mirror of
https://github.com/overte-org/overte.git
synced 2025-04-08 08:14:48 +02:00
Merged with samcake's 'black' branch
This commit is contained in:
commit
1ce1aca79f
81 changed files with 4386 additions and 117 deletions
3
.gitignore
vendored
3
.gitignore
vendored
|
@ -74,3 +74,6 @@ TAGS
|
|||
# ignore node files for the console
|
||||
node_modules
|
||||
npm-debug.log
|
||||
|
||||
# ignore qmlc files generated from qml as cache
|
||||
*.qmlc
|
|
@ -448,7 +448,7 @@ public:
|
|||
// Don't actually crash in debug builds, in case this apparent deadlock is simply from
|
||||
// the developer actively debugging code
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||||
#ifdef NDEBUG
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||||
deadlockDetectionCrash();
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||||
// deadlockDetectionCrash();
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||||
#endif
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||||
}
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||||
}
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||||
|
|
|
@ -356,7 +356,7 @@ void OpenGLDisplayPlugin::customizeContext() {
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|||
auto presentThread = DependencyManager::get<PresentThread>();
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Q_ASSERT(thread() == presentThread->thread());
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|
||||
getGLBackend()->setCameraCorrection(mat4());
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getGLBackend()->setCameraCorrection(mat4(), true);
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for (auto& cursorValue : _cursorsData) {
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auto& cursorData = cursorValue.second;
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|
|
|
@ -30,7 +30,7 @@ void main(void) {
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varTexcoord = inTexCoord0.st;
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// pass along the diffuse color
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varColor = colorToLinearRGBA(inColor);
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varColor = color_sRGBAToLinear(inColor);
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// standard transform
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|
|
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@ -31,7 +31,7 @@ void main(void) {
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varTexcoord = inTexCoord0.st;
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// pass along the diffuse color
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varColor = colorToLinearRGBA(inColor);
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varColor = color_sRGBAToLinear(inColor);
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// standard transform
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|
|
|
@ -779,9 +779,12 @@ void GLBackend::recycle() const {
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|||
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}
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void GLBackend::setCameraCorrection(const Mat4& correction) {
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void GLBackend::setCameraCorrection(const Mat4& correction, bool reset) {
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auto invCorrection = glm::inverse(correction);
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_transform._correction.prevCorrection = (reset ? correction : _transform._correction.correction);
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_transform._correction.prevCorrectionInverse = (reset ? invCorrection : _transform._correction.correctionInverse);
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_transform._correction.correction = correction;
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_transform._correction.correctionInverse = glm::inverse(correction);
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_transform._correction.correctionInverse = invCorrection;
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_pipeline._cameraCorrectionBuffer._buffer->setSubData(0, _transform._correction);
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_pipeline._cameraCorrectionBuffer._buffer->flush();
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}
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|
|
|
@ -68,7 +68,7 @@ public:
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virtual ~GLBackend();
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void setCameraCorrection(const Mat4& correction);
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void setCameraCorrection(const Mat4& correction, bool reset = false);
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void render(const Batch& batch) final override;
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// This call synchronize the Full Backend cache with the current GLState
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|
@ -302,9 +302,12 @@ protected:
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// Allows for correction of the camera pose to account for changes
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// between the time when a was recorded and the time(s) when it is
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// executed
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// Prev is the previous correction used at previous frame
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struct CameraCorrection {
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Mat4 correction;
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Mat4 correctionInverse;
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mat4 correction;
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mat4 correctionInverse;
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mat4 prevCorrection;
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mat4 prevCorrectionInverse;
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};
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struct TransformStageState {
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|
|
|
@ -146,7 +146,49 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
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case gpu::RGB:
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case gpu::RGBA:
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case gpu::XY:
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result = GL_RG8;
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switch (dstFormat.getType()) {
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||||
case gpu::UINT32:
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||||
result = GL_RG32UI;
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||||
break;
|
||||
case gpu::INT32:
|
||||
result = GL_RG32I;
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||||
break;
|
||||
case gpu::FLOAT:
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||||
result = GL_RG32F;
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||||
break;
|
||||
case gpu::UINT16:
|
||||
result = GL_RG16UI;
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||||
break;
|
||||
case gpu::INT16:
|
||||
result = GL_RG16I;
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||||
break;
|
||||
case gpu::NUINT16:
|
||||
result = GL_RG16;
|
||||
break;
|
||||
case gpu::NINT16:
|
||||
result = GL_RG16_SNORM;
|
||||
break;
|
||||
case gpu::HALF:
|
||||
result = GL_RG16F;
|
||||
break;
|
||||
case gpu::UINT8:
|
||||
result = GL_RG8UI;
|
||||
break;
|
||||
case gpu::INT8:
|
||||
result = GL_RG8I;
|
||||
break;
|
||||
case gpu::NUINT8:
|
||||
result = GL_RG8;
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||||
break;
|
||||
case gpu::NINT8:
|
||||
result = GL_RG8_SNORM;
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||||
break;
|
||||
case gpu::NUINT32:
|
||||
case gpu::NINT32:
|
||||
case gpu::COMPRESSED:
|
||||
case gpu::NUM_TYPES: // quiet compiler
|
||||
Q_UNREACHABLE();
|
||||
}
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||||
break;
|
||||
default:
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
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||||
|
@ -578,7 +620,50 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
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|||
case gpu::RGB:
|
||||
case gpu::RGBA:
|
||||
case gpu::XY:
|
||||
texel.internalFormat = GL_RG8;
|
||||
switch (dstFormat.getType()) {
|
||||
case gpu::UINT32:
|
||||
texel.internalFormat = GL_RG32UI;
|
||||
break;
|
||||
case gpu::INT32:
|
||||
texel.internalFormat = GL_RG32I;
|
||||
break;
|
||||
case gpu::FLOAT:
|
||||
texel.internalFormat = GL_RG32F;
|
||||
break;
|
||||
case gpu::UINT16:
|
||||
texel.internalFormat = GL_RG16UI;
|
||||
break;
|
||||
case gpu::INT16:
|
||||
texel.internalFormat = GL_RG16I;
|
||||
break;
|
||||
case gpu::NUINT16:
|
||||
texel.internalFormat = GL_RG16;
|
||||
break;
|
||||
case gpu::NINT16:
|
||||
texel.internalFormat = GL_RG16_SNORM;
|
||||
break;
|
||||
case gpu::HALF:
|
||||
texel.type = GL_FLOAT;
|
||||
texel.internalFormat = GL_RG16F;
|
||||
break;
|
||||
case gpu::UINT8:
|
||||
texel.internalFormat = GL_RG8UI;
|
||||
break;
|
||||
case gpu::INT8:
|
||||
texel.internalFormat = GL_RG8I;
|
||||
break;
|
||||
case gpu::NUINT8:
|
||||
texel.internalFormat = GL_RG8;
|
||||
break;
|
||||
case gpu::NINT8:
|
||||
texel.internalFormat = GL_RG8_SNORM;
|
||||
break;
|
||||
case gpu::NUINT32:
|
||||
case gpu::NINT32:
|
||||
case gpu::COMPRESSED:
|
||||
case gpu::NUM_TYPES: // quiet compiler
|
||||
Q_UNREACHABLE();
|
||||
}
|
||||
break;
|
||||
default:
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
|
|
|
@ -11,18 +11,45 @@
|
|||
<@if not GPU_COLOR_SLH@>
|
||||
<@def GPU_COLOR_SLH@>
|
||||
|
||||
float sRGBFloatToLinear(float value) {
|
||||
// Linear ====> linear RGB
|
||||
// sRGB ======> standard RGB with gamma of 2.2
|
||||
// YCoCg =====> Luma (Y) chrominance green (Cg) and chrominance orange (Co)
|
||||
// https://software.intel.com/en-us/node/503873
|
||||
|
||||
float color_scalar_sRGBToLinear(float value) {
|
||||
const float SRGB_ELBOW = 0.04045;
|
||||
|
||||
return (value <= SRGB_ELBOW) ? value / 12.92 : pow((value + 0.055) / 1.055, 2.4);
|
||||
}
|
||||
|
||||
vec3 colorToLinearRGB(vec3 srgb) {
|
||||
return vec3(sRGBFloatToLinear(srgb.r), sRGBFloatToLinear(srgb.g), sRGBFloatToLinear(srgb.b));
|
||||
vec3 color_sRGBToLinear(vec3 srgb) {
|
||||
return vec3(color_scalar_sRGBToLinear(srgb.r), color_scalar_sRGBToLinear(srgb.g), color_scalar_sRGBToLinear(srgb.b));
|
||||
}
|
||||
|
||||
vec4 colorToLinearRGBA(vec4 srgba) {
|
||||
return vec4(colorToLinearRGB(srgba.xyz), srgba.w);
|
||||
vec4 color_sRGBAToLinear(vec4 srgba) {
|
||||
return vec4(color_sRGBToLinear(srgba.xyz), srgba.w);
|
||||
}
|
||||
|
||||
vec3 color_LinearToYCoCg(vec3 rgb) {
|
||||
// Y = R/4 + G/2 + B/4
|
||||
// Co = R/2 - B/2
|
||||
// Cg = -R/4 + G/2 - B/4
|
||||
return vec3(
|
||||
rgb.x/4.0 + rgb.y/2.0 + rgb.z/4.0,
|
||||
rgb.x/2.0 - rgb.z/2.0,
|
||||
-rgb.x/4.0 + rgb.y/2.0 - rgb.z/4.0
|
||||
);
|
||||
}
|
||||
|
||||
vec3 color_YCoCgToLinear(vec3 ycocg) {
|
||||
// R = Y + Co - Cg
|
||||
// G = Y + Cg
|
||||
// B = Y - Co - Cg
|
||||
return clamp(vec3(
|
||||
ycocg.x + ycocg.y - ycocg.z,
|
||||
ycocg.x + ycocg.z,
|
||||
ycocg.x - ycocg.y - ycocg.z
|
||||
), vec3(0.0), vec3(1.0));
|
||||
}
|
||||
|
||||
<@func declareColorWheel()@>
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include <PathUtils.h>
|
||||
#include <SharedUtil.h>
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include "AntialiasingEffect.h"
|
||||
#include "StencilMaskPass.h"
|
||||
|
@ -22,7 +23,8 @@
|
|||
#include "DependencyManager.h"
|
||||
#include "ViewFrustum.h"
|
||||
#include "GeometryCache.h"
|
||||
|
||||
#include "FramebufferCache.h"
|
||||
/*
|
||||
#include "fxaa_vert.h"
|
||||
#include "fxaa_frag.h"
|
||||
#include "fxaa_blend_frag.h"
|
||||
|
@ -165,3 +167,387 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
|
|||
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
|
||||
});
|
||||
}
|
||||
*/
|
||||
|
||||
#include "taa_frag.h"
|
||||
#include "fxaa_blend_frag.h"
|
||||
#include "taa_blend_frag.h"
|
||||
|
||||
|
||||
|
||||
const int AntialiasingPass_ParamsSlot = 0;
|
||||
const int AntialiasingPass_FrameTransformSlot = 1;
|
||||
const int AntialiasingPass_JitterBufferSlot = 2;
|
||||
|
||||
const int AntialiasingPass_HistoryMapSlot = 0;
|
||||
const int AntialiasingPass_SourceMapSlot = 1;
|
||||
const int AntialiasingPass_VelocityMapSlot = 2;
|
||||
const int AntialiasingPass_DepthMapSlot = 3;
|
||||
|
||||
const int AntialiasingPass_NextMapSlot = 4;
|
||||
|
||||
|
||||
Antialiasing::Antialiasing() {
|
||||
}
|
||||
|
||||
Antialiasing::~Antialiasing() {
|
||||
_antialiasingBuffer[0].reset();
|
||||
_antialiasingBuffer[1].reset();
|
||||
_antialiasingTexture[0].reset();
|
||||
_antialiasingTexture[1].reset();
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
|
||||
|
||||
if (!_antialiasingPipeline) {
|
||||
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(taa_frag));
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));
|
||||
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("taaJitterBuffer"), AntialiasingPass_JitterBufferSlot));
|
||||
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("sourceMap"), AntialiasingPass_SourceMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AntialiasingPass_DepthMapSlot));
|
||||
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
PrepareStencil::testMask(*state);
|
||||
|
||||
// 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"), AntialiasingPass_NextMapSlot));
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
PrepareStencil::testMask(*state);
|
||||
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
_blendPipeline = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
return _blendPipeline;
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& Antialiasing::getDebugBlendPipeline() {
|
||||
if (!_debugBlendPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(taa_blend_frag));
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("taaJitterBuffer"), AntialiasingPass_JitterBufferSlot));
|
||||
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("nextMap"), AntialiasingPass_NextMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("sourceMap"), AntialiasingPass_SourceMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AntialiasingPass_DepthMapSlot));
|
||||
|
||||
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
PrepareStencil::testMask(*state);
|
||||
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
_debugBlendPipeline = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
return _debugBlendPipeline;
|
||||
}
|
||||
|
||||
void Antialiasing::configure(const Config& config) {
|
||||
_params.edit().blend = config.blend;
|
||||
_params.edit().covarianceGamma = config.covarianceGamma;
|
||||
|
||||
_params.edit().setUnjitter(config.unjitter);
|
||||
