Adding a camera Jittering

This commit is contained in:
samcake 2017-06-10 18:42:57 -07:00
parent e650718dfa
commit c60bfe2b65
5 changed files with 265 additions and 6 deletions

View file

@ -15,6 +15,7 @@
#include <PathUtils.h>
#include <SharedUtil.h>
#include <gpu/Context.h>
#include <gpu/StandardShaderLib.h>
#include "AntialiasingEffect.h"
#include "StencilMaskPass.h"
@ -23,7 +24,7 @@
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
/*
#include "fxaa_vert.h"
#include "fxaa_frag.h"
#include "fxaa_blend_frag.h"
@ -170,3 +171,183 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
});
}
*/
#include "fxaa_vert.h"
#include "fxaa_frag.h"
#include "fxaa_blend_frag.h"
Antialiasing::Antialiasing() {
_geometryId = DependencyManager::get<GeometryCache>()->allocateID();
}
Antialiasing::~Antialiasing() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (geometryCache) {
geometryCache->releaseID(_geometryId);
}
}
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) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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);
state->setBlendFunction(true, gpu::State::BlendArg::SRC_ALPHA, gpu::State::BlendOp::BLEND_OP_ADD, gpu::State::BlendArg::INV_SRC_ALPHA );
// 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::StandardShaderLib::getDrawUnitQuadTexcoordVS();
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
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();
float fbWidth = framebufferSize.width();
float fbHeight = framebufferSize.height();
// FXAA step
batch.setResourceTexture(0, sourceBuffer->getRenderBuffer(0));
batch.setFramebuffer(_antialiasingBuffer);
batch.setPipeline(getAntialiasingPipeline());
batch.draw(gpu::TRIANGLES, 4, 0);
// 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<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
*/
// Blend step
getBlendPipeline();
batch.setResourceTexture(0, _antialiasingTexture);
batch.setFramebuffer(sourceBuffer);
batch.setPipeline(getBlendPipeline());
// DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
batch.draw(gpu::TRIANGLES, 4, 0);
});
}
void JitterSample::configure(const Config& config) {
_freeze = config.freeze;
_scale = config.scale;
}
void JitterSample::run(const render::RenderContextPointer& renderContext, JitterBuffer& jitterBuffer) {
auto& current = _jitterBuffer.edit().currentIndex;
if (!_freeze) {
current = (current + 1) % SampleSequence::SEQUENCE_LENGTH;
}
auto viewFrustum = renderContext->args->getViewFrustum();
auto projMat = viewFrustum.getProjection();
auto theNear = viewFrustum.getNearClip();
auto jit = _scale * jitterBuffer.get().offsets[current];
auto width = (float) renderContext->args->_viewport.z;
auto height = (float) renderContext->args->_viewport.w;
auto oneOverRL = 0.5 * projMat[0][0] / theNear;
auto oneOverTB = 0.5 * projMat[1][1] / theNear;
auto jx = -4.0 * jit.x / width;
auto jy = -4.0 * jit.y / height;
projMat[2][0] += jx;
projMat[2][1] += jy;
viewFrustum.setProjection(projMat);
renderContext->args->pushViewFrustum(viewFrustum);
jitterBuffer = _jitterBuffer;
}

View file

@ -50,4 +50,79 @@ private:
int _geometryId { 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 };
};
*/
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 {
static const int SEQUENCE_LENGTH { 4 };
int sequenceLength{ SEQUENCE_LENGTH };
int currentIndex { 0 };
glm::vec2 offsets[SEQUENCE_LENGTH] { { 1.0f, 1.0f},{ -1.0f, -1.0f}, { 1.0f, -1.0f}, { -1.0f, 1.0f} };
};
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 };
};
#endif // hifi_AntialiasingEffect_h

View file

@ -72,6 +72,8 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Prepare deferred, generate the shared Deferred Frame Transform
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
const auto jitterBuffer = task.addJob<JitterSample>("JitterCam");
// GPU jobs: Start preparing the primary, deferred and lighting buffer
const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");

View file

@ -25,11 +25,12 @@ precision mediump int;
uniform sampler2D colorTexture;
uniform vec2 texcoordOffset;
in vec2 varTexcoord;
in vec2 varTexCoord0;
out vec4 outFragColor;
void main() {
// filter width limit for dependent "two-tap" texture samples
outFragColor = vec4(texture(colorTexture, varTexCoord0).xyz, 0.3);
/* // filter width limit for dependent "two-tap" texture samples
float FXAA_SPAN_MAX = 8.0;
// local contrast multiplier for performing AA
@ -90,5 +91,5 @@ void main() {
} else {
outFragColor.xyz=rgbB;
}
outFragColor.a = 1.0;
outFragColor.a = 1.0;*/
}

View file

@ -14,11 +14,11 @@
<@include DeferredBufferWrite.slh@>
in vec2 varTexcoord;
in vec2 varTexCoord0;
out vec4 outFragColor;
uniform sampler2D colorTexture;
void main(void) {
outFragColor = texture(colorTexture, varTexcoord);
outFragColor = texture(colorTexture, varTexCoord0);
}