Source code for simvx.graphics.renderer.post_process

"""Post-processing pass — HDR tone mapping, FXAA, bloom, DoF, motion blur, film grain, vignette, chromatic aberration.

"""

import logging
import time
from typing import Any

import numpy as np
import vulkan as vk

from ..gpu.memory import create_buffer, create_sampler
from ..gpu.pipeline import create_shader_module
from ..materials.shader_compiler import compile_shader
from .bloom_pass import BloomPass
from .render_target import RenderTarget

__all__ = ["PostProcessPass"]

log = logging.getLogger(__name__)

# Push constant layout (52 bytes):
#   vec2  screen_size           8
#   float exposure              4
#   uint  flags                 4
#   float bloom_intensity       4
#   float dof_focus_distance    4
#   float dof_focus_range       4
#   float dof_max_blur          4
#   float grain_intensity       4
#   float vignette_intensity    4
#   float vignette_smoothness   4
#   float chromatic_intensity   4
#   float time                  4
#   float motion_blur_intensity 4
#   uint  motion_blur_samples   4
#   (4 bytes padding for vec4 alignment)
#   vec4  fog_colour              16  (rgb + density in alpha)
#   vec4  fog_params              16  (start, end, mode, fog_enabled)
# Total = 96 bytes
_PC_SIZE = 96

# Flag bits
FLAG_FXAA = 1 << 0
FLAG_BLOOM = 1 << 1
FLAG_SSAO = 1 << 2
FLAG_DOF = 1 << 3
FLAG_GRAIN = 1 << 4
FLAG_VIGNETTE = 1 << 5
FLAG_CHROMATIC = 1 << 6
FLAG_MOTION_BLUR = 1 << 7

[docs] class PostProcessPass: """Renders HDR scene to offscreen target, then tone-maps to swapchain. The pass owns an HDR render target. When enabled: - 3D scene renders to the HDR target (pre_render phase) - Bloom extraction + blur (optional) - Tone mapping + FXAA + cinematic effects renders to swapchain (main render pass) """ def __init__(self, engine: Any): self._engine = engine self._enabled = False self._start_time = time.perf_counter() # HDR render target self._hdr_target: RenderTarget | None = None # Tonemap pipeline self._pipeline: Any = None self._pipeline_layout: Any = None self._vert_module: Any = None self._frag_module: Any = None # HDR + bloom + depth texture descriptors self._sampler: Any = None self._depth_sampler: Any = None self._descriptor_pool: Any = None self._descriptor_layout: Any = None self._descriptor_set: Any = None # Bloom self._bloom_pass: BloomPass | None = None self._bloom_enabled = False self.bloom_intensity = 0.3 self.bloom_threshold = 1.0 # Settings — core self.exposure = 1.0 self.fxaa_enabled = True # Depth of Field self.dof_enabled = False self.dof_focus_distance = 0.5 self.dof_focus_range = 0.1 self.dof_max_blur = 6.0 # Film Grain self.grain_enabled = False self.grain_intensity = 0.05 # Vignette self.vignette_enabled = False self.vignette_intensity = 0.8 self.vignette_smoothness = 0.4 # Chromatic Aberration self.chromatic_aberration_enabled = False self.chromatic_aberration_intensity = 0.005 # SSAO self.ssao_enabled = False # Motion Blur self._motion_blur_enabled = False self.motion_blur_intensity = 1.0 self.motion_blur_samples = 8 # Fog (applied in tonemap shader, post-ACES, in LDR space) self.fog_enabled = False self.fog_colour: tuple[float, float, float] = (0.7, 0.8, 0.9) self.fog_density: float = 0.03 self.fog_start: float = 10.0 self.fog_end: float = 100.0 self.fog_mode: float = 1.0 # 0=linear, 1=exp, 2=exp2 # Motion blur UBO: inv_vp(mat4=64) + prev_vp(mat4=64) = 128 bytes self._mb_ubo_buf: Any = None self._mb_ubo_mem: Any = None self._prev_vp: np.ndarray = np.eye(4, dtype=np.float32) self._has_prev_vp = False @property def enabled(self) -> bool: return self._enabled @property def hdr_target(self) -> RenderTarget | None: return self._hdr_target @property def bloom_enabled(self) -> bool: return