_params.edit().setConstrainColor(config.constrainColor);
|
||||
_params.edit().setCovarianceClipColor(config.covarianceClipColor);
|
||||
_params.edit().setClipExactColor(config.clipExactColor);
|
||||
_params.edit().setFeedbackColor(config.feedbackColor);
|
||||
|
||||
_params.edit().debugShowVelocityThreshold = config.debugShowVelocityThreshold;
|
||||
|
||||
_params.edit().regionInfo.x = config.debugX;
|
||||
_params.edit().regionInfo.z = config.debugFXAAX;
|
||||
|
||||
_params.edit().setDebug(config.debug);
|
||||
_params.edit().setShowDebugCursor(config.showCursorPixel);
|
||||
_params.edit().setDebugCursor(config.debugCursorTexcoord);
|
||||
_params.edit().setDebugOrbZoom(config.debugOrbZoom);
|
||||
|
||||
_params.edit().setShowJitterSequence(config.showJitterSequence);
|
||||
_params.edit().setShowClosestFragment(config.showClosestFragment);
|
||||
}
|
||||
|
||||
|
||||
void Antialiasing::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
auto& deferredFrameTransform = inputs.get0();
|
||||
auto& jitterBuffer = inputs.get1();
|
||||
auto& sourceBuffer = inputs.get2();
|
||||
auto& linearDepthBuffer = inputs.get3();
|
||||
auto& velocityBuffer = inputs.get4();
|
||||
|
||||
int width = sourceBuffer->getWidth();
|
||||
int height = sourceBuffer->getHeight();
|
||||
|
||||
if (_antialiasingBuffer[0]) {
|
||||
if (_antialiasingBuffer[0]->getSize() != uvec2(width, height)) {// || (sourceBuffer && (_antialiasingBuffer->getRenderBuffer(1) != sourceBuffer->getRenderBuffer(0)))) {
|
||||
_antialiasingBuffer[0].reset();
|
||||
_antialiasingBuffer[1].reset();
|
||||
_antialiasingTexture[0].reset();
|
||||
_antialiasingTexture[1].reset();
|
||||
}
|
||||
}
|
||||
|
||||
if (!_antialiasingBuffer[0]) {
|
||||
// Link the antialiasing FBO to texture
|
||||
for (int i = 0; i < 2; i++) {
|
||||
_antialiasingBuffer[i] = 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_LINEAR);
|
||||
_antialiasingTexture[i] = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
|
||||
_antialiasingBuffer[i]->setRenderBuffer(0, _antialiasingTexture[i]);
|
||||
}
|
||||
}
|
||||
int nextFrame = (_currentFrame++) % 2;
|
||||
int prevFrame = (nextFrame + 1) % 2;
|
||||
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
|
||||
// TAA step
|
||||
getAntialiasingPipeline();
|
||||
batch.setResourceTexture(AntialiasingPass_HistoryMapSlot, _antialiasingTexture[prevFrame]);
|
||||
batch.setResourceTexture(AntialiasingPass_SourceMapSlot, sourceBuffer->getRenderBuffer(0));
|
||||
batch.setResourceTexture(AntialiasingPass_VelocityMapSlot, velocityBuffer->getVelocityTexture());
|
||||
batch.setResourceTexture(AntialiasingPass_DepthMapSlot, linearDepthBuffer->getLinearDepthTexture());
|
||||
|
||||
batch.setUniformBuffer(AntialiasingPass_ParamsSlot, _params);
|
||||
batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, deferredFrameTransform->getFrameTransformBuffer());
|
||||
batch.setUniformBuffer(AntialiasingPass_JitterBufferSlot, jitterBuffer);
|
||||
|
||||
batch.setFramebuffer(_antialiasingBuffer[nextFrame]);
|
||||
batch.setPipeline(getAntialiasingPipeline());
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
// Blend step
|
||||
batch.setResourceTexture(AntialiasingPass_SourceMapSlot, nullptr);
|
||||
|
||||
batch.setFramebuffer(sourceBuffer);
|
||||
if (_params->isDebug()) {
|
||||
batch.setPipeline(getDebugBlendPipeline());
|
||||
} else {
|
||||
batch.setPipeline(getBlendPipeline());
|
||||
}
|
||||
batch.setResourceTexture(AntialiasingPass_NextMapSlot, _antialiasingTexture[nextFrame]);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
batch.setUniformBuffer(AntialiasingPass_ParamsSlot, nullptr);
|
||||
batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, nullptr);
|
||||
batch.setUniformBuffer(AntialiasingPass_JitterBufferSlot, nullptr);
|
||||
|
||||
batch.setResourceTexture(AntialiasingPass_DepthMapSlot, nullptr);
|
||||
batch.setResourceTexture(AntialiasingPass_HistoryMapSlot, nullptr);
|
||||
batch.setResourceTexture(AntialiasingPass_VelocityMapSlot, nullptr);
|
||||
batch.setResourceTexture(AntialiasingPass_NextMapSlot, nullptr);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
void JitterSampleConfig::setIndex(int current) {
|
||||
_index = (current) % JitterSample::SampleSequence::SEQUENCE_LENGTH;
|
||||
emit dirty();
|
||||
}
|
||||
|
||||
int JitterSampleConfig::cycleStopPauseRun() {
|
||||
_state = (_state + 1) % 3;
|
||||
switch (_state) {
|
||||
case 0: {
|
||||
return none();
|
||||
break;
|
||||
}
|
||||
case 1: {
|
||||
return pause();
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
default: {
|
||||
return play();
|
||||
break;
|
||||
}
|
||||
}
|
||||
return _state;
|
||||
}
|
||||
|
||||
int JitterSampleConfig::prev() {
|
||||
setIndex(_index - 1);
|
||||
return _index;
|
||||
}
|
||||
|
||||
int JitterSampleConfig::next() {
|
||||
setIndex(_index + 1);
|
||||
return _index;
|
||||
}
|
||||
|
||||
int JitterSampleConfig::none() {
|
||||
_state = 0;
|
||||
stop = true;
|
||||
freeze = false;
|
||||
setIndex(-1);
|
||||
return _state;
|
||||
}
|
||||
|
||||
int JitterSampleConfig::pause() {
|
||||
_state = 1;
|
||||
stop = false;
|
||||
freeze = true;
|
||||
setIndex(0);
|
||||
return _state;
|
||||
}
|
||||
|
||||
|
||||
int JitterSampleConfig::play() {
|
||||
_state = 2;
|
||||
stop = false;
|
||||
freeze = false;
|
||||
setIndex(0);
|
||||
return _state;
|
||||
}
|
||||
|
||||
|
||||
|
||||
template <int B> class Halton {
|
||||
public:
|
||||
float eval(int index) {
|
||||
float f = 1.0f;
|
||||
float r = 0.0f;
|
||||
float invB = 1.0f / (float)B;
|
||||
index++; // Indices start at 1, not 0
|
||||
|
||||
while (index > 0) {
|
||||
f = f * invB;
|
||||
r = r + f * (float) (index % B);
|
||||
index = index / B;
|
||||
}
|
||||
|
||||
return r;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
JitterSample::SampleSequence::SampleSequence(){
|
||||
// Halton sequence (2,3)
|
||||
Halton<2> genX;
|
||||
Halton<3> genY;
|
||||
|
||||
for (int i = 0; i < SEQUENCE_LENGTH; i++) {
|
||||
offsets[i] = glm::vec2(genX.eval(i), genY.eval(i));
|
||||
}
|
||||
|
||||
for (int i = 0; i < SEQUENCE_LENGTH; i++) {
|
||||
offsets[i] -= vec2(0.5f);
|
||||
}
|
||||
offsets[SEQUENCE_LENGTH] = glm::vec2(0.0f);
|
||||
}
|
||||
|
||||
void JitterSample::configure(const Config& config) {
|
||||
_freeze = config.freeze;
|
||||
if (config.stop || _freeze) {
|
||||
auto pausedIndex = config.getIndex();
|
||||
if (_jitterBuffer->currentIndex != pausedIndex) {
|
||||
_jitterBuffer.edit().currentIndex = pausedIndex;
|
||||
}
|
||||
} else {
|
||||
if (_jitterBuffer->currentIndex < 0) {
|
||||
_jitterBuffer.edit().currentIndex = config.getIndex();
|
||||
}
|
||||
}
|
||||
_scale = config.scale;
|
||||
}
|
||||
void JitterSample::run(const render::RenderContextPointer& renderContext, JitterBuffer& jitterBuffer) {
|
||||
auto& current = _jitterBuffer.edit().currentIndex;
|
||||
if (!_freeze) {
|
||||
if (current >= 0) {
|
||||
current = (current + 1) % SampleSequence::SEQUENCE_LENGTH;
|
||||
}
|
||||
else {
|
||||
current = -1;
|
||||
}
|
||||
}
|
||||
auto viewFrustum = renderContext->args->getViewFrustum();
|
||||
auto projMat = viewFrustum.getProjection();
|
||||
auto theNear = viewFrustum.getNearClip();
|
||||
|
||||
|
||||
auto jit = jitterBuffer.get().offsets[(current < 0 ? SampleSequence::SEQUENCE_LENGTH : current)];
|
||||
auto width = (float)renderContext->args->_viewport.z;
|
||||
auto height = (float)renderContext->args->_viewport.w;
|
||||
|
||||
auto jx = 2.0 * jit.x / width;
|
||||
auto jy = 2.0 * jit.y / height;
|
||||
|
||||
|
||||
bool isStereo = renderContext->args->isStereo();
|
||||
if (!isStereo) {
|
||||
projMat[2][0] += jx;
|
||||
projMat[2][1] += jy;
|
||||
|
||||
viewFrustum.setProjection(projMat);
|
||||
renderContext->args->pushViewFrustum(viewFrustum);
|
||||
|
||||
}
|
||||
else {
|
||||
|
||||
mat4 projMats[2];
|
||||
renderContext->args->_context->getStereoProjections(projMats);
|
||||
|
||||
auto sjx = jx * 2.0f;
|
||||
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
projMats[i][2][0] += sjx;
|
||||
projMats[i][2][1] += jy;
|
||||
}
|
||||
|
||||
renderContext->args->_context->setStereoProjections(projMats);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
jitterBuffer = _jitterBuffer;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -15,7 +15,204 @@
|
|||
#include <DependencyManager.h>
|
||||
|
||||
#include "render/DrawTask.h"
|
||||
#include "DeferredFrameTransform.h"
|
||||
#include "VelocityBufferPass.h"
|
||||
|
||||
|
||||
class JitterSampleConfig : public render::Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(float scale MEMBER scale NOTIFY dirty)
|
||||
Q_PROPERTY(bool freeze MEMBER freeze NOTIFY dirty)
|
||||
Q_PROPERTY(bool stop MEMBER stop NOTIFY dirty)
|
||||
Q_PROPERTY(int index READ getIndex NOTIFY dirty)
|
||||
public:
|
||||
JitterSampleConfig() : render::Job::Config(true) {}
|
||||
|
||||
float scale{ 0.5f };
|
||||
bool stop{ false };
|
||||
bool freeze{ false };
|
||||
|
||||
void setIndex(int current);
|
||||
|
||||
public slots:
|
||||
int cycleStopPauseRun();
|
||||
int prev();
|
||||
int next();
|
||||
int none();
|
||||
int pause();
|
||||
int play();
|
||||
|
||||
int getIndex() const { return _index; }
|
||||
int getState() const { return _state; }
|
||||
signals:
|
||||
void dirty();
|
||||
|
||||
private:
|
||||
int _state{ 0 };
|
||||
int _index{ 0 };
|
||||
|
||||
};
|
||||
|
||||
|
||||
class JitterSample {
|
||||
public:
|
||||
|
||||
struct SampleSequence {
|
||||
SampleSequence();
|
||||
static const int SEQUENCE_LENGTH{ 16 };
|
||||
glm::vec2 offsets[SEQUENCE_LENGTH + 1];
|
||||
int sequenceLength{ SEQUENCE_LENGTH };
|
||||
int currentIndex{ 0 };
|
||||
|
||||
};
|
||||
|
||||
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 };
|
||||
};
|
||||
|
||||
|
||||
class AntialiasingConfig : public render::Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(float blend MEMBER blend NOTIFY dirty)
|
||||
Q_PROPERTY(float covarianceGamma MEMBER covarianceGamma NOTIFY dirty)
|
||||
|
||||
Q_PROPERTY(bool unjitter MEMBER unjitter NOTIFY dirty)
|
||||
Q_PROPERTY(bool constrainColor MEMBER constrainColor NOTIFY dirty)
|
||||
Q_PROPERTY(bool covarianceClipColor MEMBER covarianceClipColor NOTIFY dirty)
|
||||
Q_PROPERTY(bool clipExactColor MEMBER clipExactColor NOTIFY dirty)
|
||||
Q_PROPERTY(bool feedbackColor MEMBER feedbackColor NOTIFY dirty)
|
||||
|
||||
Q_PROPERTY(bool debug MEMBER debug NOTIFY dirty)
|
||||
Q_PROPERTY(float debugX MEMBER debugX NOTIFY dirty)
|
||||
Q_PROPERTY(float debugFXAAX MEMBER debugFXAAX NOTIFY dirty)
|
||||
Q_PROPERTY(float debugShowVelocityThreshold MEMBER debugShowVelocityThreshold NOTIFY dirty)
|
||||
Q_PROPERTY(bool showCursorPixel MEMBER showCursorPixel NOTIFY dirty)
|
||||
Q_PROPERTY(glm::vec2 debugCursorTexcoord MEMBER debugCursorTexcoord NOTIFY dirty)
|
||||
Q_PROPERTY(float debugOrbZoom MEMBER debugOrbZoom NOTIFY dirty)
|
||||
|
||||
Q_PROPERTY(bool showJitterSequence MEMBER showJitterSequence NOTIFY dirty)
|
||||
Q_PROPERTY(bool showClosestFragment MEMBER showClosestFragment NOTIFY dirty)
|
||||
|
||||
public:
|
||||
AntialiasingConfig() : render::Job::Config(true) {}
|
||||
|
||||
float blend{ 0.1f };
|
||||
|
||||
|
||||
bool unjitter{ false };
|
||||
bool constrainColor{ true };
|
||||
bool covarianceClipColor{ true };
|
||||
float covarianceGamma{ 1.0f };
|
||||
bool clipExactColor{ false };
|
||||
bool feedbackColor{ false };
|
||||
|
||||
float debugX{ 0.0f };
|
||||
float debugFXAAX{ 1.0f };
|
||||
float debugShowVelocityThreshold{ 1.0f };
|
||||
glm::vec2 debugCursorTexcoord{ 0.5f, 0.5f };
|
||||
float debugOrbZoom{ 2.0f };
|
||||
|
||||
bool debug { false };
|
||||
bool showCursorPixel { false };
|
||||
bool showJitterSequence{ false };
|
||||
bool showClosestFragment{ false };
|
||||
|
||||
signals:
|
||||
void dirty();
|
||||
};
|
||||
|
||||
#define SET_BIT(bitfield, bitIndex, value) bitfield = ((bitfield) & ~(1 << (bitIndex))) | ((value) << (bitIndex))
|
||||
#define GET_BIT(bitfield, bitIndex) ((bitfield) & (1 << (bitIndex)))
|
||||
|
||||
struct TAAParams {
|
||||
float nope{ 0.0f };
|
||||
float blend{ 0.1f };
|
||||
float covarianceGamma{ 1.0f };
|
||||
float debugShowVelocityThreshold{ 1.0f };
|
||||
|
||||
glm::ivec4 flags{ 0 };
|
||||
glm::vec4 pixelInfo{ 0.5f, 0.5f, 2.0f, 0.0f };
|
||||
glm::vec4 regionInfo{ 0.0f, 0.0f, 1.0f, 0.0f };
|
||||
|
||||
void setUnjitter(bool enabled) { SET_BIT(flags.y, 0, enabled); }
|
||||
bool isUnjitter() const { return (bool)GET_BIT(flags.y, 0); }
|
||||
|
||||
void setConstrainColor(bool enabled) { SET_BIT(flags.y, 1, enabled); }
|
||||
bool isConstrainColor() const { return (bool)GET_BIT(flags.y, 1); }
|
||||
|
||||
void setCovarianceClipColor(bool enabled) { SET_BIT(flags.y, 2, enabled); }
|
||||
bool isCovarianceClipColor() const { return (bool)GET_BIT(flags.y, 2); }
|
||||
|
||||
void setClipExactColor(bool enabled) { SET_BIT(flags.y, 3, enabled); }
|
||||
bool isClipExactColor() const { return (bool)GET_BIT(flags.y, 3); }
|
||||
|
||||
void setFeedbackColor(bool enabled) { SET_BIT(flags.y, 4, enabled); }
|
||||
bool isFeedbackColor() const { return (bool)GET_BIT(flags.y, 4); }
|
||||
|
||||
void setDebug(bool enabled) { SET_BIT(flags.x, 0, enabled); }
|
||||
bool isDebug() const { return (bool) GET_BIT(flags.x, 0); }
|
||||
|
||||
void setShowDebugCursor(bool enabled) { SET_BIT(flags.x, 1, enabled); }
|
||||
bool showDebugCursor() const { return (bool)GET_BIT(flags.x, 1); }
|
||||
|
||||
void setDebugCursor(glm::vec2 debugCursor) { pixelInfo.x = debugCursor.x; pixelInfo.y = debugCursor.y; }
|
||||
glm::vec2 getDebugCursor() const { return glm::vec2(pixelInfo.x, pixelInfo.y); }
|
||||
|
||||
void setDebugOrbZoom(float orbZoom) { pixelInfo.z = orbZoom; }
|
||||
float getDebugOrbZoom() const { return pixelInfo.z; }
|
||||
|
||||
void setShowJitterSequence(bool enabled) { SET_BIT(flags.x, 2, enabled); }
|
||||
void setShowClosestFragment(bool enabled) { SET_BIT(flags.x, 3, enabled); }
|
||||
|
||||
|
||||
};
|
||||
using TAAParamsBuffer = gpu::StructBuffer<TAAParams>;
|
||||
|
||||
class Antialiasing {
|
||||
public:
|
||||
using Inputs = render::VaryingSet5 < DeferredFrameTransformPointer, JitterSample::JitterBuffer, gpu::FramebufferPointer, LinearDepthFramebufferPointer, VelocityFramebufferPointer > ;
|
||||
using Config = AntialiasingConfig;
|
||||
using JobModel = render::Job::ModelI<Antialiasing, Inputs, Config>;
|
||||
|
||||
Antialiasing();
|
||||
~Antialiasing();
|
||||
void configure(const Config& config);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
|
||||
|
||||
const gpu::PipelinePointer& getAntialiasingPipeline();
|
||||
const gpu::PipelinePointer& getBlendPipeline();
|
||||
const gpu::PipelinePointer& getDebugBlendPipeline();
|
||||
|
||||
private:
|
||||
|
||||
// Uniforms for AA
|
||||
gpu::int32 _texcoordOffsetLoc;
|
||||
|
||||
gpu::FramebufferPointer _antialiasingBuffer[2];
|
||||
gpu::TexturePointer _antialiasingTexture[2];
|
||||
|
||||
gpu::PipelinePointer _antialiasingPipeline;
|
||||
gpu::PipelinePointer _blendPipeline;
|
||||
gpu::PipelinePointer _debugBlendPipeline;
|
||||
|
||||
TAAParamsBuffer _params;
|
||||
int _currentFrame{ 0 };
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
class AntiAliasingConfig : public render::Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(bool enabled MEMBER enabled)
|
||||
|
@ -27,27 +224,28 @@ 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(RenderArgs* args);
|
||||
|
||||
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 };
|
||||
};
|
||||
*/
|
||||
|
||||
#endif // hifi_AntialiasingEffect_h
|
||||
|
|
|
@ -53,7 +53,8 @@ enum Slot {
|
|||
DiffusedCurvature,
|
||||
Scattering,
|
||||
AmbientOcclusion,
|
||||
AmbientOcclusionBlurred
|
||||
AmbientOcclusionBlurred,
|
||||
Velocity,
|
||||
};
|
||||
|
||||
|
||||
|
@ -227,6 +228,12 @@ static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{
|
|||
" }"
|
||||
};
|
||||
|
||||
static const std::string DEFAULT_VELOCITY_SHADER{
|
||||
"vec4 getFragmentColor() {"
|
||||
" return vec4(vec2(texture(velocityMap, uv).xy), 0.0, 1.0);"
|
||||
" }"
|
||||
};
|
||||
|
||||
static const std::string DEFAULT_CUSTOM_SHADER {
|
||||
"vec4 getFragmentColor() {"
|
||||
" return vec4(1.0, 0.0, 0.0, 1.0);"
|
||||
|
@ -309,6 +316,8 @@ std::string DebugDeferredBuffer::getShaderSourceCode(Mode mode, std::string cust
|
|||
return DEFAULT_AMBIENT_OCCLUSION_SHADER;
|
||||
case AmbientOcclusionBlurredMode:
|
||||
return DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER;
|
||||
case VelocityMode:
|
||||
return DEFAULT_VELOCITY_SHADER;
|
||||
case CustomMode:
|
||||
return getFileContent(customFile, DEFAULT_CUSTOM_SHADER);
|
||||
default:
|
||||
|
@ -367,6 +376,7 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Mode mode, std::str
|
|||
slotBindings.insert(gpu::Shader::Binding("diffusedCurvatureMap", DiffusedCurvature));
|
||||
slotBindings.insert(gpu::Shader::Binding("scatteringMap", Scattering));
|
||||
slotBindings.insert(gpu::Shader::Binding("occlusionBlurredMap", AmbientOcclusionBlurred));
|
||||
slotBindings.insert(gpu::Shader::Binding("velocityMap", Velocity));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
auto pipeline = gpu::Pipeline::create(program, std::make_shared<gpu::State>());
|
||||
|
@ -404,6 +414,7 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
|
|||
auto& linearDepthTarget = inputs.get1();
|
||||
auto& surfaceGeometryFramebuffer = inputs.get2();
|
||||
auto& ambientOcclusionFramebuffer = inputs.get3();
|
||||
auto& velocityFramebuffer = inputs.get4();
|
||||
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
|
@ -432,6 +443,9 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
|
|||
batch.setResourceTexture(Depth, deferredFramebuffer->getPrimaryDepthTexture());
|
||||
batch.setResourceTexture(Lighting, deferredFramebuffer->getLightingTexture());
|
||||
}
|
||||
if (velocityFramebuffer) {
|
||||
batch.setResourceTexture(Velocity, velocityFramebuffer->getVelocityTexture());
|
||||
}
|
||||
|
||||
auto lightStage = renderContext->_scene->getStage<LightStage>();
|
||||
assert(lightStage);
|
||||
|
@ -477,5 +491,7 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
|
|||
batch.setResourceTexture(AmbientOcclusion, nullptr);
|
||||
batch.setResourceTexture(AmbientOcclusionBlurred, nullptr);
|
||||
|
||||
batch.setResourceTexture(Velocity, nullptr);
|
||||
|
||||
});
|
||||
}
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
#include "DeferredFramebuffer.h"
|
||||
#include "SurfaceGeometryPass.h"
|
||||
#include "AmbientOcclusionEffect.h"
|
||||
#include "VelocityBufferPass.h"
|
||||
|
||||
class DebugDeferredBufferConfig : public render::Job::Config {
|
||||
Q_OBJECT
|
||||
|
@ -37,7 +38,7 @@ signals:
|
|||
|
||||
class DebugDeferredBuffer {
|
||||
public:
|
||||
using Inputs = render::VaryingSet4<DeferredFramebufferPointer, LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer>;
|
||||
using Inputs = render::VaryingSet5<DeferredFramebufferPointer, LinearDepthFramebufferPointer, SurfaceGeometryFramebufferPointer, AmbientOcclusionFramebufferPointer, VelocityFramebufferPointer>;
|
||||
using Config = DebugDeferredBufferConfig;
|
||||
using JobModel = render::Job::ModelI<DebugDeferredBuffer, Inputs, Config>;
|
||||
|
||||
|
@ -76,6 +77,7 @@ protected:
|
|||
ScatteringDebugMode,
|
||||
AmbientOcclusionMode,
|
||||
AmbientOcclusionBlurredMode,
|
||||
VelocityMode,
|
||||
CustomMode, // Needs to stay last
|
||||
|
||||
NumModes,
|
||||
|
|
|
@ -31,6 +31,10 @@ void DeferredFrameTransform::update(RenderArgs* args) {
|
|||
|
||||
//_parametersBuffer.edit<Parameters>()._ditheringInfo.y += 0.25f;
|
||||
|
||||
// Move the current view transform to prev
|
||||
frameTransformBuffer.prevInvView = frameTransformBuffer.invView;
|
||||
frameTransformBuffer.prevView = frameTransformBuffer.view;
|
||||
|
||||
Transform cameraTransform;
|
||||
args->getViewFrustum().evalViewTransform(cameraTransform);
|
||||
cameraTransform.getMatrix(frameTransformBuffer.invView);
|
||||
|
|
|
@ -52,6 +52,11 @@ protected:
|
|||
// View matrix from world space to eye space (mono)
|
||||
glm::mat4 view;
|
||||
|
||||
// Previous Frame Inv View matrix from eye space (mono) to world space
|
||||
glm::mat4 prevInvView;
|
||||
// Previous Frame View matrix from world space to eye space (mono)
|
||||
glm::mat4 prevView;
|
||||
|
||||
FrameTransform() {}
|
||||
};
|
||||
UniformBufferView _frameTransformBuffer;
|
||||
|
|
|
@ -16,6 +16,9 @@
|
|||
struct CameraCorrection {
|
||||
mat4 _correction;
|
||||
mat4 _correctionInverse;
|
||||
|
||||
mat4 _prevCorrection;
|
||||
mat4 _prevCorrectionInverse;
|
||||
};
|
||||
|
||||
uniform cameraCorrectionBuffer {
|
||||
|
@ -31,6 +34,8 @@ struct DeferredFrameTransform {
|
|||
mat4 _projectionMono;
|
||||
mat4 _viewInverse;
|
||||
mat4 _view;
|
||||
mat4 _prevViewInverse;
|
||||
mat4 _prevView;
|
||||
};
|
||||
|
||||
uniform deferredFrameTransformBuffer {
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#include "DeferredFramebuffer.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
#include "SurfaceGeometryPass.h"
|
||||
#include "VelocityBufferPass.h"
|
||||
#include "FramebufferCache.h"
|
||||
#include "TextureCache.h"
|
||||
#include "ZoneRenderer.h"
|
||||
|
@ -91,9 +92,12 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
|
||||
fadeEffect->build(task, opaques);
|
||||
|
||||
const auto jitterBuffer = task.addJob<JitterSample>("JitterCam");
|
||||
|
||||
// Prepare deferred, generate the shared Deferred Frame Transform
|
||||
const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
|
||||
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
|
||||
|
||||
|
||||
// GPU jobs: Start preparing the primary, deferred and lighting buffer
|
||||
const auto primaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
|
||||
|
@ -139,7 +143,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
|
||||
const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
|
||||
|
||||
|
||||
// Velocity
|
||||
const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying();
|
||||
const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);
|
||||
const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);
|
||||
|
||||
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
|
||||
task.addJob<DrawLight>("DrawLight", lights);
|
||||
|
||||
|
@ -160,6 +168,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
|
||||
task.addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
|
||||
|
||||
|
||||
// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
|
||||
task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
|
||||
|
||||
|
@ -232,7 +241,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
// Debugging stages
|
||||
{
|
||||
// Debugging Deferred buffer job
|
||||
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
|
||||
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer));
|
||||
task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
|
||||
|
||||
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
|
||||
|
@ -260,7 +269,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
}
|
||||
|
||||
// AA job to be revisited
|
||||
task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
|
||||
const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, jitterBuffer, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying();
|
||||
|
||||
task.addJob<Antialiasing>("Antialiasing", antialiasingInputs);
|
||||
|
||||
// Composite the HUD and HUD overlays
|
||||
task.addJob<CompositeHUD>("HUD");
|
||||
|
|
174
libraries/render-utils/src/VelocityBufferPass.cpp
Normal file
174
libraries/render-utils/src/VelocityBufferPass.cpp
Normal file
|
@ -0,0 +1,174 @@
|
|||
//
|
||||
// VelocityBufferPass.cpp
|
||||
// libraries/render-utils/src/
|
||||
//
|
||||
// Created by Sam Gateau 8/15/2017.
|
||||
// Copyright 2017 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 "VelocityBufferPass.h"
|
||||
|
||||
#include <limits>
|
||||
|
||||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
#include "StencilMaskPass.h"
|
||||
|
||||
const int VelocityBufferPass_FrameTransformSlot = 0;
|
||||
const int VelocityBufferPass_DepthMapSlot = 0;
|
||||
const int VelocityBufferPass_NormalMapSlot = 1;
|
||||
|
||||
|
||||
#include "velocityBuffer_cameraMotion_frag.h"
|
||||
|
||||
VelocityFramebuffer::VelocityFramebuffer() {
|
||||
}
|
||||
|
||||
|
||||
void VelocityFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuffer) {
|
||||
//If the depth buffer or size changed, we need to delete our FBOs
|
||||
bool reset = false;
|
||||
if ((_primaryDepthTexture != depthBuffer)) {
|
||||
_primaryDepthTexture = depthBuffer;
|
||||
reset = true;
|
||||
}
|
||||
if (_primaryDepthTexture) {
|
||||
auto newFrameSize = glm::ivec2(_primaryDepthTexture->getDimensions());
|
||||
if (_frameSize != newFrameSize) {
|
||||
_frameSize = newFrameSize;
|
||||
_halfFrameSize = newFrameSize >> 1;
|
||||
|
||||
reset = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (reset) {
|
||||
clear();
|
||||
}
|
||||
}
|
||||
|
||||
void VelocityFramebuffer::clear() {
|
||||
_velocityFramebuffer.reset();
|
||||
_velocityTexture.reset();
|
||||
}
|
||||
|
||||
void VelocityFramebuffer::allocate() {
|
||||
|
||||
auto width = _frameSize.x;
|
||||
auto height = _frameSize.y;
|
||||
|
||||
// For Velocity Buffer:
|
||||
_velocityTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::VEC2, gpu::HALF, gpu::RGB), width, height, gpu::Texture::SINGLE_MIP,
|
||||
gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR));
|
||||
_velocityFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("velocity"));
|
||||
_velocityFramebuffer->setRenderBuffer(0, _velocityTexture);
|
||||
_velocityFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat());
|
||||
}
|
||||
|
||||
gpu::FramebufferPointer VelocityFramebuffer::getVelocityFramebuffer() {
|
||||
if (!_velocityFramebuffer) {
|
||||
allocate();
|
||||
}
|
||||
return _velocityFramebuffer;
|
||||
}
|
||||
|
||||
gpu::TexturePointer VelocityFramebuffer::getVelocityTexture() {
|
||||
if (!_velocityTexture) {
|
||||
allocate();
|
||||
}
|
||||
return _velocityTexture;
|
||||
}
|
||||
|
||||
VelocityBufferPass::VelocityBufferPass() {
|
||||
}
|
||||
|
||||
void VelocityBufferPass::configure(const Config& config) {
|
||||
}
|
||||
|
||||
void VelocityBufferPass::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
const auto& frameTransform = inputs.get0();
|
||||
const auto& deferredFramebuffer = inputs.get1();
|
||||
|
||||
if (!_gpuTimer) {
|
||||
_gpuTimer = std::make_shared < gpu::RangeTimer>(__FUNCTION__);
|
||||
}
|
||||
|
||||
if (!_velocityFramebuffer) {
|
||||
_velocityFramebuffer = std::make_shared<VelocityFramebuffer>();
|
||||
}
|
||||
_velocityFramebuffer->updatePrimaryDepth(deferredFramebuffer->getPrimaryDepthTexture());
|
||||
|
||||
auto depthBuffer = deferredFramebuffer->getPrimaryDepthTexture();
|
||||
|
||||
auto velocityFBO = _velocityFramebuffer->getVelocityFramebuffer();
|
||||
auto velocityTexture = _velocityFramebuffer->getVelocityTexture();
|
||||
|
||||
outputs.edit0() = _velocityFramebuffer;
|
||||
outputs.edit1() = velocityFBO;
|
||||
outputs.edit2() = velocityTexture;
|
||||
|
||||
auto cameraMotionPipeline = getCameraMotionPipeline();
|
||||
|
||||
auto fullViewport = args->_viewport;
|
||||
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
_gpuTimer->begin(batch);
|
||||
batch.enableStereo(false);
|
||||
|
||||
batch.setViewportTransform(fullViewport);
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.resetViewTransform();
|
||||
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(_velocityFramebuffer->getDepthFrameSize(), fullViewport));
|
||||
|
||||
batch.setUniformBuffer(VelocityBufferPass_FrameTransformSlot, frameTransform->getFrameTransformBuffer());
|
||||
|
||||
// Velocity buffer camera motion
|
||||
batch.setFramebuffer(velocityFBO);
|
||||
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
batch.setPipeline(cameraMotionPipeline);
|
||||
batch.setResourceTexture(VelocityBufferPass_DepthMapSlot, depthBuffer);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
_gpuTimer->end(batch);
|
||||
});
|
||||
|
||||
auto config = std::static_pointer_cast<Config>(renderContext->jobConfig);
|
||||
config->setGPUBatchRunTime(_gpuTimer->getGPUAverage(), _gpuTimer->getBatchAverage());
|
||||
}
|
||||
|
||||
|
||||
const gpu::PipelinePointer& VelocityBufferPass::getCameraMotionPipeline() {
|
||||
if (!_cameraMotionPipeline) {
|
||||
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto ps = gpu::Shader::createPixel(std::string(velocityBuffer_cameraMotion_frag));
|
||||
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), VelocityBufferPass_FrameTransformSlot));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), VelocityBufferPass_DepthMapSlot));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
// Stencil test the curvature pass for objects pixels only, not the background
|
||||
// PrepareStencil::testShape(*state);
|
||||
|
||||
state->setColorWriteMask(true, true, false, false);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
_cameraMotionPipeline = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
|
||||
return _cameraMotionPipeline;
|
||||
}
|
||||
|
||||
|
||||
|
89
libraries/render-utils/src/VelocityBufferPass.h
Normal file
89
libraries/render-utils/src/VelocityBufferPass.h
Normal file
|
@ -0,0 +1,89 @@
|
|||
//
|
||||
// VelocityBufferPass.h
|
||||
// libraries/render-utils/src/
|
||||
//
|
||||
// Created by Sam Gateau 8/15/2017.
|
||||
// Copyright 2017 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
|
||||
//
|
||||
|
||||
#ifndef hifi_VelocityBufferPass_h
|
||||
#define hifi_VelocityBufferPass_h
|
||||
|
||||
#include "SurfaceGeometryPass.h"
|
||||
|
||||
|
||||
// VelocityFramebuffer is a helper class gathering in one place theframebuffers and targets describing the surface geometry linear depth
|
||||
// from a z buffer
|
||||
class VelocityFramebuffer {
|
||||
public:
|
||||
VelocityFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer getVelocityFramebuffer();
|
||||
gpu::TexturePointer getVelocityTexture();
|
||||
|
||||
// Update the depth buffer which will drive the allocation of all the other resources according to its size.
|
||||
void updatePrimaryDepth(const gpu::TexturePointer& depthBuffer);
|
||||
|
||||
gpu::TexturePointer getPrimaryDepthTexture();
|
||||
const glm::ivec2& getDepthFrameSize() const { return _frameSize; }
|
||||
|
||||
void setResolutionLevel(int level);
|
||||
int getResolutionLevel() const { return _resolutionLevel; }
|
||||
|
||||
protected:
|
||||
void clear();
|
||||
void allocate();
|
||||
|
||||
gpu::TexturePointer _primaryDepthTexture;
|
||||
|
||||
gpu::FramebufferPointer _velocityFramebuffer;
|
||||
gpu::TexturePointer _velocityTexture;
|
||||
|
||||
glm::ivec2 _frameSize;
|
||||
glm::ivec2 _halfFrameSize;
|
||||
int _resolutionLevel{ 0 };
|
||||
};
|
||||
|
||||
using VelocityFramebufferPointer = std::shared_ptr<VelocityFramebuffer>;
|
||||
|
||||
class VelocityBufferPassConfig : public render::GPUJobConfig {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(float depthThreshold MEMBER depthThreshold NOTIFY dirty)
|
||||
|
||||
public:
|
||||
VelocityBufferPassConfig() : render::GPUJobConfig(true) {}
|
||||
|
||||
float depthThreshold{ 5.0f };
|
||||
|
||||
signals:
|
||||
void dirty();
|
||||
};
|
||||
|
||||
class VelocityBufferPass {
|
||||
public:
|
||||
using Inputs = render::VaryingSet2<DeferredFrameTransformPointer, DeferredFramebufferPointer>;
|
||||
using Outputs = render::VaryingSet3<VelocityFramebufferPointer, gpu::FramebufferPointer, gpu::TexturePointer>;
|
||||
using Config = VelocityBufferPassConfig;
|
||||
using JobModel = render::Job::ModelIO<VelocityBufferPass, Inputs, Outputs, Config>;
|
||||
|
||||
VelocityBufferPass();
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
|
||||
|
||||
private:
|
||||
typedef gpu::BufferView UniformBufferView;
|
||||
|
||||
VelocityFramebufferPointer _velocityFramebuffer;
|
||||
|
||||
const gpu::PipelinePointer& getCameraMotionPipeline();
|
||||
gpu::PipelinePointer _cameraMotionPipeline;
|
||||
|
||||
gpu::RangeTimerPointer _gpuTimer;
|
||||
};
|
||||
|
||||
|
||||
#endif // hifi_VelocityBufferPass_h
|
|
@ -17,7 +17,7 @@ out vec4 _color;
|
|||
|
||||
void main(void) {
|
||||
// pass along the color
|
||||
_color = colorToLinearRGBA(inColor.rgba);
|
||||
_color = color_sRGBAToLinear(inColor.rgba);
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
|
|
|
@ -23,6 +23,7 @@ uniform sampler2D halfNormalMap;
|
|||
uniform sampler2D occlusionMap;
|
||||
uniform sampler2D occlusionBlurredMap;
|
||||
uniform sampler2D scatteringMap;
|
||||
uniform sampler2D velocityMap;
|
||||
|
||||
<$declareDeferredCurvature()$>
|
||||
|
||||
|
|
|
@ -23,72 +23,112 @@ precision mediump int;
|
|||
#endif
|
||||
|
||||
uniform sampler2D colorTexture;
|
||||
//uniform sampler2D historyTexture;
|
||||
uniform vec2 texcoordOffset;
|
||||
|
||||
in vec2 varTexcoord;
|
||||
out vec4 outFragColor;
|
||||
in vec2 varTexCoord0;
|
||||
layout(location = 0) out vec4 outFragColor;
|
||||
//layout(location = 0) out vec4 outFragHistory;
|
||||
|
||||
void main() {
|
||||
// filter width limit for dependent "two-tap" texture samples
|
||||
float FXAA_SPAN_MAX = 8.0;
|
||||
outFragColor = vec4(texture(colorTexture, varTexCoord0).xyz, 1.0/8.0);
|
||||
|
||||
// local contrast multiplier for performing AA
|
||||
// higher = sharper, but setting this value too high will cause near-vertical and near-horizontal edges to fail
|
||||
// see "fxaaQualityEdgeThreshold"
|
||||
float FXAA_REDUCE_MUL = 1.0 / 8.0;
|
||||
// v2
|
||||
/* float ModulationFactor = 1.0 / 8.0;
|
||||
|
||||
// luminance threshold for processing dark colors
|
||||
// see "fxaaQualityEdgeThresholdMin"
|
||||
float FXAA_REDUCE_MIN = 1.0 / 128.0;
|
||||
vec3 History = textureLod(historyTexture, varTexCoord0, 0.0).rgb;
|
||||
vec3 CurrentSubpixel = textureLod(colorTexture, varTexCoord0, 0.0).rgb;
|
||||
/*
|
||||
vec3 NearColor0 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(1, 0)).xyz;
|
||||
vec3 NearColor1 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(0, 1)).xyz;
|
||||
vec3 NearColor2 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(-1, 0)).xyz;
|
||||
vec3 NearColor3 = textureLodOffset(colorTexture, varTexCoord0, 0.0, ivec2(0, -1)).xyz;
|
||||
|
||||
// fetch raw RGB values for nearby locations
|
||||
// sampling pattern is "five on a die" (each diagonal direction and the center)
|
||||
// computing the coordinates for these texture reads could be moved to the vertex shader for speed if needed
|
||||
vec3 rgbNW = texture(colorTexture, varTexcoord + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
|
||||
vec3 rgbNE = texture(colorTexture, varTexcoord + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
|
||||
vec3 rgbSW = texture(colorTexture, varTexcoord + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
|
||||
vec3 rgbSE = texture(colorTexture, varTexcoord + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
|
||||
vec3 rgbM = texture(colorTexture, varTexcoord).xyz;
|
||||
|
||||
// convert RGB values to luminance
|
||||
vec3 luma = vec3(0.299, 0.587, 0.114);
|
||||
float lumaNW = dot(rgbNW, luma);
|
||||
float lumaNE = dot(rgbNE, luma);
|
||||
float lumaSW = dot(rgbSW, luma);
|
||||
float lumaSE = dot(rgbSE, luma);
|
||||
float lumaM = dot( rgbM, luma);
|
||||
|
||||
// luma range of local neighborhood
|
||||
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
|
||||
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
|
||||
|
||||
// direction perpendicular to local luma gradient
|
||||
vec2 dir;
|
||||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
|
||||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
|
||||
vec3 BoxMin = min(CurrentSubpixel, min(NearColor0, min(NearColor1, min(NearColor2, NearColor3))));
|
||||
vec3 BoxMax = max(CurrentSubpixel, max(NearColor0, max(NearColor1, max(NearColor2, NearColor3))));;
|
||||
|
||||
// compute clamped direction offset for additional "two-tap" samples
|
||||
// longer vector = blurry, shorter vector = sharp
|
||||
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
|
||||
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
|
||||
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
|
||||
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texcoordOffset;
|
||||
|
||||
// perform additional texture sampling perpendicular to gradient
|
||||
vec3 rgbA = (1.0 / 2.0) * (
|
||||
texture(colorTexture, varTexcoord + dir * (1.0 / 3.0 - 0.5)).xyz +
|
||||
texture(colorTexture, varTexcoord + dir * (2.0 / 3.0 - 0.5)).xyz);
|
||||
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
|
||||
texture(colorTexture, varTexcoord + dir * (0.0 / 3.0 - 0.5)).xyz +
|
||||
texture(colorTexture, varTexcoord + dir * (3.0 / 3.0 - 0.5)).xyz);
|
||||
float lumaB = dot(rgbB, luma);
|
||||
if (gl_FragCoord.x > 800) {
|
||||
History = clamp(History, BoxMin, BoxMax);
|
||||
}
|
||||
|
||||
// compare luma of new samples to the luma range of the original neighborhood
|
||||
// if the new samples exceed this range, just use the first two samples instead of all four
|
||||
if (lumaB < lumaMin || lumaB > lumaMax) {
|
||||
outFragColor.xyz=rgbA;
|
||||
} else {
|
||||
outFragColor.xyz=rgbB;
|
||||
History = mix(CurrentSubpixel, History, ModulationFactor);
|
||||
|
||||
/* outFragHistory.xyz = History;
|
||||
outFragHistory.w = ModulationFactor
|
||||
|
||||
outFragColor.xyz = History;
|
||||
outFragColor.w = 1.0;*/
|
||||
|
||||
|
||||
|
||||
/* } else {
|
||||
outFragColor.xyz = CurrentSubpixel;
|
||||
outFragColor.w = 1.0;
|
||||
|
||||
}*/
|
||||
if (gl_FragCoord.x > 800) {
|
||||
/* // filter width limit for dependent "two-tap" texture samples
|
||||
float FXAA_SPAN_MAX = 8.0;
|
||||
|
||||
// local contrast multiplier for performing AA
|
||||
// higher = sharper, but setting this value too high will cause near-vertical and near-horizontal edges to fail
|
||||
// see "fxaaQualityEdgeThreshold"
|
||||
float FXAA_REDUCE_MUL = 1.0 / 8.0;
|
||||
|
||||
// luminance threshold for processing dark colors
|
||||
// see "fxaaQualityEdgeThresholdMin"
|
||||
float FXAA_REDUCE_MIN = 1.0 / 128.0;
|
||||
|
||||
// fetch raw RGB values for nearby locations
|
||||
// sampling pattern is "five on a die" (each diagonal direction and the center)
|
||||
// computing the coordinates for these texture reads could be moved to the vertex shader for speed if needed
|
||||
vec3 rgbNW = texture(colorTexture, varTexCoord0 + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
|
||||
vec3 rgbNE = texture(colorTexture, varTexCoord0 + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
|
||||
vec3 rgbSW = texture(colorTexture, varTexCoord0 + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
|
||||
vec3 rgbSE = texture(colorTexture, varTexCoord0 + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
|
||||
vec3 rgbM = texture(colorTexture, varTexCoord0).xyz;
|
||||
|
||||
// convert RGB values to luminance
|
||||
vec3 luma = vec3(0.299, 0.587, 0.114);
|
||||
float lumaNW = dot(rgbNW, luma);
|
||||
float lumaNE = dot(rgbNE, luma);
|
||||
float lumaSW = dot(rgbSW, luma);
|
||||
float lumaSE = dot(rgbSE, luma);
|
||||
float lumaM = dot(rgbM, luma);
|
||||
|
||||
// luma range of local neighborhood
|
||||
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
|
||||
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
|
||||
|
||||
// direction perpendicular to local luma gradient
|
||||
vec2 dir;
|
||||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
|
||||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
|
||||
|
||||
// compute clamped direction offset for additional "two-tap" samples
|
||||
// longer vector = blurry, shorter vector = sharp
|
||||
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
|
||||
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
|
||||
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
|
||||
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texcoordOffset;
|
||||
|
||||
// perform additional texture sampling perpendicular to gradient
|
||||
vec3 rgbA = (1.0 / 2.0) * (
|
||||
texture(colorTexture, varTexCoord0 + dir * (1.0 / 3.0 - 0.5)).xyz +
|
||||
texture(colorTexture, varTexCoord0 + dir * (2.0 / 3.0 - 0.5)).xyz);
|
||||
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
|
||||
texture(colorTexture, varTexCoord0 + dir * (0.0 / 3.0 - 0.5)).xyz +
|
||||
texture(colorTexture, varTexCoord0 + dir * (3.0 / 3.0 - 0.5)).xyz);
|
||||
float lumaB = dot(rgbB, luma);
|
||||
|
||||
// compare luma of new samples to the luma range of the original neighborhood
|
||||
// if the new samples exceed this range, just use the first two samples instead of all four
|
||||
if (lumaB < lumaMin || lumaB > lumaMax) {
|
||||
outFragColor.xyz = rgbA;
|
||||
}
|
||||
else {
|
||||
outFragColor.xyz = rgbB;
|
||||
}*/
|
||||
outFragColor.a = 1.0;
|
||||
}
|
||||
outFragColor.a = 1.0;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -27,7 +27,7 @@ out vec4 _position;
|
|||
out vec3 _normal;
|
||||
|
||||
void main(void) {
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_color = color_sRGBToLinear(inColor.xyz);
|
||||
_alpha = inColor.w;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -28,7 +28,7 @@ out vec3 _normal;
|
|||
out vec3 _color;
|
||||
|
||||
void main(void) {
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_color = color_sRGBToLinear(inColor.xyz);
|
||||
_alpha = inColor.w;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -28,7 +28,7 @@ out vec3 _color;
|
|||
|
||||
void main(void) {
|
||||
// pass along the color in linear space
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_color = color_sRGBToLinear(inColor.xyz);
|
||||
|
||||
// and the texture coordinates
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -29,7 +29,7 @@ out vec4 _worldPosition;
|
|||
|
||||
void main(void) {
|
||||
// pass along the color in linear space
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_color = color_sRGBToLinear(inColor.xyz);
|
||||
|
||||
// and the texture coordinates
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -29,7 +29,7 @@ out vec3 _color;
|
|||
|
||||
void main(void) {
|
||||
// pass along the color in linear space
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_color = color_sRGBToLinear(inColor.xyz);
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
|
|
|
@ -30,7 +30,7 @@ out vec4 _worldPosition;
|
|||
|
||||
void main(void) {
|
||||
// pass along the color in linear space
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_color = color_sRGBToLinear(inColor.xyz);
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
|
||||
|
|
|
@ -30,7 +30,7 @@ out float _alpha;
|
|||
|
||||
void main(void) {
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_color = color_sRGBToLinear(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -31,7 +31,7 @@ out float _alpha;
|
|||
|
||||
void main(void) {
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_color = color_sRGBToLinear(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -23,7 +23,7 @@ out vec4 _position;
|
|||
out vec3 _normal;
|
||||
|
||||
void main(void) {
|
||||
_color = colorToLinearRGB(inColor.xyz);
|
||||
_color = color_sRGBToLinear(inColor.xyz);
|
||||
_alpha = inColor.w;
|
||||
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
|
|
|
@ -25,7 +25,7 @@ out vec2 _texCoord0;
|
|||
out vec4 _position;
|
||||
|
||||
void main(void) {
|
||||
_color = colorToLinearRGBA(inColor);
|
||||
_color = color_sRGBAToLinear(inColor);
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
_position = inPosition;
|
||||
_modelNormal = inNormal.xyz;
|
||||
|
|
|
@ -29,7 +29,7 @@ out vec4 _position;
|
|||
out vec4 _worldPosition;
|
||||
|
||||
void main(void) {
|
||||
_color = colorToLinearRGBA(inColor);
|
||||
_color = color_sRGBAToLinear(inColor);
|
||||
_texCoord0 = inTexCoord0.st;
|
||||
_position = inPosition;
|
||||
_modelNormal = inNormal.xyz;
|
||||
|
|
|
@ -25,6 +25,6 @@ in vec2 _texCoord0;
|
|||
|
||||
void main(void) {
|
||||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
packDeferredFragmentUnlit(normalize(_normal), 1.0, _color.rgb * texel.rgb);
|
||||
}
|
||||
|
|
|
@ -28,7 +28,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
float colorAlpha = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
colorAlpha = -_color.a;
|
||||
}
|
||||
|
||||
|
|
|
@ -40,7 +40,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0);
|
||||
float colorAlpha = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
colorAlpha = -_color.a;
|
||||
}
|
||||
|
||||
|
|
|
@ -27,7 +27,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float colorAlpha = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
colorAlpha = -_color.a;
|
||||
}
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float colorAlpha = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
colorAlpha = -_color.a;
|
||||
}
|
||||
|
||||
|
|
|
@ -34,7 +34,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float opacity = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
opacity = -_color.a;
|
||||
}
|
||||
opacity *= texel.a;
|
||||
|
|
|
@ -46,7 +46,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float opacity = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
opacity = -_color.a;
|
||||
}
|
||||
opacity *= texel.a;
|
||||
|
|
|
@ -29,7 +29,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float colorAlpha = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
colorAlpha = -_color.a;
|
||||
}
|
||||
_fragColor0 = vec4(_color.rgb * texel.rgb, colorAlpha * texel.a);
|
||||
|
|
|
@ -40,7 +40,7 @@ void main(void) {
|
|||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
float colorAlpha = _color.a;
|
||||
if (_color.a <= 0.0) {
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
colorAlpha = -_color.a;
|
||||
}
|
||||
_fragColor0 = vec4(_color.rgb * texel.rgb+fadeEmissive, colorAlpha * texel.a);
|
||||
|
|
|
@ -25,7 +25,7 @@ in vec2 _texCoord0;
|
|||
|
||||
void main(void) {
|
||||
vec4 texel = texture(originalTexture, _texCoord0.st);
|
||||
texel = colorToLinearRGBA(texel);
|
||||
texel = color_sRGBAToLinear(texel);
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(_normal),
|
||||
_color.a,
|
||||
|
|
|
@ -36,7 +36,7 @@ void main(void) {
|
|||
skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
|
||||
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_color = color_sRGBToLinear(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -37,7 +37,7 @@ void main(void) {
|
|||
skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
|
||||
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_color = color_sRGBToLinear(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -38,7 +38,7 @@ void main(void) {
|
|||
skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
|
||||
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_color = color_sRGBToLinear(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -39,7 +39,7 @@ void main(void) {
|
|||
skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
|
||||
|
||||
// pass along the color
|
||||
_color = colorToLinearRGB(inColor.rgb);
|
||||
_color = color_sRGBToLinear(inColor.rgb);
|
||||
_alpha = inColor.a;
|
||||
|
||||
TexMapArray texMapArray = getTexMapArray();
|
||||
|
|
|
@ -24,7 +24,7 @@ out vec4 varColor;
|
|||
|
||||
void main(void) {
|
||||
varTexCoord0 = inTexCoord0.st;
|
||||
varColor = colorToLinearRGBA(inColor);
|
||||
varColor = color_sRGBAToLinear(inColor);
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
|
65
libraries/render-utils/src/taa.slf
Normal file
65
libraries/render-utils/src/taa.slf
Normal file
|
@ -0,0 +1,65 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// taa.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 8/14/2017
|
||||
// Copyright 2017 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 taa.slh@>
|
||||
|
||||
in vec2 varTexCoord0;
|
||||
layout(location = 0) out vec4 outFragColor;
|
||||
|
||||
void main() {
|
||||
vec2 fragUV = varTexCoord0;
|
||||
|
||||
|
||||
|
||||
vec2 texelSize = taa_getTexelSize();
|
||||
|
||||
vec2 fragJitterPix = taa_getCurrentJitterSample();
|
||||
if (taa_unjitter()) {
|
||||
fragUV -= fragJitterPix * texelSize;
|
||||
}
|
||||
|
||||
// Debug region before debug or fxaa region X
|
||||
float distToRegionFXAA = fragUV.x - taa_getRegionFXAA().x;
|
||||
if (distToRegionFXAA > 0.0) {
|
||||
outFragColor = vec4(taa_evalFXAA(fragUV), 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
// vec3 nearFragUV = taa_findClosestFragment3x3(fragUV);
|
||||
// vec2 fragVel = taa_fetchVelocityMap(nearFragUV.xy);
|
||||
|
||||
vec3 fragVelAndZ = taa_fetchVelocityMapBest(fragUV);
|
||||
vec2 fragVel = fragVelAndZ.xy;
|
||||
float fragDepth = fragVelAndZ.z;
|
||||
|
||||
vec3 sourceColor;
|
||||
vec3 historyColor;
|
||||
vec2 prevFragUV = taa_fetchSourceAndHistory(fragUV, fragVel, fragJitterPix, sourceColor, historyColor);
|
||||
|
||||
vec3 nextColor = sourceColor;
|
||||
|
||||
if (taa_constrainColor()) {
|
||||
// clamp history to neighbourhood of current sample
|
||||
historyColor = taa_evalConstrainColor(sourceColor, fragUV, fragVel, fragDepth, fragJitterPix, historyColor);
|
||||
}
|
||||
|
||||
if (taa_feedbackColor()) {
|
||||
nextColor = taa_evalFeedbackColor(sourceColor, historyColor, params.blend);
|
||||
} else {
|
||||
nextColor = mix(historyColor, sourceColor, params.blend);
|
||||
}
|
||||
|
||||
outFragColor = vec4(taa_resolveColor(nextColor), 1.0);
|
||||
}
|
578
libraries/render-utils/src/taa.slh
Normal file
578
libraries/render-utils/src/taa.slh
Normal file
|
@ -0,0 +1,578 @@
|
|||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// TAA.slh
|
||||
// Common component needed by TemporalAntialiasing fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 8/17/2017
|
||||
// Copyright 2017 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 DeferredTransform.slh@>
|
||||
<$declareDeferredFrameTransform()$>
|
||||
|
||||
const int SEQUENCE_LENGTH = 16;
|
||||
const int INFO_INDEX = SEQUENCE_LENGTH / 2;
|
||||
struct JitterSequence {
|
||||
vec4 offsets[INFO_INDEX + 1];
|
||||
};
|
||||
layout(std140) uniform taaJitterBuffer {
|
||||
JitterSequence sequence;
|
||||
};
|
||||
|
||||
vec2 taa_getJitterSample(int index) {
|
||||
return vec2((bool(index & 0x01) ? sequence.offsets[index >> 1].zw : sequence.offsets[index >> 1].xy));
|
||||
}
|
||||
|
||||
int taa_getJitterSequenceLength() {
|
||||
return floatBitsToInt(sequence.offsets[INFO_INDEX].z);
|
||||
}
|
||||
|
||||
int taa_getCurrentJitterIndex() {
|
||||
return floatBitsToInt(sequence.offsets[INFO_INDEX].w);
|
||||
}
|
||||
|
||||
vec2 taa_getCurrentJitterSample() {
|
||||
return taa_getJitterSample(taa_getCurrentJitterIndex());
|
||||
}
|
||||
|
||||
<@include gpu/Color.slh@>
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
uniform sampler2D sourceMap;
|
||||
uniform sampler2D historyMap;
|
||||
uniform sampler2D velocityMap;
|
||||
uniform sampler2D nextMap;
|
||||
|
||||
struct TAAParams
|
||||
{
|
||||
float none;
|
||||
float blend;
|
||||
float covarianceGamma;
|
||||
float debugShowVelocityThreshold;
|
||||
ivec4 flags;
|
||||
vec4 pixelInfo_orbZoom;
|
||||
vec4 regionInfo;
|
||||
};
|
||||
|
||||
layout(std140) uniform taaParamsBuffer {
|
||||
TAAParams params;
|
||||
};
|
||||
|
||||
#define GET_BIT(bitfield, bitIndex) bool((bitfield) & (1 << (bitIndex)))
|
||||
|
||||
bool taa_showDebugCursor() {
|
||||
return GET_BIT(params.flags.x, 1);
|
||||
}
|
||||
|
||||
bool taa_showJitterSequence() {
|
||||
return GET_BIT(params.flags.x, 2);
|
||||
}
|
||||
|
||||
bool taa_showClosestFragment() {
|
||||
return GET_BIT(params.flags.x, 3);
|
||||
}
|
||||
|
||||
|
||||
bool taa_unjitter() {
|
||||
return GET_BIT(params.flags.y, 0);
|
||||
}
|
||||
bool taa_constrainColor() {
|
||||
return GET_BIT(params.flags.y, 1);
|
||||
}
|
||||
bool taa_covarianceClipColor() {
|
||||
return GET_BIT(params.flags.y, 2);
|
||||
}
|
||||
bool taa_clipExactColor() {
|
||||
return GET_BIT(params.flags.y, 3);
|
||||
}
|
||||
bool taa_feedbackColor() {
|
||||
return GET_BIT(params.flags.y, 4);
|
||||
}
|
||||
|
||||
vec2 taa_getDebugCursorTexcoord() {
|
||||
return params.pixelInfo_orbZoom.xy;
|
||||
}
|
||||
|
||||
float taa_getDebugOrbZoom() {
|
||||
return params.pixelInfo_orbZoom.z;
|
||||
}
|
||||
|
||||
vec2 taa_getRegionDebug() {
|
||||
return params.regionInfo.xy;
|
||||
}
|
||||
|
||||
vec2 taa_getRegionFXAA() {
|
||||
return params.regionInfo.zw;
|
||||
}
|
||||
#define USE_YCOCG 1
|
||||
|
||||
vec4 taa_fetchColor(sampler2D map, vec2 uv) {
|
||||
#if USE_YCOCG
|
||||
vec4 c = texture(map, uv);
|
||||
return vec4(color_LinearToYCoCg(c.rgb), c.a);
|
||||
#else
|
||||
return texture(map, uv);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 taa_resolveColor(vec3 color) {
|
||||
#if USE_YCOCG
|
||||
return color_YCoCgToLinear(color);
|
||||
#else
|
||||
return color;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 taa_fetchSourceMap(vec2 uv) {
|
||||
#if USE_YCOCG
|
||||
vec4 c = texture(sourceMap, uv);
|
||||
return vec4(color_LinearToYCoCg(c.rgb), c.a);
|
||||
#else
|
||||
return texture(sourceMap, uv);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 taa_fetchHistoryMap(vec2 uv) {
|
||||
#if USE_YCOCG
|
||||
vec4 c = texture(historyMap, uv);
|
||||
return vec4(color_LinearToYCoCg(c.rgb), c.a);
|
||||
#else
|
||||
return texture(historyMap, uv);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec4 taa_fetchNextMap(vec2 uv) {
|
||||
#if USE_YCOCG
|
||||
vec4 c = texture(nextMap, uv);
|
||||
return vec4(color_LinearToYCoCg(c.rgb), c.a);
|
||||
#else
|
||||
return texture(nextMap, uv);
|
||||
#endif
|
||||
}
|
||||
|
||||
vec2 taa_fetchVelocityMap(vec2 uv) {
|
||||
return texture(velocityMap, uv).xy;
|
||||
}
|
||||
|
||||
float taa_fetchDepth(vec2 uv) {
|
||||
return -texture(depthMap, vec2(uv), 0).x;
|
||||
}
|
||||
|
||||
|
||||
#define ZCMP_GT(a, b) (a > b)
|
||||
|
||||
vec2 taa_getImageSize() {
|
||||
vec2 imageSize = getWidthHeight(0);
|
||||
if (isStereo()) {
|
||||
imageSize.x *= 2.0;
|
||||
}
|
||||
return imageSize;
|
||||
}
|
||||
|
||||
vec2 taa_getTexelSize() {
|
||||
vec2 texelSize = getInvWidthHeight();
|
||||
if (isStereo()) {
|
||||
texelSize.x *= 0.5;
|
||||
}
|
||||
return texelSize;
|
||||
}
|
||||
|
||||
vec3 taa_findClosestFragment3x3(vec2 uv)
|
||||
{
|
||||
vec2 dd = abs(taa_getTexelSize());
|
||||
vec2 du = vec2(dd.x, 0.0);
|
||||
vec2 dv = vec2(0.0, dd.y);
|
||||
|
||||
vec3 dtl = vec3(-1, -1, taa_fetchDepth(uv - dv - du));
|
||||
vec3 dtc = vec3( 0, -1, taa_fetchDepth(uv - dv));
|
||||
vec3 dtr = vec3( 1, -1, taa_fetchDepth(uv - dv + du));
|
||||
|
||||
vec3 dml = vec3(-1, 0, taa_fetchDepth(uv - du));
|
||||
vec3 dmc = vec3( 0, 0, taa_fetchDepth(uv));
|
||||
vec3 dmr = vec3( 1, 0, taa_fetchDepth(uv + du));
|
||||
|
||||
vec3 dbl = vec3(-1, 1, taa_fetchDepth(uv + dv - du));
|
||||
vec3 dbc = vec3( 0, 1, taa_fetchDepth(uv + dv));
|
||||
vec3 dbr = vec3( 1, 1, taa_fetchDepth(uv + dv + du));
|
||||
|
||||
vec3 dmin = dtl;
|
||||
if (ZCMP_GT(dmin.z, dtc.z)) dmin = dtc;
|
||||
if (ZCMP_GT(dmin.z, dtr.z)) dmin = dtr;
|
||||
|
||||
if (ZCMP_GT(dmin.z, dml.z)) dmin = dml;
|
||||
if (ZCMP_GT(dmin.z, dmc.z)) dmin = dmc;
|
||||
if (ZCMP_GT(dmin.z, dmr.z)) dmin = dmr;
|
||||
|
||||
if (ZCMP_GT(dmin.z, dbl.z)) dmin = dbl;
|
||||
if (ZCMP_GT(dmin.z, dbc.z)) dmin = dbc;
|
||||
if (ZCMP_GT(dmin.z, dbr.z)) dmin = dbr;
|
||||
|
||||
return vec3(uv + dd.xy * dmin.xy, dmin.z);
|
||||
}
|
||||
|
||||
vec3 taa_fetchVelocityMapBest(vec2 uv) {
|
||||
vec2 dd = abs(taa_getTexelSize());
|
||||
vec2 du = vec2(dd.x, 0.0);
|
||||
vec2 dv = vec2(0.0, dd.y);
|
||||
|
||||
vec2 dtl = taa_fetchVelocityMap(uv - dv - du);
|
||||
vec2 dtc = taa_fetchVelocityMap(uv - dv);
|
||||
vec2 dtr = taa_fetchVelocityMap(uv - dv + du);
|
||||
|
||||
vec2 dml = taa_fetchVelocityMap(uv - du);
|
||||
vec2 dmc = taa_fetchVelocityMap(uv);
|
||||
vec2 dmr = taa_fetchVelocityMap(uv + du);
|
||||
|
||||
vec2 dbl = taa_fetchVelocityMap(uv + dv - du);
|
||||
vec2 dbc = taa_fetchVelocityMap(uv + dv);
|
||||
vec2 dbr = taa_fetchVelocityMap(uv + dv + du);
|
||||
|
||||
vec3 best = vec3(dtl, dot(dtl,dtl));
|
||||
|
||||
float testSpeed = dot(dtc,dtc);
|
||||
if (testSpeed > best.z) { best = vec3(dtc, testSpeed); }
|
||||
testSpeed = dot(dtr,dtr);
|
||||
if (testSpeed > best.z) { best = vec3(dtr, testSpeed); }
|
||||
|
||||
testSpeed = dot(dml,dml);
|
||||
if (testSpeed > best.z) { best = vec3(dml, testSpeed); }
|
||||
testSpeed = dot(dmc,dmc);
|
||||
if (testSpeed > best.z) { best = vec3(dmc, testSpeed); }
|
||||
testSpeed = dot(dmr,dmr);
|
||||
if (testSpeed > best.z) { best = vec3(dmr, testSpeed); }
|
||||
|
||||
testSpeed = dot(dbl,dbl);
|
||||
if (testSpeed > best.z) { best = vec3(dbl, testSpeed); }
|
||||
testSpeed = dot(dbc,dbc);
|
||||
if (testSpeed > best.z) { best = vec3(dbc, testSpeed); }
|
||||
testSpeed = dot(dbr,dbr);
|
||||
if (testSpeed > best.z) { best = vec3(dbr, testSpeed); }
|
||||
|
||||
|
||||
return vec3(best.xy, taa_fetchDepth(uv));
|
||||
}
|
||||
|
||||
vec2 taa_fetchSourceAndHistory(vec2 fragUV, vec2 fragVelocity, vec2 fragJitterPix, out vec3 sourceColor, out vec3 historyColor) {
|
||||
sourceColor = taa_fetchSourceMap(fragUV).xyz;
|
||||
|
||||
vec2 prevFragUV = fragUV - fragVelocity;
|
||||
historyColor = sourceColor;
|
||||
if (!(any(lessThan(prevFragUV, vec2(0.0))) || any(greaterThan(prevFragUV, vec2(1.0))))) {
|
||||
historyColor = taa_fetchHistoryMap(prevFragUV).xyz;
|
||||
}
|
||||
return prevFragUV;
|
||||
}
|
||||
|
||||
float Luminance(vec3 rgb) {
|
||||
return rgb.x/4.0 + rgb.y/2.0 + rgb.z/4.0;
|
||||
}
|
||||
|
||||
#define MINMAX_3X3_ROUNDED 1
|
||||
|
||||
mat3 taa_evalNeighbourColorVariance(vec3 sourceColor, vec2 fragUV, vec2 fragVelocity, float fragZe, vec2 fragJitterPix) {
|
||||
vec2 texelSize = taa_getTexelSize();
|
||||
|
||||
|
||||
vec2 du = vec2(texelSize.x, 0.0);
|
||||
vec2 dv = vec2(0.0, texelSize.y);
|
||||
|
||||
vec3 sampleColor = taa_fetchSourceMap(fragUV - dv - du).rgb;
|
||||
vec3 sumSamples = sampleColor;
|
||||
vec3 sumSamples2 = sampleColor * sampleColor;
|
||||
|
||||
sampleColor = taa_fetchSourceMap(fragUV - dv).rgb;
|
||||
sumSamples += sampleColor;
|
||||
sumSamples2 += sampleColor * sampleColor;
|
||||
|
||||
sampleColor = taa_fetchSourceMap(fragUV - dv + du).rgb;
|
||||
sumSamples += sampleColor;
|
||||
sumSamples2 += sampleColor * sampleColor;
|
||||
|
||||
sampleColor = taa_fetchSourceMap(fragUV - du).rgb;
|
||||
sumSamples += sampleColor;
|
||||
sumSamples2 += sampleColor * sampleColor;
|
||||
|
||||
sampleColor = sourceColor; //taa_fetchSourceMap(fragUV).rgb; // could resuse the same osurce sampleColor isn't it ?
|
||||
sumSamples += sampleColor;
|
||||
sumSamples2 += sampleColor * sampleColor;
|
||||
|
||||
sampleColor = taa_fetchSourceMap(fragUV + du).rgb;
|
||||
sumSamples += sampleColor;
|
||||
sumSamples2 += sampleColor * sampleColor;
|
||||
|
||||
sampleColor = taa_fetchSourceMap(fragUV + dv - du).rgb;
|
||||
sumSamples += sampleColor;
|
||||
sumSamples2 += sampleColor * sampleColor;
|
||||
|
||||
sampleColor = taa_fetchSourceMap(fragUV + dv).rgb;
|
||||
sumSamples += sampleColor;
|
||||
sumSamples2 += sampleColor * sampleColor;
|
||||
|
||||
sampleColor = taa_fetchSourceMap(fragUV + dv + du).rgb;
|
||||
sumSamples += sampleColor;
|
||||
sumSamples2 += sampleColor * sampleColor;
|
||||
|
||||
|
||||
vec3 mu = sumSamples / vec3(9.0);
|
||||
vec3 sigma = sqrt(sumSamples2 / vec3(9.0) - mu * mu);
|
||||
|
||||
float gamma = params.covarianceGamma;
|
||||
vec3 cmin = mu - gamma * sigma;
|
||||
vec3 cmax = mu + gamma * sigma;
|
||||
|
||||
return mat3(cmin, cmax, mu);
|
||||
}
|
||||
|
||||
mat3 taa_evalNeighbourColorRegion(vec3 sourceColor, vec2 fragUV, vec2 fragVelocity, float fragZe, vec2 fragJitterPix) {
|
||||
vec2 imageSize = taa_getImageSize();
|
||||
vec2 texelSize = taa_getTexelSize();
|
||||
vec3 cmin, cmax, cavg;
|
||||
|
||||
#if MINMAX_3X3_ROUNDED
|
||||
vec2 du = vec2(texelSize.x, 0.0);
|
||||
vec2 dv = vec2(0.0, texelSize.y);
|
||||
|
||||
vec3 ctl = taa_fetchSourceMap(fragUV - dv - du).rgb;
|
||||
vec3 ctc = taa_fetchSourceMap(fragUV - dv).rgb;
|
||||
vec3 ctr = taa_fetchSourceMap(fragUV - dv + du).rgb;
|
||||
vec3 cml = taa_fetchSourceMap(fragUV - du).rgb;
|
||||
vec3 cmc = sourceColor; //taa_fetchSourceMap(fragUV).rgb; // could resuse the same osurce sample isn't it ?
|
||||
vec3 cmr = taa_fetchSourceMap(fragUV + du).rgb;
|
||||
vec3 cbl = taa_fetchSourceMap(fragUV + dv - du).rgb;
|
||||
vec3 cbc = taa_fetchSourceMap(fragUV + dv).rgb;
|
||||
vec3 cbr = taa_fetchSourceMap(fragUV + dv + du).rgb;
|
||||
|
||||
cmin = min(ctl, min(ctc, min(ctr, min(cml, min(cmc, min(cmr, min(cbl, min(cbc, cbr))))))));
|
||||
cmax = max(ctl, max(ctc, max(ctr, max(cml, max(cmc, max(cmr, max(cbl, max(cbc, cbr))))))));
|
||||
|
||||
#if MINMAX_3X3_ROUNDED || USE_YCOCG || USE_CLIPPING
|
||||
cavg = (ctl + ctc + ctr + cml + cmc + cmr + cbl + cbc + cbr) / 9.0;
|
||||
#elif
|
||||
cavg = (cmin + cmax ) * 0.5;
|
||||
#endif
|
||||
|
||||
#if MINMAX_3X3_ROUNDED
|
||||
vec3 cmin5 = min(ctc, min(cml, min(cmc, min(cmr, cbc))));
|
||||
vec3 cmax5 = max(ctc, max(cml, max(cmc, max(cmr, cbc))));
|
||||
vec3 cavg5 = (ctc + cml + cmc + cmr + cbc) / 5.0;
|
||||
cmin = 0.5 * (cmin + cmin5);
|
||||
cmax = 0.5 * (cmax + cmax5);
|
||||
cavg = 0.5 * (cavg + cavg5);
|
||||
#endif
|
||||
#else
|
||||
const float _SubpixelThreshold = 0.5;
|
||||
const float _GatherBase = 0.5;
|
||||
const float _GatherSubpixelMotion = 0.1666;
|
||||
|
||||
vec2 texel_vel = fragVelocity * imageSize;
|
||||
float texel_vel_mag = length(texel_vel) * -fragZe;
|
||||
float k_subpixel_motion = clamp(_SubpixelThreshold / (0.0001 + texel_vel_mag), 0.0, 1.0);
|
||||
float k_min_max_support = _GatherBase + _GatherSubpixelMotion * k_subpixel_motion;
|
||||
|
||||
vec2 ss_offset01 = k_min_max_support * vec2(-texelSize.x, texelSize.y);
|
||||
vec2 ss_offset11 = k_min_max_support * vec2(texelSize.x, texelSize.y);
|
||||
vec3 c00 = taa_fetchSourceMap(fragUV - ss_offset11).rgb;
|
||||
vec3 c10 = taa_fetchSourceMap(fragUV - ss_offset01).rgb;
|
||||
vec3 c01 = taa_fetchSourceMap(fragUV + ss_offset01).rgb;
|
||||
vec3 c11 = taa_fetchSourceMap(fragUV + ss_offset11).rgb;
|
||||
|
||||
cmin = min(c00, min(c10, min(c01, c11)));
|
||||
cmax = max(c00, max(c10, max(c01, c11)));
|
||||
cavg = (cmin + cmax ) * 0.5;
|
||||
|
||||
#if USE_YCOCG || USE_CLIPPING
|
||||
cavg = (c00 + c10 + c01 + c11) / 4.0;
|
||||
#elif
|
||||
cavg = (cmin + cmax ) * 0.5;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// shrink chroma min-max
|
||||
#if USE_YCOCG
|
||||
vec2 chroma_extent = vec2(0.25 * 0.5 * (cmax.r - cmin.r));
|
||||
vec2 chroma_center = sourceColor.gb;
|
||||
cmin.yz = chroma_center - chroma_extent;
|
||||
cmax.yz = chroma_center + chroma_extent;
|
||||
cavg.yz = chroma_center;
|
||||
#endif
|
||||
|
||||
return mat3(cmin, cmax, cavg);
|
||||
}
|
||||
|
||||
//#define USE_OPTIMIZATIONS 0
|
||||
|
||||
vec3 taa_clampColor(vec3 colorMin, vec3 colorMax, vec3 colorSource, vec3 color) {
|
||||
const float eps = 0.00001;
|
||||
vec3 p = colorSource;
|
||||
vec3 q = color;
|
||||
if (taa_clipExactColor()) {
|
||||
vec3 r = q - p;
|
||||
vec3 rmax = colorMax - p.xyz;
|
||||
vec3 rmin = colorMin - p.xyz;
|
||||
|
||||
/* bvec3 over = (greaterThan(r, rmax + vec3(eps)));
|
||||
bvec3 under = (lessThan(r, rmin - vec3(eps)));
|
||||
|
||||
float minScale = 1.0;
|
||||
if (over.x || under.x)
|
||||
minScale = (float(over.x) * rmax.x + float(under.x) * rmin.x) / r.x;
|
||||
if (over.y || under.y)
|
||||
minScale = min(minScale, (float(over.y) * rmax.y + float(under.y) * rmin.y) / r.y);
|
||||
if (over.z || under.z)
|
||||
minScale = min(minScale, (float(over.z) * rmax.z + float(under.z) * rmin.z) / r.z);
|
||||
|
||||
r *= minScale;
|
||||
|
||||
*/
|
||||
if (r.x > rmax.x + eps)
|
||||
r *= (rmax.x / r.x);
|
||||
if (r.y > rmax.y + eps)
|
||||
r *= (rmax.y / r.y);
|
||||
if (r.z > rmax.z + eps)
|
||||
r *= (rmax.z / r.z);
|
||||
|
||||
if (r.x < rmin.x - eps)
|
||||
r *= (rmin.x / r.x);
|
||||
if (r.y < rmin.y - eps)
|
||||
r *= (rmin.y / r.y);
|
||||
if (r.z < rmin.z - eps)
|
||||
r *= (rmin.z / r.z);
|
||||
|
||||
return clamp(p + r, vec3(0.0), vec3(1.0));
|
||||
} else {
|
||||
// note: only clips towards aabb center (but fast!)
|
||||
vec3 p_clip = 0.5 * (colorMax + colorMin);
|
||||
vec3 e_clip = 0.5 * (colorMax - colorMin) + vec3(eps);
|
||||
|
||||
vec3 v_clip = q - p_clip;
|
||||
vec3 v_unit = v_clip.xyz / e_clip;
|
||||
vec3 a_unit = abs(v_unit);
|
||||
float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
|
||||
|
||||
if (ma_unit > 1.0)
|
||||
return p_clip + v_clip / ma_unit;
|
||||
else
|
||||
return q;// point inside aabb
|
||||
}
|
||||
// Not using clamp at all
|
||||
// else {
|
||||
// return clamp(color, colorMin, colorMax);
|
||||
//}
|
||||
}
|
||||
|
||||
vec3 taa_evalConstrainColor(vec3 sourceColor, vec2 sourceUV, vec2 sourceVel, float sourceZe, vec2 sourceJitterPix, vec3 candidateColor) {
|
||||
mat3 colorMinMaxAvg;
|
||||
|
||||
if (taa_covarianceClipColor()) {
|
||||
colorMinMaxAvg = taa_evalNeighbourColorVariance(sourceColor, sourceUV, sourceVel, sourceZe, sourceJitterPix);
|
||||
} else {
|
||||
colorMinMaxAvg = taa_evalNeighbourColorRegion(sourceColor, sourceUV, sourceVel, sourceZe, sourceJitterPix);
|
||||
}
|
||||
|
||||
// clamp history to neighbourhood of current sample
|
||||
return taa_clampColor(colorMinMaxAvg[0], colorMinMaxAvg[1], sourceColor, candidateColor);
|
||||
}
|
||||
|
||||
vec3 taa_evalFeedbackColor(vec3 sourceColor, vec3 historyColor, float blendFactor) {
|
||||
const float _FeedbackMin = 0.1;
|
||||
const float _FeedbackMax = 0.9;
|
||||
// feedback weight from unbiased luminance diff (t.lottes)
|
||||
#if USE_YCOCG
|
||||
float lum0 = sourceColor.r;
|
||||
float lum1 = historyColor.r;
|
||||
#else
|
||||
float lum0 = Luminance(sourceColor.rgb);
|
||||
float lum1 = Luminance(historyColor.rgb);
|
||||
#endif
|
||||
float unbiased_diff = abs(lum0 - lum1) / max(lum0, max(lum1, 0.2));
|
||||
float unbiased_weight = 1.0 - unbiased_diff;
|
||||
float unbiased_weight_sqr = unbiased_weight * unbiased_weight;
|
||||
float k_feedback = mix(_FeedbackMin, _FeedbackMax, unbiased_weight_sqr);
|
||||
|
||||
|
||||
vec3 nextColor = mix(historyColor, sourceColor, k_feedback * blendFactor).xyz;
|
||||
return nextColor;
|
||||
}
|
||||
|
||||
|
||||
<$declareColorWheel()$>
|
||||
|
||||
vec3 taa_getVelocityColorRelative(float velocityPixLength) {
|
||||
return colorRamp(velocityPixLength/params.debugShowVelocityThreshold);
|
||||
}
|
||||
|
||||
vec3 taa_getVelocityColorAboveThreshold(float velocityPixLength) {
|
||||
return colorRamp((velocityPixLength - params.debugShowVelocityThreshold)/params.debugShowVelocityThreshold);
|
||||
}
|
||||
|
||||
|
||||
vec3 taa_evalFXAA(vec2 fragUV) {
|
||||
|
||||
// vec2 texelSize = getInvWidthHeight();
|
||||
vec2 texelSize = taa_getTexelSize();
|
||||
|
||||
// filter width limit for dependent "two-tap" texture samples
|
||||
float FXAA_SPAN_MAX = 8.0;
|
||||
|
||||
// local contrast multiplier for performing AA
|
||||
// higher = sharper, but setting this value too high will cause near-vertical and near-horizontal edges to fail
|
||||
// see "fxaaQualityEdgeThreshold"
|
||||
float FXAA_REDUCE_MUL = 1.0 / 8.0;
|
||||
|
||||
// luminance threshold for processing dark colors
|
||||
// see "fxaaQualityEdgeThresholdMin"
|
||||
float FXAA_REDUCE_MIN = 1.0 / 128.0;
|
||||
|
||||
// fetch raw RGB values for nearby locations
|
||||
// sampling pattern is "five on a die" (each diagonal direction and the center)
|
||||
// computing the coordinates for these texture reads could be moved to the vertex shader for speed if needed
|
||||
vec3 rgbNW = texture(sourceMap, fragUV + (vec2(-1.0, -1.0) * texelSize)).xyz;
|
||||
vec3 rgbNE = texture(sourceMap, fragUV + (vec2(+1.0, -1.0) * texelSize)).xyz;
|
||||
vec3 rgbSW = texture(sourceMap, fragUV + (vec2(-1.0, +1.0) * texelSize)).xyz;
|
||||
vec3 rgbSE = texture(sourceMap, fragUV + (vec2(+1.0, +1.0) * texelSize)).xyz;
|
||||
vec3 rgbM = texture(sourceMap, fragUV).xyz;
|
||||
|
||||
// convert RGB values to luminance
|
||||
vec3 luma = vec3(0.299, 0.587, 0.114);
|
||||
float lumaNW = dot(rgbNW, luma);
|
||||
float lumaNE = dot(rgbNE, luma);
|
||||
float lumaSW = dot(rgbSW, luma);
|
||||
float lumaSE = dot(rgbSE, luma);
|
||||
float lumaM = dot( rgbM, luma);
|
||||
|
||||
// luma range of local neighborhood
|
||||
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
|
||||
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
|
||||
|
||||
// direction perpendicular to local luma gradient
|
||||
vec2 dir;
|
||||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
|
||||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
|
||||
|
||||
// compute clamped direction offset for additional "two-tap" samples
|
||||
// longer vector = blurry, shorter vector = sharp
|
||||
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
|
||||
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
|
||||
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
|
||||
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texelSize;
|
||||
|
||||
// perform additional texture sampling perpendicular to gradient
|
||||
vec3 rgbA = (1.0 / 2.0) * (
|
||||
texture(sourceMap, fragUV + dir * (1.0 / 3.0 - 0.5)).xyz +
|
||||
texture(sourceMap, fragUV + dir * (2.0 / 3.0 - 0.5)).xyz);
|
||||
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
|
||||
texture(sourceMap, fragUV + dir * (0.0 / 3.0 - 0.5)).xyz +
|
||||
texture(sourceMap, fragUV + dir * (3.0 / 3.0 - 0.5)).xyz);
|
||||
float lumaB = dot(rgbB, luma);
|
||||
|
||||
// compare luma of new samples to the luma range of the original neighborhood
|
||||
// if the new samples exceed this range, just use the first two samples instead of all four
|
||||
if (lumaB < lumaMin || lumaB > lumaMax) {
|
||||
return rgbA;
|
||||
} else {
|
||||
return rgbB;
|
||||
}
|
||||
}
|
182
libraries/render-utils/src/taa_blend.slf
Normal file
182
libraries/render-utils/src/taa_blend.slf
Normal file
|
@ -0,0 +1,182 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// taa_blend.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 8/17/2017
|
||||
// Copyright 2017 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 taa.slh@>
|
||||
|
||||
in vec2 varTexCoord0;
|
||||
layout(location = 0) out vec4 outFragColor;
|
||||
|
||||
void main(void) {
|
||||
vec3 nextColor = texture(nextMap, varTexCoord0).xyz;
|
||||
outFragColor = vec4(nextColor, 1.0);
|
||||
|
||||
|
||||
// Pixel being shaded
|
||||
vec3 sourceColor = texture(sourceMap, varTexCoord0).xyz;
|
||||
|
||||
vec2 imageSize = getWidthHeight(0);
|
||||
vec2 texelSize = getInvWidthHeight();
|
||||
|
||||
vec2 fragJitterPix = taa_getCurrentJitterSample();
|
||||
|
||||
|
||||
|
||||
vec2 pixPos = varTexCoord0 * imageSize;
|
||||
vec2 pixVelocity = imageSize * texture(velocityMap, varTexCoord0).xy;
|
||||
float pixVelocityLength = length(pixVelocity);
|
||||
vec2 velocity = pixVelocity * texelSize;
|
||||
vec2 prevTexCoord = varTexCoord0 - velocity;
|
||||
vec2 prevPix = prevTexCoord * imageSize;
|
||||
|
||||
// Pixel Debugged
|
||||
if (taa_showDebugCursor()) {
|
||||
vec2 cursorUVRaw = taa_getDebugCursorTexcoord();
|
||||
vec2 cursorPosRaw = floor(cursorUVRaw * imageSize) + vec2(0.5);
|
||||
vec3 cursorFrag = taa_findClosestFragment3x3(cursorUVRaw);
|
||||
vec2 cursorUV = cursorUVRaw - fragJitterPix * texelSize;
|
||||
vec2 cursorPos = cursorUV * imageSize;
|
||||
vec2 cursorVelocity = texture(velocityMap, cursorUV).xy;
|
||||
vec2 cursorPrevUV = cursorUV - cursorVelocity;
|
||||
cursorVelocity *= imageSize;
|
||||
float cursorVelocityLength = length(cursorVelocity);
|
||||
vec2 cursorVelocityDir = cursorVelocity / cursorVelocityLength;
|
||||
|
||||
vec2 cursorToFragVec = pixPos - cursorPos;
|
||||
float cursorToFragLength = length(cursorToFragVec);
|
||||
|
||||
if ((cursorToFragLength <= cursorVelocityLength)) {
|
||||
vec2 cursorVelocityDir = cursorVelocity / cursorVelocityLength;
|
||||
vec2 cursorVelocityNor = vec2(cursorVelocityDir.y, -cursorVelocityDir.x);
|
||||
|
||||
if ((dot(cursorVelocityDir, cursorToFragVec) < 0) && abs(dot(cursorVelocityNor, cursorToFragVec)) < 1.0) {
|
||||
|
||||
vec3 speedColor = taa_getVelocityColorRelative(cursorToFragLength);
|
||||
|
||||
outFragColor = vec4(speedColor, 1.0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
float tenPercentHeight = 0.1 * imageSize.y;
|
||||
float centerWidth = imageSize.x * 0.5;
|
||||
|
||||
//vec2 nextOrbPos = vec2(centerWidth, imageSize.y - 3 * tenPercentHeight);
|
||||
vec2 nextOrbPos = cursorPos;
|
||||
vec2 nextOrbPosToPix = pixPos - nextOrbPos;
|
||||
float nextOrbPosToPixLength = length(nextOrbPosToPix);
|
||||
|
||||
vec2 prevOrbPos = nextOrbPos - cursorVelocityDir * 2.0 * tenPercentHeight;
|
||||
vec2 prevOrbPosToPix = pixPos - prevOrbPos;
|
||||
float prevOrbPosToPixLength = length(prevOrbPosToPix);
|
||||
|
||||
float orbPixThreshold = 2.0 / taa_getDebugOrbZoom();
|
||||
|
||||
if ((prevOrbPosToPixLength < tenPercentHeight) && (cursorVelocityLength > 0.5)) {
|
||||
vec2 prevOrbPosToPix_uv = cursorPrevUV + prevOrbPosToPix * texelSize / taa_getDebugOrbZoom();
|
||||
vec3 preOrbColor = vec3(0.0);
|
||||
if (!(any(lessThan(prevOrbPosToPix_uv, vec2(0.0))) || any(greaterThan(prevOrbPosToPix_uv, vec2(1.0))))) {
|
||||
preOrbColor = texture(historyMap, prevOrbPosToPix_uv).xyz;
|
||||
}
|
||||
if (prevOrbPosToPixLength < orbPixThreshold) {
|
||||
preOrbColor = vec3(1.0, 0.0, 1.0);
|
||||
}
|
||||
float distanceToNext = length(imageSize * (cursorUV - prevOrbPosToPix_uv));
|
||||
if (distanceToNext < orbPixThreshold) {
|
||||
preOrbColor = vec3(1.0, 0.5, 0.0);
|
||||
}
|
||||
outFragColor = vec4(preOrbColor, 1.0);
|
||||
return;
|
||||
}
|
||||
if (nextOrbPosToPixLength < tenPercentHeight) {
|
||||
vec2 nextOrbPosToPix_uv = cursorUV + nextOrbPosToPix * texelSize / taa_getDebugOrbZoom();
|
||||
vec3 nextOrbColor = vec3(0.0);
|
||||
if (!(any(lessThan(nextOrbPosToPix_uv, vec2(0.0))) || any(greaterThan(nextOrbPosToPix_uv, vec2(1.0))))) {
|
||||
nextOrbColor = texture(nextMap, nextOrbPosToPix_uv).xyz;
|
||||
}
|
||||
float distanceToPrev = length(imageSize * (cursorPrevUV - nextOrbPosToPix_uv));
|
||||
if (distanceToPrev < orbPixThreshold) {
|
||||
nextOrbColor = vec3(1.0, 0.0, 1.0);
|
||||
}
|
||||
if (nextOrbPosToPixLength < orbPixThreshold) {
|
||||
nextOrbColor = vec3(1.0, 0.5, 0.0);
|
||||
}
|
||||
|
||||
outFragColor = vec4(nextOrbColor, 1.0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (taa_showJitterSequence()) {
|
||||
float tenPercentHeight = 0.1 * imageSize.y;
|
||||
vec2 jitterRegionSize = vec2(tenPercentHeight);
|
||||
vec2 jitterRegionPos = (pixPos - vec2(tenPercentHeight, imageSize.y - tenPercentHeight));
|
||||
if ((all(lessThan(jitterRegionPos, jitterRegionSize)) && all(greaterThan(jitterRegionPos, vec2(0.0))))) {
|
||||
|
||||
float niceDotR2 = 4.0;
|
||||
|
||||
//int sequenceLength = taa_getJitterSequenceLength();
|
||||
int sequenceLength = SEQUENCE_LENGTH;
|
||||
for (int s = 0; s < sequenceLength; s++) {
|
||||
vec2 pixToSampleVec = jitterRegionPos - (vec2(0.5) + taa_getJitterSample(s)) * jitterRegionSize;
|
||||
float radius2 = (s == taa_getCurrentJitterIndex() ? 4.0 * niceDotR2 : niceDotR2);
|
||||
float distToSample2 = dot(pixToSampleVec, pixToSampleVec);
|
||||
if (distToSample2 < radius2) {
|
||||
outFragColor = vec4(mix( outFragColor.rgb, colorRamp(float(s) / float(sequenceLength)), 1.0 - distToSample2 / radius2), 1.0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Debug region before debug or fxaa region X
|
||||
float distToRegionDebug = varTexCoord0.x - taa_getRegionDebug().x;
|
||||
float distToRegionFXAA = varTexCoord0.x - taa_getRegionFXAA().x;
|
||||
if ((distToRegionFXAA < 0.0) && (distToRegionDebug > 0.0)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// draw region splitter
|
||||
if ((abs(distToRegionDebug) < getInvWidthHeight().x) || (abs(distToRegionFXAA) < getInvWidthHeight().x)) {
|
||||
outFragColor.rgb = vec3(1.0, 1.0, 0.0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (distToRegionFXAA > 0.0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (taa_showClosestFragment()) {
|
||||
vec3 fragUV = taa_findClosestFragment3x3(varTexCoord0);
|
||||
outFragColor = vec4((fragUV.xy - varTexCoord0) * imageSize * 0.5 + vec2(0.5), 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
outFragColor = vec4(nextColor, 1.0);
|
||||
|
||||
vec3 prevColor = nextColor;
|
||||
|
||||
if (!(any(lessThan(prevTexCoord, vec2(0.0))) || any(greaterThan(prevTexCoord, vec2(1.0))))) {
|
||||
prevColor = texture(historyMap, prevTexCoord).xyz;
|
||||
}
|
||||
outFragColor.xyz = prevColor;
|
||||
|
||||
if (pixVelocityLength > params.debugShowVelocityThreshold) {
|
||||
vec3 speedColor = taa_getVelocityColorAboveThreshold(pixVelocityLength);
|
||||
|
||||
outFragColor = vec4(0.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
|
||||
}
|
46
libraries/render-utils/src/velocityBuffer_cameraMotion.slf
Normal file
46
libraries/render-utils/src/velocityBuffer_cameraMotion.slf
Normal file
|
@ -0,0 +1,46 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Created by Sam Gateau on 6/3/16.
|
||||
// Copyright 2016 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 DeferredTransform.slh@>
|
||||
<$declareDeferredFrameTransform()$>
|
||||
|
||||
in vec2 varTexCoord0;
|
||||
out vec4 outFragColor;
|
||||
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
|
||||
void main(void) {
|
||||
// Pixel being shaded
|
||||
ivec2 pixelPos;
|
||||
vec2 texcoordPos;
|
||||
ivec4 stereoSide;
|
||||
ivec2 framePixelPos = getPixelPosTexcoordPosAndSide(gl_FragCoord.xy, pixelPos, texcoordPos, stereoSide);
|
||||
|
||||
float Zdb = texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x;
|
||||
float Zeye = evalZeyeFromZdb(Zdb);
|
||||
/* if (Zeye <= -getPosLinearDepthFar()) {
|
||||
outFragColor = vec4(0.5, 0.5, 0.0, 0.0);
|
||||
return;
|
||||
}*/
|
||||
|
||||
// The position of the pixel fragment in Eye space then in world space
|
||||
vec3 eyePos = evalEyePositionFromZeye(stereoSide.x, Zeye, texcoordPos);
|
||||
vec3 worldPos = (frameTransform._viewInverse * cameraCorrection._correction * vec4(eyePos, 1.0)).xyz;
|
||||
|
||||
vec3 prevEyePos = (cameraCorrection._prevCorrectionInverse * frameTransform._prevView * vec4(worldPos, 1.0)).xyz;
|
||||
vec4 prevClipPos = (frameTransform._projection[stereoSide.x] * vec4(prevEyePos, 1.0));
|
||||
vec2 prevUV = 0.5 * (prevClipPos.xy / prevClipPos.w) + vec2(0.5);
|
||||
|
||||
//vec2 imageSize = getWidthHeight(0);
|
||||
vec2 imageSize = vec2(1.0, 1.0);
|
||||
outFragColor = vec4( ((texcoordPos - prevUV) * imageSize), 0.0, 0.0);
|
||||
}
|
BIN
scripts/developer/utilities/fonts/AnonymousPro-Regular.ttf
Normal file
BIN
scripts/developer/utilities/fonts/AnonymousPro-Regular.ttf
Normal file
Binary file not shown.
93
scripts/developer/utilities/fonts/AnonymousPro.license
Normal file
93
scripts/developer/utilities/fonts/AnonymousPro.license
Normal file
|
@ -0,0 +1,93 @@
|
|||
Copyright (c) 2009, Mark Simonson (http://www.ms-studio.com, mark@marksimonson.com),
|
||||
with Reserved Font Name Anonymous Pro.
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
BIN
scripts/developer/utilities/fonts/FiraSans-Regular.ttf
Normal file
BIN
scripts/developer/utilities/fonts/FiraSans-Regular.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/fonts/FiraSans-SemiBold.ttf
Normal file
BIN
scripts/developer/utilities/fonts/FiraSans-SemiBold.ttf
Normal file
Binary file not shown.
94
scripts/developer/utilities/fonts/FiraSans.license
Normal file
94
scripts/developer/utilities/fonts/FiraSans.license
Normal file
|
@ -0,0 +1,94 @@
|
|||
Digitized data copyright (c) 2012-2015, The Mozilla Foundation and Telefonica S.A.
|
||||
with Reserved Font Name < Fira >,
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
BIN
scripts/developer/utilities/fonts/Raleway-Bold.ttf
Normal file
BIN
scripts/developer/utilities/fonts/Raleway-Bold.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/fonts/Raleway-Light.ttf
Normal file
BIN
scripts/developer/utilities/fonts/Raleway-Light.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/fonts/Raleway-Regular.ttf
Normal file
BIN
scripts/developer/utilities/fonts/Raleway-Regular.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/fonts/Raleway-SemiBold.ttf
Normal file
BIN
scripts/developer/utilities/fonts/Raleway-SemiBold.ttf
Normal file
Binary file not shown.
94
scripts/developer/utilities/fonts/Raleway.license
Normal file
94
scripts/developer/utilities/fonts/Raleway.license
Normal file
|
@ -0,0 +1,94 @@
|
|||
Copyright (c) 2010, Matt McInerney (matt@pixelspread.com),
|
||||
Copyright (c) 2011, Pablo Impallari (www.impallari.com|impallari@gmail.com),
|
||||
Copyright (c) 2011, Rodrigo Fuenzalida (www.rfuenzalida.com|hello@rfuenzalida.com), with Reserved Font Name Raleway
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
BIN
scripts/developer/utilities/fonts/fontawesome-webfont.ttf
Normal file
BIN
scripts/developer/utilities/fonts/fontawesome-webfont.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/fonts/hifi-glyphs.ttf
Normal file
BIN
scripts/developer/utilities/fonts/hifi-glyphs.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/lib/fonts/AnonymousPro-Regular.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/AnonymousPro-Regular.ttf
Normal file
Binary file not shown.
93
scripts/developer/utilities/lib/fonts/AnonymousPro.license
Normal file
93
scripts/developer/utilities/lib/fonts/AnonymousPro.license
Normal file
|
@ -0,0 +1,93 @@
|
|||
Copyright (c) 2009, Mark Simonson (http://www.ms-studio.com, mark@marksimonson.com),
|
||||
with Reserved Font Name Anonymous Pro.
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
BIN
scripts/developer/utilities/lib/fonts/FiraSans-Regular.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/FiraSans-Regular.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/lib/fonts/FiraSans-SemiBold.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/FiraSans-SemiBold.ttf
Normal file
Binary file not shown.
94
scripts/developer/utilities/lib/fonts/FiraSans.license
Normal file
94
scripts/developer/utilities/lib/fonts/FiraSans.license
Normal file
|
@ -0,0 +1,94 @@
|
|||
Digitized data copyright (c) 2012-2015, The Mozilla Foundation and Telefonica S.A.
|
||||
with Reserved Font Name < Fira >,
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
BIN
scripts/developer/utilities/lib/fonts/Raleway-Bold.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/Raleway-Bold.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/lib/fonts/Raleway-Light.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/Raleway-Light.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/lib/fonts/Raleway-Regular.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/Raleway-Regular.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/lib/fonts/Raleway-SemiBold.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/Raleway-SemiBold.ttf
Normal file
Binary file not shown.
94
scripts/developer/utilities/lib/fonts/Raleway.license
Normal file
94
scripts/developer/utilities/lib/fonts/Raleway.license
Normal file
|
@ -0,0 +1,94 @@
|
|||
Copyright (c) 2010, Matt McInerney (matt@pixelspread.com),
|
||||
Copyright (c) 2011, Pablo Impallari (www.impallari.com|impallari@gmail.com),
|
||||
Copyright (c) 2011, Rodrigo Fuenzalida (www.rfuenzalida.com|hello@rfuenzalida.com), with Reserved Font Name Raleway
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
BIN
scripts/developer/utilities/lib/fonts/fontawesome-webfont.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/fontawesome-webfont.ttf
Normal file
Binary file not shown.
BIN
scripts/developer/utilities/lib/fonts/hifi-glyphs.ttf
Normal file
BIN
scripts/developer/utilities/lib/fonts/hifi-glyphs.ttf
Normal file
Binary file not shown.
File diff suppressed because it is too large
Load diff
421
scripts/developer/utilities/lib/fonts/hifi-glyphs/styles.css
Normal file
421
scripts/developer/utilities/lib/fonts/hifi-glyphs/styles.css
Normal file
|
@ -0,0 +1,421 @@
|
|||
@charset "UTF-8";
|
||||
|
||||
@font-face {
|
||||
font-family: "hifi-glyphs";
|
||||
src:url("fonts/hifi-glyphs.eot");
|
||||
src:url("fonts/hifi-glyphs.eot?#iefix") format("embedded-opentype"),
|
||||
url("fonts/hifi-glyphs.woff") format("woff"),
|
||||
url("fonts/hifi-glyphs.ttf") format("truetype"),
|
||||
url("fonts/hifi-glyphs.svg#hifi-glyphs") format("svg");
|
||||
font-weight: normal;
|
||||
font-style: normal;
|
||||
|
||||
}
|
||||
|
||||
[data-icon]:before {
|
||||
font-family: "hifi-glyphs" !important;
|
||||
content: attr(data-icon);
|
||||
font-style: normal !important;
|
||||
font-weight: normal !important;
|
||||
font-variant: normal !important;
|
||||
text-transform: none !important;
|
||||
speak: none;
|
||||
line-height: 1;
|
||||
-webkit-font-smoothing: antialiased;
|
||||
-moz-osx-font-smoothing: grayscale;
|
||||
}
|
||||
|
||||
[class^="icon-"]:before,
|
||||
[class*=" icon-"]:before {
|
||||
font-family: "hifi-glyphs" !important;
|
||||
font-style: normal !important;
|
||||
font-weight: normal !important;
|
||||
font-variant: normal !important;
|
||||
text-transform: none !important;
|
||||
speak: none;
|
||||
line-height: 1;
|
||||
-webkit-font-smoothing: antialiased;
|
||||
-moz-osx-font-smoothing: grayscale;
|
||||
}
|
||||
|
||||
.icon-hmd:before {
|
||||
content: "\62";
|
||||
}
|
||||
.icon-2d-screen:before {
|
||||
content: "\63";
|
||||
}
|
||||
.icon-keyboard:before {
|
||||
content: "\64";
|
||||
}
|
||||
.icon-hand-controllers:before {
|
||||
content: "\65";
|
||||
}
|
||||
.icon-headphones-mic:before {
|
||||
content: "\66";
|
||||
}
|
||||
.icon-gamepad:before {
|
||||
content: "\67";
|
||||
}
|
||||
.icon-headphones:before {
|
||||
content: "\68";
|
||||
}
|
||||
.icon-mic:before {
|
||||
content: "\69";
|
||||
}
|
||||
.icon-upload:before {
|
||||
content: "\6a";
|
||||
}
|
||||
.icon-script:before {
|
||||
content: "\6b";
|
||||
}
|
||||
.icon-text:before {
|
||||
content: "\6c";
|
||||
}
|
||||
.icon-cube:before {
|
||||
content: "\6d";
|
||||
}
|
||||
.icon-sphere:before {
|
||||
content: "\6e";
|
||||
}
|
||||
.icon-zone:before {
|
||||
content: "\6f";
|
||||
}
|
||||
.icon-light:before {
|
||||
content: "\70";
|
||||
}
|
||||
.icon-web:before {
|
||||
content: "\71";
|
||||
}
|
||||
.icon-web-2:before {
|
||||
content: "\72";
|
||||
}
|
||||
.icon-edit:before {
|
||||
content: "\73";
|
||||
}
|
||||
.icon-market:before {
|
||||
content: "\74";
|
||||
}
|
||||
.icon-directory:before {
|
||||
content: "\75";
|
||||
}
|
||||
.icon-menu:before {
|
||||
content: "\76";
|
||||
}
|
||||
.icon-close:before {
|
||||
content: "\77";
|
||||
}
|
||||
.icon-close-inverted:before {
|
||||
content: "\78";
|
||||
}
|
||||
.icon-pin:before {
|
||||
content: "\79";
|
||||
}
|
||||
.icon-pin-inverted:before {
|
||||
content: "\7a";
|
||||
}
|
||||
.icon-resize-handle:before {
|
||||
content: "\41";
|
||||
}
|
||||
.icon-diclosure-expand:before {
|
||||
content: "\42";
|
||||
}
|
||||
.icon-reload-small:before {
|
||||
content: "\61";
|
||||
}
|
||||
.icon-close-small:before {
|
||||
content: "\43";
|
||||
}
|
||||
.icon-backward:before {
|
||||
content: "\45";
|
||||
}
|
||||
.icon-reload:before {
|
||||
content: "\46";
|
||||
}
|
||||
.icon-minimize:before {
|
||||
content: "\49";
|
||||
}
|
||||
.icon-maximize:before {
|
||||
content: "\4a";
|
||||
}
|
||||
.icon-maximize-inverted:before {
|
||||
content: "\4b";
|
||||
}
|
||||
.icon-disclosure-button-expand:before {
|
||||
content: "\4c";
|
||||
}
|
||||
.icon-disclosure-button-collapse:before {
|
||||
content: "\4d";
|
||||
}
|
||||
.icon-script-stop:before {
|
||||
content: "\4e";
|
||||
}
|
||||
.icon-script-reload:before {
|
||||
content: "\4f";
|
||||
}
|
||||
.icon-script-run:before {
|
||||
content: "\50";
|
||||
}
|
||||
.icon-script-new:before {
|
||||
content: "\51";
|
||||
}
|
||||
.icon-hifi-forum:before {
|
||||
content: "\32";
|
||||
}
|
||||
.icon-hifi-logo-small:before {
|
||||
content: "\53";
|
||||
}
|
||||
.icon-avatar-1:before {
|
||||
content: "\54";
|
||||
}
|
||||
.icon-placemark:before {
|
||||
content: "\55";
|
||||
}
|
||||
.icon-box:before {
|
||||
content: "\56";
|
||||
}
|
||||
.icon-community:before {
|
||||
content: "\30";
|
||||
}
|
||||
.icon-grab-handle:before {
|
||||
content: "\58";
|
||||
}
|
||||
.icon-search:before {
|
||||
content: "\59";
|
||||
}
|
||||
.icon-disclosure-collapse:before {
|
||||
content: "\5a";
|
||||
}
|
||||
.icon-script-upload:before {
|
||||
content: "\52";
|
||||
}
|
||||
.icon-code:before {
|
||||
content: "\57";
|
||||
}
|
||||
.icon-avatar:before {
|
||||
content: "\3c";
|
||||
}
|
||||
.icon-arrows-h:before {
|
||||
content: "\3a";
|
||||
}
|
||||
.icon-arrows-v:before {
|
||||
content: "\3b";
|
||||
}
|
||||
.icon-arrows:before {
|
||||
content: "\60";
|
||||
}
|
||||
.icon-compress:before {
|
||||
content: "\21";
|
||||
}
|
||||
.icon-expand:before {
|
||||
content: "\22";
|
||||
}
|
||||
.icon-placemark-1:before {
|
||||
content: "\23";
|
||||
}
|
||||
.icon-circle:before {
|
||||
content: "\24";
|
||||
}
|
||||
.icon-hand-pointer:before {
|
||||
content: "\39";
|
||||
}
|
||||
.icon-plus-square-o:before {
|
||||
content: "\25";
|
||||
}
|
||||
.icon-square:before {
|
||||
content: "\27";
|
||||
}
|
||||
.icon-align-center:before {
|
||||
content: "\38";
|
||||
}
|
||||
.icon-align-justify:before {
|
||||
content: "\29";
|
||||
}
|
||||
.icon-align-left:before {
|
||||
content: "\2a";
|
||||
}
|
||||
.icon-align-right:before {
|
||||
content: "\5e";
|
||||
}
|
||||
.icon-bars:before {
|
||||
content: "\37";
|
||||
}
|
||||
.icon-circle-slash:before {
|
||||
content: "\2c";
|
||||
}
|
||||
.icon-sync:before {
