kicad/common/gal/opengl/antialiasing.cpp

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/*
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* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2016-2021 Kicad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <gal/opengl/antialiasing.h>
#include <gal/opengl/opengl_compositor.h>
#include <gal/opengl/utils.h>
#include <gal/color4d.h>
#include <memory>
#include <tuple>
#include <glsl_smaa_base.h>
#include <glsl_smaa_pass_1_frag_color.h>
#include <glsl_smaa_pass_1_frag_luma.h>
#include <glsl_smaa_pass_1_vert.h>
#include <glsl_smaa_pass_2_frag.h>
#include <glsl_smaa_pass_2_vert.h>
#include <glsl_smaa_pass_3_frag.h>
#include <glsl_smaa_pass_3_vert.h>
#include "SmaaAreaTex.h"
#include "SmaaSearchTex.h"
using namespace KIGFX;
// =========================
// ANTIALIASING_NONE
// =========================
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ANTIALIASING_NONE::ANTIALIASING_NONE( OPENGL_COMPOSITOR* aCompositor ) :
compositor( aCompositor )
{
}
bool ANTIALIASING_NONE::Init()
{
// Nothing to initialize
return true;
}
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VECTOR2I ANTIALIASING_NONE::GetInternalBufferSize()
{
return compositor->GetScreenSize();
}
void ANTIALIASING_NONE::DrawBuffer( GLuint buffer )
{
compositor->DrawBuffer( buffer, OPENGL_COMPOSITOR::DIRECT_RENDERING );
}
void ANTIALIASING_NONE::Present()
{
// Nothing to present, draw_buffer already drew to the screen
}
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void ANTIALIASING_NONE::OnLostBuffers()
{
// Nothing to do
}
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void ANTIALIASING_NONE::Begin()
{
// Nothing to do
}
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unsigned int ANTIALIASING_NONE::CreateBuffer()
{
return compositor->CreateBuffer( compositor->GetScreenSize() );
}
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namespace
{
void draw_fullscreen_primitive()
{
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glBegin( GL_TRIANGLES );
glTexCoord2f( 0.0f, 1.0f );
glVertex2f( -1.0f, 1.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex2f( -1.0f, -1.0f );
glTexCoord2f( 1.0f, 1.0f );
glVertex2f( 1.0f, 1.0f );
glTexCoord2f( 1.0f, 1.0f );
glVertex2f( 1.0f, 1.0f );
glTexCoord2f( 0.0f, 0.0f );
glVertex2f( -1.0f, -1.0f );
glTexCoord2f( 1.0f, 0.0f );
glVertex2f( 1.0f, -1.0f );
glEnd();
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
}
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} // namespace
// =========================
// ANTIALIASING_SUPERSAMPLING
// =========================
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ANTIALIASING_SUPERSAMPLING::ANTIALIASING_SUPERSAMPLING( OPENGL_COMPOSITOR* aCompositor ) :
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compositor( aCompositor ),
ssaaMainBuffer( 0 ), areBuffersCreated( false ), areShadersCreated( false )
{
}
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bool ANTIALIASING_SUPERSAMPLING::Init()
{
areShadersCreated = false;
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if( !areBuffersCreated )
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{
ssaaMainBuffer = compositor->CreateBuffer();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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areBuffersCreated = true;
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}
return true;
}
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VECTOR2I ANTIALIASING_SUPERSAMPLING::GetInternalBufferSize()
{
return compositor->GetScreenSize() * 2;
}
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void ANTIALIASING_SUPERSAMPLING::Begin()
{
compositor->SetBuffer( ssaaMainBuffer );
compositor->ClearBuffer( COLOR4D::BLACK );
}
void ANTIALIASING_SUPERSAMPLING::DrawBuffer( GLuint aBuffer )
{
compositor->DrawBuffer( aBuffer, ssaaMainBuffer );
}
void ANTIALIASING_SUPERSAMPLING::Present()
{
glDisable( GL_BLEND );
glDisable( GL_DEPTH_TEST );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, compositor->GetBufferTexture( ssaaMainBuffer ) );
compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE );
draw_fullscreen_primitive();
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}
void ANTIALIASING_SUPERSAMPLING::OnLostBuffers()
{
areBuffersCreated = false;
}
unsigned int ANTIALIASING_SUPERSAMPLING::CreateBuffer()
{
return compositor->CreateBuffer( GetInternalBufferSize() );
}
// ===============================
// ANTIALIASING_SMAA
// ===============================
ANTIALIASING_SMAA::ANTIALIASING_SMAA( OPENGL_COMPOSITOR* aCompositor ) :
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areBuffersInitialized( false ),
shadersLoaded( false ),
compositor( aCompositor )
{
smaaBaseBuffer = 0;
smaaEdgesBuffer = 0;
smaaBlendBuffer = 0;
smaaAreaTex = 0;
smaaSearchTex = 0;
pass_1_metrics = 0;
