Scripting - Test updated to use includes

This commit is contained in:
Emmanuel BENOîT 2017-12-28 10:33:59 +01:00
parent 8ef9f85dc9
commit 9cb0b773c5
5 changed files with 470 additions and 460 deletions

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@ -1,3 +1,8 @@
(include "fx-bloom.srd")
(include "fx-dof.srd")
(include "fx-combine.srd")
(include "fx-fxaa.srd")
(init (init
# Compute viewport size # Compute viewport size
(locals aspect-ratio) (locals aspect-ratio)
@ -153,465 +158,5 @@
) )
) )
################################################################################
# Depth of Field
(fn dof-init ()
# Sampler used for the inputs
(sampler smp-dof
(mipmaps no)
(wrapping clamp-edge)
(sampling linear)
(lod 0 0)
)
(if $use-compute (
# Textures for both passes
(texture tx-dof-pass1 rgba-f16 $vp-width $vp-height)
(texture tx-dof-pass2 rgba-f16 $vp-width $vp-height)
# Programs
(program prg-dof-pass1 "dof-pass1.c.glsl")
(program prg-dof-pass2 "dof-pass2.c.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-dof-pass1)
(pipeline pl-dof-pass2 prg-dof-pass2)
)(
# Texture & RT for pass 1
(texture tx-dof-pass1 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass1 tx-dof-pass1)
# Texture & RT for pass 2
(texture tx-dof-pass2 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass2 tx-dof-pass2)
# TODO MAYBE ? (alias tx-dof-output tx-dof-pass2)
# Programs
(program prg-dof-pass1 "dof-pass1.f.glsl")
(program prg-dof-pass2 "dof-pass2.f.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-fullscreen prg-dof-pass1)
(pipeline pl-dof-pass2 prg-fullscreen prg-dof-pass2)
))
# Output debugging
(odbg tx-dof-pass1 hdr "DoF - First pass")
(odbg tx-dof-pass2 hdr "DoF - Output")
# Inputs
(input dof-sharp-distance 0)
(input dof-sharp-range 50)
(input dof-falloff 50)
(input dof-max-blur 16)
(input dof-samples 16)
# Input overrides
(ui-overrides
(section "Post-processing"
(section "Depth of Field"
(float "Sharp distance" dof-sharp-distance
(min 0) (max 50000) (step .1))
(float "Sharp range" dof-sharp-range
(min 0) (max 50000) (step .1))
(float "Falloff" dof-falloff
(min 0) (max 50000) (step .1))
(float "Maximum blur" dof-max-blur
(min 1) (max 64) (slider))
(int "Samples" dof-samples
(min 1) (max 64) (slider))
)
)
)
)
(fn dof-set-uniforms (prog)
(uniforms prog 2
(get-input dof-sharp-distance)
(get-input dof-sharp-range)
(get-input dof-falloff)
(get-input dof-max-blur)
)
(uniforms prog 3 (get-input dof-samples))
(uniforms prog 4 $vp-width $vp-height $time)
)
(fn dof-render (in-image in-depth)
(profiling "Depth of Field"
(uniforms-i prg-dof-pass1 0 0)
(uniforms-i prg-dof-pass2 0 0)
(if (not $use-compute) (
(use-texture 1 in-depth smp-dof)
(uniforms-i prg-dof-pass1 1 1)
(uniforms-i prg-dof-pass2 1 1)
))
# First pass
(call dof-set-uniforms prg-dof-pass1)