self._bloom_enabled @bloom_enabled.setter def bloom_enabled(self, value: bool) -> None: self._bloom_enabled = value @property def motion_blur_enabled(self) -> bool: return self._motion_blur_enabled @motion_blur_enabled.setter def motion_blur_enabled(self, value: bool) -> None: self._motion_blur_enabled = value def _build_flags(self) -> int: """Compute flags bitmask from current settings.""" flags = 0 if self.fxaa_enabled: flags |= FLAG_FXAA if self._bloom_enabled and self._bloom_pass: flags |= FLAG_BLOOM if self.ssao_enabled: flags |= FLAG_SSAO if self.dof_enabled: flags |= FLAG_DOF if self.grain_enabled: flags |= FLAG_GRAIN if self.vignette_enabled: flags |= FLAG_VIGNETTE if self.chromatic_aberration_enabled: flags |= FLAG_CHROMATIC if self._motion_blur_enabled and self._has_prev_vp: flags |= FLAG_MOTION_BLUR return flags
[docs] def setup(self) -> None: """Initialize HDR target and tonemap pipeline.""" e = self._engine device = e.ctx.device w, h = e.extent # Create HDR render target (16-bit float) with samplable depth for motion blur self._hdr_target = RenderTarget( device, e.ctx.physical_device, w, h, colour_format=vk.VK_FORMAT_R16G16B16A16_SFLOAT, use_depth=True, samplable_depth=True, ) # Samplers self._sampler = create_sampler(device) self._depth_sampler = self._create_depth_sampler(device) # Motion blur UBO (inv_vp + prev_vp = 128 bytes) self._mb_ubo_buf, self._mb_ubo_mem = create_buffer( device, e.ctx.physical_device, 128, vk.VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, vk.VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | vk.VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, ) # Descriptor layout: 4 combined image samplers (HDR + bloom + depth + SSAO) + 1 UBO (motion blur) bindings = [ vk.VkDescriptorSetLayoutBinding( binding=b, descriptorType=vk.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, descriptorCount=1, stageFlags=vk.VK_SHADER_STAGE_FRAGMENT_BIT, ) for b in range(3) ] bindings.append(vk.VkDescriptorSetLayoutBinding( binding=3, descriptorType=vk.VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, descriptorCount=1, stageFlags=vk.VK_SHADER_STAGE_FRAGMENT_BIT, )) bindings.append(vk.VkDescriptorSetLayoutBinding( binding=4, descriptorType=vk.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, descriptorCount=1, stageFlags=vk.VK_SHADER_STAGE_FRAGMENT_BIT, )) self._descriptor_layout = vk.vkCreateDescriptorSetLayout(device, vk.VkDescriptorSetLayoutCreateInfo( bindingCount=len(bindings), pBindings=bindings, ), None) # Descriptor pool: 4 samplers + 1 UBO in 1 set pool_sizes = [ vk.VkDescriptorPoolSize( type=vk.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, descriptorCount=4, ), vk.VkDescriptorPoolSize( type=vk.VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, descriptorCount=1, ), ] self._descriptor_pool = vk.vkCreateDescriptorPool(device, vk.VkDescriptorPoolCreateInfo( maxSets=1, poolSizeCount=len(pool_sizes), pPoolSizes=pool_sizes, ), None) # Allocate and write descriptor sets = vk.vkAllocateDescriptorSets(device, vk.VkDescriptorSetAllocateInfo( descriptorPool=self._descriptor_pool, descriptorSetCount=1, pSetLayouts=[self._descriptor_layout], )) self._descriptor_set = sets[0] # Write descriptors for HDR (0), bloom placeholder (1), depth (2) self._write_descriptors(device) # Compile tonemap shaders shader_dir = e.shader_dir vert_spv = compile_shader(shader_dir / "tonemap.vert") frag_spv = compile_shader(shader_dir / "tonemap.frag") self._vert_module = create_shader_module(device, vert_spv) self._frag_module = create_shader_module(device, frag_spv) # Create tonemap pipeline self._create_pipeline(device, e.render_pass, (w, h)) # Initialize bloom pass self._bloom_pass = BloomPass(self._engine) self._bloom_pass.setup(self._hdr_target.colour_view) self._bloom_pass.threshold = self.bloom_threshold self._bloom_enabled = True # Update bloom descriptor binding now that bloom is ready self._update_bloom_descriptor() self._enabled = True log.debug("Post-processing pass initialized (%dx%d HDR, bloom=%s)", w, h, self._bloom_enabled)