|
||||
content: "\28";
|
||||
}
|
||||
.icon-key:before {
|
||||
content: "\2d";
|
||||
}
|
||||
.icon-link:before {
|
||||
content: "\2e";
|
||||
}
|
||||
.icon-location:before {
|
||||
content: "\2f";
|
||||
}
|
||||
.icon-carat-r:before {
|
||||
content: "\33";
|
||||
}
|
||||
.icon-carat-l:before {
|
||||
content: "\34";
|
||||
}
|
||||
.icon-folder-lg:before {
|
||||
content: "\3e";
|
||||
}
|
||||
.icon-folder-sm:before {
|
||||
content: "\3f";
|
||||
}
|
||||
.icon-level-up:before {
|
||||
content: "\31";
|
||||
}
|
||||
.icon-info:before {
|
||||
content: "\5b";
|
||||
}
|
||||
.icon-question:before {
|
||||
content: "\5d";
|
||||
}
|
||||
.icon-alert:before {
|
||||
content: "\2b";
|
||||
}
|
||||
.icon-home:before {
|
||||
content: "\5f";
|
||||
}
|
||||
.icon-error:before {
|
||||
content: "\3d";
|
||||
}
|
||||
.icon-settings:before {
|
||||
content: "\40";
|
||||
}
|
||||
.icon-trash:before {
|
||||
content: "\7b";
|
||||
}
|
||||
.icon-object-group:before {
|
||||
content: "\e000";
|
||||
}
|
||||
.icon-cm:before {
|
||||
content: "\7d";
|
||||
}
|
||||
.icon-msvg:before {
|
||||
content: "\7e";
|
||||
}
|
||||
.icon-deg:before {
|
||||
content: "\5c";
|
||||
}
|
||||
.icon-px:before {
|
||||
content: "\7c";
|
||||
}
|
||||
.icon-m-sq:before {
|
||||
content: "\e001";
|
||||
}
|
||||
.icon-m-cubed:before {
|
||||
content: "\e002";
|
||||
}
|
||||
.icon-acceleration:before {
|
||||
content: "\e003";
|
||||
}
|
||||
.icon-particles:before {
|
||||
content: "\e004";
|
||||
}
|
||||
.icon-voxels:before {
|
||||
content: "\e005";
|
||||
}
|
||||
.icon-lock:before {
|
||||
content: "\e006";
|
||||
}
|
||||
.icon-visible:before {
|
||||
content: "\e007";
|
||||
}
|
||||
.icon-model:before {
|
||||
content: "\e008";
|
||||
}
|
||||
.icon-forward:before {
|
||||
content: "\44";
|
||||
}
|
||||
.icon-avatar-2:before {
|
||||
content: "\e009";
|
||||
}
|
||||
.icon-arrow-dn:before {
|
||||
content: "\35";
|
||||
}
|
||||
.icon-arrow-up:before {
|
||||
content: "\36";
|
||||
}
|
||||
.icon-time:before {
|
||||
content: "\e00a";
|
||||
}
|
||||
.icon-transparency:before {
|
||||
content: "\e00b";
|
||||
}
|
||||
.icon-unmuted:before {
|
||||
content: "\47";
|
||||
}
|
||||
.icon-user:before {
|
||||
content: "\e00c";
|
||||
}
|
||||
.icon-edit-pencil:before {
|
||||
content: "\e00d";
|
||||
}
|
||||
.icon-muted:before {
|
||||
content: "\48";
|
||||
}
|
||||
.icon-vol-0:before {
|
||||
content: "\e00e";
|
||||
}
|
||||
.icon-vol-1:before {
|
||||
content: "\e00f";
|
||||
}
|
||||
.icon-vol-2:before {
|
||||
content: "\e010";
|
||||
}
|
||||
.icon-vol-3:before {
|
||||
content: "\e011";
|
||||
}
|
||||
.icon-vol-4:before {
|
||||
content: "\e012";
|
||||
}
|
||||
.icon-vol-x-0:before {
|
||||
content: "\e013";
|
||||
}
|
||||
.icon-vol-x-1:before {
|
||||
content: "\e014";
|
||||
}
|
||||
.icon-vol-x-2:before {
|
||||
content: "\e015";
|
||||
}
|
||||
.icon-vol-x-3:before {
|
||||
content: "\e016";
|
||||
}
|
||||
.icon-vol-x-4:before {
|
||||
content: "\e017";
|
||||
}
|
||||
.icon-share-ext:before {
|
||||
content: "\e018";
|
||||
}
|
||||
.icon-ellipsis:before {
|
||||
content: "\e019";
|
||||
}
|
||||
.icon-check:before {
|
||||
content: "\e01a";
|
||||
}
|
||||
.icon-sliders:before {
|
||||
content: "\26";
|
||||
}
|
||||
.icon-polyline:before {
|
||||
content: "\e01b";
|
||||
}
|
||||
.icon-source:before {
|
||||
content: "\e01c";
|
||||
}
|
||||
.icon-playback-play:before {
|
||||
content: "\e01d";
|
||||
}
|
||||
.icon-stop-square:before {
|
||||
content: "\e01e";
|
||||
}
|
||||
.icon-avatar-t-pose:before {
|
||||
content: "\e01f";
|
||||
}
|
||||
.icon-check-2-01:before {
|
||||
content: "\e020";
|
||||
}
|
99
scripts/developer/utilities/render/antialiasing.js
Normal file
99
scripts/developer/utilities/render/antialiasing.js
Normal file
|
@ -0,0 +1,99 @@
|
|||
"use strict";
|
||||
|
||||
//
|
||||
// gemstoneMagicMaker.js
|
||||
// tablet-sample-app
|
||||
//
|
||||
// Created by Faye Li on Feb 6 2017.
|
||||
// Copyright 2017 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
|
||||
//
|
||||
|
||||
(function() {
|
||||
var TABLET_BUTTON_NAME = "TAA";
|
||||
var QMLAPP_URL = Script.resolvePath("./Antialiasing.qml");
|
||||
|
||||
|
||||
var onLuciScreen = false;
|
||||
|
||||
function onClicked() {
|
||||
if (onLuciScreen) {
|
||||
tablet.gotoHomeScreen();
|
||||
} else {
|
||||
tablet.loadQMLSource(QMLAPP_URL);
|
||||
}
|
||||
}
|
||||
|
||||
var tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
|
||||
var button = tablet.addButton({
|
||||
text: TABLET_BUTTON_NAME,
|
||||
sortOrder: 1
|
||||
});
|
||||
|
||||
var hasEventBridge = false;
|
||||
|
||||
function wireEventBridge(on) {
|
||||
if (!tablet) {
|
||||
print("Warning in wireEventBridge(): 'tablet' undefined!");
|
||||
return;
|
||||
}
|
||||
if (on) {
|
||||
if (!hasEventBridge) {
|
||||
tablet.fromQml.connect(fromQml);
|
||||
hasEventBridge = true;
|
||||
}
|
||||
} else {
|
||||
if (hasEventBridge) {
|
||||
tablet.fromQml.disconnect(fromQml);
|
||||
hasEventBridge = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function onScreenChanged(type, url) {
|
||||
if (url === QMLAPP_URL) {
|
||||
onLuciScreen = true;
|
||||
} else {
|
||||
onLuciScreen = false;
|
||||
}
|
||||
|
||||
button.editProperties({isActive: onLuciScreen});
|
||||
wireEventBridge(onLuciScreen);
|
||||
}
|
||||
|
||||
function fromQml(message) {
|
||||
}
|
||||
|
||||
button.clicked.connect(onClicked);
|
||||
tablet.screenChanged.connect(onScreenChanged);
|
||||
|
||||
var moveDebugCursor = false;
|
||||
Controller.mousePressEvent.connect(function (e) {
|
||||
if (e.isMiddleButton) {
|
||||
moveDebugCursor = true;
|
||||
setDebugCursor(e.x, e.y);
|
||||
}
|
||||
});
|
||||
Controller.mouseReleaseEvent.connect(function() { moveDebugCursor = false; });
|
||||
Controller.mouseMoveEvent.connect(function (e) { if (moveDebugCursor) setDebugCursor(e.x, e.y); });
|
||||
|
||||
|
||||
Script.scriptEnding.connect(function () {
|
||||
if (onLuciScreen) {
|
||||
tablet.gotoHomeScreen();
|
||||
}
|
||||
button.clicked.disconnect(onClicked);
|
||||
tablet.screenChanged.disconnect(onScreenChanged);
|
||||
tablet.removeButton(button);
|
||||
});
|
||||
|
||||
function setDebugCursor(x, y) {
|
||||
nx = ((x + 0.5) / Window.innerWidth);
|
||||
ny = 1.0 - ((y + 0.5) / (Window.innerHeight));
|
||||
|
||||
Render.getConfig("RenderMainView").getConfig("Antialiasing").debugCursorTexcoord = { x: nx, y: ny };
|
||||
}
|
||||
|
||||
}());
|
208
scripts/developer/utilities/render/antialiasing.qml
Normal file
208
scripts/developer/utilities/render/antialiasing.qml
Normal file
|
@ -0,0 +1,208 @@
|
|||
//
|
||||
// Antialiasing.qml
|
||||
//
|
||||
// Created by Sam Gateau on 8/14/2017
|
||||
// Copyright 2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or https://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
import QtQuick 2.7
|
||||
import QtQuick.Controls 1.4
|
||||
import QtQuick.Layouts 1.3
|
||||
|
||||
import "../lib/styles-uit"
|
||||
import "../lib/controls-uit" as HifiControls
|
||||
|
||||
|
||||
import "configSlider"
|
||||
import "../lib/plotperf"
|
||||
|
||||
Item {
|
||||
Rectangle {
|
||||
id: root;
|
||||
|
||||
HifiConstants { id: hifi; }
|
||||
color: hifi.colors.baseGray;
|
||||
|
||||
Column {
|
||||
id: antialiasing
|
||||
spacing: 20
|
||||
padding: 10
|
||||
|
||||
Column{
|
||||
spacing: 10
|
||||
|
||||
|
||||
Row {
|
||||
spacing: 10
|
||||
id: fxaaOnOff
|
||||
property bool debugFXAA: false
|
||||
HifiControls.Button {
|
||||
text: {
|
||||
if (fxaaOnOff.debugFXAA) {
|
||||
return "FXAA"
|
||||
} else {
|
||||
return "TAA"
|
||||
}
|
||||
}
|
||||
onClicked: {
|
||||
fxaaOnOff.debugFXAA = !fxaaOnOff.debugFXAA
|
||||
if (fxaaOnOff.debugFXAA) {
|
||||
Render.getConfig("RenderMainView.JitterCam").none();
|
||||
Render.getConfig("RenderMainView.Antialiasing").debugFXAAX = 0;
|
||||
} else {
|
||||
Render.getConfig("RenderMainView.JitterCam").play();
|
||||
Render.getConfig("RenderMainView.Antialiasing").debugFXAAX = 1.0;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
Separator {}
|
||||
Row {
|
||||
spacing: 10
|
||||
|
||||
HifiControls.Button {
|
||||
text: {
|
||||
var state = 2 - (Render.getConfig("RenderMainView.JitterCam").freeze * 1 - Render.getConfig("RenderMainView.JitterCam").stop * 2);
|
||||
if (state === 2) {
|
||||
return "Jitter"
|
||||
} else if (state === 1) {
|
||||
return "Paused at " + Render.getConfig("RenderMainView.JitterCam").index + ""
|
||||
} else {
|
||||
return "No Jitter"
|
||||
}
|
||||
}
|
||||
onClicked: { Render.getConfig("RenderMainView.JitterCam").cycleStopPauseRun(); }
|
||||
}
|
||||
HifiControls.Button {
|
||||
text: "<"
|
||||
onClicked: { Render.getConfig("RenderMainView.JitterCam").prev(); }
|
||||
}
|
||||
HifiControls.Button {
|
||||
text: ">"
|
||||
onClicked: { Render.getConfig("RenderMainView.JitterCam").next(); }
|
||||
}
|
||||
}
|
||||
Row {
|
||||
spacing: 10
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Unjitter"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["unjitter"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["unjitter"] = checked }
|
||||
}
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Show Sequence"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["showJitterSequence"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["showJitterSequence"] = checked }
|
||||
}
|
||||
}
|
||||
Separator {}
|
||||
Column {
|
||||
spacing: 10
|
||||
Row {
|
||||
spacing: 10
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Constrain color"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["constrainColor"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["constrainColor"] = checked }
|
||||
}
|
||||
|
||||
Column {
|
||||
spacing: 10
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Covariance Min Max"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["covarianceClipColor"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["covarianceClipColor"] = checked }
|
||||
}
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Clip exact color"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["clipExactColor"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["clipExactColor"] = checked }
|
||||
}
|
||||
}
|
||||
}
|
||||
HifiControls.ConfigSlider {
|
||||
label: qsTr("Covariance gamma")
|
||||
integral: false
|
||||
config: Render.getConfig("RenderMainView.Antialiasing")
|
||||
property: "covarianceGamma"
|
||||
max: 1.5
|
||||
min: 0.5
|
||||
}
|
||||
Separator {}
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Feedback history color"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["feedbackColor"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["feedbackColor"] = checked }
|
||||
}
|
||||
|
||||
HifiControls.ConfigSlider {
|
||||
label: qsTr("Source blend")
|
||||
integral: false
|
||||
config: Render.getConfig("RenderMainView.Antialiasing")
|
||||
property: "blend"
|
||||
max: 1.0
|
||||
min: 0.0
|
||||
}
|
||||
|
||||
}
|
||||
Separator {}
|
||||
Row {
|
||||
|
||||
spacing: 10
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Debug"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["debug"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["debug"] = checked }
|
||||
}
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Show Debug Cursor"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["showCursorPixel"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["showCursorPixel"] = checked }
|
||||
}
|
||||
}
|
||||
HifiControls.ConfigSlider {
|
||||
label: qsTr("Debug Region <")
|
||||
integral: false
|
||||
config: Render.getConfig("RenderMainView.Antialiasing")
|
||||
property: "debugX"
|
||||
max: 1.0
|
||||
min: 0.0
|
||||
}
|
||||
HifiControls.CheckBox {
|
||||
boxSize: 20
|
||||
text: "Closest Fragment"
|
||||
checked: Render.getConfig("RenderMainView.Antialiasing")["showClosestFragment"]
|
||||
onCheckedChanged: { Render.getConfig("RenderMainView.Antialiasing")["showClosestFragment"] = checked }
|
||||
}
|
||||
HifiControls.ConfigSlider {
|
||||
label: qsTr("Debug Velocity Threshold [pix]")
|
||||
integral: false
|
||||
config: Render.getConfig("RenderMainView.Antialiasing")
|
||||
property: "debugShowVelocityThreshold"
|
||||
max: 50
|
||||
min: 0.0
|
||||
}
|
||||
HifiControls.ConfigSlider {
|
||||
label: qsTr("Debug Orb Zoom")
|
||||
integral: false
|
||||
config: Render.getConfig("RenderMainView.Antialiasing")
|
||||
property: "debugOrbZoom"
|
||||
max: 32.0
|
||||
min: 1.0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue