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207 lines
6.1 KiB
C++
207 lines
6.1 KiB
C++
//
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// AntialiasingEffect.h
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// libraries/render-utils/src/
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//
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// Created by Raffi Bedikian on 8/30/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_AntialiasingEffect_h
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#define hifi_AntialiasingEffect_h
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#include <DependencyManager.h>
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#include "render/DrawTask.h"
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#include "DeferredFrameTransform.h"
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#include "VelocityBufferPass.h"
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class JitterSampleConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float scale MEMBER scale NOTIFY dirty)
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Q_PROPERTY(bool freeze MEMBER freeze NOTIFY dirty)
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public:
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JitterSampleConfig() : render::Job::Config(true) {}
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float scale{ 0.5f };
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bool freeze{ false };
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signals:
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void dirty();
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};
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class JitterSample {
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public:
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struct SampleSequence {
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SampleSequence();
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static const int SEQUENCE_LENGTH{ 8 };
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glm::vec2 offsets[SEQUENCE_LENGTH];
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int sequenceLength{ SEQUENCE_LENGTH };
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int currentIndex{ 0 };
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};
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using JitterBuffer = gpu::StructBuffer<SampleSequence>;
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using Config = JitterSampleConfig;
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using JobModel = render::Job::ModelO<JitterSample, JitterBuffer, Config>;
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void configure(const Config& config);
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void run(const render::RenderContextPointer& renderContext, JitterBuffer& jitterBuffer);
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private:
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JitterBuffer _jitterBuffer;
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float _scale{ 1.0 };
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bool _freeze{ false };
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};
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class AntialiasingConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float blend MEMBER blend NOTIFY dirty)
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Q_PROPERTY(float velocityScale MEMBER velocityScale NOTIFY dirty)
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Q_PROPERTY(bool unjitter MEMBER unjitter NOTIFY dirty)
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Q_PROPERTY(bool debug MEMBER debug NOTIFY dirty)
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Q_PROPERTY(float debugX MEMBER debugX NOTIFY dirty)
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Q_PROPERTY(float debugShowVelocityThreshold MEMBER debugShowVelocityThreshold NOTIFY dirty)
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Q_PROPERTY(bool showCursorPixel MEMBER showCursorPixel NOTIFY dirty)
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Q_PROPERTY(glm::vec2 debugCursorTexcoord MEMBER debugCursorTexcoord NOTIFY dirty)
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Q_PROPERTY(float debugOrbZoom MEMBER debugOrbZoom NOTIFY dirty)
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Q_PROPERTY(bool showJitterSequence MEMBER showJitterSequence NOTIFY dirty)
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Q_PROPERTY(bool showClosestFragment MEMBER showClosestFragment NOTIFY dirty)
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public:
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AntialiasingConfig() : render::Job::Config(true) {}
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float blend{ 0.1f };
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float velocityScale{ 1.0f };
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float debugX{ 0.0f };
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float debugShowVelocityThreshold{ 1.0f };
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glm::vec2 debugCursorTexcoord{ 0.5f, 0.5f };
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float debugOrbZoom{ 2.0f };
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bool unjitter{ true };
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bool debug { false };
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bool showCursorPixel { false };
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bool showJitterSequence{ false };
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bool showClosestFragment{ false };
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signals:
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void dirty();
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};
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#define SET_BIT(bitfield, bitIndex, value) bitfield = ((bitfield) & ~(1 << (bitIndex))) | ((value) << (bitIndex))
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#define GET_BIT(bitfield, bitIndex) ((bitfield) & (1 << (bitIndex)))
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struct TAAParams {
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float debugX{ 0.0f };
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float blend{ 0.1f };
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float velocityScale{ 1.0f };
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float debugShowVelocityThreshold{ 1.0f };
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glm::ivec4 debug{ 0 };
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glm::vec4 pixelInfo{ 0.5f, 0.5f, 2.0f, 0.0f };
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void setUnjitter(bool enabled) { SET_BIT(debug.y, 0, enabled); }
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bool isUnjitter() const { return (bool)GET_BIT(debug.y, 0); }
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void setDebug(bool enabled) { SET_BIT(debug.x, 0, enabled); }
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bool isDebug() const { return (bool) GET_BIT(debug.x, 0); }
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void setShowDebugCursor(bool enabled) { SET_BIT(debug.x, 1, enabled); }
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bool showDebugCursor() const { return (bool)GET_BIT(debug.x, 1); }
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void setDebugCursor(glm::vec2 debugCursor) { pixelInfo.x = debugCursor.x; pixelInfo.y = debugCursor.y; }
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glm::vec2 getDebugCursor() const { return glm::vec2(pixelInfo.x, pixelInfo.y); }
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void setDebugOrbZoom(float orbZoom) { pixelInfo.z = orbZoom; }
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float getDebugOrbZoom() const { return pixelInfo.z; }
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void setShowJitterSequence(bool enabled) { SET_BIT(debug.x, 2, enabled); }
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void setShowClosestFragment(bool enabled) { SET_BIT(debug.x, 3, enabled); }
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};
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using TAAParamsBuffer = gpu::StructBuffer<TAAParams>;
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class Antialiasing {
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public:
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using Inputs = render::VaryingSet5 < DeferredFrameTransformPointer, JitterSample::JitterBuffer, gpu::FramebufferPointer, LinearDepthFramebufferPointer, VelocityFramebufferPointer > ;
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using Config = AntialiasingConfig;
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using JobModel = render::Job::ModelI<Antialiasing, Inputs, Config>;
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Antialiasing();
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~Antialiasing();
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void configure(const Config& config);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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const gpu::PipelinePointer& getAntialiasingPipeline();
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const gpu::PipelinePointer& getBlendPipeline();
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const gpu::PipelinePointer& getDebugBlendPipeline();
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private:
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// Uniforms for AA
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gpu::int32 _texcoordOffsetLoc;
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gpu::FramebufferPointer _antialiasingBuffer[2];
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gpu::TexturePointer _antialiasingTexture[2];
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gpu::PipelinePointer _antialiasingPipeline;
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gpu::PipelinePointer _blendPipeline;
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gpu::PipelinePointer _debugBlendPipeline;
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TAAParamsBuffer _params;
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int _currentFrame{ 0 };
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};
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/*
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class AntiAliasingConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(bool enabled MEMBER enabled)
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public:
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AntiAliasingConfig() : render::Job::Config(true) {}
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};
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class Antialiasing {
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public:
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using Config = AntiAliasingConfig;
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using JobModel = render::Job::ModelI<Antialiasing, gpu::FramebufferPointer, Config>;
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Antialiasing();
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~Antialiasing();
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void configure(const Config& config) {}
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void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer);
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const gpu::PipelinePointer& getAntialiasingPipeline();
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const gpu::PipelinePointer& getBlendPipeline();
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private:
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// Uniforms for AA
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gpu::int32 _texcoordOffsetLoc;
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gpu::FramebufferPointer _antialiasingBuffer;
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gpu::TexturePointer _antialiasingTexture;
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gpu::PipelinePointer _antialiasingPipeline;
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gpu::PipelinePointer _blendPipeline;
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int _geometryId { 0 };
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};
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*/
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#endif // hifi_AntialiasingEffect_h
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