doing blur shader without alpha blending

This commit is contained in:
Martins Mozeiko
2024-01-23 15:05:33 -08:00
committed by Ryan Fleury
parent 82f86d654f
commit bae91cd40c
4 changed files with 35 additions and 31 deletions
+12 -15
View File
@@ -227,6 +227,7 @@ str8_lit_comp(
" float4 position : SV_POSITION;\n" " float4 position : SV_POSITION;\n"
" float2 texcoord : TEX;\n" " float2 texcoord : TEX;\n"
" float2 sdf_sample_pos : SDF;\n" " float2 sdf_sample_pos : SDF;\n"
" nointerpolation float2 rect_half_size : RHS;\n"
" float corner_radius : RAD;\n" " float corner_radius : RAD;\n"
"};\n" "};\n"
"\n" "\n"
@@ -271,6 +272,7 @@ str8_lit_comp(
" v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);\n" " v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);\n"
" v2p.texcoord = vertex_position__pct;\n" " v2p.texcoord = vertex_position__pct;\n"
" v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size;\n" " v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size;\n"
" v2p.rect_half_size = rect_half_size - 2.f;\n"
" v2p.corner_radius = corner_radii__px[c2v.vertex_id];\n" " v2p.corner_radius = corner_radii__px[c2v.vertex_id];\n"
" }\n" " }\n"
" return v2p;\n" " return v2p;\n"
@@ -282,33 +284,28 @@ str8_lit_comp(
"ps_main(Vertex2Pixel v2p) : SV_TARGET\n" "ps_main(Vertex2Pixel v2p) : SV_TARGET\n"
"{\n" "{\n"
" // rjf: blend weighted texture samples into color\n" " // rjf: blend weighted texture samples into color\n"
" float4 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord);\n" " float3 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord).rgb;\n"
" color.a = kernel[0].x;\n"
" \n" " \n"
" for(uint i = 1; i < blur_count; i += 1)\n" " for(uint i = 1; i < blur_count; i += 1)\n"
" {\n" " {\n"
" float weight = kernel[i].x;\n" " float weight = kernel[i].x;\n"
" float offset = kernel[i].y;\n" " float offset = kernel[i].y;\n"
" float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction);\n" " color += weight * stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction).rgb;\n"
" float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction);\n" " color += weight * stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction).rgb;\n"
" min_sample.a = 1.f;\n"
" max_sample.a = 1.f;\n"
" color += min_sample * weight;\n"
" color += max_sample * weight;\n"
" }\n" " }\n"
" \n" " \n"
" // rjf: determine SDF sample position\n"
" float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);\n"
" float2 sdf_sample_pos = v2p.sdf_sample_pos;\n"
" \n"
" // rjf: sample for corners\n" " // rjf: sample for corners\n"
" float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - 2.f, v2p.corner_radius);\n" " float corner_sdf_s = rect_sdf(v2p.sdf_sample_pos, v2p.rect_half_size, v2p.corner_radius);\n"
" float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);\n" " float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);\n"
" \n" " \n"
" // rjf: weight output color by sdf\n" " // rjf: weight output color by sdf\n"
" color.a *= corner_sdf_t;\n" " // this is doing alpha testing, leave blurring only where mostly opaque pixels are\n"
" if (corner_sdf_t < 0.9f)\n"
" {\n"
" discard;\n"
" }\n"
" \n" " \n"
" return color;\n" " return float4(color, 1.f);\n"
"}\n" "}\n"
"" ""
); );
+10 -1
View File
@@ -232,6 +232,15 @@ r_init(CmdLine *cmdln)
error = r_d3d11_state->device->CreateBlendState(&desc, &r_d3d11_state->main_blend_state); error = r_d3d11_state->device->CreateBlendState(&desc, &r_d3d11_state->main_blend_state);
} }
{
D3D11_BLEND_DESC desc = {0};
{
desc.RenderTarget[0].BlendEnable = FALSE;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
}
error = r_d3d11_state->device->CreateBlendState(&desc, &r_d3d11_state->no_blend_state);
}
//- rjf: create nearest-neighbor sampler //- rjf: create nearest-neighbor sampler
{ {
