// // AntialiasingEffect.cpp // 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 // #include #include #include #include #include "AntialiasingEffect.h" #include "StencilMaskPass.h" #include "TextureCache.h" #include "DependencyManager.h" #include "ViewFrustum.h" #include "GeometryCache.h" #include "fxaa_vert.h" #include "fxaa_frag.h" #include "fxaa_blend_frag.h" Antialiasing::Antialiasing() { _geometryId = DependencyManager::get()->allocateID(); } Antialiasing::~Antialiasing() { auto geometryCache = DependencyManager::get(); if (geometryCache) { geometryCache->releaseID(_geometryId); } } const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* args) { int width = args->_viewport.z; int height = args->_viewport.w; 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; 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) { auto vs = gpu::Shader::createVertex(std::string(fxaa_vert)); auto ps = gpu::Shader::createPixel(std::string(fxaa_frag)); gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps); gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0)); gpu::Shader::makeProgram(*program, slotBindings); _texcoordOffsetLoc = program->getUniforms().findLocation("texcoordOffset"); gpu::StatePointer state = gpu::StatePointer(new gpu::State()); PrepareStencil::testMask(*state); state->setDepthTest(false, false, gpu::LESS_EQUAL); // Good to go add the brand new pipeline _antialiasingPipeline = gpu::Pipeline::create(program, state); } return _antialiasingPipeline; } const gpu::PipelinePointer& Antialiasing::getBlendPipeline() { if (!_blendPipeline) { auto vs = gpu::Shader::createVertex(std::string(fxaa_vert)); auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag)); gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps); gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0)); gpu::Shader::makeProgram(*program, slotBindings); gpu::StatePointer state = gpu::StatePointer(new gpu::State()); state->setDepthTest(false, false, gpu::LESS_EQUAL); PrepareStencil::testMask(*state); // Good to go add the brand new pipeline _blendPipeline = gpu::Pipeline::create(program, state); } return _blendPipeline; } void Antialiasing::run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); RenderArgs* args = renderContext->args; gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { batch.enableStereo(false); batch.setViewportTransform(args->_viewport); // FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation float fbWidth = renderContext->args->_viewport.z; float fbHeight = renderContext->args->_viewport.w; // float sMin = args->_viewport.x / fbWidth; // float sWidth = args->_viewport.z / fbWidth; // float tMin = args->_viewport.y / fbHeight; // float tHeight = args->_viewport.w / fbHeight; glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat, true); batch.setModelTransform(Transform()); // FXAA step auto pipeline = getAntialiasingPipeline(renderContext->args); batch.setResourceTexture(0, sourceBuffer->getRenderBuffer(0)); batch.setFramebuffer(_antialiasingBuffer); batch.setPipeline(pipeline); // initialize the view-space unpacking uniforms using frustum data float left, right, bottom, top, nearVal, farVal; glm::vec4 nearClipPlane, farClipPlane; args->getViewFrustum().computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane); // float depthScale = (farVal - nearVal) / farVal; // float nearScale = -1.0f / nearVal; // float depthTexCoordScaleS = (right - left) * nearScale / sWidth; // float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight; // float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS; // float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT; batch._glUniform2f(_texcoordOffsetLoc, 1.0f / fbWidth, 1.0f / fbHeight); glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f); glm::vec2 bottomLeft(-1.0f, -1.0f); glm::vec2 topRight(1.0f, 1.0f); glm::vec2 texCoordTopLeft(0.0f, 0.0f); glm::vec2 texCoordBottomRight(1.0f, 1.0f); DependencyManager::get()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId); // Blend step getBlendPipeline(); batch.setResourceTexture(0, _antialiasingTexture); batch.setFramebuffer(sourceBuffer); batch.setPipeline(getBlendPipeline()); DependencyManager::get()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId); }); }