overte/libraries/render-utils/src/AntialiasingEffect.cpp
2018-08-03 14:58:11 -07:00

458 lines
15 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 "AntialiasingEffect.h"
#include <glm/gtc/random.hpp>
#include <PathUtils.h>
#include <SharedUtil.h>
#include <gpu/Context.h>
#include <shaders/Shaders.h>
#include <graphics/ShaderConstants.h>
#include "render-utils/ShaderConstants.h"
#include "StencilMaskPass.h"
#include "TextureCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include "FramebufferCache.h"
namespace ru {
using render_utils::slot::uniform::Uniform;
using render_utils::slot::texture::Texture;
using render_utils::slot::buffer::Buffer;
}
namespace gr {
using graphics::slot::texture::Texture;
using graphics::slot::buffer::Buffer;
}
#define ANTIALIASING_USE_TAA 1
#if !ANTIALIASING_USE_TAA
#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 = fxaa_vert::getShader();
auto ps = fxaa_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
_texcoordOffsetLoc = program->getUniforms().findLocation("texcoordOffset");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
PrepareStencil::testNoAA(*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 = fxaa_vert::getShader();
auto ps = fxaa_blend_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
PrepareStencil::testNoAA(*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("Antialiasing::run", 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);
});
}
#else
Antialiasing::Antialiasing(bool isSharpenEnabled) :
_isSharpenEnabled{ isSharpenEnabled } {
}
Antialiasing::~Antialiasing() {
_antialiasingBuffers.reset();
_antialiasingTextures[0].reset();
_antialiasingTextures[1].reset();
}
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(const render::RenderContextPointer& renderContext) {
if (!_antialiasingPipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::taa);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testNoAA(*state);
// Good to go add the brand new pipeline
_antialiasingPipeline = gpu::Pipeline::create(program, state);
}
return _antialiasingPipeline;
}
const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
if (!_blendPipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::fxaa_blend);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testNoAA(*state);
// Good to go add the brand new pipeline
_blendPipeline = gpu::Pipeline::create(program, state);
}
return _blendPipeline;
}
const gpu::PipelinePointer& Antialiasing::getDebugBlendPipeline() {
if (!_debugBlendPipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::taa_blend);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testNoAA(*state);
// Good to go add the brand new pipeline
_debugBlendPipeline = gpu::Pipeline::create(program, state);
}
return _debugBlendPipeline;
}
void Antialiasing::configure(const Config& config) {
_sharpen = config.sharpen * 0.25f;
if (!_isSharpenEnabled) {
_sharpen = 0.0f;
}
_params.edit().blend = config.blend * config.blend;
_params.edit().covarianceGamma = config.covarianceGamma;
_params.edit().setConstrainColor(config.constrainColor);
_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().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& sourceBuffer = inputs.get1();
auto& linearDepthBuffer = inputs.get2();
auto& velocityBuffer = inputs.get3();
int width = sourceBuffer->getWidth();
int height = sourceBuffer->getHeight();
if (_antialiasingBuffers && _antialiasingBuffers->get(0) && _antialiasingBuffers->get(0)->getSize() != uvec2(width, height)) {
_antialiasingBuffers.reset();
_antialiasingTextures[0].reset();
_antialiasingTextures[1].reset();
}
if (!_antialiasingBuffers) {
std::vector<gpu::FramebufferPointer> antiAliasingBuffers;
// Link the antialiasing FBO to texture
auto format = sourceBuffer->getRenderBuffer(0)->getTexelFormat();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR, gpu::Sampler::WRAP_CLAMP);
for (int i = 0; i < 2; i++) {
antiAliasingBuffers.emplace_back(gpu::Framebuffer::create("antialiasing"));
