399 lines
26 KiB
Text
399 lines
26 KiB
Text
# ============================================================================
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# post.ludic — the HDR frame and what happens to it: a 16-bit float scene
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# target, a mip-chain bloom (13-tap down, tent up), and the tonemap composite
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# (exposure, ACES, vignette, saturation, contrast, dither) to the screen.
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# ============================================================================
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const BLOOM_LEVELS: int = 6
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let post_auto: bool = true
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# ---- the grade ------------------------------------------------------------------------------
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# White balance, the shadows' floor and the highlights' gain. These were nine literals bound at
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# the draw, so the game had the same colour at seven in the morning as at one in the afternoon -
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# every knob a grade needs, and no hand on any of them. daylight.ludic owns them now and writes
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# them from the sun's own elevation; the values here are what they used to be hard-coded to, so a
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# program that never starts a day looks exactly as it did.
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# They are plain ints rather than a v3 on purpose: a grade is written by daylight_set, which can
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# run before post_init has allocated anything, and nine ints cannot be null.
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let post_contact: float = 1.25 # 1.25: how hard a thing is darkened where it meets the ground
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# ---- volumetric light ----------------------------------------------------------------------
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# Half resolution on purpose: in-scattered light is smooth, a shaft has no sharp edge, and the
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# march is the whole cost of the pass. post_vol_steps is the quality dial; 0 switches it off
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# and the pass is skipped entirely rather than run at one step.
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let post_vol_steps: float = 24.0 # 24
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let post_vol_far: float = 800.0 # 800 m
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let post_vol_g: float = 0.6 # 0.6: air throws light forward
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let post_vol_mist_h: float = 40.0 # 40 m
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# Spatial anti-aliasing, in the sharpen pass because that pass already reads this pixel's
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# neighbourhood and runs last on the LDR image. 1 on, 0 off; the game's setting drives it.
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let post_fxaa: float = 1.0
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# ---- depth of field ------------------------------------------------------------------------
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# Off in ordinary play - the pass is skipped whole, not run at zero radius. The game turns it on
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# behind the viewfinder and says what to focus on.
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let post_dof_focus: float = 10.0 # 10 m
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let post_dof_aperture: float = 0.0 # 0 = no lens, and no pass
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let post_dof_max: float = 12.0 # 12 px
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# the LDR image is 10-bit while the output is HDR10: PQ in 8 bits bands
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function post_ldr_fmt(render3d_st: Render3dState) -> int { if gpu_hdr_active(render3d_st) { return GL_RGB10_A2 }; return GL_RGBA8 }
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# the screen-sized targets go away before post_init makes them at a new size
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function post_free(render3d_st: mut Render3dState) -> void {
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if render3d_st.post_hdr == null { return }
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if render3d_st.post_ms_fbo != 0 { gpu_fb_free(render3d_st, render3d_st.post_ms_fbo); render3d_st.post_ms_fbo = 0 }
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target_free(render3d_st, render3d_st.post_hdr); target_free(render3d_st, render3d_st.post_ao); target_free(render3d_st, render3d_st.post_ao_blur); target_free(render3d_st, render3d_st.post_ldr)
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target_free(render3d_st, render3d_st.post_depth_copy); target_free(render3d_st, render3d_st.post_prev); target_free(render3d_st, render3d_st.post_scene); target_free(render3d_st, render3d_st.post_vol); target_free(render3d_st, render3d_st.post_dof)
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for i in 0 .. len(render3d_st.post_bloom) { target_free(render3d_st, render3d_st.post_bloom[i]) }
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render3d_st.post_hdr = null
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}
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# Multisampled scene: 1 (temporal AA alone), 2 or 4, remade at once. Vulkan draws it into
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# multisampled renderbuffers and resolves them in a pass; a device that cannot take the count asked
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# for gets the most it can (gpu_msaa_max).