def _create_depth_sampler(self, device: Any) -> Any: """Create a sampler suitable for depth texture sampling.""" sampler_ci = vk.VkSamplerCreateInfo( magFilter=vk.VK_FILTER_LINEAR, minFilter=vk.VK_FILTER_LINEAR, mipmapMode=vk.VK_SAMPLER_MIPMAP_MODE_NEAREST, addressModeU=vk.VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, addressModeV=vk.VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, addressModeW=vk.VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, minLod=0.0, maxLod=0.0, ) return vk.vkCreateSampler(device, sampler_ci, None) def _write_descriptors(self, device: Any) -> None: """Write all descriptor bindings (HDR, bloom, depth, motion blur UBO, SSAO).""" rt = self._hdr_target hdr_info = vk.VkDescriptorImageInfo( sampler=self._sampler, imageView=rt.colour_view, imageLayout=vk.VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, ) bloom_info = vk.VkDescriptorImageInfo( sampler=self._sampler, imageView=rt.colour_view, # placeholder until bloom setup imageLayout=vk.VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, ) depth_info = vk.VkDescriptorImageInfo( sampler=self._depth_sampler, imageView=rt.depth_view, imageLayout=vk.VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL, ) ssao_info = vk.VkDescriptorImageInfo( sampler=self._sampler, imageView=rt.colour_view, # placeholder until SSAO setup imageLayout=vk.VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, ) writes = [ vk.VkWriteDescriptorSet( dstSet=self._descriptor_set, dstBinding=i, dstArrayElement=0, descriptorCount=1, descriptorType=vk.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, pImageInfo=[info], ) for i, info in enumerate([hdr_info, bloom_info, depth_info]) ] # SSAO placeholder at binding 4 writes.append(vk.VkWriteDescriptorSet( dstSet=self._descriptor_set, dstBinding=4, dstArrayElement=0, descriptorCount=1, descriptorType=vk.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, pImageInfo=[ssao_info], )) # Motion blur UBO at binding 3 if self._mb_ubo_buf: ubo_info = vk.VkDescriptorBufferInfo( buffer=self._mb_ubo_buf, offset=0, range=128, ) writes.append(vk.VkWriteDescriptorSet( dstSet=self._descriptor_set, dstBinding=3, dstArrayElement=0, descriptorCount=1, descriptorType=vk.VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, pBufferInfo=[ubo_info], )) vk.vkUpdateDescriptorSets(device, len(writes), writes, 0, None) def _update_bloom_descriptor(self) -> None: """Update binding 1 with the bloom pass output image view.""" if not self._bloom_pass or not self._bloom_pass.bloom_image_view: return bloom_info = vk.VkDescriptorImageInfo( sampler=self._sampler, imageView=self._bloom_pass.bloom_image_view, imageLayout=vk.VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, ) vk.vkUpdateDescriptorSets(self._engine.ctx.device, 1, [vk.VkWriteDescriptorSet( dstSet=self._descriptor_set, dstBinding=1, dstArrayElement=0, descriptorCount=1, descriptorType=vk.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, pImageInfo=[bloom_info], )], 0, None)
[docs] def update_ssao_descriptor(self, ao_view: Any) -> None: """Update binding 4 with the SSAO output image view.""" if not self._descriptor_set or not self._sampler: return # SSAO compute output stays in GENERAL layout; use GENERAL here to match. ssao_info = vk.VkDescriptorImageInfo( sampler=self._sampler, imageView=ao_view, imageLayout=vk.VK_IMAGE_LAYOUT_GENERAL, ) vk.vkUpdateDescriptorSets(self._engine.ctx.device, 1, [vk.VkWriteDescriptorSet( dstSet=self._descriptor_set, dstBinding=4, dstArrayElement=0, descriptorCount=1, descriptorType=vk.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, pImageInfo=[ssao_info], )], 0, None)
