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framebuffer.js
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333 lines (260 loc) · 11.3 KB
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/* eslint-disable complexity */
/* eslint-disable max-lines-per-function */
import { GL } from './gl.js'
import { Shaders } from './shaders.js'
import { Quad } from './quad.js'
import { vec2 } from './gl-matrix/index.js'
export class Framebuffer {
static #width
static #height
static #textureHDR = []
static #textureMotion
static #textureMips = []
static #textureDepth
static #framebuffer = []
static #framebufferNoMotion = []
static #framebufferMips = []
static #frameCounter = 0
static #mipLevels = 5
static #setTextureParams(wrap, filter) {
GL.gl.texParameteri(GL.gl.TEXTURE_2D, GL.gl.TEXTURE_WRAP_S, wrap)
GL.gl.texParameteri(GL.gl.TEXTURE_2D, GL.gl.TEXTURE_WRAP_T, wrap)
GL.gl.texParameteri(GL.gl.TEXTURE_2D, GL.gl.TEXTURE_MIN_FILTER, filter)
GL.gl.texParameteri(GL.gl.TEXTURE_2D, GL.gl.TEXTURE_MAG_FILTER, filter)
}
static #checkFramebufferStatus() {
const status = GL.gl.checkFramebufferStatus(GL.gl.DRAW_FRAMEBUFFER)
switch (status) {
case GL.gl.FRAMEBUFFER_COMPLETE:
return true
case GL.gl.FRAMEBUFFER_UNSUPPORTED:
throw new Error('FRAMEBUFFER_UNSUPPORTED')
case GL.gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
throw new Error('FRAMEBUFFER_INCOMPLETE_ATTACHMENT')
case GL.gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
throw new Error('FRAMEBUFFER_INCOMPLETE_DIMENSIONS')
case GL.gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
throw new Error('FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT')
}
throw new Error(`unexpected checkFramebufferStatus: ${status}`)
}
static init(width, height, mipLevels) {
if (width <= 0.0 || height <= 0.0 || width === Framebuffer.#width && height === Framebuffer.#height) {
console.debug('Framebuffer resize: Ignoring')
return true
}
const isNew = Framebuffer.#width === undefined
if (!mipLevels) {
mipLevels = Framebuffer.#mipLevels
} else {
Framebuffer.#mipLevels = mipLevels
}
if (isNew) {
console.debug('Framebuffer resize: New')
for (let i = 0; i < 3; i++) {
Framebuffer.#framebuffer[i] = GL.gl.createFramebuffer()
}
for (let i = 0; i < 3; i++) {
Framebuffer.#framebufferNoMotion[i] = GL.gl.createFramebuffer()
}
// Create mip framebuffers
for (let i = 0; i <= mipLevels; i++) {
Framebuffer.#framebufferMips[i] = GL.gl.createFramebuffer()
}
} else {
console.debug('Framebuffer resize: Resizing')
for (let i = 0; i < 3; i++) {
GL.gl.deleteTexture(Framebuffer.#textureHDR[i])
}
GL.gl.deleteTexture(Framebuffer.#textureMotion)
// Delete existing mip textures
for (let i = 0; i < Framebuffer.#textureMips.length; i++) {
GL.gl.deleteTexture(Framebuffer.#textureMips[i])
}
GL.gl.deleteTexture(Framebuffer.#textureDepth)
}
for (let i = 0; i < 3; i++) {
Framebuffer.#textureHDR[i] = GL.gl.createTexture()
}
Framebuffer.#textureMotion = GL.gl.createTexture()
// Create mip textures
for (let i = 0; i <= mipLevels; i++) {
Framebuffer.#textureMips[i] = GL.gl.createTexture()
}
Framebuffer.#textureDepth = GL.gl.createTexture()
Framebuffer.#width = width
Framebuffer.#height = height
console.debug(`Framebuffer: ${width} × ${height}`)
for (let i = 0; i < 3; i++) {
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.#textureHDR[i])
GL.gl.texStorage2D(GL.gl.TEXTURE_2D, 1, GL.gl.R11F_G11F_B10F, width, height)
Framebuffer.#setTextureParams(GL.gl.CLAMP_TO_EDGE, GL.gl.LINEAR)
}
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.#textureMotion)