(use-texture 0 in-image smp-dof)
(use-pipeline pl-dof-pass1)
(if $use-compute (
(image 0 tx-dof-pass1 0)
(compute $vp-width $vp-height 1)
)(
(use-framebuffer rt-dof-pass1)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
# Second pass
(call dof-set-uniforms prg-dof-pass2)
(use-texture 0 tx-dof-pass1 smp-dof)
(use-pipeline pl-dof-pass2)
(if $use-compute (
(image 0 tx-dof-pass2 0)
(compute $vp-width $vp-height 1)
)(
(use-framebuffer rt-dof-pass2)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
)
)
################################################################################
# Bloom
(fn bloom-init ()
# Samplers
(sampler smp-bloom-blur
(sampling linear)
(mipmaps linear)
(lod 0 100)
(wrapping clamp-edge)
)
(sampler smp-bloom-input
(sampling nearest)
)
# First ping/pong texture & targets
(texture tx-bloom1 rgb-f16 $vp-width $vp-height 6)
(framebuffer rt-bloom1-lod0 (color tx-bloom1 0))
(framebuffer rt-bloom1-lod1 (color tx-bloom1 1))
(framebuffer rt-bloom1-lod2 (color tx-bloom1 2))
(framebuffer rt-bloom1-lod3 (color tx-bloom1 3))
(framebuffer rt-bloom1-lod4 (color tx-bloom1 4))
(framebuffer rt-bloom1-lod5 (color tx-bloom1 5))
(odbg tx-bloom1 hdr "Bloom")
# Second ping/pong texture & targets
(texture tx-bloom2 rgb-f16 $vp-width $vp-height 6)
(framebuffer rt-bloom2-lod0 (color tx-bloom2 0))
(framebuffer rt-bloom2-lod1 (color tx-bloom2 1))
(framebuffer rt-bloom2-lod2 (color tx-bloom2 2))
(framebuffer rt-bloom2-lod3 (color tx-bloom2 3))
(framebuffer rt-bloom2-lod4 (color tx-bloom2 4))
(framebuffer rt-bloom2-lod5 (color tx-bloom2 5))
(odbg tx-bloom2 hdr "Bloom (partial)")
# High pass program
(program prg-bloom-highpass "bloom-highpass.f.glsl")
(pipeline pl-bloom-highpass prg-fullscreen prg-bloom-highpass)
# Downsampling program
(program prg-bloom-downsample "downsample.f.glsl")
(pipeline pl-bloom-downsample prg-fullscreen prg-bloom-downsample)
# Blur pass
(program prg-bloom-blur "blur-pass.f.glsl")
(pipeline pl-bloom-blur prg-fullscreen prg-bloom-blur)
# Inputs that control the high pass filter
(input bloom-power 1.6)
(input bloom-factor 1.2)
(input bloom-output-factor 1.05)
# Inputs that control the blur weights
(input bloom-bw0 .324)
(input bloom-bw1 .232)
(input bloom-bw2 .0855)
(input bloom-bw3 .0205)
# Blur size
(input bloom-blur-size 1.3)
# Input overrides
(ui-overrides
(section "Post-processing"
(section "Bloom"
(section "Input filter"
(float "Input power" bloom-power
(min .5) (max 4) (slider))
(float "Input factor" bloom-factor
(min .5) (max 4) (slider))
(float "Output factor" bloom-output-factor
(min .5) (max 4) (slider))
)
(section "Blur"
(float "Size" bloom-blur-size
(min .5) (max 4) (slider))
(float4 "Weights"
bloom-bw0 bloom-bw1 bloom-bw2 bloom-bw3
(min 0) (max 1) (step .00005))
)
)
)
)
)
(fn bloom-render (in-scene)
(profiling "BLOOOOM!"