pass_2_metrics = 0;
pass_3_metrics = 0;
}
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VECTOR2I ANTIALIASING_SMAA::GetInternalBufferSize()
{
return compositor->GetScreenSize();
}
void ANTIALIASING_SMAA::loadShaders()
{
// Load constant textures
glEnable( GL_TEXTURE_2D );
glActiveTexture( GL_TEXTURE0 );
glGenTextures( 1, &smaaAreaTex );
glBindTexture( GL_TEXTURE_2D, smaaAreaTex );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG,
GL_UNSIGNED_BYTE, areaTexBytes );
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checkGlError( "loading smaa area tex", __FILE__, __LINE__ );
glGenTextures( 1, &smaaSearchTex );
glBindTexture( GL_TEXTURE_2D, smaaSearchTex );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED,
GL_UNSIGNED_BYTE, searchTexBytes );
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checkGlError( "loading smaa search tex", __FILE__, __LINE__ );
// Quality settings:
// THRESHOLD: intended to exclude spurious edges in photorealistic game graphics
// but in a high-contrast CAD application, all edges are intentional
// should be set fairly low, so user color choices do not affect antialiasing
// MAX_SEARCH_STEPS: steps of 2px, searched in H/V direction to discover true angle of edges
// improves AA for lines close H/V but creates fuzzyness at junctions
// MAX_SEARCH_STEPS_DIAG: steps of 1px, searched in diagonal direction
// improves lines close to 45deg but turns small circles into octagons
// CORNER_ROUNDING: SMAA can distinguish actual corners from aliasing jaggies,
// we want to preserve those as much as possible
// Edge Detection: In Eeschema, when a single pixel line changes color, edge detection using
// color is too aggressive and leads to a white spot at the transition point
std::string quality_string;
std::string edge_detect_shader;
// trades imperfect AA of shallow angles for a near artifact-free reproduction of fine features
// jaggies are smoothed over max 5px (original step + 2px in both directions)
quality_string = "#define SMAA_THRESHOLD 0.005\n"
"#define SMAA_MAX_SEARCH_STEPS 1\n"
"#define SMAA_MAX_SEARCH_STEPS_DIAG 2\n"
"#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 1.5\n"
"#define SMAA_CORNER_ROUNDING 0\n";
edge_detect_shader = BUILTIN_SHADERS::glsl_smaa_pass_1_frag_luma;
// set up shaders
std::string vert_preamble( R"SHADER(
#version 120
#define SMAA_GLSL_2_1
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
uniform vec4 SMAA_RT_METRICS;
)SHADER" );
std::string frag_preamble( R"SHADER(
#version 120
#define SMAA_GLSL_2_1
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1
uniform vec4 SMAA_RT_METRICS;
)SHADER" );
//
// Set up pass 1 Shader
//
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pass_1_shader = std::make_unique<SHADER>();
pass_1_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX, vert_preamble, quality_string,
BUILTIN_SHADERS::glsl_smaa_base,
BUILTIN_SHADERS::glsl_smaa_pass_1_vert );
pass_1_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, frag_preamble,
quality_string, BUILTIN_SHADERS::glsl_smaa_base, edge_detect_shader );
pass_1_shader->Link();
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checkGlError( "linking pass 1 shader", __FILE__, __LINE__ );
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GLint smaaColorTexParameter = pass_1_shader->AddParameter( "colorTex" );
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checkGlError( "pass1: getting colorTex uniform", __FILE__, __LINE__ );
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pass_1_metrics = pass_1_shader->AddParameter( "SMAA_RT_METRICS" );
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checkGlError( "pass1: getting metrics uniform", __FILE__, __LINE__ );
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pass_1_shader->Use();
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checkGlError( "pass1: using shader", __FILE__, __LINE__ );
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pass_1_shader->SetParameter( smaaColorTexParameter, 0 );
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checkGlError( "pass1: setting colorTex uniform", __FILE__, __LINE__ );
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pass_1_shader->Deactivate();
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checkGlError( "pass1: deactivating shader", __FILE__, __LINE__ );
//
// set up pass 2 shader
//
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pass_2_shader = std::make_unique<SHADER>();
pass_2_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX, vert_preamble, quality_string,
BUILTIN_SHADERS::glsl_smaa_base,
BUILTIN_SHADERS::glsl_smaa_pass_2_vert );
pass_2_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, frag_preamble,
quality_string, BUILTIN_SHADERS::glsl_smaa_base,
BUILTIN_SHADERS::glsl_smaa_pass_2_frag );
pass_2_shader->Link();
