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2 Commits

Author SHA1 Message Date
196533be95 implement box blur for ssao 2025-10-22 23:46:14 +03:00
021d36b13c start work on hiace 2025-10-22 22:00:27 +03:00
5 changed files with 570 additions and 3 deletions

14
modules/Hiace/module.jai Normal file
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@ -0,0 +1,14 @@
Pack_Item :: struct {
id: string;
w: u32;
h: u32;
x: u32;
y: u32;
}
// Give this a list of items, and then it will pack them and fill in their positions in the atlas.
// It will return the size of the atlas. The atlas will always be a square. It will start with a 1028x1028
// atlas and double the atlas size with each failed try.
pack :: (items: []Pack_Item) -> u32 {
// @Incomplete: current packing is 0iq, it should probably be improved.
}

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@ -256,8 +256,7 @@ backend_process_command_buckets :: () {
in_gbuffer_pass = false; in_gbuffer_pass = false;
current_trile_offset_index = 0; // This is not optimal, but it is nice and simple. current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
// --- TODO: Do SSAO pass here: sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_postprocess_attach_a }));
sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_ssao_attachments}));
sg_apply_pipeline(gPipelines.ssao.pipeline); sg_apply_pipeline(gPipelines.ssao.pipeline);
gPipelines.ssao.bind.images[0] = g_gbuf_position; gPipelines.ssao.bind.images[0] = g_gbuf_position;
gPipelines.ssao.bind.images[1] = g_gbuf_normal; gPipelines.ssao.bind.images[1] = g_gbuf_normal;
@ -272,6 +271,13 @@ backend_process_command_buckets :: () {
sg_draw(0, 6, 1); sg_draw(0, 6, 1);
sg_end_pass(); sg_end_pass();
sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_ssao_attachments }));
sg_apply_pipeline(gPipelines.op.pipeline);
gPipelines.op.bind.images[0] = g_postprocess_a;
sg_apply_bindings(*gPipelines.op.bind);
sg_draw(0, 6, 1);
sg_end_pass();
// 5. Main pass // 5. Main pass
sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments})); sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments}));
for render_command_buckets.main { for render_command_buckets.main {

