diff --git a/.gitignore b/.gitignore index 665238e7da..700abee4cd 100644 --- a/.gitignore +++ b/.gitignore @@ -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 \ No newline at end of file diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 7bb88b0445..d7fb88f42e 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -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 #ifdef NDEBUG - deadlockDetectionCrash(); + // deadlockDetectionCrash(); #endif } } diff --git a/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp b/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp index 0993daaa8b..c6fcd717f9 100644 --- a/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp +++ b/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.cpp @@ -356,7 +356,7 @@ void OpenGLDisplayPlugin::customizeContext() { auto presentThread = DependencyManager::get(); Q_ASSERT(thread() == presentThread->thread()); - getGLBackend()->setCameraCorrection(mat4()); + getGLBackend()->setCameraCorrection(mat4(), true); for (auto& cursorValue : _cursorsData) { auto& cursorData = cursorValue.second; diff --git a/libraries/entities-renderer/src/paintStroke.slv b/libraries/entities-renderer/src/paintStroke.slv index 769b87f2a9..0cf9596cce 100644 --- a/libraries/entities-renderer/src/paintStroke.slv +++ b/libraries/entities-renderer/src/paintStroke.slv @@ -30,7 +30,7 @@ void main(void) { varTexcoord = inTexCoord0.st; // pass along the diffuse color - varColor = colorToLinearRGBA(inColor); + varColor = color_sRGBAToLinear(inColor); // standard transform diff --git a/libraries/entities-renderer/src/paintStroke_fade.slv b/libraries/entities-renderer/src/paintStroke_fade.slv index 9f10fa5d91..b6075caaf8 100644 --- a/libraries/entities-renderer/src/paintStroke_fade.slv +++ b/libraries/entities-renderer/src/paintStroke_fade.slv @@ -31,7 +31,7 @@ void main(void) { varTexcoord = inTexCoord0.st; // pass along the diffuse color - varColor = colorToLinearRGBA(inColor); + varColor = color_sRGBAToLinear(inColor); // standard transform diff --git a/libraries/gpu-gl/src/gpu/gl/GLBackend.cpp b/libraries/gpu-gl/src/gpu/gl/GLBackend.cpp index f138244fa2..62adcd4eeb 100644 --- a/libraries/gpu-gl/src/gpu/gl/GLBackend.cpp +++ b/libraries/gpu-gl/src/gpu/gl/GLBackend.cpp @@ -779,9 +779,12 @@ void GLBackend::recycle() const { } -void GLBackend::setCameraCorrection(const Mat4& correction) { +void GLBackend::setCameraCorrection(const Mat4& correction, bool reset) { + auto invCorrection = glm::inverse(correction); + _transform._correction.prevCorrection = (reset ? correction : _transform._correction.correction); + _transform._correction.prevCorrectionInverse = (reset ? invCorrection : _transform._correction.correctionInverse); _transform._correction.correction = correction; - _transform._correction.correctionInverse = glm::inverse(correction); + _transform._correction.correctionInverse = invCorrection; _pipeline._cameraCorrectionBuffer._buffer->setSubData(0, _transform._correction); _pipeline._cameraCorrectionBuffer._buffer->flush(); } diff --git a/libraries/gpu-gl/src/gpu/gl/GLBackend.h b/libraries/gpu-gl/src/gpu/gl/GLBackend.h index 1908db614d..2c383e97f1 100644 --- a/libraries/gpu-gl/src/gpu/gl/GLBackend.h +++ b/libraries/gpu-gl/src/gpu/gl/GLBackend.h @@ -68,7 +68,7 @@ public: virtual ~GLBackend(); - void setCameraCorrection(const Mat4& correction); + void setCameraCorrection(const Mat4& correction, bool reset = false); void render(const Batch& batch) final override; // This call synchronize the Full Backend cache with the current GLState @@ -302,9 +302,12 @@ protected: // Allows for correction of the camera pose to account for changes // between the time when a was recorded and the time(s) when it is // executed + // Prev is the previous correction used at previous frame struct CameraCorrection { - Mat4 correction; - Mat4 correctionInverse; + mat4 correction; + mat4 correctionInverse; + mat4 prevCorrection; + mat4 prevCorrectionInverse; }; struct TransformStageState { diff --git a/libraries/gpu-gl/src/gpu/gl/GLTexelFormat.cpp b/libraries/gpu-gl/src/gpu/gl/GLTexelFormat.cpp index 528a2b524b..cde9d28b67 100644 --- a/libraries/gpu-gl/src/gpu/gl/GLTexelFormat.cpp +++ b/libraries/gpu-gl/src/gpu/gl/GLTexelFormat.cpp @@ -146,7 +146,49 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) { case gpu::RGB: case gpu::RGBA: case gpu::XY: - result = GL_RG8; + switch (dstFormat.getType()) { + case gpu::UINT32: + result = GL_RG32UI; + break; + case gpu::INT32: + result = GL_RG32I; + break; + case gpu::FLOAT: + result = GL_RG32F; + break; + case gpu::UINT16: + result = GL_RG16UI; + break; + case gpu::INT16: + result = GL_RG16I; + 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; + break; + case gpu::NINT8: + result = 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"; @@ -578,7 +620,50 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E 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"; diff --git a/libraries/gpu/src/gpu/Color.slh b/libraries/gpu/src/gpu/Color.slh index 526cc3dd46..d70e588f4d 100644 --- a/libraries/gpu/src/gpu/Color.slh +++ b/libraries/gpu/src/gpu/Color.slh @@ -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()@> diff --git a/libraries/render-utils/src/AntialiasingEffect.cpp b/libraries/render-utils/src/AntialiasingEffect.cpp index 70c2e3b5ce..a0935d76d9 100644 --- a/libraries/render-utils/src/AntialiasingEffect.cpp +++ b/libraries/render-utils/src/AntialiasingEffect.cpp @@ -15,6 +15,7 @@ #include #include #include +#include #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()->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()->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 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; +} + + diff --git a/libraries/render-utils/src/AntialiasingEffect.h b/libraries/render-utils/src/AntialiasingEffect.h index cec2554a3b..957d14a9bb 100644 --- a/libraries/render-utils/src/AntialiasingEffect.h +++ b/libraries/render-utils/src/AntialiasingEffect.h @@ -15,7 +15,204 @@ #include #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; + + using Config = JitterSampleConfig; + using JobModel = render::Job::ModelO; + + 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; + +class Antialiasing { +public: + using Inputs = render::VaryingSet5 < DeferredFrameTransformPointer, JitterSample::JitterBuffer, gpu::FramebufferPointer, LinearDepthFramebufferPointer, VelocityFramebufferPointer > ; + using Config = AntialiasingConfig; + using JobModel = render::Job::ModelI; + + 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(); ~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 diff --git a/libraries/render-utils/src/DebugDeferredBuffer.cpp b/libraries/render-utils/src/DebugDeferredBuffer.cpp index 02a5496151..f9d8c4af38 100644 --- a/libraries/render-utils/src/DebugDeferredBuffer.cpp +++ b/libraries/render-utils/src/DebugDeferredBuffer.cpp @@ -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()); @@ -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(); 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); + }); } diff --git a/libraries/render-utils/src/DebugDeferredBuffer.h b/libraries/render-utils/src/DebugDeferredBuffer.h index bd5618f5be..376967017b 100644 --- a/libraries/render-utils/src/DebugDeferredBuffer.h +++ b/libraries/render-utils/src/DebugDeferredBuffer.h @@ -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; + using Inputs = render::VaryingSet5; using Config = DebugDeferredBufferConfig; using JobModel = render::Job::ModelI; @@ -76,6 +77,7 @@ protected: ScatteringDebugMode, AmbientOcclusionMode, AmbientOcclusionBlurredMode, + VelocityMode, CustomMode, // Needs to stay last NumModes, diff --git a/libraries/render-utils/src/DeferredFrameTransform.cpp b/libraries/render-utils/src/DeferredFrameTransform.cpp index baf523312c..cee5786847 100644 --- a/libraries/render-utils/src/DeferredFrameTransform.cpp +++ b/libraries/render-utils/src/DeferredFrameTransform.cpp @@ -31,6 +31,10 @@ void DeferredFrameTransform::update(RenderArgs* args) { //_parametersBuffer.edit()._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); diff --git a/libraries/render-utils/src/DeferredFrameTransform.h b/libraries/render-utils/src/DeferredFrameTransform.h index 93e194f052..a90effe053 100644 --- a/libraries/render-utils/src/DeferredFrameTransform.h +++ b/libraries/render-utils/src/DeferredFrameTransform.h @@ -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; diff --git a/libraries/render-utils/src/DeferredTransform.slh b/libraries/render-utils/src/DeferredTransform.slh index e7771821dc..25d352387f 100644 --- a/libraries/render-utils/src/DeferredTransform.slh +++ b/libraries/render-utils/src/DeferredTransform.slh @@ -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 { diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index a395136978..60fdc75e5e 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -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("JitterCam"); + // Prepare deferred, generate the shared Deferred Frame Transform const auto deferredFrameTransform = task.addJob("DeferredFrameTransform"); const auto lightingModel = task.addJob("LightingModel"); + // GPU jobs: Start preparing the primary, deferred and lighting buffer const auto primaryFramebuffer = task.addJob("PreparePrimaryBuffer"); @@ -139,7 +143,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN(1); - + // Velocity + const auto velocityBufferInputs = VelocityBufferPass::Inputs(deferredFrameTransform, deferredFramebuffer).asVarying(); + const auto velocityBufferOutputs = task.addJob("VelocityBuffer", velocityBufferInputs); + const auto velocityBuffer = velocityBufferOutputs.getN(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", lights); @@ -160,6 +168,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren task.addJob("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("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", 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", primaryFramebuffer); + const auto antialiasingInputs = Antialiasing::Inputs(deferredFrameTransform, jitterBuffer, primaryFramebuffer, linearDepthTarget, velocityBuffer).asVarying(); + + task.addJob("Antialiasing", antialiasingInputs); // Composite the HUD and HUD overlays task.addJob("HUD"); diff --git a/libraries/render-utils/src/VelocityBufferPass.cpp b/libraries/render-utils/src/VelocityBufferPass.cpp new file mode 100644 index 0000000000..26dc1c6848 --- /dev/null +++ b/libraries/render-utils/src/VelocityBufferPass.cpp @@ -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 + +#include +#include +#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->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(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; +} + + + diff --git a/libraries/render-utils/src/VelocityBufferPass.h b/libraries/render-utils/src/VelocityBufferPass.h new file mode 100644 index 0000000000..fb2b729368 --- /dev/null +++ b/libraries/render-utils/src/VelocityBufferPass.h @@ -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; + +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; + using Outputs = render::VaryingSet3; + using Config = VelocityBufferPassConfig; + using JobModel = render::Job::ModelIO; + + 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 diff --git a/libraries/render-utils/src/animdebugdraw.slv b/libraries/render-utils/src/animdebugdraw.slv index ffa44b6cee..3255c6783c 100644 --- a/libraries/render-utils/src/animdebugdraw.slv +++ b/libraries/render-utils/src/animdebugdraw.slv @@ -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(); diff --git a/libraries/render-utils/src/debug_deferred_buffer.slf b/libraries/render-utils/src/debug_deferred_buffer.slf index e9750f0054..c952b474ed 100644 --- a/libraries/render-utils/src/debug_deferred_buffer.slf +++ b/libraries/render-utils/src/debug_deferred_buffer.slf @@ -23,6 +23,7 @@ uniform sampler2D halfNormalMap; uniform sampler2D occlusionMap; uniform sampler2D occlusionBlurredMap; uniform sampler2D scatteringMap; +uniform sampler2D velocityMap; <$declareDeferredCurvature()$> diff --git a/libraries/render-utils/src/fxaa.slf b/libraries/render-utils/src/fxaa.slf index 7b241a3ebf..94fa75c47f 100644 --- a/libraries/render-utils/src/fxaa.slf +++ b/libraries/render-utils/src/fxaa.slf @@ -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; } diff --git a/libraries/render-utils/src/fxaa_blend.slf b/libraries/render-utils/src/fxaa_blend.slf index d5819cc9a6..c38de8cb4e 100644 --- a/libraries/render-utils/src/fxaa_blend.slf +++ b/libraries/render-utils/src/fxaa_blend.slf @@ -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); } diff --git a/libraries/render-utils/src/model.slv b/libraries/render-utils/src/model.slv index 06f6030e77..ccedff9b61 100644 --- a/libraries/render-utils/src/model.slv +++ b/libraries/render-utils/src/model.slv @@ -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(); diff --git a/libraries/render-utils/src/model_fade.slv b/libraries/render-utils/src/model_fade.slv index 4c6bc534a9..61b8e9e1b6 100644 --- a/libraries/render-utils/src/model_fade.slv +++ b/libraries/render-utils/src/model_fade.slv @@ -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(); diff --git a/libraries/render-utils/src/model_lightmap.slv b/libraries/render-utils/src/model_lightmap.slv index 161ceed14c..e00fcb708e 100644 --- a/libraries/render-utils/src/model_lightmap.slv +++ b/libraries/render-utils/src/model_lightmap.slv @@ -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(); diff --git a/libraries/render-utils/src/model_lightmap_fade.slv b/libraries/render-utils/src/model_lightmap_fade.slv index 561049d614..d1a1194de1 100644 --- a/libraries/render-utils/src/model_lightmap_fade.slv +++ b/libraries/render-utils/src/model_lightmap_fade.slv @@ -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(); diff --git a/libraries/render-utils/src/model_lightmap_normal_map.slv b/libraries/render-utils/src/model_lightmap_normal_map.slv index 5fb60d9227..3b1ecaab0c 100644 --- a/libraries/render-utils/src/model_lightmap_normal_map.slv +++ b/libraries/render-utils/src/model_lightmap_normal_map.slv @@ -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(); <$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$> diff --git a/libraries/render-utils/src/model_lightmap_normal_map_fade.slv b/libraries/render-utils/src/model_lightmap_normal_map_fade.slv index 4049fb0077..5c1212b1b7 100644 --- a/libraries/render-utils/src/model_lightmap_normal_map_fade.slv +++ b/libraries/render-utils/src/model_lightmap_normal_map_fade.slv @@ -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(); <$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$> diff --git a/libraries/render-utils/src/model_normal_map.slv b/libraries/render-utils/src/model_normal_map.slv index 9e674d93fc..a84f8c5e2a 100644 --- a/libraries/render-utils/src/model_normal_map.slv +++ b/libraries/render-utils/src/model_normal_map.slv @@ -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(); diff --git a/libraries/render-utils/src/model_normal_map_fade.slv b/libraries/render-utils/src/model_normal_map_fade.slv index a71900d5c3..6a6142d317 100644 --- a/libraries/render-utils/src/model_normal_map_fade.slv +++ b/libraries/render-utils/src/model_normal_map_fade.slv @@ -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(); diff --git a/libraries/render-utils/src/overlay3D.slv b/libraries/render-utils/src/overlay3D.slv index ee28367413..7184f923e4 100644 --- a/libraries/render-utils/src/overlay3D.slv +++ b/libraries/render-utils/src/overlay3D.slv @@ -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; diff --git a/libraries/render-utils/src/simple.slv b/libraries/render-utils/src/simple.slv index 64d3e24192..0ce6505a65 100644 --- a/libraries/render-utils/src/simple.slv +++ b/libraries/render-utils/src/simple.slv @@ -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; diff --git a/libraries/render-utils/src/simple_fade.slv b/libraries/render-utils/src/simple_fade.slv index 3d9eb2c812..85946045ac 100644 --- a/libraries/render-utils/src/simple_fade.slv +++ b/libraries/render-utils/src/simple_fade.slv @@ -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; diff --git a/libraries/render-utils/src/simple_opaque_web_browser.slf b/libraries/render-utils/src/simple_opaque_web_browser.slf index 3acf104b55..af7ef78682 100644 --- a/libraries/render-utils/src/simple_opaque_web_browser.slf +++ b/libraries/render-utils/src/simple_opaque_web_browser.slf @@ -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); } diff --git a/libraries/render-utils/src/simple_textured.slf b/libraries/render-utils/src/simple_textured.slf index 550f6546fd..385270c72c 100644 --- a/libraries/render-utils/src/simple_textured.slf +++ b/libraries/render-utils/src/simple_textured.slf @@ -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; } diff --git a/libraries/render-utils/src/simple_textured_fade.slf b/libraries/render-utils/src/simple_textured_fade.slf index 025fe5fca6..75dac714fe 100644 --- a/libraries/render-utils/src/simple_textured_fade.slf +++ b/libraries/render-utils/src/simple_textured_fade.slf @@ -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; } diff --git a/libraries/render-utils/src/simple_textured_unlit.slf b/libraries/render-utils/src/simple_textured_unlit.slf index d261fb343a..1daea2f5c7 100644 --- a/libraries/render-utils/src/simple_textured_unlit.slf +++ b/libraries/render-utils/src/simple_textured_unlit.slf @@ -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; } diff --git a/libraries/render-utils/src/simple_textured_unlit_fade.slf b/libraries/render-utils/src/simple_textured_unlit_fade.slf index 6f03c6746f..b3c5a914b2 100644 --- a/libraries/render-utils/src/simple_textured_unlit_fade.slf +++ b/libraries/render-utils/src/simple_textured_unlit_fade.slf @@ -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; } diff --git a/libraries/render-utils/src/simple_transparent_textured.slf b/libraries/render-utils/src/simple_transparent_textured.slf index b9eb921e9d..8f0216690f 100644 --- a/libraries/render-utils/src/simple_transparent_textured.slf +++ b/libraries/render-utils/src/simple_transparent_textured.slf @@ -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; diff --git a/libraries/render-utils/src/simple_transparent_textured_fade.slf b/libraries/render-utils/src/simple_transparent_textured_fade.slf index 20c7907bbe..cee443e3be 100644 --- a/libraries/render-utils/src/simple_transparent_textured_fade.slf +++ b/libraries/render-utils/src/simple_transparent_textured_fade.slf @@ -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; diff --git a/libraries/render-utils/src/simple_transparent_textured_unlit.slf b/libraries/render-utils/src/simple_transparent_textured_unlit.slf index 693d7be2db..e9c1104cf0 100644 --- a/libraries/render-utils/src/simple_transparent_textured_unlit.slf +++ b/libraries/render-utils/src/simple_transparent_textured_unlit.slf @@ -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); diff --git a/libraries/render-utils/src/simple_transparent_textured_unlit_fade.slf b/libraries/render-utils/src/simple_transparent_textured_unlit_fade.slf index 1c42a1f724..093b70755f 100644 --- a/libraries/render-utils/src/simple_transparent_textured_unlit_fade.slf +++ b/libraries/render-utils/src/simple_transparent_textured_unlit_fade.slf @@ -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); diff --git a/libraries/render-utils/src/simple_transparent_web_browser.slf b/libraries/render-utils/src/simple_transparent_web_browser.slf index 19079f5d92..414f3f683f 100644 --- a/libraries/render-utils/src/simple_transparent_web_browser.slf +++ b/libraries/render-utils/src/simple_transparent_web_browser.slf @@ -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, diff --git a/libraries/render-utils/src/skin_model.slv b/libraries/render-utils/src/skin_model.slv index 4236508edb..46ed45e9be 100644 --- a/libraries/render-utils/src/skin_model.slv +++ b/libraries/render-utils/src/skin_model.slv @@ -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(); diff --git a/libraries/render-utils/src/skin_model_fade.slv b/libraries/render-utils/src/skin_model_fade.slv index fa8e1f8991..ca4500a18a 100644 --- a/libraries/render-utils/src/skin_model_fade.slv +++ b/libraries/render-utils/src/skin_model_fade.slv @@ -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(); diff --git a/libraries/render-utils/src/skin_model_normal_map.slv b/libraries/render-utils/src/skin_model_normal_map.slv index 9f1087f87a..3bf057c3c1 100644 --- a/libraries/render-utils/src/skin_model_normal_map.slv +++ b/libraries/render-utils/src/skin_model_normal_map.slv @@ -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(); diff --git a/libraries/render-utils/src/skin_model_normal_map_fade.slv b/libraries/render-utils/src/skin_model_normal_map_fade.slv index 4e638866fc..032ef001d9 100644 --- a/libraries/render-utils/src/skin_model_normal_map_fade.slv +++ b/libraries/render-utils/src/skin_model_normal_map_fade.slv @@ -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(); diff --git a/libraries/render-utils/src/standardTransformPNTC.slv b/libraries/render-utils/src/standardTransformPNTC.slv index 0ced5ba6e2..8ec685cea0 100644 --- a/libraries/render-utils/src/standardTransformPNTC.slv +++ b/libraries/render-utils/src/standardTransformPNTC.slv @@ -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(); diff --git a/libraries/render-utils/src/taa.slf b/libraries/render-utils/src/taa.slf new file mode 100644 index 0000000000..9334d2a5e7 --- /dev/null +++ b/libraries/render-utils/src/taa.slf @@ -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); +} diff --git a/libraries/render-utils/src/taa.slh b/libraries/render-utils/src/taa.slh new file mode 100644 index 0000000000..4e5f0e76ba --- /dev/null +++ b/libraries/render-utils/src/taa.slh @@ -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; + } +} \ No newline at end of file diff --git a/libraries/render-utils/src/taa_blend.slf b/libraries/render-utils/src/taa_blend.slf new file mode 100644 index 0000000000..3d040af9db --- /dev/null +++ b/libraries/render-utils/src/taa_blend.slf @@ -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); + } + + +} diff --git a/libraries/render-utils/src/velocityBuffer_cameraMotion.slf b/libraries/render-utils/src/velocityBuffer_cameraMotion.slf new file mode 100644 index 0000000000..7488f42535 --- /dev/null +++ b/libraries/render-utils/src/velocityBuffer_cameraMotion.slf @@ -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); +} diff --git a/scripts/developer/utilities/fonts/AnonymousPro-Regular.ttf b/scripts/developer/utilities/fonts/AnonymousPro-Regular.ttf new file mode 100644 index 0000000000..06aafc0673 Binary files /dev/null and b/scripts/developer/utilities/fonts/AnonymousPro-Regular.ttf differ diff --git a/scripts/developer/utilities/fonts/AnonymousPro.license b/scripts/developer/utilities/fonts/AnonymousPro.license new file mode 100644 index 0000000000..5e8b7385e7 --- /dev/null +++ b/scripts/developer/utilities/fonts/AnonymousPro.license @@ -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. diff --git a/scripts/developer/utilities/fonts/FiraSans-Regular.ttf b/scripts/developer/utilities/fonts/FiraSans-Regular.ttf new file mode 100644 index 0000000000..d9fdc0e922 Binary files /dev/null and b/scripts/developer/utilities/fonts/FiraSans-Regular.ttf differ diff --git a/scripts/developer/utilities/fonts/FiraSans-SemiBold.ttf b/scripts/developer/utilities/fonts/FiraSans-SemiBold.ttf new file mode 100644 index 0000000000..821a43d7fd Binary files /dev/null and b/scripts/developer/utilities/fonts/FiraSans-SemiBold.ttf differ diff --git a/scripts/developer/utilities/fonts/FiraSans.license b/scripts/developer/utilities/fonts/FiraSans.license new file mode 100644 index 0000000000..d444ea92b6 --- /dev/null +++ b/scripts/developer/utilities/fonts/FiraSans.license @@ -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. diff --git a/scripts/developer/utilities/fonts/Raleway-Bold.ttf b/scripts/developer/utilities/fonts/Raleway-Bold.ttf new file mode 100644 index 0000000000..38c099cc85 Binary files /dev/null and b/scripts/developer/utilities/fonts/Raleway-Bold.ttf differ diff --git a/scripts/developer/utilities/fonts/Raleway-Light.ttf b/scripts/developer/utilities/fonts/Raleway-Light.ttf new file mode 100644 index 0000000000..91aa0c701f Binary files /dev/null and b/scripts/developer/utilities/fonts/Raleway-Light.ttf differ diff --git a/scripts/developer/utilities/fonts/Raleway-Regular.ttf b/scripts/developer/utilities/fonts/Raleway-Regular.ttf new file mode 100644 index 0000000000..e570a2d5c3 Binary files /dev/null and b/scripts/developer/utilities/fonts/Raleway-Regular.ttf differ diff --git a/scripts/developer/utilities/fonts/Raleway-SemiBold.ttf b/scripts/developer/utilities/fonts/Raleway-SemiBold.ttf new file mode 100644 index 0000000000..ed0a8b9941 Binary files /dev/null and b/scripts/developer/utilities/fonts/Raleway-SemiBold.ttf differ diff --git a/scripts/developer/utilities/fonts/Raleway.license b/scripts/developer/utilities/fonts/Raleway.license new file mode 100644 index 0000000000..1c9779ddcd --- /dev/null +++ b/scripts/developer/utilities/fonts/Raleway.license @@ -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. diff --git a/scripts/developer/utilities/fonts/fontawesome-webfont.ttf b/scripts/developer/utilities/fonts/fontawesome-webfont.ttf new file mode 100644 index 0000000000..d7994e1308 Binary files /dev/null and b/scripts/developer/utilities/fonts/fontawesome-webfont.ttf differ diff --git a/scripts/developer/utilities/fonts/hifi-glyphs.ttf b/scripts/developer/utilities/fonts/hifi-glyphs.ttf new file mode 100644 index 0000000000..8733349227 Binary files /dev/null and b/scripts/developer/utilities/fonts/hifi-glyphs.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/AnonymousPro-Regular.ttf b/scripts/developer/utilities/lib/fonts/AnonymousPro-Regular.ttf new file mode 100644 index 0000000000..06aafc0673 Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/AnonymousPro-Regular.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/AnonymousPro.license b/scripts/developer/utilities/lib/fonts/AnonymousPro.license new file mode 100644 index 0000000000..5e8b7385e7 --- /dev/null +++ b/scripts/developer/utilities/lib/fonts/AnonymousPro.license @@ -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. diff --git a/scripts/developer/utilities/lib/fonts/FiraSans-Regular.ttf b/scripts/developer/utilities/lib/fonts/FiraSans-Regular.ttf new file mode 100644 index 0000000000..d9fdc0e922 Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/FiraSans-Regular.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/FiraSans-SemiBold.ttf b/scripts/developer/utilities/lib/fonts/FiraSans-SemiBold.ttf new file mode 100644 index 0000000000..821a43d7fd Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/FiraSans-SemiBold.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/FiraSans.license b/scripts/developer/utilities/lib/fonts/FiraSans.license new file mode 100644 index 0000000000..d444ea92b6 --- /dev/null +++ b/scripts/developer/utilities/lib/fonts/FiraSans.license @@ -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. diff --git a/scripts/developer/utilities/lib/fonts/Raleway-Bold.ttf b/scripts/developer/utilities/lib/fonts/Raleway-Bold.ttf new file mode 100644 index 0000000000..38c099cc85 Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/Raleway-Bold.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/Raleway-Light.ttf b/scripts/developer/utilities/lib/fonts/Raleway-Light.ttf new file mode 100644 index 0000000000..91aa0c701f Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/Raleway-Light.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/Raleway-Regular.ttf b/scripts/developer/utilities/lib/fonts/Raleway-Regular.ttf new file mode 100644 index 0000000000..e570a2d5c3 Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/Raleway-Regular.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/Raleway-SemiBold.ttf b/scripts/developer/utilities/lib/fonts/Raleway-SemiBold.ttf new file mode 100644 index 0000000000..ed0a8b9941 Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/Raleway-SemiBold.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/Raleway.license b/scripts/developer/utilities/lib/fonts/Raleway.license new file mode 100644 index 0000000000..1c9779ddcd --- /dev/null +++ b/scripts/developer/utilities/lib/fonts/Raleway.license @@ -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. diff --git a/scripts/developer/utilities/lib/fonts/fontawesome-webfont.ttf b/scripts/developer/utilities/lib/fonts/fontawesome-webfont.ttf new file mode 100644 index 0000000000..d7994e1308 Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/fontawesome-webfont.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/hifi-glyphs.ttf b/scripts/developer/utilities/lib/fonts/hifi-glyphs.ttf new file mode 100644 index 0000000000..3db48602b1 Binary files /dev/null and b/scripts/developer/utilities/lib/fonts/hifi-glyphs.ttf differ diff --git a/scripts/developer/utilities/lib/fonts/hifi-glyphs/icons-reference.html b/scripts/developer/utilities/lib/fonts/hifi-glyphs/icons-reference.html new file mode 100644 index 0000000000..99e826e0b9 --- /dev/null +++ b/scripts/developer/utilities/lib/fonts/hifi-glyphs/icons-reference.html @@ -0,0 +1,1056 @@ + + + + + + + Font Reference - HiFi Glyphs + + + + + +
+

HiFi Glyphs

+

This font was created inHigh Fidelity

+

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+ + + diff --git a/scripts/developer/utilities/lib/fonts/hifi-glyphs/styles.css b/scripts/developer/utilities/lib/fonts/hifi-glyphs/styles.css new file mode 100644 index 0000000000..66277740fc --- /dev/null +++ b/scripts/developer/utilities/lib/fonts/hifi-glyphs/styles.css @@ -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"; +} diff --git a/scripts/developer/utilities/render/antialiasing.js b/scripts/developer/utilities/render/antialiasing.js new file mode 100644 index 0000000000..b6c146caac --- /dev/null +++ b/scripts/developer/utilities/render/antialiasing.js @@ -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 }; + } + +}()); \ No newline at end of file diff --git a/scripts/developer/utilities/render/antialiasing.qml b/scripts/developer/utilities/render/antialiasing.qml new file mode 100644 index 0000000000..1c58cf8437 --- /dev/null +++ b/scripts/developer/utilities/render/antialiasing.qml @@ -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 + } + } + } +} +}