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checkGlError( "linking pass 2 shader", __FILE__, __LINE__ );
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GLint smaaEdgesTexParameter = pass_2_shader->AddParameter( "edgesTex" );
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checkGlError( "pass2: getting colorTex uniform", __FILE__, __LINE__ );
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GLint smaaAreaTexParameter = pass_2_shader->AddParameter( "areaTex" );
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checkGlError( "pass2: getting areaTex uniform", __FILE__, __LINE__ );
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GLint smaaSearchTexParameter = pass_2_shader->AddParameter( "searchTex" );
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checkGlError( "pass2: getting searchTex uniform", __FILE__, __LINE__ );
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pass_2_metrics = pass_2_shader->AddParameter( "SMAA_RT_METRICS" );
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checkGlError( "pass2: getting metrics uniform", __FILE__, __LINE__ );
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pass_2_shader->Use();
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checkGlError( "pass2: using shader", __FILE__, __LINE__ );
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pass_2_shader->SetParameter( smaaEdgesTexParameter, 0 );
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checkGlError( "pass2: setting colorTex uniform", __FILE__, __LINE__ );
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pass_2_shader->SetParameter( smaaAreaTexParameter, 1 );
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checkGlError( "pass2: setting areaTex uniform", __FILE__, __LINE__ );
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pass_2_shader->SetParameter( smaaSearchTexParameter, 3 );
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checkGlError( "pass2: setting searchTex uniform", __FILE__, __LINE__ );
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pass_2_shader->Deactivate();
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checkGlError( "pass2: deactivating shader", __FILE__, __LINE__ );
//
// set up pass 3 shader
//
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pass_3_shader = std::make_unique<SHADER>();
pass_3_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX, vert_preamble, quality_string,
BUILTIN_SHADERS::glsl_smaa_base,
BUILTIN_SHADERS::glsl_smaa_pass_3_vert );
pass_3_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, frag_preamble,
quality_string, BUILTIN_SHADERS::glsl_smaa_base,
BUILTIN_SHADERS::glsl_smaa_pass_3_frag );
pass_3_shader->Link();
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GLint smaaP3ColorTexParameter = pass_3_shader->AddParameter( "colorTex" );
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checkGlError( "pass3: getting colorTex uniform", __FILE__, __LINE__ );
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GLint smaaBlendTexParameter = pass_3_shader->AddParameter( "blendTex" );
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checkGlError( "pass3: getting blendTex uniform", __FILE__, __LINE__ );
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pass_3_metrics = pass_3_shader->AddParameter( "SMAA_RT_METRICS" );
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checkGlError( "pass3: getting metrics uniform", __FILE__, __LINE__ );
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pass_3_shader->Use();
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checkGlError( "pass3: using shader", __FILE__, __LINE__ );
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pass_3_shader->SetParameter( smaaP3ColorTexParameter, 0 );
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checkGlError( "pass3: setting colorTex uniform", __FILE__, __LINE__ );
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pass_3_shader->SetParameter( smaaBlendTexParameter, 1 );
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checkGlError( "pass3: setting blendTex uniform", __FILE__, __LINE__ );
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pass_3_shader->Deactivate();
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checkGlError( "pass3: deactivating shader", __FILE__, __LINE__ );
shadersLoaded = true;
}
void ANTIALIASING_SMAA::updateUniforms()
{
auto dims = compositor->GetScreenSize();
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pass_1_shader->Use();
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checkGlError( "pass1: using shader", __FILE__, __LINE__ );
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pass_1_shader->SetParameter( pass_1_metrics, 1.f / float( dims.x ), 1.f / float( dims.y ),
float( dims.x ), float( dims.y ) );
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checkGlError( "pass1: setting metrics uniform", __FILE__, __LINE__ );