(uniforms-i prg-bloom-highpass 0 0)
(uniforms-i prg-bloom-highpass 1 0)
(uniforms prg-bloom-highpass 2 $vp-width $vp-height)
(uniforms-i prg-bloom-downsample 0 0)
(uniforms-i prg-bloom-blur 0 0)
# High pass
(use-texture 0 in-scene smp-bloom-input)
(uniforms prg-bloom-highpass 3
(get-input bloom-power)
(get-input bloom-factor)
(get-input bloom-output-factor)
)
(use-framebuffer rt-bloom1-lod0)
(use-pipeline pl-bloom-highpass)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
# Set up blur weights
(uniforms prg-bloom-blur 4
(get-input bloom-bw0)
(get-input bloom-bw1)
(get-input bloom-bw2)
(get-input bloom-bw3))
# Blur & downsample
(uniforms prg-bloom-blur 1 $vp-width $vp-height)
(call bloom-blur-pass 0 rt-bloom1-lod0 rt-bloom2-lod0)
(call bloom-downsample rt-bloom1-lod1 1)
(call bloom-blur-pass 1 rt-bloom1-lod1 rt-bloom2-lod1)
(call bloom-downsample rt-bloom1-lod2 2)
(call bloom-blur-pass 2 rt-bloom1-lod2 rt-bloom2-lod2)
(call bloom-downsample rt-bloom1-lod3 3)
(call bloom-blur-pass 3 rt-bloom1-lod3 rt-bloom2-lod3)
(call bloom-downsample rt-bloom1-lod4 4)
(call bloom-blur-pass 4 rt-bloom1-lod4 rt-bloom2-lod4)
(call bloom-downsample rt-bloom1-lod5 5)
(call bloom-blur-pass 5 rt-bloom1-lod5 rt-bloom2-lod5)
)
)
(fn bloom-downsample (target level)
(locals m w h)
(set m (pow 2 $level))
(set w (div $vp-width $m))
(set h (div $vp-height $m))
(use-pipeline pl-bloom-downsample)
(use-framebuffer target)
(use-texture 0 tx-bloom1 smp-bloom-blur)
(uniforms prg-bloom-downsample 1 $w $h)
(uniforms-i prg-bloom-downsample 2 (sub $level 1))
(viewport 0 0 $w $h)
(fullscreen)
(uniforms prg-bloom-blur 1 $w $h)
)
(fn bloom-blur-pass (lod fb1 fb2)
# Common stuff for both passes
(use-pipeline pl-bloom-blur)
(uniforms-i prg-bloom-blur 2 $lod)
# Pass 1
(use-framebuffer fb2)
(use-texture 0 tx-bloom1 smp-bloom-blur)
(uniforms prg-bloom-blur 3
(get-input bloom-blur-size) 0)
(fullscreen)
# Pass 2
(use-framebuffer fb1)
(use-texture 0 tx-bloom2 smp-bloom-blur)
(uniforms prg-bloom-blur 3
0 (get-input bloom-blur-size))
(fullscreen)
)
################################################################################
# Combine
(fn combine-init ()
# Assets
(sampler smp-combine-input (sampling nearest))
(sampler smp-combine-bloom
(sampling linear)
(mipmaps nearest)
(lod 0 100))
(texture tx-combined rgba-nu8 $vp-width $vp-height)
(odbg tx-combined ldr-alpha "Combined output")
(if $use-compute (
(program prg-combine "combine.c.glsl")
(pipeline pl-combine prg-combine)
)(
(framebuffer rt-combined tx-combined)
(program prg-combine "combine.f.glsl")
(pipeline pl-combine prg-fullscreen prg-combine)
))
# Bloom parameters
(input bloom-strength .45)
(input bloom-attenuation .3)
# Vignette effect
(input vignette-shape-m 1)
(input vignette-shape-p 8)
(input vignette-shape-r 1)
(input vignette-aspect-ratio .5)
(input vignette-apply-base 0)
(input vignette-apply-max 1)
# Color grading
(input cg-lift-r 0)
(input cg-lift-g 0)
(input cg-lift-b 0)
(input cg-gain-r 1)
(input cg-gain-g 1)
(input cg-gain-b 1)
(input cg-gamma-r 0)
(input cg-gamma-g 0)
(input cg-gamma-b 0)
# Input overrides
(ui-overrides
(section "Post-processing"
(section "Bloom"
(section "Output"
(float "Strength" bloom-strength
(min 0) (max 1) (slider))
(float "Attenuation / level" bloom-attenuation
(min 0) (max 1) (slider))
)
)
(section "Color grading"
(color-grading "Lift"