const auto& antiAliasingBuffer = antiAliasingBuffers.back();
_antialiasingTextures[i] = gpu::Texture::createRenderBuffer(format, width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
antiAliasingBuffer->setRenderBuffer(0, _antialiasingTextures[i]);
}
_antialiasingBuffers = std::make_shared<gpu::FramebufferSwapChain>(antiAliasingBuffers);
}
gpu::doInBatch("Antialiasing::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
// TAA step
getAntialiasingPipeline(renderContext);
batch.setResourceFramebufferSwapChainTexture(ru::Texture::TaaHistory, _antialiasingBuffers, 0);
batch.setResourceTexture(ru::Texture::TaaSource, sourceBuffer->getRenderBuffer(0));
batch.setResourceTexture(ru::Texture::TaaVelocity, velocityBuffer->getVelocityTexture());
// This is only used during debug
batch.setResourceTexture(ru::Texture::TaaDepth, linearDepthBuffer->getLinearDepthTexture());
batch.setUniformBuffer(ru::Buffer::TaaParams, _params);
batch.setUniformBuffer(ru::Buffer::DeferredFrameTransform, deferredFrameTransform->getFrameTransformBuffer());
batch.setFramebufferSwapChain(_antialiasingBuffers, 1);
batch.setPipeline(getAntialiasingPipeline(renderContext));
batch.draw(gpu::TRIANGLE_STRIP, 4);
// Blend step
batch.setResourceTexture(ru::Texture::TaaSource, nullptr);
batch.setFramebuffer(sourceBuffer);
if (_params->isDebug()) {
batch.setPipeline(getDebugBlendPipeline());
batch.setResourceFramebufferSwapChainTexture(ru::Texture::TaaNext, _antialiasingBuffers, 1);
} else {
batch.setPipeline(getBlendPipeline());
// Must match the bindg point in the fxaa_blend.slf shader
batch.setResourceFramebufferSwapChainTexture(0, _antialiasingBuffers, 1);
// Disable sharpen if FXAA
batch._glUniform1f(ru::Uniform::TaaSharpenIntensity, _sharpen * _params.get().regionInfo.z);
}
batch.draw(gpu::TRIANGLE_STRIP, 4);
batch.advance(_antialiasingBuffers);
batch.setUniformBuffer(ru::Buffer::TaaParams, nullptr);
batch.setUniformBuffer(ru::Buffer::DeferredFrameTransform, nullptr);
batch.setResourceTexture(ru::Texture::TaaDepth, nullptr);
batch.setResourceTexture(ru::Texture::TaaHistory, nullptr);
batch.setResourceTexture(ru::Texture::TaaVelocity, nullptr);
batch.setResourceTexture(ru::Texture::TaaNext, nullptr);
});
}
void JitterSampleConfig::setIndex(int current) {
_index = (current) % JitterSample::SEQUENCE_LENGTH;
emit dirty();
}
int JitterSampleConfig::cycleStopPauseRun() {
_state = (_state + 1) % 3;
switch (_state) {
case 0: {
return none();
break;
}
case 1: {
return pause();
break;
}
case 2:
default: {
return play();
break;
}
}
return _state;
}
int JitterSampleConfig::prev() {
setIndex(_index - 1);
return _index;
}
int JitterSampleConfig::next() {
setIndex(_index + 1);
return _index;
}
int JitterSampleConfig::none() {
_state = 0;
stop = true;
freeze = false;
setIndex(-1);
return _state;
}
int JitterSampleConfig::pause() {
_state = 1;
stop = false;
freeze = true;
setIndex(0);
return _state;
}
int JitterSampleConfig::play() {
_state = 2;
stop = false;
freeze = false;
setIndex(0);
return _state;
}
template <int B>
class Halton {
public:
float eval(int index) const {
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));
offsets[i] -= vec2(0.5f);
}
offsets[SEQUENCE_LENGTH] = glm::vec2(0.0f);
}
void JitterSample::configure(const Config& config) {
_freeze = config.stop || config.freeze;
if (config.freeze) {
auto pausedIndex = config.getIndex();
if (_sampleSequence.currentIndex != pausedIndex) {
_sampleSequence.currentIndex = pausedIndex;
}
} else if (config.stop) {
_sampleSequence.currentIndex = -1;
}
_scale = config.scale;
}
void JitterSample::run(const render::RenderContextPointer& renderContext, Output& jitter) {
auto& current = _sampleSequence.currentIndex;
if (!_freeze) {
if (current >= 0) {
current = (current + 1) % SEQUENCE_LENGTH;
} else {
current = -1;
}
}
jitter.x = 0.0f;
jitter.y = 0.0f;
if (current >= 0) {
jitter = _sampleSequence.offsets[current];
}
}
#endif