overte-AleziaKurdis/libraries/render-utils/src/AntialiasingEffect.h
2017-08-27 22:08:33 -07:00

207 lines
6.1 KiB
C++

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