cg-lift-r cg-lift-g cg-lift-b
(base -.1) (unit .1))
(color-grading "Gain"
cg-gain-r cg-gain-g cg-gain-b
(base 0) (unit 1))
(color-grading "Gamma"
cg-gamma-r cg-gamma-g cg-gamma-b
(base -.9) (unit .9))
)
)
# FIXME: overrides for vignette
)
)
(fn combine-render (in-main in-bloom)
(profiling "Combine"
(uniforms-i prg-combine 0 0)
(uniforms-i prg-combine 1 1)
(use-pipeline pl-combine)
(if (not $use-compute) (
(uniforms prg-combine 2 $vp-width $vp-height)
(use-framebuffer rt-combined)
))
(use-texture 0 in-main smp-combine-input)
(use-texture 1 in-bloom smp-combine-bloom)
(uniforms prg-combine 3
(get-input bloom-strength)
(get-input bloom-attenuation))
(uniforms prg-combine 4
(get-input vignette-shape-m)
(get-input vignette-shape-p)
(get-input vignette-aspect-ratio)
(get-input vignette-shape-r))
(uniforms prg-combine 5
(get-input vignette-apply-base)
(get-input vignette-apply-max))
(uniforms prg-combine 6
(get-input cg-lift-r)
(get-input cg-lift-g)
(get-input cg-lift-b))
(uniforms prg-combine 7
(get-input cg-gain-r)
(get-input cg-gain-g)
(get-input cg-gain-b))
(uniforms prg-combine 8
(get-input cg-gamma-r)
(get-input cg-gamma-g)
(get-input cg-gamma-b))
(if $use-compute (
(image 0 tx-combined 0)
(compute $vp-width $vp-height 1)
)(
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
)
)
################################################################################
# FXAA
(fn fxaa-init ()
(program prg-fxaa "fxaa.f.glsl")
(pipeline pl-fxaa prg-fullscreen prg-fxaa)
(sampler smp-fxaa
(sampling linear)
(wrapping clamp-border))
(input fxaa-subpixel .5)
(input fxaa-et .166)
(input fxaa-et-min .0833)
(ui-overrides
(section "Post-processing"
(section "FXAA"
(float "Sub-pixel quality" fxaa-subpixel
(min 0) (max 1) (slider))
(float "Edge threshold" fxaa-et
(min .063) (max .333) (slider))
(float "Edge threshold min." fxaa-et-min
(min .0312) (max .0833) (decimals 4)
(slider))
)
)
)
)
(fn fxaa-render (in-image)
(profiling "FXAA"
(uniforms-i prg-fxaa 0 0)
(uniforms prg-fxaa 1
$vp-x $vp-y $vp-width $vp-height)
(main-output)
(viewport 0 0 $width $height)
(clear 0 0 0 0)
(use-pipeline pl-fxaa)
(use-texture 0 in-image smp-fxaa)
(uniforms prg-fxaa 2
(get-input fxaa-subpixel)
(get-input fxaa-et)
(get-input fxaa-et-min))
(viewport $vp-x $vp-y $vp-width $vp-height)
(fullscreen)
)
)
# vim: syntax=demo-srd # vim: syntax=demo-srd

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################################################################################
# Bloom
(fn bloom-init ()
# Samplers
(sampler smp-bloom-blur
(sampling linear)
(mipmaps linear)
(lod 0 100)
(wrapping clamp-edge)
)
(sampler smp-bloom-input
(sampling nearest)
)
# First ping/pong texture & targets
(texture tx-bloom1 rgb-f16 $vp-width $vp-height 6)
(framebuffer rt-bloom1-lod0 (color tx-bloom1 0))
(framebuffer rt-bloom1-lod1 (color tx-bloom1 1))
(framebuffer rt-bloom1-lod2 (color tx-bloom1 2))
(framebuffer rt-bloom1-lod3 (color tx-bloom1 3))
(framebuffer rt-bloom1-lod4 (color tx-bloom1 4))
(framebuffer rt-bloom1-lod5 (color tx-bloom1 5))
(odbg tx-bloom1 hdr "Bloom")
# Second ping/pong texture & targets
(texture tx-bloom2 rgb-f16 $vp-width $vp-height 6)
(framebuffer rt-bloom2-lod0 (color tx-bloom2 0))
(framebuffer rt-bloom2-lod1 (color tx-bloom2 1))
(framebuffer rt-bloom2-lod2 (color tx-bloom2 2))
(framebuffer rt-bloom2-lod3 (color tx-bloom2 3))
