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269 lines
8.3 KiB
C++
269 lines
8.3 KiB
C++
//
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// AntialiasingEffect.h
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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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// Copyright 2022-2023 Overte e.V.
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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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// SPDX-License-Identifier: Apache-2.0
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//
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#ifndef hifi_AntialiasingEffect_h
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#define hifi_AntialiasingEffect_h
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#include <DependencyManager.h>
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#include "render/DrawTask.h"
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#include "DeferredFrameTransform.h"
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#include "VelocityBufferPass.h"
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class JitterSampleConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float scale MEMBER scale NOTIFY dirty)
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Q_PROPERTY(bool freeze MEMBER freeze NOTIFY dirty)
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Q_PROPERTY(bool stop MEMBER stop NOTIFY dirty)
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Q_PROPERTY(int index READ getIndex NOTIFY dirty)
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Q_PROPERTY(int state READ getState WRITE setState NOTIFY dirty)
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public:
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JitterSampleConfig() : render::Job::Config(true) {}
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float scale{ 0.5f };
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bool stop{ false };
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bool freeze{ false };
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void setIndex(int current);
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void setState(int state);
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public slots:
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int cycleStopPauseRun();
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int prev();
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int next();
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int none();
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int pause();
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int play();
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int getIndex() const { return _index; }
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int getState() const { return _state; }
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signals:
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void dirty();
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private:
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int _state{ 0 };
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int _index{ 0 };
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};
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class JitterSample {
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public:
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enum {
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SEQUENCE_LENGTH = 64
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};
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using Config = JitterSampleConfig;
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using Output = glm::vec2;
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using JobModel = render::Job::ModelO<JitterSample, Output, Config>;
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void configure(const Config& config);
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void run(const render::RenderContextPointer& renderContext, Output& jitter);
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private:
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struct SampleSequence {
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SampleSequence();
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glm::vec2 offsets[SEQUENCE_LENGTH + 1];
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int sequenceLength{ SEQUENCE_LENGTH };
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int currentIndex{ 0 };
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};
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SampleSequence _sampleSequence;
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float _scale{ 1.0 };
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bool _freeze{ false };
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};
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class AntialiasingConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(int mode READ getAAMode WRITE setAAMode NOTIFY dirty)
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Q_PROPERTY(float blend MEMBER blend NOTIFY dirty)
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Q_PROPERTY(float sharpen MEMBER sharpen NOTIFY dirty)
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Q_PROPERTY(float covarianceGamma MEMBER covarianceGamma NOTIFY dirty)
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Q_PROPERTY(bool constrainColor MEMBER constrainColor NOTIFY dirty)
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Q_PROPERTY(bool feedbackColor MEMBER feedbackColor NOTIFY dirty)
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Q_PROPERTY(bool debug MEMBER debug NOTIFY dirty)
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Q_PROPERTY(float debugX MEMBER debugX NOTIFY dirty)
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Q_PROPERTY(bool fxaaOnOff READ debugFXAA WRITE setDebugFXAA NOTIFY dirty)
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Q_PROPERTY(float debugShowVelocityThreshold MEMBER debugShowVelocityThreshold NOTIFY dirty)
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Q_PROPERTY(bool showCursorPixel MEMBER showCursorPixel NOTIFY dirty)
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Q_PROPERTY(glm::vec2 debugCursorTexcoord MEMBER debugCursorTexcoord NOTIFY dirty)
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Q_PROPERTY(float debugOrbZoom MEMBER debugOrbZoom NOTIFY dirty)
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Q_PROPERTY(bool showClosestFragment MEMBER showClosestFragment NOTIFY dirty)
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public:
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AntialiasingConfig() : render::Job::Config(true) {}
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/*@jsdoc
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*Antialiasing modes. <table>
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* <thead>
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* <tr><th>Value</th><th>Name</th><th>Description</th>
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* </thead>
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* <tbody>
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* <tr><td><code>0</code></td><td>NONE</td><td>Antialiasing is disabled.</td></tr>
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* <tr><td><code>1</code></td><td>TAA</td><td>Temporal Antialiasing.</td></tr>
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* <tr><td><code>2</code></td><td>FXAA</td><td>FXAA.</td></tr>
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* <tr><td><code>3</code></td><td>MODE_COUNT</td><td>Inducates number of antialiasing modes</td></tr>
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* </tbody>
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* </table>
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* @typedef {number} AntialiasingMode
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*/
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enum Mode {
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NONE = 0,
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TAA,
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FXAA,
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MODE_COUNT
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};
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Q_ENUM(Mode) // Stored as signed int.
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void setAAMode(int mode);
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int getAAMode() const { return _mode; }
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void setDebugFXAA(bool debug) { debugFXAAX = (debug ? 0.0f : 1.0f); emit dirty();}
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bool debugFXAA() const { return (debugFXAAX == 0.0f ? true : false); }
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int _mode{ TAA }; // '_' prefix but not private?
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float blend{ 0.25f };
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float sharpen{ 0.05f };
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bool constrainColor{ true };
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float covarianceGamma{ 0.65f };
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bool feedbackColor{ false };
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float debugX{ 0.0f };
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float debugFXAAX{ 1.0f };
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float debugShowVelocityThreshold{ 1.0f };
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glm::vec2 debugCursorTexcoord{ 0.5f, 0.5f };
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float debugOrbZoom{ 2.0f };
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bool debug { false };
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bool showCursorPixel { false };
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bool showClosestFragment{ false };
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signals:
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void dirty();
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};
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#define SET_BIT(bitfield, bitIndex, value) bitfield = ((bitfield) & ~(1 << (bitIndex))) | ((value) << (bitIndex))
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#define GET_BIT(bitfield, bitIndex) ((bitfield) & (1 << (bitIndex)))
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#define ANTIALIASING_USE_TAA 1
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#if ANTIALIASING_USE_TAA
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struct TAAParams {
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float nope{ 0.0f };
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float blend{ 0.15f };
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float covarianceGamma{ 1.0f };
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float debugShowVelocityThreshold{ 1.0f };
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glm::ivec4 flags{ 0 };
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glm::vec4 pixelInfo{ 0.5f, 0.5f, 2.0f, 0.0f };
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glm::vec4 regionInfo{ 0.0f, 0.0f, 1.0f, 0.0f };
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void setConstrainColor(bool enabled) { SET_BIT(flags.y, 1, enabled); }
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bool isConstrainColor() const { return (bool)GET_BIT(flags.y, 1); }
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void setFeedbackColor(bool enabled) { SET_BIT(flags.y, 4, enabled); }
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bool isFeedbackColor() const { return (bool)GET_BIT(flags.y, 4); }
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void setDebug(bool enabled) { SET_BIT(flags.x, 0, enabled); }
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bool isDebug() const { return (bool) GET_BIT(flags.x, 0); }
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void setShowDebugCursor(bool enabled) { SET_BIT(flags.x, 1, enabled); }
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bool showDebugCursor() const { return (bool)GET_BIT(flags.x, 1); }
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void setDebugCursor(glm::vec2 debugCursor) { pixelInfo.x = debugCursor.x; pixelInfo.y = debugCursor.y; }
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glm::vec2 getDebugCursor() const { return glm::vec2(pixelInfo.x, pixelInfo.y); }
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void setDebugOrbZoom(float orbZoom) { pixelInfo.z = orbZoom; }
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float getDebugOrbZoom() const { return pixelInfo.z; }
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void setShowClosestFragment(bool enabled) { SET_BIT(flags.x, 3, enabled); }
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};
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using TAAParamsBuffer = gpu::StructBuffer<TAAParams>;
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class Antialiasing {
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public:
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using Inputs = render::VaryingSet4 < DeferredFrameTransformPointer, gpu::FramebufferPointer, LinearDepthFramebufferPointer, VelocityFramebufferPointer > ;
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using Config = AntialiasingConfig;
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using JobModel = render::Job::ModelI<Antialiasing, Inputs, Config>;
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Antialiasing(bool isSharpenEnabled = true);
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~Antialiasing();
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void configure(const Config& config);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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const gpu::PipelinePointer& getAntialiasingPipeline(const render::RenderContextPointer& renderContext);
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const gpu::PipelinePointer& getBlendPipeline();
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const gpu::PipelinePointer& getDebugBlendPipeline();
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private:
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gpu::FramebufferSwapChainPointer _antialiasingBuffers;
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gpu::TexturePointer _antialiasingTextures[2];
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gpu::BufferPointer _blendParamsBuffer;
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gpu::PipelinePointer _antialiasingPipeline;
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gpu::PipelinePointer _blendPipeline;
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gpu::PipelinePointer _debugBlendPipeline;
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TAAParamsBuffer _params;
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AntialiasingConfig::Mode _mode{ AntialiasingConfig::TAA };
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float _sharpen{ 0.15f };
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bool _isSharpenEnabled{ true };
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};
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#else // User setting for antialias mode will probably be broken.
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class AntiAliasingConfig : public render::Job::Config { // Not to be confused with AntialiasingConfig...
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Q_OBJECT
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Q_PROPERTY(bool enabled MEMBER enabled)
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public:
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AntiAliasingConfig() : render::Job::Config(true) {}
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};
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class Antialiasing {
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public:
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using Config = AntiAliasingConfig;
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using JobModel = render::Job::ModelI<Antialiasing, gpu::FramebufferPointer, Config>;
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Antialiasing();
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~Antialiasing();
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void configure(const Config& config) {}
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void run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer);
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const gpu::PipelinePointer& getAntialiasingPipeline();
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const gpu::PipelinePointer& getBlendPipeline();
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private:
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gpu::FramebufferPointer _antialiasingBuffer;
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gpu::TexturePointer _antialiasingTexture;
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gpu::BufferPointer _paramsBuffer;
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gpu::PipelinePointer _antialiasingPipeline;
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gpu::PipelinePointer _blendPipeline;
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int _geometryId { 0 };
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};
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#endif
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#endif // hifi_AntialiasingEffect_h
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