added new layer input pass
This commit is contained in:
@@ -188,6 +188,7 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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pass.passId = passProgram.passId;
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pass.layerId = state.layerId;
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pass.shaderId = state.shaderId;
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pass.layerInputTexture = layerInputTexture;
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pass.sourceTexture = passSourceTexture;
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pass.sourceFramebuffer = passIndex == 0 ? layerInputFramebuffer : passSourceFramebuffer;
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pass.destinationTexture = passDestinationTexture;
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@@ -226,6 +227,7 @@ void OpenGLRenderPass::RenderLayerPass(
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return;
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RenderShaderProgram(
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pass.layerInputTexture,
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pass.sourceTexture,
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pass.destinationFramebuffer,
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*pass.passProgram,
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@@ -243,6 +245,7 @@ void OpenGLRenderPass::RenderLayerPass(
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}
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void OpenGLRenderPass::RenderShaderProgram(
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GLuint layerInputTexture,
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GLuint sourceTexture,
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GLuint destinationFrameBuffer,
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PassProgram& passProgram,
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@@ -267,7 +270,7 @@ void OpenGLRenderPass::RenderShaderProgram(
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const std::vector<GLuint> temporalHistoryTextures = mRenderer.TemporalHistory().ResolveTemporalHistoryTextures(state, sourceTexture, state.isTemporal ? historyCap : 0);
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const GLuint feedbackTexture = mRenderer.FeedbackBuffers().ResolveReadTexture(state);
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const ShaderTextureBindings::RuntimeTextureBindingPlan texturePlan =
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mTextureBindings.BuildLayerRuntimeBindingPlan(passProgram, sourceTexture, state, feedbackTexture, sourceHistoryTextures, temporalHistoryTextures);
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mTextureBindings.BuildLayerRuntimeBindingPlan(passProgram, sourceTexture, layerInputTexture, state, feedbackTexture, sourceHistoryTextures, temporalHistoryTextures);
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mTextureBindings.BindRuntimeTexturePlan(texturePlan);
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glBindVertexArray(mRenderer.FullscreenVertexArray());
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glUseProgram(passProgram.program);
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@@ -44,6 +44,7 @@ private:
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const TextBindingUpdater& updateTextBinding,
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const GlobalParamsUpdater& updateGlobalParams);
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void RenderShaderProgram(
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GLuint layerInputTexture,
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GLuint sourceTexture,
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GLuint destinationFrameBuffer,
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PassProgram& passProgram,
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@@ -28,6 +28,7 @@ struct RenderPassDescriptor
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std::string passId;
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std::string layerId;
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std::string shaderId;
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GLuint layerInputTexture = 0;
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GLuint sourceTexture = 0;
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GLuint sourceFramebuffer = 0;
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GLuint destinationTexture = 0;
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@@ -2,6 +2,7 @@
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#include <gl/gl.h>
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constexpr GLuint kLayerInputTextureUnit = 0;
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constexpr GLuint kDecodedVideoTextureUnit = 1;
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constexpr GLuint kSourceHistoryTextureUnitBase = 2;
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constexpr GLuint kPackedVideoTextureUnit = 2;
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@@ -117,7 +117,11 @@ void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const Run
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{
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const GLuint shaderTextureBase = ResolveShaderTextureBase(state, historyCap);
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const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
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const GLint layerInputLocation = FindSamplerUniformLocation(program, "gLayerInput");
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if (layerInputLocation >= 0)
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glUniform1i(layerInputLocation, static_cast<GLint>(kLayerInputTextureUnit));
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const GLint videoInputLocation = FindSamplerUniformLocation(program, "gVideoInput");
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if (videoInputLocation >= 0)
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glUniform1i(videoInputLocation, static_cast<GLint>(kDecodedVideoTextureUnit));
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@@ -136,7 +140,7 @@ void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const Run
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if (state.feedback.enabled)
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{
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const GLint feedbackSamplerLocation = glGetUniformLocation(program, "gFeedbackState");
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const GLint feedbackSamplerLocation = FindSamplerUniformLocation(program, "gFeedbackState");
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if (feedbackSamplerLocation >= 0)
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glUniform1i(feedbackSamplerLocation, static_cast<GLint>(ResolveFeedbackTextureUnit(state, historyCap)));
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}
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@@ -160,12 +164,14 @@ void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const Run
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ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLayerRuntimeBindingPlan(
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const PassProgram& passProgram,
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GLuint layerInputTexture,