(framebuffer rt-bloom2-lod4 (color tx-bloom2 4))
(framebuffer rt-bloom2-lod5 (color tx-bloom2 5))
(odbg tx-bloom2 hdr "Bloom (partial)")
# High pass program
(program prg-bloom-highpass "bloom-highpass.f.glsl")
(pipeline pl-bloom-highpass prg-fullscreen prg-bloom-highpass)
# Downsampling program
(program prg-bloom-downsample "downsample.f.glsl")
(pipeline pl-bloom-downsample prg-fullscreen prg-bloom-downsample)
# Blur pass
(program prg-bloom-blur "blur-pass.f.glsl")
(pipeline pl-bloom-blur prg-fullscreen prg-bloom-blur)
# Inputs that control the high pass filter
(input bloom-power 1.6)
(input bloom-factor 1.2)
(input bloom-output-factor 1.05)
# Inputs that control the blur weights
(input bloom-bw0 .324)
(input bloom-bw1 .232)
(input bloom-bw2 .0855)
(input bloom-bw3 .0205)
# Blur size
(input bloom-blur-size 1.3)
# Input overrides
(ui-overrides
(section "Post-processing"
(section "Bloom"
(section "Input filter"
(float "Input power" bloom-power
(min .5) (max 4) (slider))
(float "Input factor" bloom-factor
(min .5) (max 4) (slider))
(float "Output factor" bloom-output-factor
(min .5) (max 4) (slider))
)
(section "Blur"
(float "Size" bloom-blur-size
(min .5) (max 4) (slider))
(float4 "Weights"
bloom-bw0 bloom-bw1 bloom-bw2 bloom-bw3
(min 0) (max 1) (step .00005))
)
)
)
)
)
(fn bloom-render (in-scene)
(profiling "BLOOOOM!"
(uniforms-i prg-bloom-highpass 0 0)
(uniforms-i prg-bloom-highpass 1 0)
(uniforms prg-bloom-highpass 2 $vp-width $vp-height)
(uniforms-i prg-bloom-downsample 0 0)
(uniforms-i prg-bloom-blur 0 0)
# High pass
(use-texture 0 in-scene smp-bloom-input)
(uniforms prg-bloom-highpass 3
(get-input bloom-power)
(get-input bloom-factor)
(get-input bloom-output-factor)
)
(use-framebuffer rt-bloom1-lod0)
(use-pipeline pl-bloom-highpass)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
# Set up blur weights
(uniforms prg-bloom-blur 4
(get-input bloom-bw0)
(get-input bloom-bw1)
(get-input bloom-bw2)
(get-input bloom-bw3))
# Blur & downsample
(uniforms prg-bloom-blur 1 $vp-width $vp-height)
(call bloom-blur-pass 0 rt-bloom1-lod0 rt-bloom2-lod0)
(call bloom-downsample rt-bloom1-lod1 1)
(call bloom-blur-pass 1 rt-bloom1-lod1 rt-bloom2-lod1)
(call bloom-downsample rt-bloom1-lod2 2)
(call bloom-blur-pass 2 rt-bloom1-lod2 rt-bloom2-lod2)
(call bloom-downsample rt-bloom1-lod3 3)
(call bloom-blur-pass 3 rt-bloom1-lod3 rt-bloom2-lod3)
(call bloom-downsample rt-bloom1-lod4 4)
(call bloom-blur-pass 4 rt-bloom1-lod4 rt-bloom2-lod4)
(call bloom-downsample rt-bloom1-lod5 5)
(call bloom-blur-pass 5 rt-bloom1-lod5 rt-bloom2-lod5)
)
)
(fn bloom-downsample (target level)
(locals m w h)
(set m (pow 2 $level))
(set w (div $vp-width $m))
(set h (div $vp-height $m))
(use-pipeline pl-bloom-downsample)
(use-framebuffer target)
(use-texture 0 tx-bloom1 smp-bloom-blur)
(uniforms prg-bloom-downsample 1 $w $h)
(uniforms-i prg-bloom-downsample 2 (sub $level 1))
(viewport 0 0 $w $h)
(fullscreen)
(uniforms prg-bloom-blur 1 $w $h)
)
(fn bloom-blur-pass (lod fb1 fb2)
# Common stuff for both passes
(use-pipeline pl-bloom-blur)
(uniforms-i prg-bloom-blur 2 $lod)
# Pass 1
(use-framebuffer fb2)
(use-texture 0 tx-bloom1 smp-bloom-blur)
(uniforms prg-bloom-blur 3
(get-input bloom-blur-size) 0)
(fullscreen)
# Pass 2
(use-framebuffer fb1)
(use-texture 0 tx-bloom2 smp-bloom-blur)
(uniforms prg-bloom-blur 3
0 (get-input bloom-blur-size))
(fullscreen)
)
# vim: syntax=demo-srd

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################################################################################
# Combine
(fn combine-init ()
# Assets
(sampler smp-combine-input (sampling nearest))
(sampler smp-combine-bloom
(sampling linear)
(mipmaps nearest)
(lod 0 100))
(texture tx-combined rgba-nu8 $vp-width $vp-height)
(odbg tx-combined ldr-alpha "Combined output")
(if $use-compute (
(program prg-combine "combine.c.glsl")
(pipeline pl-combine prg-combine)
)(
(framebuffer rt-combined tx-combined)
(program prg-combine "combine.f.glsl")
(pipeline pl-combine prg-fullscreen prg-combine)
))
# Bloom parameters
(input bloom-strength .45)
(input bloom-attenuation .3)
# Vignette effect
(input vignette-shape-m 1)
(input vignette-shape-p 8)
(input vignette-shape-r 1)
(input vignette-aspect-ratio .5)
(input vignette-apply-base 0)
(input vignette-apply-max 1)
# Color grading
(input cg-lift-r 0)
(input cg-lift-g 0)
(input cg-lift-b 0)
(input cg-gain-r 1)
(input cg-gain-g 1)
(input cg-gain-b 1)
(input cg-gamma-r 0)
(input cg-gamma-g 0)
(input cg-gamma-b 0)
# Input overrides
(ui-overrides
(section "Post-processing"
(section "Bloom"
(section "Output"
(float "Strength" bloom-strength
(min 0) (max 1) (slider))
(float "Attenuation / level" bloom-attenuation
(min 0) (max 1) (slider))
)
)
(section "Color grading"
(color-grading "Lift"
cg-lift-r cg-lift-g cg-lift-b
(base -.1) (unit .1))
(color-grading "Gain"
cg-gain-r cg-gain-g cg-gain-b
(base 0) (unit 1))
(color-grading "Gamma"
cg-gamma-r cg-gamma-g cg-gamma-b
(base -.9) (unit .9))
)
)
# FIXME: overrides for vignette
)
)
(fn combine-render (in-main in-bloom)
(profiling "Combine"
(uniforms-i prg-combine 0 0)
(uniforms-i prg-combine 1 1)
(use-pipeline pl-combine)
(if (not $use-compute) (
(uniforms prg-combine 2 $vp-width $vp-height)
(use-framebuffer rt-combined)
))
(use-texture 0 in-main smp-combine-input)
(use-texture 1 in-bloom smp-combine-bloom)
(uniforms prg-combine 3
(get-input bloom-strength)
(get-input bloom-attenuation))
(uniforms prg-combine 4
(get-input vignette-shape-m)
(get-input vignette-shape-p)
(get-input vignette-aspect-ratio)
(get-input vignette-shape-r))
(uniforms prg-combine 5
(get-input vignette-apply-base)
(get-input vignette-apply-max))
(uniforms prg-combine 6
(get-input cg-lift-r)
(get-input cg-lift-g)
(get-input cg-lift-b))
(uniforms prg-combine 7
(get-input cg-gain-r)
(get-input cg-gain-g)
(get-input cg-gain-b))
(uniforms prg-combine 8
(get-input cg-gamma-r)
(get-input cg-gamma-g)
(get-input cg-gamma-b))
(if $use-compute (
(image 0 tx-combined 0)
(compute $vp-width $vp-height 1)
)(
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
)
)
# vim: syntax=demo-srd

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################################################################################
# Depth of Field
(fn dof-init ()
# Sampler used for the inputs
(sampler smp-dof
(mipmaps no)
(wrapping clamp-edge)
(sampling linear)
(lod 0 0)
)
(if $use-compute (
# Textures for both passes
(texture tx-dof-pass1 rgba-f16 $vp-width $vp-height)
(texture tx-dof-pass2 rgba-f16 $vp-width $vp-height)
# Programs
(program prg-dof-pass1 "dof-pass1.c.glsl")
(program prg-dof-pass2 "dof-pass2.c.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-dof-pass1)