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function post_msaa_live(render3d_st: Render3dState) -> bool { return gpu_is_gl(render3d_st) or gpu_msaa_max(render3d_st) > 1 }
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function post_set_msaa(render3d_st: mut Render3dState, n: int) -> void {
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var want = n
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if want < 1 { want = 1 }
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if not post_msaa_live(render3d_st) { want = 1 }
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if want > gpu_msaa_max(render3d_st) and gpu_msaa_max(render3d_st) >= 1 { want = gpu_msaa_max(render3d_st) }
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if want == render3d_st.post_ms_samples { return }
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render3d_st.post_ms_samples = want
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if render3d_st.post_hdr != null {
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let w = render3d_st.post_w; let h = render3d_st.post_h
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post_free(render3d_st)
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post_init(render3d_st, w, h)
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}
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}
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function post_init(render3d_st: mut Render3dState, w: int, h: int) -> void {
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render3d_st.post_w = w; render3d_st.post_h = h
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render3d_st.post_hdr = target_new(render3d_st, w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true, GL_LINEAR)
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if render3d_st.post_ms_samples > 1 {
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render3d_st.post_ms_fbo = gpu_fb_new(render3d_st)
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gpu_fb_bind(render3d_st, render3d_st.post_ms_fbo)
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let rbc = gpu_rb_new(render3d_st)
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gpu_rb_storage(render3d_st, rbc, GL_RGBA16F, w, h, render3d_st.post_ms_samples)
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gpu_fb_color_rb(render3d_st, 0, rbc)
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let rbd = gpu_rb_new(render3d_st)
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gpu_rb_storage(render3d_st, rbd, GL_DEPTH_COMPONENT32F, w, h, render3d_st.post_ms_samples)
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gpu_fb_depth_rb(render3d_st, rbd)
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let st = gpu_fb_status(render3d_st)
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if st != GL_FRAMEBUFFER_COMPLETE { print(`r3d: msaa framebuffer incomplete {st}`); render3d_st.post_ms_fbo = 0 }
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gpu_fb_bind(render3d_st, 0)
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}
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render3d_st.post_bloom = new []Target
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var bw = w / 2; var bh = h / 2
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for i in 0 .. BLOOM_LEVELS {
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push(render3d_st.post_bloom, target_new(render3d_st, max(bw, 1), max(bh, 1), GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR))
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bw = bw / 2; bh = bh / 2
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}
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if render3d_st.post_p_down == 0 {
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render3d_st.post_p_down = r3d_program(render3d_st, "fullscreen.vert", "bloom_down.frag", "")
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render3d_st.post_p_up = r3d_program(render3d_st, "fullscreen.vert", "bloom_up.frag", "")
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render3d_st.post_p_tone = r3d_program(render3d_st, "fullscreen.vert", "tonemap.frag", "")
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}
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# Full resolution, not half. The occlusion is reconstructed from depth differences,
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# so on a surface seen at a grazing angle its gradient is steep in screen space; at
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# half resolution that aliased into wide, screen-crossing bands which the bilinear
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# upsample in the tonemapper then stretched over the whole ground. They read as thin
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# transparent black bars, appear only where there is depth (never on the sky), and
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# are nothing to do with the shadow map or the reflection.
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render3d_st.post_ao = target_new(render3d_st, w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
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render3d_st.post_ao_blur = target_new(render3d_st, w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
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if render3d_st.post_p_ao == 0 { render3d_st.post_p_ao = r3d_program(render3d_st, "fullscreen.vert", "ssgi.frag", ""); render3d_st.post_p_ao_blur = r3d_program(render3d_st, "fullscreen.vert", "ssao_blur.frag", "") }
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render3d_st.post_ldr = target_new(render3d_st, w, h, post_ldr_fmt(render3d_st), GL_RGBA, GL_UNSIGNED_BYTE, false, GL_LINEAR)
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render3d_st.post_ldr_hdr = gpu_hdr_active(render3d_st)
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render3d_st.post_depth_copy = target_new(render3d_st, w, h, GL_R8, GL_RED, GL_UNSIGNED_BYTE, true, GL_NEAREST)