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GLuint originalLayerInputTexture,
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const RuntimeRenderState& state,
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GLuint feedbackTexture,
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const std::vector<GLuint>& sourceHistoryTextures,
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const std::vector<GLuint>& temporalHistoryTextures) const
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{
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RuntimeTextureBindingPlan plan;
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plan.bindings.push_back({ "originalLayerInput", "gLayerInput", originalLayerInputTexture, kLayerInputTextureUnit });
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plan.bindings.push_back({ "layerInput", "gVideoInput", layerInputTexture, kDecodedVideoTextureUnit });
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for (std::size_t index = 0; index < sourceHistoryTextures.size(); ++index)
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@@ -35,6 +35,7 @@ public:
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RuntimeTextureBindingPlan BuildLayerRuntimeBindingPlan(
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const PassProgram& passProgram,
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GLuint layerInputTexture,
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GLuint originalLayerInputTexture,
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const RuntimeRenderState& state,
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GLuint feedbackTexture,
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const std::vector<GLuint>& sourceHistoryTextures,
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@@ -39,6 +39,7 @@ cbuffer GlobalParams
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{{PARAMETER_UNIFORMS}}};
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Sampler2D<float4> gVideoInput;
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Sampler2D<float4> gLayerInput;
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{{SOURCE_HISTORY_SAMPLERS}}{{TEMPORAL_HISTORY_SAMPLERS}}{{FEEDBACK_SAMPLER}}{{TEXTURE_SAMPLERS}}
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{{TEXT_SAMPLERS}}
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float4 sampleVideo(float2 tc)
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@@ -46,6 +47,11 @@ float4 sampleVideo(float2 tc)
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return gVideoInput.Sample(tc);
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}
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float4 sampleLayerInput(float2 tc)
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{
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return gLayerInput.Sample(tc);
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}
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float4 sampleSourceHistory(int framesAgo, float2 tc)
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{
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if (gSourceHistoryLength <= 0)
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@@ -1,18 +1,36 @@
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{
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"id": "feedback-highlight-accumulator",
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"name": "Feedback Highlight Accumulator",
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"description": "Demonstrates shader-local feedback by accumulating only the brightest-looking parts of the image over a timed window, then resetting and starting again. The highlight selection is an approximation based on a luminance threshold rather than an exact percentile reduction.",
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"description": "Demonstrates shader-local feedback by storing a rolling 4-frame per-pixel highlight history in RGBA and displaying only the newest 3 frames. The highlight selection is an approximation based on a luminance threshold rather than an exact percentile reduction.",
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"category": "Feedback",
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"entryPoint": "shadeVideo",
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"entryPoint": "buildHistory",
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"passes": [
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{
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"id": "history",
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"source": "shader.slang",
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"entryPoint": "buildHistory",
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"output": "historyBuffer"
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},
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{
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"id": "display",
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"source": "shader.slang",
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"entryPoint": "displayHistory",
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"inputs": [
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"historyBuffer"
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],
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"output": "layerOutput"
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}
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],
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"feedback": {
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"enabled": true
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"enabled": true,
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"writePass": "history"
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},
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"parameters": [
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{
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"id": "highlightThreshold",
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"label": "Highlight Threshold",
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"type": "float",
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"default": 0.99,
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"default": 0.92,
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"min": 0.5,
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"max": 1.5,
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"step": 0.001,
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@@ -30,23 +48,23 @@
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},
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{
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"id": "accumulateAmount",
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"label": "Accumulate Amount",
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"label": "Contribution Amount",
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"type": "float",
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"default": 0.2,
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"default": 0.6,
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"min": 0.0,
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"max": 2.0,
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"step": 0.001,
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"description": "How much of each bright sample gets added into the running feedback image."
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"description": "Strength of each frame's highlight contribution before it is shifted into the rolling history."
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},
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{
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"id": "displayGain",
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"label": "Display Gain",
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"type": "float",
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"default": 1.0,
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"default": 2.5,
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"min": 0.0,
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"max": 4.0,
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"max": 8.0,
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"step": 0.01,
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"description": "Brightness applied to the accumulated feedback when displayed."
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"description": "Brightness applied to the sum of the most recent three stored highlight samples."
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},
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{
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"id": "baseMix",
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@@ -56,17 +74,7 @@
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"min": 0.0,
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"max": 1.0,
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"step": 0.01,
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"description": "Amount of the live source image kept under the accumulation."
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},
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{
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"id": "resetSeconds",
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"label": "Reset Seconds",
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"type": "float",
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"default": 10.0,
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"min": 1.0,
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"max": 60.0,
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"step": 0.1,
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"description": "Length of each accumulation window before the feedback resets."
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"description": "Amount of the live source image kept under the recent highlight history display."
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}
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]
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}
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@@ -3,29 +3,45 @@ float luminance(float3 color)
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return dot(color, float3(0.2126, 0.7152, 0.0722));
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}
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float currentResetPhase(float timeSeconds, float resetInterval)
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float4 buildHistory(ShaderContext context)
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{
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float safeInterval = max(resetInterval, 0.001);
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float cycleIndex = floor(timeSeconds / safeInterval);
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return frac(cycleIndex * 0.5) >= 0.5 ? 1.0 : 0.0;
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}
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float4 shadeVideo(ShaderContext context)
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{
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float safeResetSeconds = max(resetSeconds, 0.001);
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float phase = currentResetPhase(context.time, safeResetSeconds);
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float4 previousFeedback = sampleFeedback(context.uv);
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bool phaseMatches = context.feedbackAvailable > 0 && abs(previousFeedback.a - phase) < 0.25;
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float3 previousAccumulation = phaseMatches ? previousFeedback.rgb : float3(0.0, 0.0, 0.0);
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float4 previousHistory = context.feedbackAvailable > 0
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? previousFeedback
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: float4(0.0, 0.0, 0.0, 0.0);
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// Highlight selection is always based on the live source image only.
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// The stored feedback never feeds back into the threshold test.
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float currentLuma = luminance(context.sourceColor.rgb);
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float thresholdWidth = max(softness, 0.0001);
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float brightMask = smoothstep(highlightThreshold - thresholdWidth, highlightThreshold + thresholdWidth, currentLuma);
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float3 currentContribution = context.sourceColor.rgb * brightMask * max(accumulateAmount, 0.0);
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float3 nextAccumulation = saturate(previousAccumulation + currentContribution);
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// Treat RGBA as a 4-slot rolling scalar history:
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// R = current frame, G = 1 frame ago, B = 2 frames ago, A = 3 frames ago.
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// Each frame shifts the history forward and drops the oldest sample.
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float currentContribution = currentLuma * brightMask * max(accumulateAmount, 0.0);
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float4 nextHistory = float4(
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currentContribution,
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previousHistory.r,
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previousHistory.g,
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previousHistory.b
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);
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float3 displayColor = context.sourceColor.rgb * saturate(baseMix) + nextAccumulation * max(displayGain, 0.0);
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return float4(saturate(displayColor), phase);
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return saturate(nextHistory);
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}
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float4 displayHistory(ShaderContext context)
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{
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// In the display pass, context.sourceColor is the same-frame historyBuffer
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// produced by buildHistory().
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float4 history = context.sourceColor;
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float recentEnergy = history.r + history.g + history.b;
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float3 originalColor = sampleLayerInput(context.uv).rgb;
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float highlightBoost = recentEnergy * max(displayGain, 0.0);
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float3 sourceHue = originalColor / max(max(originalColor.r, originalColor.g), max(originalColor.b, 0.0001));
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float3 displayColor =
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originalColor +
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sourceHue * highlightBoost * 1.5;
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return float4(saturate(displayColor), 1.0);
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}
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