(pipeline pl-dof-pass2 prg-dof-pass2)
)(
# Texture & RT for pass 1
(texture tx-dof-pass1 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass1 tx-dof-pass1)
# Texture & RT for pass 2
(texture tx-dof-pass2 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass2 tx-dof-pass2)
# TODO MAYBE ? (alias tx-dof-output tx-dof-pass2)
# Programs
(program prg-dof-pass1 "dof-pass1.f.glsl")
(program prg-dof-pass2 "dof-pass2.f.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-fullscreen prg-dof-pass1)
(pipeline pl-dof-pass2 prg-fullscreen prg-dof-pass2)
))
# Output debugging
(odbg tx-dof-pass1 hdr "DoF - First pass")
(odbg tx-dof-pass2 hdr "DoF - Output")
# Inputs
(input dof-sharp-distance 0)
(input dof-sharp-range 50)
(input dof-falloff 50)
(input dof-max-blur 16)
(input dof-samples 16)
# Input overrides
(ui-overrides
(section "Post-processing"
(section "Depth of Field"
(float "Sharp distance" dof-sharp-distance
(min 0) (max 50000) (step .1))
(float "Sharp range" dof-sharp-range
(min 0) (max 50000) (step .1))
(float "Falloff" dof-falloff
(min 0) (max 50000) (step .1))
(float "Maximum blur" dof-max-blur
(min 1) (max 64) (slider))
(int "Samples" dof-samples
(min 1) (max 64) (slider))
)
)
)
)
(fn dof-set-uniforms (prog)
(uniforms prog 2
(get-input dof-sharp-distance)
(get-input dof-sharp-range)
(get-input dof-falloff)
(get-input dof-max-blur)
)
(uniforms prog 3 (get-input dof-samples))
(uniforms prog 4 $vp-width $vp-height $time)
)
(fn dof-render (in-image in-depth)
(profiling "Depth of Field"
(uniforms-i prg-dof-pass1 0 0)
(uniforms-i prg-dof-pass2 0 0)
(if (not $use-compute) (
(use-texture 1 in-depth smp-dof)
(uniforms-i prg-dof-pass1 1 1)
(uniforms-i prg-dof-pass2 1 1)
))
# First pass
(call dof-set-uniforms prg-dof-pass1)
(use-texture 0 in-image smp-dof)
(use-pipeline pl-dof-pass1)
(if $use-compute (
(image 0 tx-dof-pass1 0)
(compute $vp-width $vp-height 1)
)(
(use-framebuffer rt-dof-pass1)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
# Second pass
(call dof-set-uniforms prg-dof-pass2)
(use-texture 0 tx-dof-pass1 smp-dof)
(use-pipeline pl-dof-pass2)
(if $use-compute (
(image 0 tx-dof-pass2 0)
(compute $vp-width $vp-height 1)
)(
(use-framebuffer rt-dof-pass2)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
)
)
# vim: syntax=demo-srd

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################################################################################
# FXAA
(fn fxaa-init ()
(program prg-fxaa "fxaa.f.glsl")
(pipeline pl-fxaa prg-fullscreen prg-fxaa)
(sampler smp-fxaa
(sampling linear)
(wrapping clamp-border))
(input fxaa-subpixel .5)
(input fxaa-et .166)
(input fxaa-et-min .0833)
(ui-overrides
(section "Post-processing"
(section "FXAA"
(float "Sub-pixel quality" fxaa-subpixel
(min 0) (max 1) (slider))
(float "Edge threshold" fxaa-et
(min .063) (max .333) (slider))
(float "Edge threshold min." fxaa-et-min
(min .0312) (max .0833) (decimals 4)
(slider))
)
)
)
)
(fn fxaa-render (in-image)
(profiling "FXAA"
(uniforms-i prg-fxaa 0 0)
(uniforms prg-fxaa 1
$vp-x $vp-y $vp-width $vp-height)
(main-output)
(viewport 0 0 $width $height)
(clear 0 0 0 0)
(use-pipeline pl-fxaa)
(use-texture 0 in-image smp-fxaa)
(uniforms prg-fxaa 2
(get-input fxaa-subpixel)
(get-input fxaa-et)
(get-input fxaa-et-min))
(viewport $vp-x $vp-y $vp-width $vp-height)
(fullscreen)
)
)
# vim: syntax=demo-srd