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pass_1_shader->Deactivate();
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checkGlError( "pass1: deactivating shader", __FILE__, __LINE__ );
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pass_2_shader->Use();
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checkGlError( "pass2: using shader", __FILE__, __LINE__ );
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pass_2_shader->SetParameter( pass_2_metrics, 1.f / float( dims.x ), 1.f / float( dims.y ),
float( dims.x ), float( dims.y ) );
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checkGlError( "pass2: setting metrics uniform", __FILE__, __LINE__ );
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pass_2_shader->Deactivate();
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checkGlError( "pass2: deactivating shader", __FILE__, __LINE__ );
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pass_3_shader->Use();
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checkGlError( "pass3: using shader", __FILE__, __LINE__ );
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pass_3_shader->SetParameter( pass_3_metrics, 1.f / float( dims.x ), 1.f / float( dims.y ),
float( dims.x ), float( dims.y ) );
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checkGlError( "pass3: setting metrics uniform", __FILE__, __LINE__ );
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pass_3_shader->Deactivate();
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checkGlError( "pass3: deactivating shader", __FILE__, __LINE__ );
}
bool ANTIALIASING_SMAA::Init()
{
if( !shadersLoaded )
loadShaders();
if( !areBuffersInitialized )
{
smaaBaseBuffer = compositor->CreateBuffer();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
smaaEdgesBuffer = compositor->CreateBuffer();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
smaaBlendBuffer = compositor->CreateBuffer();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
updateUniforms();
areBuffersInitialized = true;
}
// Nothing to initialize
return true;
}
void ANTIALIASING_SMAA::OnLostBuffers()
{
areBuffersInitialized = false;
}
unsigned int ANTIALIASING_SMAA::CreateBuffer()
{
return compositor->CreateBuffer( compositor->GetScreenSize() );
}
void ANTIALIASING_SMAA::DrawBuffer( GLuint buffer )
{
// draw to internal buffer
compositor->DrawBuffer( buffer, smaaBaseBuffer );
}
void ANTIALIASING_SMAA::Begin()
{
compositor->SetBuffer( smaaBaseBuffer );
compositor->ClearBuffer( COLOR4D::BLACK );
}
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namespace
{
void draw_fullscreen_triangle()
{
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glBegin( GL_TRIANGLES );
glTexCoord2f( 0.0f, 1.0f );
glVertex2f( -1.0f, 1.0f );
glTexCoord2f( 0.0f, -1.0f );
glVertex2f( -1.0f, -3.0f );
glTexCoord2f( 2.0f, 1.0f );
glVertex2f( 3.0f, 1.0f );
glEnd();
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
}
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} // namespace
void ANTIALIASING_SMAA::Present()
{
auto sourceTexture = compositor->GetBufferTexture( smaaBaseBuffer );
glDisable( GL_BLEND );
glDisable( GL_DEPTH_TEST );
glEnable( GL_TEXTURE_2D );
//
// pass 1: main-buffer -> smaaEdgesBuffer
//
compositor->SetBuffer( smaaEdgesBuffer );
compositor->ClearBuffer( COLOR4D::BLACK );
glActiveTexture( GL_TEXTURE0 );
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glBindTexture( GL_TEXTURE_2D, sourceTexture );
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checkGlError( "binding colorTex", __FILE__, __LINE__ );
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pass_1_shader->Use();
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checkGlError( "using smaa pass 1 shader", __FILE__, __LINE__ );
draw_fullscreen_triangle();
pass_1_shader->Deactivate();
//
// pass 2: smaaEdgesBuffer -> smaaBlendBuffer
//
compositor->SetBuffer( smaaBlendBuffer );
compositor->ClearBuffer( COLOR4D::BLACK );
auto edgesTex = compositor->GetBufferTexture( smaaEdgesBuffer );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, edgesTex );
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, smaaAreaTex );
glActiveTexture( GL_TEXTURE3 );
glBindTexture( GL_TEXTURE_2D, smaaSearchTex );
pass_2_shader->Use();
draw_fullscreen_triangle();
pass_2_shader->Deactivate();
//
// pass 3: colorTex + BlendBuffer -> output
//
compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
compositor->ClearBuffer( COLOR4D::BLACK );
auto blendTex = compositor->GetBufferTexture( smaaBlendBuffer );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, sourceTexture );
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, blendTex );
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE );
pass_3_shader->Use();
draw_fullscreen_triangle();
pass_3_shader->Deactivate();
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}