Add FXAA effect class, modeled after AO effect

This commit is contained in:
Raffi Bedikian 2015-08-30 20:49:03 -07:00
parent 1001cf9000
commit ff2a58b3eb
4 changed files with 208 additions and 0 deletions

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@ -0,0 +1,151 @@
//
// AntialiasingEffect.cpp
// libraries/render-utils/src/
//
// 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 <glm/gtc/random.hpp>
#include <PathUtils.h>
#include <SharedUtil.h>
#include <gpu/Context.h>
#include "gpu/StandardShaderLib.h"
#include "AntialiasingEffect.h"
#include "TextureCache.h"
#include "FramebufferCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include "fxaa_vert.h"
#include "fxaa_frag.h"
#include "fxaa_blend_frag.h"
Antialiasing::Antialiasing() {
}
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
if (!_antialiasingPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(fxaa_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fxaa_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
_texcoordOffsetLoc = program->getUniforms().findLocation("texcoordOffset");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Link the antialiasing FBO to texture
_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32,
DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(), DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height()));
auto format = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
auto width = _antialiasingBuffer->getWidth();
auto height = _antialiasingBuffer->getHeight();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_antialiasingTexture = gpu::TexturePointer(gpu::Texture::create2D(format, width, height, defaultSampler));
// Good to go add the brand new pipeline
_antialiasingPipeline.reset(gpu::Pipeline::create(program, state));
}
return _antialiasingPipeline;
}
const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
if (!_blendPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(fxaa_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fxaa_blend_frag)));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Good to go add the brand new pipeline
_blendPipeline.reset(gpu::Pipeline::create(program, state));
}
return _blendPipeline;
}
void Antialiasing::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
gpu::Batch batch;
RenderArgs* args = renderContext->args;
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();
float fbWidth = framebufferSize.width();
float fbHeight = framebufferSize.height();
float sMin = args->_viewport.x / fbWidth;
float sWidth = args->_viewport.z / fbWidth;
float tMin = args->_viewport.y / fbHeight;
float tHeight = args->_viewport.w / fbHeight;
glm::mat4 projMat;
Transform viewMat;
args->_viewFrustum->evalProjectionMatrix(projMat);
args->_viewFrustum->evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
// FXAA step
getAntialiasingPipeline();
batch.setResourceTexture(0, framebufferCache->getPrimaryColorTexture());
_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
batch.setFramebuffer(_antialiasingBuffer);
batch.setPipeline(getAntialiasingPipeline());
// initialize the view-space unpacking uniforms using frustum data
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
args->_viewFrustum->computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
float depthScale = (farVal - nearVal) / farVal;
float nearScale = -1.0f / nearVal;
float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
batch._glUniform2f(_texcoordOffsetLoc, 1.0 / fbWidth, 1.0 / fbHeight);
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec2 bottomLeft(-1.0f, -1.0f);
glm::vec2 topRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(0.0f, 0.0f);
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Blend step
getBlendPipeline();
batch.setResourceTexture(0, _antialiasingTexture);
batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer());
batch.setPipeline(getBlendPipeline());
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Ready to render
args->_context->render((batch));
}

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//
// AntialiasingEffect.h
// libraries/render-utils/src/
//
// 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
//
#ifndef hifi_AntialiasingEffect_h
#define hifi_AntialiasingEffect_h
#include <DependencyManager.h>
#include "render/DrawTask.h"
class Antialiasing {
public:
Antialiasing();
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
typedef render::Job::Model<Antialiasing> JobModel;
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;
};
#endif // hifi_AntialiasingEffect_h

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@ -23,6 +23,7 @@
#include "render/DrawStatus.h"
#include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h"
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
@ -88,6 +89,11 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.back().setEnabled(false);
_occlusionJobIndex = _jobs.size() - 1;
_jobs.push_back(Job(new Antialiasing::JobModel("Antialiasing")));
_jobs.back().setEnabled(false);
_antialiasingJobIndex = _jobs.size() - 1;
_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
FetchItems(
ItemFilter::Builder::transparentShape().withoutLayered(),
@ -146,6 +152,8 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
// TODO: turn on/off AO through menu item
setOcclusionStatus(renderContext->_occlusionStatus);
setAntialiasingStatus(renderContext->_fxaaStatus);
renderContext->args->_context->syncCache();
for (auto job : _jobs) {

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@ -91,6 +91,11 @@ public:
void setOcclusionStatus(bool draw) { if (_occlusionJobIndex >= 0) { _jobs[_occlusionJobIndex].setEnabled(draw); } }
bool doOcclusionStatus() const { if (_occlusionJobIndex >= 0) { return _jobs[_occlusionJobIndex].isEnabled(); } else { return false; } }
int _antialiasingJobIndex = -1;
void setAntialiasingStatus(bool draw) { if (_antialiasingJobIndex >= 0) { _jobs[_antialiasingJobIndex].setEnabled(draw); } }
bool doAntialiasingStatus() const { if (_antialiasingJobIndex >= 0) { return _jobs[_antialiasingJobIndex].isEnabled(); } else { return false; } }
virtual void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);