[docs] def update_motion_blur_matrices(self, view: np.ndarray, proj: np.ndarray) -> None: """Update the motion blur UBO with current inverse VP and previous VP. Call once per frame before render_tonemap() with the current camera matrices. Uses temporal smoothing to prevent sudden jumps from frame time variance. """ vp = (proj @ view).astype(np.float32) try: inv_vp = np.linalg.inv(vp).astype(np.float32) except np.linalg.LinAlgError: inv_vp = np.eye(4, dtype=np.float32) # On first frame, set prev_vp = current to avoid a massive initial velocity spike if not self._has_prev_vp: self._prev_vp = vp.copy() # Upload to GPU if self._mb_ubo_mem: inv_vp_t = np.ascontiguousarray(inv_vp.T, dtype=np.float32) prev_vp_t = np.ascontiguousarray(self._prev_vp.T, dtype=np.float32) from ..gpu.memory import upload_numpy data = np.concatenate([inv_vp_t.ravel(), prev_vp_t.ravel()]) upload_numpy(self._engine.ctx.device, self._mb_ubo_mem, data) # Store current VP for next frame self._prev_vp = vp.copy() self._has_prev_vp = True
def _create_pipeline(self, device: Any, render_pass: Any, extent: tuple[int, int]) -> None: """Create the tone mapping fullscreen pipeline.""" ffi = vk.ffi push_range = ffi.new("VkPushConstantRange*") push_range.stageFlags = vk.VK_SHADER_STAGE_FRAGMENT_BIT push_range.offset = 0 push_range.size = _PC_SIZE # Pipeline layout layout_ci = ffi.new("VkPipelineLayoutCreateInfo*") layout_ci.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO set_layouts = ffi.new("VkDescriptorSetLayout[1]", [self._descriptor_layout]) layout_ci.setLayoutCount = 1 layout_ci.pSetLayouts = set_layouts layout_ci.pushConstantRangeCount = 1 layout_ci.pPushConstantRanges = push_range layout_out = ffi.new("VkPipelineLayout*") result = vk._vulkan._callApi( vk._vulkan.lib.vkCreatePipelineLayout, device, layout_ci, ffi.NULL, layout_out, ) if result != vk.VK_SUCCESS: raise RuntimeError(f"vkCreatePipelineLayout failed: {result}") self._pipeline_layout = layout_out[0] # Pipeline create info pi = ffi.new("VkGraphicsPipelineCreateInfo*") pi.sType = vk.VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO # Shader stages stages = ffi.new("VkPipelineShaderStageCreateInfo[2]") main_name = ffi.new("char[]", b"main") stages[0].sType = vk.VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO stages[0].stage = vk.VK_SHADER_STAGE_VERTEX_BIT stages[0].module = self._vert_module stages[0].pName = main_name stages[1].sType = vk.VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO stages[1].stage = vk.VK_SHADER_STAGE_FRAGMENT_BIT stages[1].module = self._frag_module stages[1].pName = main_name pi.stageCount = 2 pi.pStages = stages # No vertex input (fullscreen triangle generated in shader) vi = ffi.new("VkPipelineVertexInputStateCreateInfo*") vi.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO pi.pVertexInputState = vi # Input assembly ia = ffi.new("VkPipelineInputAssemblyStateCreateInfo*") ia.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO ia.topology = vk.VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST pi.pInputAssemblyState = ia # Viewport state vps = ffi.new("VkPipelineViewportStateCreateInfo*") vps.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO vps.viewportCount = 1 viewport = ffi.new("VkViewport*") viewport.width = float(extent[0]) viewport.height = float(extent[1]) viewport.maxDepth = 1.0 vps.pViewports = viewport scissor = ffi.new("VkRect2D*") scissor.extent.width = extent[0] scissor.extent.height = extent[1] vps.scissorCount = 1 vps.pScissors = scissor pi.pViewportState = vps # Rasterization rs = ffi.new("VkPipelineRasterizationStateCreateInfo*") rs.