D3D11_SAMPLER_DESC desc = zero_struct; D3D11_SAMPLER_DESC desc = zero_struct;
@@ -1190,7 +1199,7 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
// rjf: setup output merger // rjf: setup output merger
d_ctx->OMSetDepthStencilState(r_d3d11_state->noop_depth_stencil, 0); d_ctx->OMSetDepthStencilState(r_d3d11_state->noop_depth_stencil, 0);
d_ctx->OMSetBlendState(r_d3d11_state->main_blend_state, 0, 0xffffffff); d_ctx->OMSetBlendState(r_d3d11_state->no_blend_state, 0, 0xffffffff);
// rjf: set up viewport // rjf: set up viewport
Vec2S32 resolution = wnd->last_resolution; Vec2S32 resolution = wnd->last_resolution;
+1
View File
@@ -134,6 +134,7 @@ struct R_D3D11_State
IDXGIFactory2 *dxgi_factory; IDXGIFactory2 *dxgi_factory;
ID3D11RasterizerState1 *main_rasterizer; ID3D11RasterizerState1 *main_rasterizer;
ID3D11BlendState *main_blend_state; ID3D11BlendState *main_blend_state;
ID3D11BlendState *no_blend_state;
ID3D11SamplerState *samplers[R_Tex2DSampleKind_COUNT]; ID3D11SamplerState *samplers[R_Tex2DSampleKind_COUNT];
ID3D11DepthStencilState *noop_depth_stencil; ID3D11DepthStencilState *noop_depth_stencil;
ID3D11DepthStencilState *plain_depth_stencil; ID3D11DepthStencilState *plain_depth_stencil;
+12 -15
View File
@@ -226,6 +226,7 @@ struct Vertex2Pixel
float4 position : SV_POSITION; float4 position : SV_POSITION;
float2 texcoord : TEX; float2 texcoord : TEX;
float2 sdf_sample_pos : SDF; float2 sdf_sample_pos : SDF;
nointerpolation float2 rect_half_size : RHS;
float corner_radius : RAD; float corner_radius : RAD;
}; };
@@ -270,6 +271,7 @@ vs_main(CPU2Vertex c2v)
v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f); v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f);
v2p.texcoord = vertex_position__pct; v2p.texcoord = vertex_position__pct;
v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size; v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size;
v2p.rect_half_size = rect_half_size - 2.f;
v2p.corner_radius = corner_radii__px[c2v.vertex_id]; v2p.corner_radius = corner_radii__px[c2v.vertex_id];
} }
return v2p; return v2p;
@@ -281,33 +283,28 @@ float4
ps_main(Vertex2Pixel v2p) : SV_TARGET ps_main(Vertex2Pixel v2p) : SV_TARGET
{ {
// rjf: blend weighted texture samples into color // rjf: blend weighted texture samples into color
float4 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord); float3 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord).rgb;
color.a = kernel[0].x;
for(uint i = 1; i < blur_count; i += 1) for(uint i = 1; i < blur_count; i += 1)
{ {
float weight = kernel[i].x; float weight = kernel[i].x;
float offset = kernel[i].y; float offset = kernel[i].y;
float4 min_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction); color += weight * stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction).rgb;
float4 max_sample = stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction); color += weight * stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction).rgb;
min_sample.a = 1.f;
max_sample.a = 1.f;
color += min_sample * weight;
color += max_sample * weight;
} }
// rjf: determine SDF sample position
float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2);
float2 sdf_sample_pos = v2p.sdf_sample_pos;
// rjf: sample for corners // rjf: sample for corners
float corner_sdf_s = rect_sdf(sdf_sample_pos, rect_half_size - 2.f, v2p.corner_radius); float corner_sdf_s = rect_sdf(v2p.sdf_sample_pos, v2p.rect_half_size, v2p.corner_radius);
float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s); float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s);
// rjf: weight output color by sdf // rjf: weight output color by sdf
color.a *= corner_sdf_t; // this is doing alpha testing, leave blurring only where mostly opaque pixels are
if (corner_sdf_t < 0.9f)
{
discard;
}
return color; return float4(color, 1.f);
} }
""" """