDataOffsets.AddField(Nz::StructFieldType::Float1);
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gaussianBlurPipelineInfo.shaderModules.clear();
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gaussianBlurPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gaussian_blur.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> gaussianBlurPipeline = device->InstantiateRenderPipeline(gaussianBlurPipelineInfo);
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std::vector<std::shared_ptr<Nz::ShaderBinding>> gaussianBlurShaderBinding(BloomSubdivisionCount * 2);
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std::vector<Nz::UInt8> gaussianBlurData(gaussianBlurDataOffsets.GetSize());
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std::vector<std::shared_ptr<Nz::AbstractBuffer>> gaussianBlurUbos;
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float sizeFactor = 2.f;
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for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
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{
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Nz::AccessByOffset<Nz::Vector2f&>(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(1.f, 0.f);
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Nz::AccessByOffset<float&>(gaussianBlurData.data(), gaussianBlurDataSize) = sizeFactor;
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std::shared_ptr<Nz::AbstractBuffer> horizontalBlurData = device->InstantiateBuffer(Nz::BufferType::Uniform);
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if (!horizontalBlurData->Initialize(gaussianBlurDataOffsets.GetSize(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
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return __LINE__;
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horizontalBlurData->Fill(gaussianBlurData.data(), 0, gaussianBlurDataOffsets.GetSize());
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Nz::AccessByOffset<Nz::Vector2f&>(gaussianBlurData.data(), gaussianBlurDataDirection) = Nz::Vector2f(0.f, 1.f);
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std::shared_ptr<Nz::AbstractBuffer> verticalBlurData = device->InstantiateBuffer(Nz::BufferType::Uniform);
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if (!verticalBlurData->Initialize(gaussianBlurDataOffsets.GetSize(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
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return __LINE__;
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verticalBlurData->Fill(gaussianBlurData.data(), 0, gaussianBlurDataOffsets.GetSize());
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sizeFactor *= 2.f;
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gaussianBlurUbos.push_back(horizontalBlurData);
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gaussianBlurUbos.push_back(verticalBlurData);
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}
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// Tone mapping
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std::shared_ptr<Nz::ShaderBinding> toneMappingShaderBinding;
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@ -373,14 +420,16 @@ int main()
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// Bloom blend
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std::shared_ptr<Nz::ShaderBinding> bloomBlitBinding;
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Nz::RenderPipelineLayoutInfo bloomBlendPipelineLayoutInfo;
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Nz::Graphics::FillViewerPipelineLayout(bloomBlendPipelineLayoutInfo, 0);
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bloomBlendPipelineLayoutInfo.bindings.push_back({
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/*bloomBlendPipelineLayoutInfo.bindings.push_back({
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0, 1,
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Nz::ShaderBindingType::Texture,
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Nz::ShaderStageType::Fragment,
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});
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});*/
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bloomBlendPipelineLayoutInfo.bindings.push_back({
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0, 2,
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@ -390,6 +439,9 @@ int main()
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Nz::RenderPipelineInfo bloomBlendPipelineInfo;
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bloomBlendPipelineInfo.blending = true;
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bloomBlendPipelineInfo.blend.dstColor = Nz::BlendFunc::One;
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bloomBlendPipelineInfo.blend.srcColor = Nz::BlendFunc::One;
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bloomBlendPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
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bloomBlendPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomBlendPipelineLayoutInfo);
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bloomBlendPipelineInfo.vertexBuffers.push_back({
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@ -401,7 +453,7 @@ int main()
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std::shared_ptr<Nz::RenderPipeline> bloomBlendPipeline = device->InstantiateRenderPipeline(bloomBlendPipelineInfo);
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std::shared_ptr<Nz::ShaderBinding> bloomBlendShaderBinding;
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std::vector<std::shared_ptr<Nz::ShaderBinding>> bloomBlendShaderBinding(BloomSubdivisionCount);
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// Fullscreen data
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@ -476,18 +528,18 @@ int main()
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std::vector<std::shared_ptr<Nz::ShaderBinding>> lightingShaderBindings;
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std::array<Nz::VertexStruct_XYZ_UV, 3> vertexData = {
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std::array<Nz::VertexStruct_XY_UV, 3> vertexData = {