GL.gl.texStorage2D(GL.gl.TEXTURE_2D, 1, GL.gl.RG16F, width, height)
Framebuffer.#setTextureParams(GL.gl.CLAMP_TO_EDGE, GL.gl.LINEAR)
// Initialize mip textures
for (let i = 0; i <= mipLevels; i++) {
const scale = 1.0 / (1 << (Math.min(i, mipLevels - 1) + 1))
const w = Math.ceil(width * scale)
const h = Math.ceil(height * scale)
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.#textureMips[i])
GL.gl.texStorage2D(GL.gl.TEXTURE_2D, 1, GL.gl.R11F_G11F_B10F, w, h)
Framebuffer.#setTextureParams(GL.gl.CLAMP_TO_EDGE, GL.gl.LINEAR)
}
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.#textureDepth)
GL.gl.texStorage2D(GL.gl.TEXTURE_2D, 1, GL.gl.DEPTH_COMPONENT24, width, height)
Framebuffer.#setTextureParams(GL.gl.CLAMP_TO_EDGE, GL.gl.NEAREST)
for (let i = 0; i < 3; i++) {
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebuffer[i])
GL.gl.framebufferTexture2D(GL.gl.DRAW_FRAMEBUFFER, GL.gl.COLOR_ATTACHMENT0, GL.gl.TEXTURE_2D, Framebuffer.#textureHDR[i], 0)
GL.gl.framebufferTexture2D(GL.gl.DRAW_FRAMEBUFFER, GL.gl.COLOR_ATTACHMENT1, GL.gl.TEXTURE_2D, Framebuffer.#textureMotion, 0)
GL.gl.framebufferTexture2D(GL.gl.DRAW_FRAMEBUFFER, GL.gl.DEPTH_ATTACHMENT, GL.gl.TEXTURE_2D, Framebuffer.#textureDepth, 0)
if (!Framebuffer.#checkFramebufferStatus()) {
return false
}
}
for (let i = 0; i < 3; i++) {
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebufferNoMotion[i])
GL.gl.framebufferTexture2D(GL.gl.DRAW_FRAMEBUFFER, GL.gl.COLOR_ATTACHMENT0, GL.gl.TEXTURE_2D, Framebuffer.#textureHDR[i], 0)
if (!Framebuffer.#checkFramebufferStatus()) {
return false
}
}
// Initialize mip framebuffers
for (let i = 0; i <= mipLevels; i++) {
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebufferMips[i])
GL.gl.framebufferTexture2D(GL.gl.DRAW_FRAMEBUFFER, GL.gl.COLOR_ATTACHMENT0, GL.gl.TEXTURE_2D, Framebuffer.#textureMips[i], 0)
if (!Framebuffer.#checkFramebufferStatus()) {
return false
}
}
return true
}
static beginRenderPass() {
this.#frameCounter = (this.#frameCounter + 1) % 3
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebuffer[this.#frameCounter])
GL.gl.drawBuffers([GL.gl.COLOR_ATTACHMENT0, GL.gl.COLOR_ATTACHMENT1])
GL.gl.viewport(0, 0, Framebuffer.#width, Framebuffer.#height)
// GL.gl.clear(GL.gl.DEPTH_BUFFER_BIT)
}
static endRenderPass() {
}
static runTemporalAAPass() {
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebufferNoMotion[(this.#frameCounter + 2) % 3])
GL.gl.invalidateFramebuffer(GL.gl.DRAW_FRAMEBUFFER, [GL.gl.COLOR_ATTACHMENT0])
GL.gl.drawBuffers([GL.gl.COLOR_ATTACHMENT0])
GL.gl.viewport(0, 0, Framebuffer.#width, Framebuffer.#height)
GL.gl.activeTexture(GL.gl.TEXTURE0)
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.textureHDR)
GL.gl.activeTexture(GL.gl.TEXTURE1)
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.textureMotion)
GL.gl.activeTexture(GL.gl.TEXTURE2)
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.textureAccum)
Shaders.useProgram('taa')
GL.gl.uniform1i(Shaders.uniform('taa', 'samplerCurrent'), 0)
GL.gl.uniform1i(Shaders.uniform('taa', 'samplerMotion'), 1)
GL.gl.uniform1i(Shaders.uniform('taa', 'samplerPrevious'), 2)
GL.gl.uniform2f(Shaders.uniform('taa', 'iTexel'), 1.0 / Framebuffer.width, 1.0 / Framebuffer.height)
Quad.draw()
}
static runBlurPasses(nPasses, radius) {
if (!nPasses) {
nPasses = Framebuffer.#mipLevels - 1
}
const threshold = 0.0
nPasses = Math.max(0, Math.min(nPasses, Framebuffer.#mipLevels - 1))
// Brightness pass + Downsample
let pw = Framebuffer.#width
let ph = Framebuffer.#height
let w = Math.ceil(Framebuffer.#width / 2)
let h = Math.ceil(Framebuffer.#height / 2)
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebufferMips[0])
GL.gl.invalidateFramebuffer(GL.gl.DRAW_FRAMEBUFFER, [GL.gl.COLOR_ATTACHMENT0])
GL.gl.viewport(0, 0, w, h)
GL.gl.drawBuffers([GL.gl.COLOR_ATTACHMENT0])
GL.gl.activeTexture(GL.gl.TEXTURE0)
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.textureTAA)
Shaders.useProgram('blur_brightness')
GL.gl.uniform1i(Shaders.uniform('blur_brightness', 'color'), 0)
GL.gl.uniform2f(Shaders.uniform('blur_brightness', 'texelSize'), 1.0 / pw, 1.0 / ph)
GL.gl.uniform1f(Shaders.uniform('blur_brightness', 'threshold'), threshold)
GL.gl.uniform1f(Shaders.uniform('blur_brightness', 'uRadius'), radius)
Quad.draw()
// Downsample passes
for (let i = 0; i < nPasses; ++i) {
pw = w
ph = h
const scale = 1.0 / (1 << (i + 2))
w = Math.ceil(Framebuffer.#width * scale)
h = Math.ceil(Framebuffer.#height * scale)
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebufferMips[i + 1])
GL.gl.viewport(0, 0, w, h)
GL.gl.invalidateFramebuffer(GL.gl.DRAW_FRAMEBUFFER, [GL.gl.COLOR_ATTACHMENT0])
GL.gl.drawBuffers([GL.gl.COLOR_ATTACHMENT0])
GL.gl.activeTexture(GL.gl.TEXTURE0)
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.#textureMips[i])
Shaders.useProgram('blur_downsample')
GL.gl.uniform1i(Shaders.uniform('blur_downsample', 'color'), 0)
GL.gl.uniform2f(Shaders.uniform('blur_downsample', 'texelSize'), 1.0 / pw, 1.0 / ph)
GL.gl.uniform1f(Shaders.uniform('blur_downsample', 'uRadius'), radius)
Quad.draw()
}
// Lens glare pass
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebufferMips[Framebuffer.#mipLevels])
GL.gl.viewport(0, 0, w, h)
GL.gl.invalidateFramebuffer(GL.gl.DRAW_FRAMEBUFFER, [GL.gl.COLOR_ATTACHMENT0])
GL.gl.drawBuffers([GL.gl.COLOR_ATTACHMENT0])
GL.gl.activeTexture(GL.gl.TEXTURE0)
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.#textureMips[Framebuffer.#mipLevels - 1])
Shaders.useProgram('lens')
const aspectScale = vec2.fromValues(GL.aspectRatio, 1.0)
vec2.normalize(aspectScale, aspectScale)
GL.gl.uniform2f(Shaders.uniform('lens', 'uAspectScale'), aspectScale[0], aspectScale[1])
GL.gl.uniform1i(Shaders.uniform('lens', 'bloom'), 0)
Quad.draw()
// Upsample passes
for (let i = nPasses - 1; i >= 0; i--) {
pw = w
ph = h
const scale = 1.0 / (1 << (i + 1))
w = Math.ceil(Framebuffer.#width * scale)
h = Math.ceil(Framebuffer.#height * scale)
GL.gl.bindFramebuffer(GL.gl.DRAW_FRAMEBUFFER, Framebuffer.#framebufferMips[i])
GL.gl.invalidateFramebuffer(GL.gl.DRAW_FRAMEBUFFER, [GL.gl.COLOR_ATTACHMENT0])
GL.gl.drawBuffers([GL.gl.COLOR_ATTACHMENT0])
GL.gl.viewport(0, 0, w, h)
GL.gl.activeTexture(GL.gl.TEXTURE0)
GL.gl.bindTexture(GL.gl.TEXTURE_2D, Framebuffer.#textureMips[i === nPasses - 1 ? Framebuffer.#mipLevels : i + 1])
Shaders.useProgram('blur_upsample')
GL.gl.uniform1i(Shaders.uniform('blur_upsample', 'color'), 0)
GL.gl.uniform2f(Shaders.uniform('blur_upsample', 'texelSize'), 1.0 / pw, 1.0 / ph)
GL.gl.uniform1f(Shaders.uniform('blur_upsample', 'uRadius'), radius)
Quad.draw()
}
}
static get width() {
return Framebuffer.#width
}
static get height() {
return Framebuffer.#height
}
static get textureHDR() {
return Framebuffer.#textureHDR[this.#frameCounter]
}
static get textureAccum() {
return Framebuffer.#textureHDR[(this.#frameCounter + 1) % 3]
}
static get textureTAA() {
return Framebuffer.#textureHDR[(this.#frameCounter + 2) % 3]
}
static get textureMotion() {
return Framebuffer.#textureMotion
}
static get textureHalf() {
return Framebuffer.#textureMips[0]
}
static get textureDepth() {
return Framebuffer.#textureDepth
}
}