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render3d_st.post_dof = target_new(render3d_st, w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
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if render3d_st.post_p_dof == 0 { render3d_st.post_p_dof = r3d_program(render3d_st, "fullscreen.vert", "dof.frag", "") }
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render3d_st.post_vol = target_new(render3d_st, max(w / 2, 1), max(h / 2, 1), GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
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if render3d_st.post_p_vol == 0 { render3d_st.post_p_vol = r3d_program(render3d_st, "fullscreen.vert", "volumetric.frag", "") }
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render3d_st.post_prev = target_new(render3d_st, w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
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render3d_st.post_scene = target_new(render3d_st, w, h, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, false, GL_LINEAR)
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if render3d_st.post_p_sharp == 0 { render3d_st.post_p_sharp = r3d_program(render3d_st, "fullscreen.vert", "sharpen.frag", "") }
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render3d_st.post_sharpen = 1.2
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render3d_st.post_grain = float_bits(0.025)
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render3d_st.post_ao_radius = 0.7
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render3d_st.post_ao_intensity = 1.4
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render3d_st.post_ao_strength = 0.8
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render3d_st.post_fs = mesh_fullscreen(render3d_st)
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render3d_st.post_exposure = 0.36
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render3d_st.post_bloom_strength = float_bits(0.06)
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render3d_st.post_vignette = 0.35
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render3d_st.post_saturation = 1.04
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render3d_st.post_contrast = 1.12
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render3d_st.post_key = 0.19
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render3d_st.post_lum = words(4)
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var m = 1; var sz = max(w, h)
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while sz > 1 { sz = sz / 2; m += 1 }
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render3d_st.post_mips = m
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render3d_st.post_adapt = 0.0
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}
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# Mean scene luminance from the HDR mip chain -> exposure = key / mean, eased over
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# frames. The value comes back through a pixel buffer one frame late: a direct
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# glGetTexImage waits for the GPU to finish the whole frame, which serialised the
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# CPU and the GPU. With the fly-camera demo that cost little (the CPU had nothing
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# else to do); with the game's animals, HUD and rules on the CPU it doubled the frame
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# (60 ms -> 28 ms when the read went asynchronous, measured 2026-09-09).
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# ... and even that asynchronous read blocked on Apple's GL (glGetTexImage into a pixel
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# buffer still synchronised the texture: 50% of the CPU's frame waiting, sampled), so
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# the adaptation now stays on the GPU: a 1x1 pass (adapt.frag) eases last frame's value
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# toward key / mean and the tonemapper samples it. The CPU never waits for the picture.
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function post_measure(render3d_st: mut Render3dState) -> void {
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gpu_tex_bind(render3d_st, GPU_TEX2D, render3d_st.post_hdr.color)
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gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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gpu_tex_mips(render3d_st, GPU_TEX2D)
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if render3d_st.post_adapt_t == null {
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render3d_st.post_adapt_t = new []Target
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for k in 0 .. 2 { push(render3d_st.post_adapt_t, target_new(render3d_st, 1, 1, GL_R32F, GL_RED, GL_FLOAT, false, GL_NEAREST)) }
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render3d_st.post_adapt_reset = true
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}
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if render3d_st.post_p_adapt == 0 { render3d_st.post_p_adapt = r3d_program(render3d_st, "fullscreen.vert", "adapt.frag", "") }
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let next = 1 - render3d_st.post_adapt_i
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target_bind(render3d_st, render3d_st.post_adapt_t[next])
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gpu_depth_test(render3d_st, false)
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gpu_use_program(render3d_st, render3d_st.post_p_adapt)
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r3d_bind_2d(render3d_st, render3d_st.post_p_adapt, "u_scene", 0, render3d_st.post_hdr.color)
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r3d_bind_2d(render3d_st, render3d_st.post_p_adapt, "u_prev", 1, render3d_st.post_adapt_t[render3d_st.post_adapt_i].color)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_adapt, "u_lod"), float(render3d_st.post_mips - 1))