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO rs.polygonMode = vk.VK_POLYGON_MODE_FILL rs.lineWidth = 1.0 rs.cullMode = vk.VK_CULL_MODE_NONE pi.pRasterizationState = rs # Multisample ms = ffi.new("VkPipelineMultisampleStateCreateInfo*") ms.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO ms.rasterizationSamples = vk.VK_SAMPLE_COUNT_1_BIT pi.pMultisampleState = ms # No depth test dss = ffi.new("VkPipelineDepthStencilStateCreateInfo*") dss.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO dss.depthTestEnable = 0 dss.depthWriteEnable = 0 pi.pDepthStencilState = dss # Colour blend (no blending) cba = ffi.new("VkPipelineColorBlendAttachmentState*") cba.colorWriteMask = ( vk.VK_COLOR_COMPONENT_R_BIT | vk.VK_COLOR_COMPONENT_G_BIT | vk.VK_COLOR_COMPONENT_B_BIT | vk.VK_COLOR_COMPONENT_A_BIT ) cb = ffi.new("VkPipelineColorBlendStateCreateInfo*") cb.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO cb.attachmentCount = 1 cb.pAttachments = cba pi.pColorBlendState = cb # Dynamic state dyn_states = ffi.new("VkDynamicState[2]", [vk.VK_DYNAMIC_STATE_VIEWPORT, vk.VK_DYNAMIC_STATE_SCISSOR]) ds = ffi.new("VkPipelineDynamicStateCreateInfo*") ds.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO ds.dynamicStateCount = 2 ds.pDynamicStates = dyn_states pi.pDynamicState = ds pi.layout = self._pipeline_layout pi.renderPass = render_pass pipeline_out = ffi.new("VkPipeline*") result = vk._vulkan._callApi( vk._vulkan.lib.vkCreateGraphicsPipelines, device, ffi.NULL, 1, pi, ffi.NULL, pipeline_out, ) if result != vk.VK_SUCCESS: raise RuntimeError(f"vkCreateGraphicsPipelines failed: {result}") self._pipeline = pipeline_out[0]
[docs] def begin_hdr_pass(self, cmd: Any) -> None: """Begin the HDR render pass (call before 3D rendering).""" if not self._enabled or not self._hdr_target: return rt = self._hdr_target cc = getattr(self._engine, "clear_colour", [0.0, 0.0, 0.0, 1.0]) clear_values = [ vk.VkClearValue(color=vk.VkClearColorValue(float32=cc)), vk.VkClearValue(depthStencil=vk.VkClearDepthStencilValue(depth=1.0, stencil=0)), ] rp_begin = vk.VkRenderPassBeginInfo( renderPass=rt.render_pass, framebuffer=rt.framebuffer, renderArea=vk.VkRect2D( offset=vk.VkOffset2D(x=0, y=0), extent=vk.VkExtent2D(width=rt.width, height=rt.height), ), clearValueCount=len(clear_values), pClearValues=clear_values, ) vk.vkCmdBeginRenderPass(cmd, rp_begin, vk.VK_SUBPASS_CONTENTS_INLINE)
[docs] def end_hdr_pass(self, cmd: Any) -> None: """End the HDR render pass.""" if not self._enabled: return vk.vkCmdEndRenderPass(cmd)
[docs] def render_bloom(self, cmd: Any) -> None: """Execute bloom pass (extract + blur). Call after end_hdr_pass.""" if not self._bloom_enabled or not self._bloom_pass: return self._bloom_pass.threshold = self.bloom_threshold self._bloom_pass.render(cmd)
[docs] def render_tonemap(self, cmd: Any, width: int, height: int) -> None: """Render tone-mapped fullscreen quad to current render pass (swapchain).""" if not self._enabled or not self._pipeline: return # Set viewport/scissor vk_viewport = vk.VkViewport( x=0.0, y=0.0, width=float(width), height=float(height), minDepth=0.0, maxDepth=1.0, ) vk.vkCmdSetViewport(cmd, 0, 1, [vk_viewport]) scissor = vk.VkRect2D( offset=vk.VkOffset2D(x=0, y=0), extent=vk.VkExtent2D(width=width, height=height), ) vk.vkCmdSetScissor(cmd, 0, 1, [scissor]) # Bind pipeline and descriptor vk.vkCmdBindPipeline(cmd, vk.VK_PIPELINE_BIND_POINT_GRAPHICS, self._pipeline) vk.vkCmdBindDescriptorSets( cmd, vk.VK_PIPELINE_BIND_POINT_GRAPHICS, self._pipeline_layout, 0, 1, [self._descriptor_set], 0, None, ) # Build push constants (52 bytes) flags = self._build_flags() elapsed = time.perf_counter() - self._start_time pc_data = bytearray(_PC_SIZE) pc_data[0:8] = np.array([float(width), float(height)], dtype=np.float32).tobytes() pc_data[8:12] = np.array([self.exposure], dtype=np.float32).tobytes() pc_data[12:16] = np.array([flags], dtype=np.uint32).tobytes() pc_data[16:20] = np.array([self.bloom_intensity], dtype=np.float32).tobytes() pc_data[20:24] = np.array([self.dof_focus_distance], dtype=np.float32).tobytes() pc_data[24:28] = np.array([self.dof_focus_range], dtype=np.float32).tobytes() pc_data[28:32] = np.array([self.dof_max_blur], dtype=np.float32).tobytes() pc_data[32:36] = np.array([self.grain_intensity], dtype=np.float32).tobytes() pc_data[36:40] = np.array([self.vignette_intensity], dtype=np.float32).tobytes() pc_data[40:44] = np.array([self.vignette_smoothness], dtype=np.float32).tobytes() pc_data[44:48] = np.array([self.chromatic_aberration_intensity], dtype=np.float32).tobytes() pc_data[48:52] = np.array([elapsed], dtype=np.float32).tobytes() mb_intensity = max(0.0, min(2.0, self.motion_blur_intensity)) mb_samples = max(4, min(32, self.motion_blur_samples)) pc_data[52:56] = np.array([mb_intensity], dtype=np.float32).tobytes() pc_data[56:60] = np.array([mb_samples], dtype=np.uint32).tobytes() # bytes 60-63: padding for vec4 alignment (zeroed by bytearray init) # Fog params (applied post-tonemap in LDR space) fc = self.fog_colour pc_data[64:80] = np.array([fc[0], fc[1], fc[2], self.fog_density], dtype=np.float32).tobytes() fog_enabled_f = 1.0 if self.fog_enabled else 0.0 pc_data[80:96] = np.array([self.fog_start, self.fog_end, self.fog_mode, fog_enabled_f], dtype=np.float32).tobytes() ffi = vk.ffi cbuf = ffi.new("char[]", bytes(pc_data)) vk._vulkan.lib.vkCmdPushConstants( cmd, self._pipeline_layout, vk.VK_SHADER_STAGE_FRAGMENT_BIT, 0, _PC_SIZE, cbuf, ) # Draw fullscreen triangle (3 vertices, no vertex buffer) vk.vkCmdDraw(cmd, 3, 1, 0, 0)
[docs] def resize(self, width: int, height: int) -> None: """Recreate HDR target and pipeline for new dimensions.""" if not self._enabled: return e = self._engine device = e.ctx.device # Destroy old resources if self._pipeline: vk.vkDestroyPipeline(device, self._pipeline, None) if self._pipeline_layout: vk.vkDestroyPipelineLayout(device, self._pipeline_layout, None) if self._hdr_target: self._hdr_target.destroy() # Recreate with samplable depth self._hdr_target = RenderTarget( device, e.ctx.physical_device, width, height, colour_format=vk.VK_FORMAT_R16G16B16A16_SFLOAT, use_depth=True, samplable_depth=True, ) # Update descriptors (HDR + depth) self._write_descriptors(device) # Resize bloom pass if self._bloom_pass: self._bloom_pass.resize(width, height, self._hdr_target.colour_view) self._update_bloom_descriptor() self._create_pipeline(device, e.render_pass, (width, height))
[docs] def cleanup(self) -> None: """Release all GPU resources.""" if not self._enabled: return device = self._engine.ctx.device if self._bloom_pass: self._bloom_pass.cleanup() if self._pipeline: vk.vkDestroyPipeline(device, self._pipeline, None) if self._pipeline_layout: vk.vkDestroyPipelineLayout(device, self._pipeline_layout, None) if self._vert_module: vk.vkDestroyShaderModule(device, self._vert_module, None) if self._frag_module: vk.vkDestroyShaderModule(device, self._frag_module, None) if self._descriptor_pool: vk.vkDestroyDescriptorPool(device, self._descriptor_pool, None) if self._descriptor_layout: vk.vkDestroyDescriptorSetLayout(device, self._descriptor_layout, None) if self._sampler: vk.vkDestroySampler(device, self._sampler, None) if self._depth_sampler: vk.vkDestroySampler(device, self._depth_sampler, None) if self._mb_ubo_buf: vk.vkDestroyBuffer(device, self._mb_ubo_buf, None) if self._mb_ubo_mem: vk.vkFreeMemory(device, self._mb_ubo_mem, None) if self._hdr_target: self._hdr_target.destroy() self._enabled = False