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169 lines
6.3 KiB
C++
169 lines
6.3 KiB
C++
//
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// AntialiasingEffect.cpp
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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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#include <glm/gtc/random.hpp>
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#include <PathUtils.h>
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#include <SharedUtil.h>
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#include <gpu/Context.h>
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#include "AntialiasingEffect.h"
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#include "StencilMaskPass.h"
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#include "TextureCache.h"
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#include "DependencyManager.h"
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#include "ViewFrustum.h"
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#include "GeometryCache.h"
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#include "fxaa_vert.h"
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#include "fxaa_frag.h"
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#include "fxaa_blend_frag.h"
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Antialiasing::Antialiasing() {
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_geometryId = DependencyManager::get<GeometryCache>()->allocateID();
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}
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Antialiasing::~Antialiasing() {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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if (geometryCache) {
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geometryCache->releaseID(_geometryId);
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}
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}
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const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* args) {
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int width = args->_viewport.z;
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int height = args->_viewport.w;
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if (_antialiasingBuffer && _antialiasingBuffer->getSize() != uvec2(width, height)) {
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_antialiasingBuffer.reset();
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}
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if (!_antialiasingBuffer) {
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// Link the antialiasing FBO to texture
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_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing"));
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auto format = gpu::Element::COLOR_SRGBA_32;
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_antialiasingTexture = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
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_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
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}
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if (!_antialiasingPipeline) {
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auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
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auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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_texcoordOffsetLoc = program->getUniforms().findLocation("texcoordOffset");
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMask(*state);
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state->setDepthTest(false, false, gpu::LESS_EQUAL);
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// Good to go add the brand new pipeline
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_antialiasingPipeline = gpu::Pipeline::create(program, state);
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}
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return _antialiasingPipeline;
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}
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const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
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if (!_blendPipeline) {
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auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
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auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(false, false, gpu::LESS_EQUAL);
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PrepareStencil::testMask(*state);
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// Good to go add the brand new pipeline
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_blendPipeline = gpu::Pipeline::create(program, state);
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}
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return _blendPipeline;
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}
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void Antialiasing::run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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// FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation
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float fbWidth = renderContext->args->_viewport.z;
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float fbHeight = renderContext->args->_viewport.w;
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// float sMin = args->_viewport.x / fbWidth;
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// float sWidth = args->_viewport.z / fbWidth;
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// float tMin = args->_viewport.y / fbHeight;
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// float tHeight = args->_viewport.w / fbHeight;
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat, true);
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batch.setModelTransform(Transform());
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// FXAA step
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auto pipeline = getAntialiasingPipeline(renderContext->args);
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batch.setResourceTexture(0, sourceBuffer->getRenderBuffer(0));
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batch.setFramebuffer(_antialiasingBuffer);
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batch.setPipeline(pipeline);
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// initialize the view-space unpacking uniforms using frustum data
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float left, right, bottom, top, nearVal, farVal;
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glm::vec4 nearClipPlane, farClipPlane;
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args->getViewFrustum().computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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// float depthScale = (farVal - nearVal) / farVal;
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// float nearScale = -1.0f / nearVal;
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// float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
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// float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
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// float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
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// float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
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batch._glUniform2f(_texcoordOffsetLoc, 1.0f / fbWidth, 1.0f / fbHeight);
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glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
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glm::vec2 bottomLeft(-1.0f, -1.0f);
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glm::vec2 topRight(1.0f, 1.0f);
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glm::vec2 texCoordTopLeft(0.0f, 0.0f);
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glm::vec2 texCoordBottomRight(1.0f, 1.0f);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
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// Blend step
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getBlendPipeline();
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batch.setResourceTexture(0, _antialiasingTexture);
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batch.setFramebuffer(sourceBuffer);
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batch.setPipeline(getBlendPipeline());
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DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
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});
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}
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