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@ -28,6 +28,14 @@ g_ssao_noise_buf : sg_image;
g_ssaobuf_depth : sg_image; g_ssaobuf_depth : sg_image;
g_ssao_attachments : sg_attachments; g_ssao_attachments : sg_attachments;
g_postprocess_a : sg_image;
g_postprocess_b : sg_image;
g_postprocess_a_depth : sg_image;
g_postprocess_b_depth : sg_image;
g_postprocess_attach_a : sg_attachments;
g_postprocess_attach_b : sg_attachments;
gPipelines : struct { gPipelines : struct {
// G-Buffer generation for SSAO and other effects // G-Buffer generation for SSAO and other effects
gbuffer: Pipeline_Binding; gbuffer: Pipeline_Binding;
@ -52,6 +60,8 @@ gPipelines : struct {
// Post-processing pipeline // Post-processing pipeline
postprocess : Pipeline_Binding; postprocess : Pipeline_Binding;
op : Pipeline_Binding;
// Renders the SSAO texture using things from the gbuffer pass. // Renders the SSAO texture using things from the gbuffer pass.
ssao: Pipeline_Binding; ssao: Pipeline_Binding;
} }
@ -125,6 +135,7 @@ create_pipelines :: () {
create_plane_pipeline(); create_plane_pipeline();
create_postprocess_pipeline(); create_postprocess_pipeline();
create_ssao_pipeline(); create_ssao_pipeline();
create_op_pipeline();
create_shadowmap_image(); create_shadowmap_image();
create_final_image(); create_final_image();
@ -678,9 +689,73 @@ create_postprocess_pipeline :: () {
} }
create_op_pipeline :: () {
platconf := get_plat_conf();
pipeline: sg_pipeline_desc;
shader_desc := op_shader_desc(sg_query_backend());
pipeline.shader = sg_make_shader(*shader_desc);
pipeline.layout.attrs[ATTR_op_position] = .{ format = .FLOAT2 };
pipeline.layout.attrs[ATTR_op_uv] = .{ format = .FLOAT2 };
pipeline.index_type = .UINT16;
color_state := sg_color_target_state.{
blend = .{
enabled = true,
src_factor_rgb = .SRC_ALPHA,
dst_factor_rgb = .ONE_MINUS_SRC_ALPHA
}
};
pipeline.depth = .{
write_enabled = true,
compare = .LESS_EQUAL,
pixel_format = .DEPTH
};
pipeline.color_count = 1;
pipeline.colors[0] = color_state;
gPipelines.op.pipeline = sg_make_pipeline(*pipeline);
quad_vertices : [16]float = .[
-1.0, 1.0, 0.0, flip_if_plat(1.0), // top-let
-1.0, -1.0, 0.0, flip_if_plat(0.0), // bottom-let
1.0, -1.0, 1.0, flip_if_plat(0.0), // bottom-right
1.0, 1.0, 1.0, flip_if_plat(1.0), // top-right
];
quad_indices : [6]u16 = .[
0, 1, 2, 0, 2, 3
];
vbuffer := sg_buffer_desc.{ size = size_of(float) * 16, data = .{
ptr = quad_vertices.data,
size = 16 * 4
}};
ibuffer := sg_buffer_desc.{ size = size_of(u16) * 6, data = .{
ptr = quad_indices.data,
size = 6 * 2
},
type = .INDEXBUFFER,
};
gPipelines.op.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
gPipelines.op.bind.index_buffer = sg_make_buffer(*ibuffer);
gPipelines.op.bind.samplers[0] = sg_make_sampler(*(sg_sampler_desc.{
wrap_u = .CLAMP_TO_EDGE,
wrap_v = .CLAMP_TO_EDGE,
min_filter = .NEAREST,
mag_filter = .NEAREST,
}));
}
create_ssao_images :: () { create_ssao_images :: () {
if g_ssaobuf.id != INVALID_ID then sg_destroy_image(g_ssaobuf); if g_ssaobuf.id != INVALID_ID then sg_destroy_image(g_ssaobuf);
if g_ssaobuf_depth.id != INVALID_ID then sg_destroy_image(g_ssaobuf_depth); if g_ssaobuf_depth.id != INVALID_ID then sg_destroy_image(g_ssaobuf_depth);
if g_postprocess_a.id != INVALID_ID then sg_destroy_image(g_postprocess_a);
if g_postprocess_a_depth.id != INVALID_ID then sg_destroy_image(g_postprocess_a_depth);
if g_postprocess_b.id != INVALID_ID then sg_destroy_image(g_postprocess_b);
if g_postprocess_b_depth.id != INVALID_ID then sg_destroy_image(g_postprocess_b_depth);
w,h := get_render_size(); w,h := get_render_size();
img_desc := sg_image_desc.{ img_desc := sg_image_desc.{
width = w, width = w,
@ -689,6 +764,8 @@ create_ssao_images :: () {
}; };
img_desc.sample_count = 1; img_desc.sample_count = 1;
g_ssaobuf = sg_make_image(*img_desc); g_ssaobuf = sg_make_image(*img_desc);
g_postprocess_a = sg_make_image(*img_desc);
g_postprocess_b = sg_make_image(*img_desc);
img_desc = sg_image_desc.{ img_desc = sg_image_desc.{
width = w, width = w,
height = h, height = h,
@ -697,6 +774,8 @@ create_ssao_images :: () {
}; };
img_desc.sample_count = 1; img_desc.sample_count = 1;
g_ssaobuf_depth = sg_make_image(*img_desc); g_ssaobuf_depth = sg_make_image(*img_desc);
g_postprocess_a_depth = sg_make_image(*img_desc);
g_postprocess_b_depth = sg_make_image(*img_desc);
attachmentsDesc := sg_attachments_desc.{ attachmentsDesc := sg_attachments_desc.{
colors[0].image = g_ssaobuf, colors[0].image = g_ssaobuf,
@ -704,6 +783,19 @@ create_ssao_images :: () {
}; };
sg_destroy_attachments(g_ssao_attachments); sg_destroy_attachments(g_ssao_attachments);
g_ssao_attachments = sg_make_attachments(*attachmentsDesc); g_ssao_attachments = sg_make_attachments(*attachmentsDesc);
attachmentsDescA := sg_attachments_desc.{
colors[0].image = g_postprocess_a,
depth_stencil.image = g_postprocess_a_depth
};
attachmentsDescB := sg_attachments_desc.{
colors[0].image = g_postprocess_b,
depth_stencil.image = g_postprocess_b_depth
};
sg_destroy_attachments(g_postprocess_attach_a);
g_postprocess_attach_a = sg_make_attachments(*attachmentsDescA);
sg_destroy_attachments(g_postprocess_attach_b);
g_postprocess_attach_b = sg_make_attachments(*attachmentsDescB);
} }
create_ssao_pipeline :: () { create_ssao_pipeline :: () {