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{
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{
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Nz::Vector3f(-1.f, 1.f, 0.0f),
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Nz::Vector2f(-1.f, 1.f),
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Nz::Vector2f(0.0f, 1.0f),
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},
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{
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Nz::Vector3f(-1.f, -3.f, 0.0f),
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Nz::Vector2f(-1.f, -3.f),
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Nz::Vector2f(0.0f, -1.0f),
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},
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{
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Nz::Vector3f(3.f, 1.f, 0.0f),
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Nz::Vector2f(3.f, 1.f),
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Nz::Vector2f(2.0f, 1.0f),
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}
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}
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@ -558,9 +610,9 @@ int main()
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std::size_t positionTexture;
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std::size_t depthBuffer1;
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std::size_t depthBuffer2;
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std::size_t bloomBrightOutput;
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std::size_t bloomOutput;
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std::size_t bloomTextureA;
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std::size_t bloomTextureB;
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std::vector<std::size_t> bloomTextures(BloomSubdivisionCount * 2);
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std::size_t lightOutput;
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std::size_t toneMappingOutput;
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@ -625,19 +677,33 @@ int main()
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Nz::PixelFormat::RGBA16F
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});
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bloomTextureA = graph.AddAttachment({
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"Bloom texture A",
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unsigned int bloomSize = 50'000;
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bloomBrightOutput = graph.AddAttachment({
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"Bloom bright output",
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Nz::PixelFormat::RGBA16F,
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10'000,
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10'000
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bloomSize,
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bloomSize
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});
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bloomTextureB = graph.AddAttachment({
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"Bloom texture B",
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Nz::PixelFormat::RGBA16F,
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10'000,
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10'000
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});
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for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
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{
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bloomTextures[i * 2 + 0] = graph.AddAttachment({
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"Bloom texture #" + std::to_string(i),
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Nz::PixelFormat::RGBA16F,
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bloomSize,
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bloomSize
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});
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bloomTextures[i * 2 + 1] = graph.AddAttachment({
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"Bloom texture #" + std::to_string(i),
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Nz::PixelFormat::RGBA16F,
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bloomSize,
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bloomSize
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});
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bloomSize /= 2;
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}
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toneMappingOutput = graph.AddAttachment({
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"Tone mapping",
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@ -768,39 +834,73 @@ int main()
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});
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bloomBrightPass.AddInput(lightOutput);
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bloomBrightPass.AddOutput(bloomTextureA);
|
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bloomBrightPass.AddOutput(bloomBrightOutput);
|
||||
|
||||
Nz::FramePass& bloomBlurPass = graph.AddPass("Bloom pass - gaussian blur");
|
||||
bloomBlurPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
|
||||
std::size_t bloomTextureIndex = 0;
|
||||
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
|
||||
{
|
||||
builder.SetScissor(renderArea);
|
||||
builder.SetViewport(renderArea);
|
||||
Nz::FramePass& bloomBlurPassHorizontal = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - horizontal");
|
||||
bloomBlurPassHorizontal.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
|
||||
{
|
||||
builder.SetScissor(renderArea);
|
||||
builder.SetViewport(renderArea);
|
||||
|
||||
builder.BindShaderBinding(0, *gaussianBlurShaderBinding);
|
||||
builder.BindPipeline(*gaussianBlurPipeline);
|
||||
builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
|
||||
builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
|
||||
builder.BindPipeline(*gaussianBlurPipeline);
|
||||
builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
|
||||
|
||||
builder.Draw(3);
|
||||
});
|
||||
bloomBlurPass.SetExecutionCallback([&]
|
||||
{
|
||||
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
|
||||
});
|
||||
builder.Draw(3);
|
||||
});
|
||||
|
||||
bloomBlurPassHorizontal.SetExecutionCallback([&]
|
||||
{
|
||||
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
|
||||
});
|
||||
|
||||
bloomBlurPassHorizontal.AddInput((i == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]);
|
||||
bloomBlurPassHorizontal.AddOutput(bloomTextures[bloomTextureIndex]);
|
||||
|
||||
Nz::FramePass& bloomBlurPassVertical = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - vertical");
|
||||
bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
|
||||
{
|
||||
builder.SetScissor(renderArea);
|
||||
builder.SetViewport(renderArea);
|
||||
|
||||
builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
|
||||
builder.BindPipeline(*gaussianBlurPipeline);
|
||||
builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
|
||||
|
||||
builder.Draw(3);
|
||||
});
|
||||
|
||||
bloomBlurPassVertical.SetExecutionCallback([&]
|
||||
{
|
||||
return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
|
||||
});
|
||||
|
||||
bloomBlurPassVertical.AddInput(bloomTextures[bloomTextureIndex++]);
|
||||
bloomBlurPassVertical.AddOutput(bloomTextures[bloomTextureIndex]);
|
||||
}
|
||||
|
||||
bloomBlurPass.AddInput(bloomTextureA);
|
||||
bloomBlurPass.AddOutput(bloomTextureB);
|
||||
|
||||
Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend");
|
||||
bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
|
||||
{
|
||||
builder.SetScissor(renderArea);
|
||||
builder.SetViewport(renderArea);
|
||||
|
||||
builder.BindShaderBinding(0, *bloomBlendShaderBinding);
|
||||
builder.BindPipeline(*bloomBlendPipeline);
|
||||
builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
|
||||
|
||||
// Blit light output
|
||||
builder.BindPipeline(*Nz::Graphics::Instance()->GetBlitPipeline(false));
|
||||
builder.BindShaderBinding(0, *bloomBlitBinding);
|
||||
builder.Draw(3);
|
||||
|
||||
// Blend bloom
|
||||
builder.BindPipeline(*bloomBlendPipeline);
|
||||
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
|
||||
{
|
||||
builder.BindShaderBinding(0, *bloomBlendShaderBinding[i]);
|
||||
builder.Draw(3);
|
||||
}
|
||||
});
|
||||
|
||||
bloomBlendPass.SetExecutionCallback([&]
|
||||
|
|
@ -809,7 +909,9 @@ int main()
|
|||
});
|
||||
|
||||
bloomBlendPass.AddInput(lightOutput);
|
||||
bloomBlendPass.AddInput(bloomTextureB);
|
||||
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
|
||||
bloomBlendPass.AddInput(bloomTextures[i * 2 + 1]);
|
||||
|
||||
bloomBlendPass.AddOutput(bloomOutput);
|
||||
|
||||
Nz::FramePass& toneMappingPass = graph.AddPass("Tone mapping");
|
||||
|
|
@ -1048,50 +1150,77 @@ int main()
|
|||
}
|
||||
});
|
||||
|
||||
frame.PushForRelease(std::move(gaussianBlurShaderBinding));
|
||||
std::size_t bloomTextureIndex = 0;
|
||||
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
|
||||
{
|
||||
for (std::size_t j = 0; j < 2; ++j)
|
||||
{
|
||||
frame.PushForRelease(std::move(gaussianBlurShaderBinding[i * 2 + j]));
|
||||
|
||||
gaussianBlurShaderBinding = fullscreenPipelineInfoViewer.pipelineLayout->AllocateShaderBinding(0);
|
||||
gaussianBlurShaderBinding->Update({
|
||||
{
|
||||
0,
|
||||
Nz::ShaderBinding::UniformBufferBinding {
|
||||
viewerInstance.GetViewerBuffer().get(),
|
||||
0, viewerInstance.GetViewerBuffer()->GetSize()
|
||||
}
|
||||
},
|
||||
{
|
||||
1,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(bloomTextureA).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
gaussianBlurShaderBinding[i * 2 + j] = gaussianBlurPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0);
|
||||
gaussianBlurShaderBinding[i * 2 + j]->Update({
|
||||
{
|
||||
0,
|
||||
Nz::ShaderBinding::UniformBufferBinding {
|
||||
viewerInstance.GetViewerBuffer().get(),
|
||||
0, viewerInstance.GetViewerBuffer()->GetSize()
|
||||
}
|
||||
},
|
||||
{
|
||||
1,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture((i == 0 && j == 0) ? bloomBrightOutput : bloomTextures[bloomTextureIndex++]).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
},
|
||||
{
|
||||
2,
|
||||
Nz::ShaderBinding::UniformBufferBinding {
|
||||
gaussianBlurUbos[i * 2 + j].get(),
|
||||
0, gaussianBlurUbos[i * 2 + j]->GetSize()
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
frame.PushForRelease(std::move(bloomBlendShaderBinding));
|
||||
frame.PushForRelease(std::move(bloomBlendShaderBinding[i]));
|
||||
|
||||
bloomBlendShaderBinding = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
|
||||
bloomBlendShaderBinding->Update({
|
||||
bloomBlendShaderBinding[i] = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
|
||||
bloomBlendShaderBinding[i]->Update({
|
||||
{
|
||||
0,
|
||||
Nz::ShaderBinding::UniformBufferBinding {
|
||||
viewerInstance.GetViewerBuffer().get(),
|
||||
0, viewerInstance.GetViewerBuffer()->GetSize()
|
||||
}
|
||||
},
|
||||
/*{
|
||||
1,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(lightOutput).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
},*/
|
||||
{
|
||||
2,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(bloomTextures[i * 2 + 1]).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
frame.PushForRelease(std::move(bloomBlitBinding));
|
||||
|
||||
bloomBlitBinding = Nz::Graphics::Instance()->GetBlitPipelineLayout()->AllocateShaderBinding(0);
|
||||
bloomBlitBinding->Update({
|
||||
{
|
||||
0,
|
||||
Nz::ShaderBinding::UniformBufferBinding {
|
||||
viewerInstance.GetViewerBuffer().get(),
|
||||
0, viewerInstance.GetViewerBuffer()->GetSize()
|
||||
}
|
||||
},
|
||||
{
|
||||
1,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(lightOutput).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
},
|
||||
{
|
||||
2,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(bloomTextureB).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue