overte/libraries/render-utils/src/AntialiasingEffect.cpp

411 lines
16 KiB
C++

//
// 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 "StencilMaskPass.h"
#include "TextureCache.h"
#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"
Antialiasing::Antialiasing() {
_geometryId = DependencyManager::get<GeometryCache>()->allocateID();
}
Antialiasing::~Antialiasing() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (geometryCache) {
geometryCache->releaseID(_geometryId);
}
}
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(RenderArgs* args) {
int width = args->_viewport.z;
int height = args->_viewport.w;
if (_antialiasingBuffer && _antialiasingBuffer->getSize() != uvec2(width, height)) {
_antialiasingBuffer.reset();
}
if (!_antialiasingBuffer) {
// Link the antialiasing FBO to texture
_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing"));
auto format = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_antialiasingTexture = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
}
if (!_antialiasingPipeline) {
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
gpu::ShaderPointer program = 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());
PrepareStencil::testMaskNoAA(*state);
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// 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::Shader::createVertex(std::string(fxaa_vert));
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"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
PrepareStencil::testMaskNoAA(*state);
// Good to go add the brand new pipeline
_blendPipeline = gpu::Pipeline::create(program, state);
}
return _blendPipeline;
}
void Antialiasing::run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
// FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation
float fbWidth = renderContext->args->_viewport.z;
float fbHeight = renderContext->args->_viewport.w;
// 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->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat, true);
batch.setModelTransform(Transform());
// FXAA step
auto pipeline = getAntialiasingPipeline(renderContext->args);
batch.setResourceTexture(0, sourceBuffer->getRenderBuffer(0));
batch.setFramebuffer(_antialiasingBuffer);
batch.setPipeline(pipeline);
// initialize the view-space unpacking uniforms using frustum data
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
args->getViewFrustum().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, 1.0f / fbWidth, 1.0f / 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, _geometryId);
// Blend step
batch.setResourceTexture(0, _antialiasingTexture);
batch.setFramebuffer(sourceBuffer);
batch.setPipeline(getBlendPipeline());
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
});
}
*/
#include "taa_frag.h"
#include "fxaa_blend_frag.h"
#include "taa_blend_frag.h"
const int AntialiasingPass_ParamsSlot = 0;
const int AntialiasingPass_FrameTransformSlot = 1;
const int AntialiasingPass_HistoryMapSlot = 0;
const int AntialiasingPass_SourceMapSlot = 1;
const int AntialiasingPass_VelocityMapSlot = 2;
const int AntialiasingPass_CurrentMapSlot = 3;
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("historyMap"), AntialiasingPass_HistoryMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), AntialiasingPass_SourceMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
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_CurrentMapSlot));
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("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("currentMap"), AntialiasingPass_CurrentMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), AntialiasingPass_SourceMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
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().debugX = config.debugX;
_params.edit().blend = config.blend;
_params.edit().velocityScale = config.velocityScale;
_params.edit().debugShowVelocityThreshold = config.debugShowVelocityThreshold;
_params.edit().debugCursor.x = config.showCursorPixel;
auto cursorPos = glm::vec2(_params->pixelInfo);
if (cursorPos != config.debugCursorTexcoord) {
_params.edit().pixelInfo = glm::vec4(config.debugCursorTexcoord, 0.0f, 0.0f);
}
}
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& sourceBuffer = inputs.get1();
auto& velocityBuffer = inputs.get2();
int width = sourceBuffer->getWidth();
int height = sourceBuffer->getHeight();
if (_antialiasingBuffer[0]) {
if (_antialiasingBuffer[0]->getSize() != uvec2(width, height)) {// || (sourceBuffer && (_antialiasingBuffer->getRenderBuffer(1) != sourceBuffer->getRenderBuffer(0)))) {
_antialiasingBuffer[0].reset();
_antialiasingBuffer[1].reset();
_antialiasingTexture[0].reset();
_antialiasingTexture[1].reset();
}
}
if (!_antialiasingBuffer[0]) {
// Link the antialiasing FBO to texture
for (int i = 0; i < 2; i++) {
_antialiasingBuffer[i] = gpu::FramebufferPointer(gpu::Framebuffer::create("antialiasing"));
auto format = gpu::Element::COLOR_SRGBA_32; // DependencyManager::get<FramebufferCache>()->getLightingTexture()->getTexelFormat();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_antialiasingTexture[i] = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
_antialiasingBuffer[i]->setRenderBuffer(0, _antialiasingTexture[i]);
}
}
int currentFrame = (_currentFrame++) % 2;
int prevFrame = (currentFrame + 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.setUniformBuffer(AntialiasingPass_ParamsSlot, _params._buffer);
batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, deferredFrameTransform->getFrameTransformBuffer());
batch.setFramebuffer(_antialiasingBuffer[currentFrame]);
batch.setPipeline(getAntialiasingPipeline());
batch.draw(gpu::TRIANGLE_STRIP, 4);
// Blend step
batch.setFramebuffer(sourceBuffer);
if (_params->debugX <= 0.0) {
batch.setPipeline(getBlendPipeline());
} else {
batch.setPipeline(getDebugBlendPipeline());
}
batch.setResourceTexture(AntialiasingPass_CurrentMapSlot, _antialiasingTexture[currentFrame]);
batch.draw(gpu::TRIANGLE_STRIP, 4);
batch.setUniformBuffer(AntialiasingPass_ParamsSlot, nullptr);
batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, nullptr);
batch.setResourceTexture(AntialiasingPass_HistoryMapSlot, nullptr);
batch.setResourceTexture(AntialiasingPass_SourceMapSlot, nullptr);
batch.setResourceTexture(AntialiasingPass_VelocityMapSlot, nullptr);
batch.setResourceTexture(AntialiasingPass_CurrentMapSlot, nullptr);
});
}
JitterSample::SampleSequence::SampleSequence(){
// Halton sequence (2,3)
offsets[0] = { 1.0f / 2.0f, 1.0f / 3.0f };
offsets[1] = { 1.0f / 4.0f, 2.0f / 3.0f };
offsets[2] = { 3.0f / 4.0f, 1.0f / 9.0f };
offsets[3] = { 1.0f / 8.0f, 4.0f / 9.0f };
offsets[4] = { 5.0f / 8.0f, 7.0f / 9.0f };
offsets[5] = { 3.0f / 8.0f, 2.0f / 9.0f };
offsets[6] = { 7.0f / 8.0f, 5.0f / 9.0f };
offsets[7] = { 1.0f / 16.0f, 8.0f / 9.0f };
for (int i = 0; i < SEQUENCE_LENGTH; i++) {
offsets[i] = offsets[i] - vec2(0.5f);
}
}
void JitterSample::configure(const Config& config) {
_freeze = config.freeze;
_scale = config.scale;
}
void JitterSample::run(const render::RenderContextPointer& renderContext, JitterBuffer& jitterBuffer) {
auto& current = _jitterBuffer.edit().currentIndex;
if (!_freeze) {
current = (current + 1) % SampleSequence::SEQUENCE_LENGTH;
}
auto viewFrustum = renderContext->args->getViewFrustum();
auto projMat = viewFrustum.getProjection();
auto theNear = viewFrustum.getNearClip();
auto jit = _scale * jitterBuffer.get().offsets[current];
auto width = (float) renderContext->args->_viewport.z;
auto height = (float) renderContext->args->_viewport.w;
auto jx = -4.0 * jit.x / width;
auto jy = -4.0 * jit.y / height;
projMat[2][0] += jx;
projMat[2][1] += jy;
viewFrustum.setProjection(projMat);
renderContext->args->pushViewFrustum(viewFrustum);
jitterBuffer = _jitterBuffer;
}