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@ -0,0 +1,420 @@
/*
#version:1# (machine generated, don't edit!)
Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
Cmdline:
sokol-shdc -i shader_op.glsl -o ./jai/shader_op.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
Overview:
=========
Shader program: 'op':
Get shader desc: op_shader_desc(sg_query_backend())
Vertex Shader: vs_op
Fragment Shader: fs_op
Attributes:
ATTR_op_position => 0
ATTR_op_uv => 1
Bindings:
Image 'optex':
Image type: ._2D
Sample type: .FLOAT
Multisampled: false
Bind slot: IMG_optex => 0
Sampler 'opsmp':
Type: .FILTERING
Bind slot: SMP_opsmp => 0
*/
ATTR_op_position :: 0;
ATTR_op_uv :: 1;
IMG_optex :: 0;
SMP_opsmp :: 0;
/*
#version 430
layout(location = 0) in vec2 position;
layout(location = 0) out vec2 texcoord;
layout(location = 1) in vec2 uv;
void main()
{
gl_Position = vec4(position, 0.5, 1.0);
texcoord = uv;
}
*/
vs_op_source_glsl430 := u8.[
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];
/*
#version 430
layout(binding = 16) uniform sampler2D optex_opsmp;
layout(location = 0) in vec2 texcoord;
layout(location = 0) out vec4 frag_color;
void main()
{
vec2 _28 = vec2(1.0) / vec2(textureSize(optex_opsmp, 0));
float result = 0.0;
for (int x = -3; x < 3; x++)
{
for (int y = -3; y < 3; y++)
{
result += texture(optex_opsmp, texcoord + (vec2(float(x), float(y)) * _28)).x;
}
}
float _84 = result * 0.02777777798473834991455078125;
frag_color = vec4(_84, _84, _84, 1.0);
}
*/
fs_op_source_glsl430 := u8.[
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];
/*
#version 300 es
layout(location = 0) in vec2 position;
out vec2 texcoord;
layout(location = 1) in vec2 uv;
void main()
{
gl_Position = vec4(position, 0.5, 1.0);
texcoord = uv;
}
*/
vs_op_source_glsl300es := u8.[
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];
/*
#version 300 es
precision mediump float;
precision highp int;
uniform highp sampler2D optex_opsmp;
in highp vec2 texcoord;
layout(location = 0) out highp vec4 frag_color;
void main()
{
highp vec2 _28 = vec2(1.0) / vec2(textureSize(optex_opsmp, 0));
highp float result = 0.0;
for (int x = -3; x < 3; x++)
{
for (int y = -3; y < 3; y++)
{
result += texture(optex_opsmp, texcoord + (vec2(float(x), float(y)) * _28)).x;
}
}
highp float _84 = result * 0.02777777798473834991455078125;
frag_color = vec4(_84, _84, _84, 1.0);
}
*/
fs_op_source_glsl300es := u8.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float2 texcoord [[user(locn0)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float2 position [[attribute(0)]];
float2 uv [[attribute(1)]];
};
vertex main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.gl_Position = float4(in.position, 0.5, 1.0);
out.texcoord = in.uv;
return out;
}
*/
vs_op_source_metal_macos := u8.[
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];
/*
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 frag_color [[color(0)]];
};
struct main0_in
{
float2 texcoord [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> optex [[texture(0)]], sampler opsmp [[sampler(0)]])
{
main0_out out = {};
float2 _28 = float2(1.0) / float2(int2(optex.get_width(), optex.get_height()));
float result = 0.0;
for (int x = -3; x < 3; x++)
{
for (int y = -3; y < 3; y++)
{
result += optex.sample(opsmp, (in.texcoord + (float2(float(x), float(y)) * _28))).x;
}
}
float _84 = result * 0.02777777798473834991455078125;
out.frag_color = float4(_84, _84, _84, 1.0);
return out;
}
*/
fs_op_source_metal_macos := u8.[
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];
op_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
desc: sg_shader_desc;
desc.label = "op_shader";
if backend == {
case .GLCORE;
desc.vertex_func.source = xx *vs_op_source_glsl430;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_op_source_glsl430;
desc.fragment_func.entry = "main";
desc.attrs[0].base_type = .FLOAT;
desc.attrs[0].glsl_name = "position";
desc.attrs[1].base_type = .FLOAT;
desc.attrs[1].glsl_name = "uv";
desc.images[0].stage = .FRAGMENT;
desc.images[0].multisampled = false;
desc.images[0].image_type = ._2D;
desc.images[0].sample_type = .FLOAT;
desc.samplers[0].stage = .FRAGMENT;
desc.samplers[0].sampler_type = .FILTERING;
desc.image_sampler_pairs[0].stage = .FRAGMENT;
desc.image_sampler_pairs[0].image_slot = 0;
desc.image_sampler_pairs[0].sampler_slot = 0;
desc.image_sampler_pairs[0].glsl_name = "optex_opsmp";
case .GLES3;
desc.vertex_func.source = xx *vs_op_source_glsl300es;
desc.vertex_func.entry = "main";
desc.fragment_func.source = xx *fs_op_source_glsl300es;
desc.fragment_func.entry = "main";
desc.attrs[0].base_type = .FLOAT;
desc.attrs[0].glsl_name = "position";
desc.attrs[1].base_type = .FLOAT;
desc.attrs[1].glsl_name = "uv";
desc.images[0].stage = .FRAGMENT;
desc.images[0].multisampled = false;
desc.images[0].image_type = ._2D;
desc.images[0].sample_type = .FLOAT;
desc.samplers[0].stage = .FRAGMENT;
desc.samplers[0].sampler_type = .FILTERING;
desc.image_sampler_pairs[0].stage = .FRAGMENT;
desc.image_sampler_pairs[0].image_slot = 0;
desc.image_sampler_pairs[0].sampler_slot = 0;
desc.image_sampler_pairs[0].glsl_name = "optex_opsmp";
case .METAL_MACOS;
desc.vertex_func.source = xx *vs_op_source_metal_macos;
desc.vertex_func.entry = "main0";
desc.fragment_func.source = xx *fs_op_source_metal_macos;
desc.fragment_func.entry = "main0";
desc.attrs[0].base_type = .FLOAT;
desc.attrs[1].base_type = .FLOAT;
desc.images[0].stage = .FRAGMENT;
desc.images[0].multisampled = false;
desc.images[0].image_type = ._2D;
desc.images[0].sample_type = .FLOAT;
desc.images[0].msl_texture_n = 0;
desc.samplers[0].stage = .FRAGMENT;
desc.samplers[0].sampler_type = .FILTERING;
desc.samplers[0].msl_sampler_n = 0;
desc.image_sampler_pairs[0].stage = .FRAGMENT;
desc.image_sampler_pairs[0].image_slot = 0;
desc.image_sampler_pairs[0].sampler_slot = 0;
}
return desc;
}

View File

@ -0,0 +1,35 @@
@vs vs_op
in vec2 position;
in vec2 uv;
out vec2 texcoord;
void main() {
gl_Position = vec4(position, 0.5, 1.0);
texcoord = uv;
}
@end
@fs fs_op
in vec2 texcoord;
out vec4 frag_color;
layout(binding = 0) uniform texture2D optex;
layout(binding = 0) uniform sampler opsmp;
void main() {
vec2 texelSize = 1.0 / vec2(textureSize(sampler2D(optex, opsmp), 0));
float result = 0.0;
for (int x = -2; x < 2; ++x)
{
for (int y = -2; y < 2; ++y)
{
vec2 offset = vec2(float(x), float(y)) * texelSize;
result += texture(sampler2D(optex, opsmp), texcoord + offset).r;
}
}
frag_color = vec4(vec3(result / (4.0 * 4.0)), 1.0);
}
@end
@program op vs_op fs_op