so that didn't do what I wanted, essentially a pixelate shader ATM
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@@ -26,10 +26,6 @@ ivec4 separate(int pix){
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uint get_idx(int offset_x, int offset_y){
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// uint x = min(settings.settings[0], max(0, gl_GlobalInvocationID.x + offset_x));
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// uint y = min(settings.settings[1], max(0, gl_GlobalInvocationID.y + offset_y));
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// return ((y * settings.settings[0]) + x);
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uint x = min(settings.settings[0], max(0, gl_GlobalInvocationID.x + offset_x));
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uint y = min(settings.settings[1], max(0, gl_GlobalInvocationID.y + offset_y));
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return ((y * settings.settings[0]) + x);
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@@ -56,7 +52,7 @@ void main() {
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ivec3 m = max(max(max(d0, d1), d2), d3);
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if ((m.x + m.y + m.z) > 1){
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if ((m.x + m.y + m.z) > 275){
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p.x = 0;
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p.y = 0;
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p.z = 255;
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79
resources/shaders/simple-homogenize.compute
Normal file
79
resources/shaders/simple-homogenize.compute
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@@ -0,0 +1,79 @@
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#version 450
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer wData {
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int buf[];
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} write_buffer;
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layout(set = 0, binding = 1) buffer rData {
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int buf[];
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} read_buffer;
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layout(set = 0, binding = 2) buffer Settings {
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int settings[];
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} settings;
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ivec4 separate(int pix){
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ivec4 r = ivec4(
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(pix & 0x000000FF),
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(pix & 0x0000FF00) >> 8,
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(pix & 0x00FF0000) >> 16,
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(pix & 0xFF000000) >> 24
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);
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return r;
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}
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uint get_idx(int offset_x, int offset_y){
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uint x = min(settings.settings[0], max(0, gl_GlobalInvocationID.x + offset_x));
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uint y = min(settings.settings[1], max(0, gl_GlobalInvocationID.y + offset_y));
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return ((y * settings.settings[0]) + x);
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}
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void main() {
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uint idx = get_idx(0,0);
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ivec4 p = separate(read_buffer.buf[get_idx(0 , 0)]);
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ivec4 p0 = separate(read_buffer.buf[get_idx(0 , 1)]);
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ivec4 p1 = separate(read_buffer.buf[get_idx(0 ,-1)]);
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ivec4 p2 = separate(read_buffer.buf[get_idx(1 , 1)]);
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ivec4 p3 = separate(read_buffer.buf[get_idx(-1,-1)]);
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ivec4 p4 = separate(read_buffer.buf[get_idx(1 , 0)]);
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ivec4 p5 = separate(read_buffer.buf[get_idx(-1, 0)]);
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ivec4 p6 = separate(read_buffer.buf[get_idx(1 ,-1)]);
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ivec4 p7 = separate(read_buffer.buf[get_idx(-1, 1)]);
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ivec4 avg = p0 + p1 + p2 + p3 + p4 + p5 + p6 + p7;
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avg = max(avg, 1) / 8;
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int total_of_avg = avg.x + avg.y + avg.z;
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ivec4 pixels[8] = ivec4[](p0, p1, p2, p3, p4, p5, p6, p7);
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int current_best = 999;
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ivec4 current_best_p = p;
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for (int i = 0; i < 8; i++){
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int v = pixels[i].x + pixels[i].y + pixels[i].z;
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if (abs(total_of_avg - v) < current_best) {
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current_best = abs(total_of_avg - v);
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current_best_p = pixels[i];
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}
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}
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p = current_best_p;
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
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write_buffer.buf[idx] = (write_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
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// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0x000000FF) ) | (p.x);
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// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0x0000FF00) ) | (p.y << 8);
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// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0x00FF0000) ) | (p.z << 16);
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// read_buffer.buf[idx] = (read_buffer.buf[idx] & (~0xFF000000) ) | (p.w << 24);
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}
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@@ -50,7 +50,7 @@ mod util;
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fn main() {
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// Load up the input image, determine some details
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let mut img = image::open("resources/images/test2.png").unwrap();
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let mut img = image::open("resources/images/funky-bird.jpg").unwrap();
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let xy = img.dimensions();
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let data_length = xy.0 * xy.1 * 4;
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let mut image_buffer = Vec::new();
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@@ -70,7 +70,7 @@ fn main() {
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let project_root = std::env::current_dir().expect("failed to get root directory");
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let mut compute_path = project_root.clone();
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compute_path.push(PathBuf::from("resources/shaders/add.compute"));
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compute_path.push(PathBuf::from("resources/shaders/simple-homogenize.compute"));
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let shader = sr::load_compute(compute_path).expect("Failed to compile");
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let vulkano_entry = sr::parse_compute(&shader).expect("failed to parse");
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