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Merge pull request #5684 from rabedik/fxaa
Post-process anti-aliasing effect
This commit is contained in:
commit
20bd14c8db
11 changed files with 370 additions and 0 deletions
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@ -3553,6 +3553,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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renderContext._drawHitEffect = sceneInterface->doEngineDisplayHitEffect();
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renderContext._occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);
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renderContext._fxaaStatus = Menu::getInstance()->isOptionChecked(MenuOption::Antialiasing);
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renderArgs->_shouldRender = LODManager::shouldRender;
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@ -317,6 +317,7 @@ Menu::Menu() {
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0, // QML Qt::SHIFT | Qt::Key_A,
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true);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::DebugAmbientOcclusion);
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::Antialiasing);
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MenuWrapper* ambientLightMenu = renderOptionsMenu->addMenu(MenuOption::RenderAmbientLight);
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QActionGroup* ambientLightGroup = new QActionGroup(ambientLightMenu);
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@ -132,6 +132,7 @@ namespace MenuOption {
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const QString AddRemoveFriends = "Add/Remove Friends...";
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const QString AddressBar = "Show Address Bar";
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const QString Animations = "Animations...";
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const QString Antialiasing = "Antialiasing";
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const QString Atmosphere = "Atmosphere";
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const QString Attachments = "Attachments...";
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const QString AudioNoiseReduction = "Audio Noise Reduction";
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165
libraries/render-utils/src/AntialiasingEffect.cpp
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165
libraries/render-utils/src/AntialiasingEffect.cpp
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@ -0,0 +1,165 @@
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//
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// AntialiasingEffect.cpp
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// libraries/render-utils/src/
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//
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// Created by Raffi Bedikian on 8/30/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtc/random.hpp>
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#include <PathUtils.h>
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#include <SharedUtil.h>
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#include <gpu/Context.h>
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#include "gpu/StandardShaderLib.h"
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#include "AntialiasingEffect.h"
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#include "TextureCache.h"
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#include "FramebufferCache.h"
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#include "DependencyManager.h"
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#include "ViewFrustum.h"
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#include "GeometryCache.h"
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#include "fxaa_vert.h"
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#include "fxaa_frag.h"
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#include "fxaa_blend_frag.h"
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Antialiasing::Antialiasing() {
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}
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const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
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if (!_antialiasingPipeline) {
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(fxaa_vert)));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fxaa_frag)));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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_texcoordOffsetLoc = program->getUniforms().findLocation("texcoordOffset");
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(false, false, gpu::LESS_EQUAL);
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// Link the antialiasing FBO to texture
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_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32,
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DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(), DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height()));
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auto format = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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auto width = _antialiasingBuffer->getWidth();
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auto height = _antialiasingBuffer->getHeight();
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
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_antialiasingTexture = gpu::TexturePointer(gpu::Texture::create2D(format, width, height, defaultSampler));
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// Good to go add the brand new pipeline
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_antialiasingPipeline.reset(gpu::Pipeline::create(program, state));
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}
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int w = DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width();
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int h = DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height();
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if (w != _antialiasingBuffer->getWidth() || h != _antialiasingBuffer->getHeight()) {
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_antialiasingBuffer->resize(w, h);
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}
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return _antialiasingPipeline;
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}
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const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
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if (!_blendPipeline) {
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(fxaa_vert)));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fxaa_blend_frag)));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(false, false, gpu::LESS_EQUAL);
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// Good to go add the brand new pipeline
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_blendPipeline.reset(gpu::Pipeline::create(program, state));
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}
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return _blendPipeline;
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}
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void Antialiasing::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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if (renderContext->args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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return;
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}
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gpu::Batch batch;
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batch.enableStereo(false);
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RenderArgs* args = renderContext->args;
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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QSize framebufferSize = framebufferCache->getFrameBufferSize();
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float fbWidth = framebufferSize.width();
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float fbHeight = framebufferSize.height();
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float sMin = args->_viewport.x / fbWidth;
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float sWidth = args->_viewport.z / fbWidth;
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float tMin = args->_viewport.y / fbHeight;
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float tHeight = args->_viewport.w / fbHeight;
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glm::mat4 projMat;
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Transform viewMat;
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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batch.setModelTransform(Transform());
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// FXAA step
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getAntialiasingPipeline();
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batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture());
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_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
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batch.setFramebuffer(_antialiasingBuffer);
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batch.setPipeline(getAntialiasingPipeline());
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// initialize the view-space unpacking uniforms using frustum data
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float left, right, bottom, top, nearVal, farVal;
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glm::vec4 nearClipPlane, farClipPlane;
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args->_viewFrustum->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
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float depthScale = (farVal - nearVal) / farVal;
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float nearScale = -1.0f / nearVal;
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float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
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float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
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float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
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float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
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batch._glUniform2f(_texcoordOffsetLoc, 1.0 / fbWidth, 1.0 / fbHeight);
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glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
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glm::vec2 bottomLeft(-1.0f, -1.0f);
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glm::vec2 topRight(1.0f, 1.0f);
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glm::vec2 texCoordTopLeft(0.0f, 0.0f);
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glm::vec2 texCoordBottomRight(1.0f, 1.0f);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
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// Blend step
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getBlendPipeline();
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batch.setResourceTexture(0, _antialiasingTexture);
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batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer());
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batch.setPipeline(getBlendPipeline());
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DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
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// Ready to render
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args->_context->render((batch));
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}
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44
libraries/render-utils/src/AntialiasingEffect.h
Normal file
44
libraries/render-utils/src/AntialiasingEffect.h
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@ -0,0 +1,44 @@
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//
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// AntialiasingEffect.h
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// libraries/render-utils/src/
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//
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// Created by Raffi Bedikian on 8/30/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_AntialiasingEffect_h
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#define hifi_AntialiasingEffect_h
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#include <DependencyManager.h>
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#include "render/DrawTask.h"
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class Antialiasing {
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public:
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Antialiasing();
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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typedef render::Job::Model<Antialiasing> JobModel;
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const gpu::PipelinePointer& getAntialiasingPipeline();
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const gpu::PipelinePointer& getBlendPipeline();
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private:
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// Uniforms for AA
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gpu::int32 _texcoordOffsetLoc;
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gpu::FramebufferPointer _antialiasingBuffer;
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gpu::TexturePointer _antialiasingTexture;
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gpu::PipelinePointer _antialiasingPipeline;
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gpu::PipelinePointer _blendPipeline;
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};
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#endif // hifi_AntialiasingEffect_h
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@ -23,6 +23,7 @@
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#include "render/DrawStatus.h"
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#include "AmbientOcclusionEffect.h"
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#include "AntialiasingEffect.h"
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#include "overlay3D_vert.h"
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#include "overlay3D_frag.h"
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@ -88,6 +89,11 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
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_jobs.back().setEnabled(false);
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_occlusionJobIndex = _jobs.size() - 1;
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_jobs.push_back(Job(new Antialiasing::JobModel("Antialiasing")));
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_jobs.back().setEnabled(false);
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_antialiasingJobIndex = _jobs.size() - 1;
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_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
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FetchItems(
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ItemFilter::Builder::transparentShape().withoutLayered(),
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@ -146,6 +152,8 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
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// TODO: turn on/off AO through menu item
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setOcclusionStatus(renderContext->_occlusionStatus);
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setAntialiasingStatus(renderContext->_fxaaStatus);
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renderContext->args->_context->syncCache();
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for (auto job : _jobs) {
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@ -91,6 +91,11 @@ public:
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void setOcclusionStatus(bool draw) { if (_occlusionJobIndex >= 0) { _jobs[_occlusionJobIndex].setEnabled(draw); } }
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bool doOcclusionStatus() const { if (_occlusionJobIndex >= 0) { return _jobs[_occlusionJobIndex].isEnabled(); } else { return false; } }
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int _antialiasingJobIndex = -1;
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void setAntialiasingStatus(bool draw) { if (_antialiasingJobIndex >= 0) { _jobs[_antialiasingJobIndex].setEnabled(draw); } }
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bool doAntialiasingStatus() const { if (_antialiasingJobIndex >= 0) { return _jobs[_antialiasingJobIndex].isEnabled(); } else { return false; } }
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virtual void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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94
libraries/render-utils/src/fxaa.slf
Normal file
94
libraries/render-utils/src/fxaa.slf
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@ -0,0 +1,94 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// fxaa.frag
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// fragment shader
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//
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// Created by Raffi Bedikian on 8/30/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// FXAA shader, GLSL code adapted from:
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// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
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// Whitepaper describing the technique:
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// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D colorTexture;
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uniform vec2 texcoordOffset;
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in vec2 varTexcoord;
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out vec4 outFragColor;
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void main() {
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// filter width limit for dependent "two-tap" texture samples
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float FXAA_SPAN_MAX = 8.0;
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// local contrast multiplier for performing AA
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// higher = sharper, but setting this value too high will cause near-vertical and near-horizontal edges to fail
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// see "fxaaQualityEdgeThreshold"
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float FXAA_REDUCE_MUL = 1.0 / 8.0;
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// luminance threshold for processing dark colors
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// see "fxaaQualityEdgeThresholdMin"
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float FXAA_REDUCE_MIN = 1.0 / 128.0;
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// fetch raw RGB values for nearby locations
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// sampling pattern is "five on a die" (each diagonal direction and the center)
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// computing the coordinates for these texture reads could be moved to the vertex shader for speed if needed
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vec3 rgbNW = texture2D(colorTexture, varTexcoord + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
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vec3 rgbNE = texture2D(colorTexture, varTexcoord + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
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vec3 rgbSW = texture2D(colorTexture, varTexcoord + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
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vec3 rgbSE = texture2D(colorTexture, varTexcoord + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
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vec3 rgbM = texture2D(colorTexture, varTexcoord).xyz;
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// convert RGB values to luminance
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot( rgbM, luma);
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// luma range of local neighborhood
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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// direction perpendicular to local luma gradient
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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// compute clamped direction offset for additional "two-tap" samples
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// longer vector = blurry, shorter vector = sharp
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texcoordOffset;
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// perform additional texture sampling perpendicular to gradient
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vec3 rgbA = (1.0 / 2.0) * (
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texture2D(colorTexture, varTexcoord + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture2D(colorTexture, varTexcoord + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
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texture2D(colorTexture, varTexcoord + dir * (0.0 / 3.0 - 0.5)).xyz +
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texture2D(colorTexture, varTexcoord + dir * (3.0 / 3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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// compare luma of new samples to the luma range of the original neighborhood
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// if the new samples exceed this range, just use the first two samples instead of all four
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if (lumaB < lumaMin || lumaB > lumaMax) {
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outFragColor.xyz=rgbA;
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} else {
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outFragColor.xyz=rgbB;
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}
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outFragColor.a = 1.0;
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}
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26
libraries/render-utils/src/fxaa.slv
Normal file
26
libraries/render-utils/src/fxaa.slv
Normal file
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@ -0,0 +1,26 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// fxaa.vert
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// vertex shader
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//
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// Created by Raffi Bedikian on 8/30/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Inputs.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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out vec2 varTexcoord;
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void main(void) {
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varTexcoord = inTexCoord0.xy;
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gl_Position = inPosition;
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}
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24
libraries/render-utils/src/fxaa_blend.slf
Normal file
24
libraries/render-utils/src/fxaa_blend.slf
Normal file
|
@ -0,0 +1,24 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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||||
// fxaa_blend.frag
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// fragment shader
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||||
//
|
||||
// Created by Raffi Bedikian on 8/30/15
|
||||
// Copyright 2015 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 DeferredBufferWrite.slh@>
|
||||
|
||||
in vec2 varTexcoord;
|
||||
out vec4 outFragColor;
|
||||
|
||||
uniform sampler2D colorTexture;
|
||||
|
||||
void main(void) {
|
||||
outFragColor = texture(colorTexture, varTexcoord);
|
||||
}
|
|
@ -53,6 +53,7 @@ public:
|
|||
bool _drawHitEffect = false;
|
||||
|
||||
bool _occlusionStatus = false;
|
||||
bool _fxaaStatus = false;
|
||||
|
||||
RenderContext() {}
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue