Emmanuel BENOîT
422ab564f3
+ Basic structures + Partial implementation in the sync manager + Partial implementation of the single float override + Silly hardcoded tests in the demo/main files
476 lines
12 KiB
Text
476 lines
12 KiB
Text
(init
|
|
# Compute viewport size
|
|
(locals aspect-ratio)
|
|
(set aspect-ratio (div 16 9))
|
|
(if (cmp-gt (div $width $aspect-ratio) $height)
|
|
(
|
|
(set vp-height $height)
|
|
(set vp-width (mul $height $aspect-ratio))
|
|
)(
|
|
(set vp-width $width)
|
|
(set vp-height (div $width $aspect-ratio))
|
|
)
|
|
)
|
|
# Viewport location
|
|
(set vp-x (div (sub $width $vp-width) 2))
|
|
(set vp-y (div (sub $height $vp-height) 2))
|
|
|
|
(program prg-fullscreen "fullscreen.v.glsl")
|
|
|
|
(call scene-init)
|
|
(call dof-init)
|
|
(call bloom-init)
|
|
(call combine-init)
|
|
(call fxaa-init)
|
|
)
|
|
|
|
(frame
|
|
(profiling "Frame render"
|
|
(call scene-render)
|
|
(call dof-render tx-scene-output tx-scene-depth)
|
|
(call bloom-render tx-scene-output)
|
|
(call combine-render tx-dof-pass2 tx-bloom1)
|
|
(call fxaa-render tx-combined)
|
|
)
|
|
)
|
|
|
|
|
|
################################################################################
|
|
# Scene
|
|
|
|
(fn scene-init ()
|
|
(texture tx-scene-output rgb-f16 $vp-width $vp-height)
|
|
(texture tx-scene-depth r-f16 $vp-width $vp-height)
|
|
(framebuffer rt-scene
|
|
(color tx-scene-output)
|
|
(color tx-scene-depth))
|
|
|
|
(program prg-scene-p1 "scene.f.glsl")
|
|
(pipeline pl-scene-p1 prg-fullscreen prg-scene-p1)
|
|
|
|
(odbg tx-scene-output hdr "Scene output")
|
|
(odbg tx-scene-depth depth "Scene depth")
|
|
|
|
(input camera-pos-x 0)
|
|
(input camera-pos-y 0)
|
|
(input camera-pos-z 30)
|
|
(input camera-lookat-x 0)
|
|
(input camera-lookat-y 0)
|
|
(input camera-lookat-z 0)
|
|
(input camera-up-x 0)
|
|
(input camera-up-y 1)
|
|
(input camera-up-z 0)
|
|
(input camera-nearplane 2)
|
|
|
|
(input raymarcher-iterations 256)
|
|
(input raymarcher-step 1.2)
|
|
(input raymarcher-epsilon .00001)
|
|
(input raymarcher-max-dist 250)
|
|
(input raymarcher-correction 10)
|
|
|
|
(input fog .00015)
|
|
)
|
|
|
|
(fn scene-render ()
|
|
(profiling "Scene render"
|
|
# FIXME temp - we'll need to do init right before this
|
|
# can be moved back to initialisation
|
|
(uniforms prg-scene-p1 1 $vp-width $vp-height)
|
|
|
|
(uniforms prg-scene-p1 0 $time)
|
|
(uniforms prg-scene-p1 2
|
|
(get-input camera-pos-x)
|
|
(get-input camera-pos-y)
|
|
(get-input camera-pos-z)
|
|
)
|
|
(uniforms prg-scene-p1 3
|
|
(get-input camera-lookat-x)
|
|
(get-input camera-lookat-y)
|
|
(get-input camera-lookat-z)
|
|
)
|
|
(uniforms prg-scene-p1 4
|
|
(get-input camera-up-x)
|
|
(get-input camera-up-y)
|
|
(get-input camera-up-z)
|
|
)
|
|
(uniforms prg-scene-p1 5
|
|
(get-input camera-nearplane)
|
|
)
|
|
(uniforms prg-scene-p1 6
|
|
(get-input raymarcher-iterations)
|
|
(get-input raymarcher-step)
|
|
(get-input raymarcher-epsilon)
|
|
(get-input raymarcher-max-dist)
|
|
)
|
|
(uniforms prg-scene-p1 7 (get-input fog))
|
|
(uniforms-i prg-scene-p1 8 (get-input raymarcher-correction))
|
|
(use-pipeline pl-scene-p1)
|
|
(use-framebuffer rt-scene)
|
|
(viewport 0 0 $vp-width $vp-height)
|
|
(fullscreen)
|
|
)
|
|
)
|
|
|
|
################################################################################
|
|
# Depth of Field
|
|
|
|
(fn dof-init ()
|
|
# Sampler used for the inputs
|
|
(sampler smp-dof
|
|
(mipmaps no)
|
|
(wrapping clamp-edge)
|
|
(sampling linear)
|
|
(lod 0 0)
|
|
)
|
|
|
|
# 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)
|
|
|
|
# Output debugging
|
|
(odbg tx-dof-pass1 hdr "DoF - First pass")
|
|
(odbg tx-dof-pass2 hdr "DoF - Output")
|
|
|
|
# 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)
|
|
|
|
# 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
|
|
{ NOT IMPLEMENTED
|
|
(ui-overrides
|
|
(section "Post-processing"
|
|
(section "Depth of Field"
|
|
(float dof-sharp-distance (min 0) (max 1000) (step .1))
|
|
(float dof-sharp-range (min 0) (max 500) (step .1))
|
|
(float dof-falloff (min 0) (max 500) (step .1))
|
|
(float dof-max-blur (min 1) (max 64) (step .1))
|
|
(int dof-samples (min 1) (max 64) (step .1))
|
|
)
|
|
)
|
|
)
|
|
}
|
|
)
|
|
|
|
(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"
|
|
(use-texture 1 in-depth smp-dof)
|
|
|
|
# FIXME temp - we'll need to do init right before this
|
|
# can be moved back to initialisation
|
|
(uniforms-i prg-dof-pass1 0 0)
|
|
(uniforms-i prg-dof-pass1 1 1)
|
|
(uniforms-i prg-dof-pass2 0 0)
|
|
(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)
|
|
(use-framebuffer rt-dof-pass1)
|
|
(fullscreen)
|
|
|
|
# Second pass
|
|
(call dof-set-uniforms prg-dof-pass2)
|
|
(use-texture 0 tx-dof-pass1 smp-dof)
|
|
(use-pipeline pl-dof-pass2)
|
|
(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
|
|
# FIXME I don't remember what they actually do, rename them later
|
|
(input bloom-filter0 1.6)
|
|
(input bloom-filter1 1.2)
|
|
(input bloom-filter2 .95)
|
|
|
|
# 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)
|
|
)
|
|
|
|
(fn bloom-render (in-scene)
|
|
(profiling "BLOOOOM!"
|
|
# FIXME temp - we'll need to do init right before this
|
|
# can be moved back to initialisation
|
|
(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-filter0)
|
|
(get-input bloom-filter1)
|
|
(get-input bloom-filter2)
|
|
)
|
|
(use-framebuffer rt-bloom1-lod0)
|
|
(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 (inv (pow 2 $level)))
|
|
(set w (mul $vp-width $m))
|
|
(set h (mul $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")
|
|
(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)
|
|
)
|
|
|
|
(fn combine-render (in-main in-bloom)
|
|
(profiling "Combine"
|
|
# FIXME temp - we'll need to do init right before this
|
|
# can be moved back to initialisation
|
|
(uniforms-i prg-combine 0 0)
|
|
(uniforms-i prg-combine 1 1)
|
|
(uniforms prg-combine 2 $vp-width $vp-height)
|
|
|
|
(use-pipeline pl-combine)
|
|
(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))
|
|
(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)
|
|
)
|
|
|
|
(fn fxaa-render (in-image)
|
|
(profiling "FXAA"
|
|
# FIXME temp - we'll need to do init right before this
|
|
# can be moved back to initialisation
|
|
(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
|