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_adapt, "u_key"), render3d_st.post_key)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_adapt, "u_max"), render3d_st.post_exposure_max)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_adapt, "u_rate"), 0.08)
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var reset = 0.0
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if render3d_st.post_adapt_reset { reset = 1.0; render3d_st.post_adapt_reset = false }
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_adapt, "u_reset"), reset)
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mesh_draw(render3d_st, render3d_st.post_fs)
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render3d_st.post_adapt_i = next
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gpu_tex_bind(render3d_st, GPU_TEX2D, render3d_st.post_hdr.color)
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gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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}
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function post_begin_scene(render3d_st: mut Render3dState) -> void {
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target_bind(render3d_st, render3d_st.post_hdr)
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if render3d_st.post_ms_fbo != 0 { gpu_fb_bind(render3d_st, render3d_st.post_ms_fbo); gpu_multisample(render3d_st, true) }
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gpu_depth_test(render3d_st, true)
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gpu_depth_func(render3d_st, GL_LESS)
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gpu_depth_write(render3d_st, true)
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gpu_cull(render3d_st, true)
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gpu_cull_face(render3d_st, GL_BACK)
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gpu_clear_color(render3d_st, 0.0, 0.0, 0.0, 1.0)
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gpu_clear(render3d_st, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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}
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# resolve the multisampled scene into the plain HDR target (colour + depth)
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function post_resolve(render3d_st: mut Render3dState) -> void {
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if render3d_st.post_ms_fbo != 0 {
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gpu_fb_bind_read(render3d_st, render3d_st.post_ms_fbo)
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gpu_fb_bind_draw(render3d_st, render3d_st.post_hdr.fbo)
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gpu_blit(render3d_st, render3d_st.post_w, render3d_st.post_h, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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}
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# the depth copy every pass after this may read while the frame is still being drawn into
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gpu_fb_bind_read(render3d_st, render3d_st.post_hdr.fbo)
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gpu_fb_bind_draw(render3d_st, render3d_st.post_depth_copy.fbo)
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gpu_blit(render3d_st, render3d_st.post_w, render3d_st.post_h, GL_DEPTH_BUFFER_BIT)
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gpu_fb_bind(render3d_st, 0)
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}
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# There is no temporal anti-aliasing. It was reprojecting every pixel through the
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# scene depth, which on water is the surface plane while the pixel's content is the
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# reflection behind it — so the mirror image was fetched from the wrong place and, at
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# 0.92 history, dragged several frames behind the camera as it turned. Geometry edges
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# and the alpha-tested vegetation are covered by the 4x MSAA + alpha-to-coverage the
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# scene already renders with, and the projection is no longer jittered, so nothing is
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# left needing a temporal resolve.
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# The lake bed, as drawn, before any water goes over it. Water reads this to refract and
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# then absorb it, which is what makes the surface read as a body of water rather than a
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# sheet laid over the ground: the bottom is seen THROUGH the water, tinted and dimmed by
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# how far the light travelled, instead of being the dry terrain showing through an alpha.
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function post_capture_scene(render3d_st: mut Render3dState) -> void {
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gpu_fb_bind_read(render3d_st, render3d_st.post_hdr.fbo)
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gpu_fb_bind_draw(render3d_st, render3d_st.post_scene.fbo)
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gpu_blit(render3d_st, render3d_st.post_w, render3d_st.post_h, GL_COLOR_BUFFER_BIT)
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gpu_fb_bind(render3d_st, render3d_st.post_hdr.fbo)
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gpu_viewport(render3d_st, 0, 0, render3d_st.post_w, render3d_st.post_h)
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}
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# Keep a copy of the finished scene colour: the SSGI bounce reads last frame's colour.
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function post_capture_prev(render3d_st: mut Render3dState) -> void {
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gpu_fb_bind_read(render3d_st, render3d_st.post_hdr.fbo)
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gpu_fb_bind_draw(render3d_st, render3d_st.post_prev.fbo)
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gpu_blit(render3d_st, render3d_st.post_w, render3d_st.post_h, GL_COLOR_BUFFER_BIT)
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gpu_fb_bind(render3d_st, 0)
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render3d_st.post_frame += 1
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}
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function post_ssao_pass(render3d_st: mut Render3dState) -> void {
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gpu_depth_test(render3d_st, false)
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gpu_blend(render3d_st, false)
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target_bind(render3d_st, render3d_st.post_ao)
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gpu_use_program(render3d_st, render3d_st.post_p_ao)
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r3d_bind_2d(render3d_st, render3d_st.post_p_ao, "u_depth", 0, render3d_st.post_hdr.depth)
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r3d_bind_2d(render3d_st, render3d_st.post_p_ao, "u_prev_color", 1, render3d_st.post_prev.color)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_ao, "u_frame"), float(render3d_st.post_frame % 64))
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u_mat4(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_ao, "u_inv_proj"), render3d_st.cam_inv_proj)
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u_mat4(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_ao, "u_proj"), render3d_st.cam_proj)
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u_f2(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_ao, "u_texel"), 1.0 / float(render3d_st.post_w), 1.0 / float(render3d_st.post_h))
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_ao, "u_radius"), render3d_st.post_ao_radius)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_ao, "u_intensity"), render3d_st.post_ao_intensity)
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var contact = post_contact
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if r3d_env_has(render3d_st, "R3D_NOCONTACT") { contact = 0.0 }
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_ao, "u_contact"), contact)
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mesh_draw(render3d_st, render3d_st.post_fs)
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target_bind(render3d_st, render3d_st.post_ao_blur)
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gpu_use_program(render3d_st, render3d_st.post_p_ao_blur)
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r3d_bind_2d(render3d_st, render3d_st.post_p_ao_blur, "u_ao", 0, render3d_st.post_ao.color)
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r3d_bind_2d(render3d_st, render3d_st.post_p_ao_blur, "u_depth", 1, render3d_st.post_hdr.depth)
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u_f2(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_ao_blur, "u_texel"), 1.0 / float(render3d_st.post_ao.w), 1.0 / float(render3d_st.post_ao.h))
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mesh_draw(render3d_st, render3d_st.post_fs)
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}
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# The march, then the composite. It is added to the scene BEFORE bloom on purpose: a shaft of
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# light is a bright thing in the air and should bloom like one, and compositing it after the
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# bloom pyramid would give hard-edged rays with no glow at all.
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function post_volumetric_pass(render3d_st: mut Render3dState) -> void {
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if post_vol_steps <= 0.0 { return }
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if r3d_env_has(render3d_st, "R3D_NOVOL") { return }
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gpu_depth_test(render3d_st, false)
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gpu_blend(render3d_st, false)
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target_bind(render3d_st, render3d_st.post_vol)
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gpu_use_program(render3d_st, render3d_st.post_p_vol)
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r3d_bind_2d(render3d_st, render3d_st.post_p_vol, "u_depth", 0, render3d_st.post_hdr.depth)
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shadow_bind(render3d_st, render3d_st.post_p_vol)
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sky_bind_lighting(render3d_st, render3d_st.post_p_vol)
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sky_bind_rot(render3d_st, render3d_st.post_p_vol)
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fog_bind(render3d_st, render3d_st.post_p_vol)
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u_mat4(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_inv_vp"), render3d_st.cam_inv_vp)
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u_v3(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_cam_pos"), render3d_st.cam_pos)
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u_v3(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_sun_dir"), render3d_st.sun_dir)
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u_v3(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_sun_color"), render3d_st.sun_color)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_vol_steps"), post_vol_steps)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_vol_density"), render3d_st.post_vol_density)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_vol_falloff"), render3d_st.post_vol_falloff)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_vol_far"), post_vol_far)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_vol_g"), post_vol_g)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_vol_mist"), render3d_st.post_vol_mist)
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u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_vol, "u_vol_mist_h"), post_vol_mist_h)
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mesh_draw(render3d_st, render3d_st.post_fs)
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# Composite into the HDR scene with the bloom pyramid's own upsample - a 3x3 tent under
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# ONE/ONE blending, which is exactly what is wanted here and already exists, rather than a
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# blit shader written for one caller. Into post_hdr, not post_scene: post_scene is the copy
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# the water refracts, so adding shafts there would put them UNDER the lake.
