Trying to produce history and current in one pass but it doesn;t work ?

This commit is contained in:
Sam Gateau 2017-08-08 01:06:47 -07:00
parent 271b4c1946
commit ff6b9f59f8
2 changed files with 35 additions and 24 deletions

View file

@ -188,22 +188,7 @@ Antialiasing::~Antialiasing() {
} }
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() { const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
int width = DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width();
int height = DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height();
if (_antialiasingBuffer && _antialiasingBuffer->getSize() != uvec2(width, height)) {
_antialiasingBuffer.reset();
}
if (!_antialiasingBuffer) {
// Link the antialiasing FBO to texture
_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing"));
auto format = gpu::Element::COLOR_SRGBA_32; // DependencyManager::get<FramebufferCache>()->getLightingTexture()->getTexelFormat();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_antialiasingTexture = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
}
if (!_antialiasingPipeline) { if (!_antialiasingPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS(); auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
@ -257,6 +242,25 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
RenderArgs* args = renderContext->args; RenderArgs* args = renderContext->args;
int width = sourceBuffer->getWidth();
int height = sourceBuffer->getHeight();
if (_antialiasingBuffer) {
if (_antialiasingBuffer->getSize() != uvec2(width, height) || (sourceBuffer && (_antialiasingBuffer->getRenderBuffer(1) != sourceBuffer->getRenderBuffer(0)))) {
_antialiasingBuffer.reset();
}
}
if (!_antialiasingBuffer) {
// Link the antialiasing FBO to texture
_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing"));
auto format = gpu::Element::COLOR_SRGBA_32; // DependencyManager::get<FramebufferCache>()->getLightingTexture()->getTexelFormat();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_antialiasingTexture = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
_antialiasingBuffer->setRenderBuffer(1, sourceBuffer->getRenderBuffer(0));
}
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false); batch.enableStereo(false);
batch.setViewportTransform(args->_viewport); batch.setViewportTransform(args->_viewport);
@ -268,14 +272,15 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
batch.setFramebuffer(_antialiasingBuffer); batch.setFramebuffer(_antialiasingBuffer);
batch.setPipeline(getAntialiasingPipeline()); batch.setPipeline(getAntialiasingPipeline());
batch.draw(gpu::TRIANGLE_STRIP, 4); batch.draw(gpu::TRIANGLE_STRIP, 4);
batch.setFramebuffer(sourceBuffer);
// Blend step // Blend step
// batch.setResourceTexture(0, _antialiasingTexture); // batch.setResourceTexture(0, _antialiasingTexture);
batch.setResourceTexture(1, nullptr); /* batch.setResourceTexture(1, nullptr);
batch.setFramebuffer(sourceBuffer); batch.setFramebuffer(sourceBuffer);
batch.setPipeline(getBlendPipeline()); batch.setPipeline(getBlendPipeline());
batch.draw(gpu::TRIANGLE_STRIP, 4); batch.draw(gpu::TRIANGLE_STRIP, 4);
*/
}); });
} }

View file

@ -27,17 +27,18 @@ uniform sampler2D historyTexture;
uniform vec2 texcoordOffset; uniform vec2 texcoordOffset;
in vec2 varTexCoord0; in vec2 varTexCoord0;
out vec4 outFragColor; layout(location = 0) out vec4 outFragColor;
layout(location = 1) out vec4 outFragColor2;
void main() { void main() {
// outFragColor = vec4(texture(colorTexture, varTexCoord0).xyz, 0.3); // outFragColor = vec4(texture(colorTexture, varTexCoord0).xyz, 0.3);
// v2 // v2
float ModulationFactor = 1.0 / 16.0; float ModulationFactor = 1.0 / 8.0;
vec3 CurrentSubpixel = textureLod(colorTexture, varTexCoord0, 0.0).rgb; vec3 CurrentSubpixel = textureLod(colorTexture, varTexCoord0, 0.0).rgb;
vec3 History = textureLod(historyTexture, varTexCoord0, 0.0).rgb; vec3 History = textureLod(historyTexture, varTexCoord0, 0.0).rgb;
/*
vec3 NearColor0 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(1, 0)).xyz; vec3 NearColor0 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(1, 0)).xyz;
vec3 NearColor1 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(0, 1)).xyz; vec3 NearColor1 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(0, 1)).xyz;
vec3 NearColor2 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(-1, 0)).xyz; vec3 NearColor2 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(-1, 0)).xyz;
@ -46,11 +47,16 @@ void main() {
vec3 BoxMin = min(CurrentSubpixel, min(NearColor0, min(NearColor1, min(NearColor2, NearColor3)))); vec3 BoxMin = min(CurrentSubpixel, min(NearColor0, min(NearColor1, min(NearColor2, NearColor3))));
vec3 BoxMax = max(CurrentSubpixel, max(NearColor0, max(NearColor1, max(NearColor2, NearColor3))));; vec3 BoxMax = max(CurrentSubpixel, max(NearColor0, max(NearColor1, max(NearColor2, NearColor3))));;
History = clamp(History, BoxMin, BoxMax); if (gl_FragCoord.x > 800) {
History = clamp(History, BoxMin, BoxMax);
}*/
outFragColor2.xyz = mix(CurrentSubpixel, History, ModulationFactor);
outFragColor2.w = 1.0;
//if (gl_FragCoord.x > 800) { outFragColor.xyz = CurrentSubpixel;
outFragColor.xyz = History;
outFragColor.w = ModulationFactor; outFragColor.w = ModulationFactor;
/* } else { /* } else {
outFragColor.xyz = CurrentSubpixel; outFragColor.xyz = CurrentSubpixel;
outFragColor.w = 1.0; outFragColor.w = 1.0;