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target_bind(render3d_st, render3d_st.post_hdr)
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gpu_blend(render3d_st, true)
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gpu_blend_func(render3d_st, GL_ONE, GL_ONE)
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gpu_use_program(render3d_st, render3d_st.post_p_up)
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r3d_bind_2d(render3d_st, render3d_st.post_p_up, "u_src", 0, render3d_st.post_vol.color)
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u_f2(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_up, "u_texel"), 1.0 / float(render3d_st.post_vol.w), 1.0 / float(render3d_st.post_vol.h))
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_up, "u_radius"), 1.0)
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mesh_draw(render3d_st, render3d_st.post_fs)
|
|
gpu_blend(render3d_st, false)
|
|
}
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|
|
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# The lens, between the scene and the bloom: a blurred highlight should still bloom, and a
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|
# bloom smeared by the lens afterwards would be a halo round nothing.
|
|
function post_dof_pass(render3d_st: mut Render3dState) -> void {
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if post_dof_aperture == 0.0 { return }
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gpu_depth_test(render3d_st, false)
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|
gpu_blend(render3d_st, false)
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|
target_bind(render3d_st, render3d_st.post_dof)
|
|
gpu_use_program(render3d_st, render3d_st.post_p_dof)
|
|
r3d_bind_2d(render3d_st, render3d_st.post_p_dof, "u_src", 0, render3d_st.post_color)
|
|
r3d_bind_2d(render3d_st, render3d_st.post_p_dof, "u_depth", 1, render3d_st.post_hdr.depth)
|
|
u_mat4(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_dof, "u_inv_proj"), render3d_st.cam_inv_proj)
|
|
u_f2(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_dof, "u_texel"), 1.0 / float(render3d_st.post_w), 1.0 / float(render3d_st.post_h))
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_dof, "u_focus"), post_dof_focus)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_dof, "u_aperture"), post_dof_aperture)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_dof, "u_max_coc"), post_dof_max)
|
|
mesh_draw(render3d_st, render3d_st.post_fs)
|
|
render3d_st.post_color = render3d_st.post_dof.color
|
|
}
|
|
|
|
function post_bloom_pass(render3d_st: mut Render3dState) -> void {
|
|
gpu_depth_test(render3d_st, false)
|
|
gpu_blend(render3d_st, false)
|
|
var src = render3d_st.post_color
|
|
var sw = render3d_st.post_color_w; var sh = render3d_st.post_color_h
|
|
gpu_use_program(render3d_st, render3d_st.post_p_down)
|
|
for i in 0 .. BLOOM_LEVELS {
|
|
let t = render3d_st.post_bloom[i]
|
|
target_bind(render3d_st, t)
|
|
r3d_bind_2d(render3d_st, render3d_st.post_p_down, "u_src", 0, src)
|
|
u_f2(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_down, "u_texel"), 1.0 / float(sw), 1.0 / float(sh))
|
|
var th = -1.0
|
|
if i == 0 { th = 1.2 }
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_down, "u_threshold"), th)
|
|
mesh_draw(render3d_st, render3d_st.post_fs)
|
|
src = t.color; sw = t.w; sh = t.h
|
|
}
|
|
gpu_use_program(render3d_st, render3d_st.post_p_up)
|
|
gpu_blend(render3d_st, true)
|
|
gpu_blend_func(render3d_st, GL_ONE, GL_ONE)
|
|
var i = BLOOM_LEVELS - 1
|
|
while i > 0 {
|
|
let from = render3d_st.post_bloom[i]
|
|
let to = render3d_st.post_bloom[i - 1]
|
|
target_bind(render3d_st, to)
|
|
r3d_bind_2d(render3d_st, render3d_st.post_p_up, "u_src", 0, from.color)
|
|
u_f2(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_up, "u_texel"), 1.0 / float(from.w), 1.0 / float(from.h))
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_up, "u_radius"), 1.0)
|
|
mesh_draw(render3d_st, render3d_st.post_fs)
|
|
i -= 1
|
|
}
|
|
gpu_blend(render3d_st, false)
|
|
}
|
|
|
|
function post_tonemap(render3d_st: mut Render3dState, color_tex: int) -> void {
|
|
var prog = render3d_st.post_p_tone
|
|
if gpu_hdr_active(render3d_st) {
|
|
if render3d_st.post_p_tone_hdr == 0 { render3d_st.post_p_tone_hdr = r3d_program(render3d_st, "fullscreen.vert", "tonemap.frag", "#define HDR10\n") }
|
|
prog = render3d_st.post_p_tone_hdr
|
|
}
|
|
if render3d_st.post_ldr_hdr != gpu_hdr_active(render3d_st) {
|
|
let w = render3d_st.post_ldr.w; let h = render3d_st.post_ldr.h
|
|
target_free(render3d_st, render3d_st.post_ldr)
|
|
render3d_st.post_ldr = target_new(render3d_st, w, h, post_ldr_fmt(render3d_st), GL_RGBA, GL_UNSIGNED_BYTE, false, GL_LINEAR)
|
|
render3d_st.post_ldr_hdr = gpu_hdr_active(render3d_st)
|
|
}
|
|
if post_auto { post_measure(render3d_st) }
|
|
target_bind(render3d_st, render3d_st.post_ldr)
|
|
gpu_depth_test(render3d_st, false)
|
|
gpu_use_program(render3d_st, prog)
|
|
r3d_bind_2d(render3d_st, prog, "u_hdr", 0, color_tex)
|
|
r3d_bind_2d(render3d_st, prog, "u_bloom", 1, render3d_st.post_bloom[0].color)
|
|
r3d_bind_2d(render3d_st, prog, "u_ao", 2, render3d_st.post_ao_blur.color)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_ao_strength"), render3d_st.post_ao_strength)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_gi_strength"), render3d_st.post_gi_strength)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_exposure"), render3d_st.post_exposure)
|
|
var auto = 0.0
|
|
if post_auto and render3d_st.post_adapt_t != null { auto = 1.0; r3d_bind_2d(render3d_st, prog, "u_adapt", 3, render3d_st.post_adapt_t[render3d_st.post_adapt_i].color) }
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_auto"), auto)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_bloom_strength"), float_from_bits(render3d_st.post_bloom_strength))
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_vignette"), render3d_st.post_vignette)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_saturation"), render3d_st.post_saturation)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_contrast"), render3d_st.post_contrast)
|
|
u_f3(render3d_st, gpu_uniform(render3d_st, prog, "u_wb"), render3d_st.post_wb_r, render3d_st.post_wb_g, render3d_st.post_wb_b)
|
|
u_f3(render3d_st, gpu_uniform(render3d_st, prog, "u_lift"), render3d_st.post_lift_r, render3d_st.post_lift_g, render3d_st.post_lift_b)
|
|
u_f3(render3d_st, gpu_uniform(render3d_st, prog, "u_gain"), render3d_st.post_gain_r, render3d_st.post_gain_g, render3d_st.post_gain_b)
|
|
# the HDR10 variant's display calibration (the SDR program has none of these, and -1 sets nothing)
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_hdr_peak"), r3d_hdr_peak_nits(render3d_st))
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_hdr_paper"), r3d_hdr_paper_nits(render3d_st))
|
|
u_f(render3d_st, gpu_uniform(render3d_st, prog, "u_hdr_black"), r3d_hdr_black_nits(render3d_st))
|
|
mesh_draw(render3d_st, render3d_st.post_fs)
|
|
# sharpen + grain onto the screen
|
|
gpu_fb_bind(render3d_st, gpu_screen_fb(render3d_st))
|
|
gpu_viewport(render3d_st, 0, 0, gl_width(), gl_height())
|
|
gpu_use_program(render3d_st, render3d_st.post_p_sharp)
|
|
r3d_bind_2d(render3d_st, render3d_st.post_p_sharp, "u_src", 0, render3d_st.post_ldr.color)
|
|
u_f2(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_sharp, "u_texel"), 1.0 / float(render3d_st.post_ldr.w), 1.0 / float(render3d_st.post_ldr.h))
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_sharp, "u_amount"), render3d_st.post_sharpen)
|
|
var fx = post_fxaa
|
|
if r3d_env_has(render3d_st, "R3D_NOFXAA") { fx = 0.0 }
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_sharp, "u_fxaa"), fx)
|
|
# R3D_NOGRAIN=1: no film grain, so two frames of a still camera can be compared for what else moves
|
|
var grain = render3d_st.post_grain
|
|
if r3d_env_has(render3d_st, "R3D_NOGRAIN") { grain = float_bits(0.0) }
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_sharp, "u_grain"), float_from_bits(grain))
|
|
u_f(render3d_st, gpu_uniform(render3d_st, render3d_st.post_p_sharp, "u_time"), render3d_st.r3d_time)
|
|
mesh_draw(render3d_st, render3d_st.post_fs)
|
|
}
|