Add smaa (subsample morphological antialiasing)
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@ -0,0 +1,132 @@
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/**
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* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
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* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
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* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
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* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
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* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is furnished to
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* do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software. As clarification, there
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* is no requirement that the copyright notice and permission be included in
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* binary distributions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef SEARCHTEX_H
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#define SEARCHTEX_H
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#define SEARCHTEX_WIDTH 64
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#define SEARCHTEX_HEIGHT 16
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#define SEARCHTEX_PITCH SEARCHTEX_WIDTH
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#define SEARCHTEX_SIZE (SEARCHTEX_HEIGHT * SEARCHTEX_PITCH)
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/**
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* Stored in R8 format. Load it in the following format:
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* - DX9: D3DFMT_L8
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* - DX10: DXGI_FORMAT_R8_UNORM
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*/
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static const unsigned char searchTexBytes[] = {
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0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00,
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0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0xfe, 0x7f, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe,
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0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
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0x7f, 0xfe, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00,
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0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0xfe, 0x7f, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe,
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0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
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0x7f, 0xfe, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f,
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0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
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0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
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0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00,
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0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f,
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0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
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0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
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0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00,
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0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00,
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};
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#endif
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#include <tuple>
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#include "gl_builtin_shaders.h"
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#include "SmaaAreaTex.h"
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#include "SmaaSearchTex.h"
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namespace KIGFX {
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@ -13,7 +15,7 @@ namespace KIGFX {
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// =========================
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ANTIALIASING_NONE::ANTIALIASING_NONE( OPENGL_COMPOSITOR* aCompositor )
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: compositor(aCompositor)
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: compositor( aCompositor )
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{
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}
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@ -57,32 +59,32 @@ namespace KIGFX {
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void draw_fullscreen_primitive()
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{
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode( GL_MODELVIEW );
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glMatrixMode( GL_PROJECTION );
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glPushMatrix();
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glLoadIdentity();
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glBegin(GL_TRIANGLES);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(1.0f, 1.0f);
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glBegin( GL_TRIANGLES );
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glTexCoord2f( 0.0f, 1.0f );
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glVertex2f( -1.0f, 1.0f );
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glTexCoord2f( 0.0f, 0.0f );
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glVertex2f( -1.0f, -1.0f );
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glTexCoord2f( 1.0f, 1.0f );
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glVertex2f( 1.0f, 1.0f );
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f( 1.0f, 1.0f );
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glVertex2f( 1.0f, 1.0f );
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glTexCoord2f( 0.0f, 0.0f );
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glVertex2f( -1.0f, -1.0f );
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glTexCoord2f( 1.0f, 0.0f );
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glVertex2f( 1.0f, -1.0f );
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glEnd();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode( GL_MODELVIEW );
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glPopMatrix();
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}
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@ -94,36 +96,36 @@ namespace KIGFX {
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// =========================
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ANTIALIASING_SUPERSAMPLING::ANTIALIASING_SUPERSAMPLING( OPENGL_COMPOSITOR* aCompositor,
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SUPERSAMPLING_MODE aMode )
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SUPERSAMPLING_MODE aMode )
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: compositor( aCompositor ), mode( aMode ), areBuffersCreated( false ),
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areShadersCreated( false )
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areShadersCreated( false )
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{
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}
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bool ANTIALIASING_SUPERSAMPLING::Init()
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{
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if( mode == SUPERSAMPLING_MODE::X4 && !areShadersCreated ) {
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x4_shader.reset(new SHADER());
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x4_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX, BUILTIN_SHADERS::ssaa_x4_vertex_shader );
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if(mode == SUPERSAMPLING_MODE::X4 && !areShadersCreated) {
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x4_shader.reset( new SHADER() );
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x4_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX, BUILTIN_SHADERS::ssaa_x4_vertex_shader );
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x4_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, BUILTIN_SHADERS::ssaa_x4_fragment_shader );
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x4_shader->Link();
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checkGlError( "linking supersampling x4 shader" );
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GLint source_parameter = x4_shader->AddParameter( "source" ); checkGlError("getting pass 1 colorTex");
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GLint source_parameter = x4_shader->AddParameter( "source" ); checkGlError( "getting pass 1 colorTex" );
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x4_shader->Use(); checkGlError("using pass 1 shader");
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x4_shader->SetParameter( source_parameter, 0 ); checkGlError("setting colorTex uniform");
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x4_shader->Deactivate(); checkGlError("deactivating pass 2 shader");
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x4_shader->Use(); checkGlError( "using pass 1 shader" );
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x4_shader->SetParameter( source_parameter, 0 ); checkGlError( "setting colorTex uniform" );
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x4_shader->Deactivate(); checkGlError( "deactivating pass 2 shader" );
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areShadersCreated = true;
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}
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if( areShadersCreated && mode != SUPERSAMPLING_MODE::X4 ) {
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if(areShadersCreated && mode != SUPERSAMPLING_MODE::X4) {
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x4_shader.reset();
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areShadersCreated = false;
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}
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||||
|
||||
if( !areBuffersCreated ) {
|
||||
if(!areBuffersCreated) {
|
||||
ssaaMainBuffer = compositor->CreateBuffer();
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
||||
|
@ -159,16 +161,16 @@ namespace KIGFX {
|
|||
glBindTexture( GL_TEXTURE_2D, compositor->GetBufferTexture( ssaaMainBuffer ) );
|
||||
compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
|
||||
|
||||
if( mode == SUPERSAMPLING_MODE::X4 ) {
|
||||
if(mode == SUPERSAMPLING_MODE::X4) {
|
||||
x4_shader->Use();
|
||||
checkGlError ( "activating supersampling x4 shader" );
|
||||
checkGlError( "activating supersampling x4 shader" );
|
||||
}
|
||||
|
||||
draw_fullscreen_primitive();
|
||||
|
||||
if( mode == SUPERSAMPLING_MODE::X4 ) {
|
||||
if(mode == SUPERSAMPLING_MODE::X4) {
|
||||
x4_shader->Deactivate();
|
||||
checkGlError ( "deactivating supersampling x4 shader" );
|
||||
checkGlError( "deactivating supersampling x4 shader" );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -182,4 +184,279 @@ namespace KIGFX {
|
|||
return compositor->CreateBuffer( GetInternalBufferSize() );
|
||||
}
|
||||
|
||||
// ===============================
|
||||
// ANTIALIASING_SMAA
|
||||
// ===============================
|
||||
|
||||
ANTIALIASING_SMAA::ANTIALIASING_SMAA( OPENGL_COMPOSITOR* aCompositor )
|
||||
: compositor( aCompositor ), shadersLoaded( false ), areBuffersInitialized( false )
|
||||
{
|
||||
}
|
||||
|
||||
VECTOR2U 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 );
|
||||
glTexImage2D( GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes );
|
||||
checkGlError( "loading smaa area tex" );
|
||||
|
||||
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 );
|
||||
glTexImage2D( GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes );
|
||||
checkGlError( "loading smaa search tex" );
|
||||
|
||||
// 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
|
||||
#define SMAA_PRESET_ULTRA
|
||||
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
|
||||
#define SMAA_PRESET_ULTRA
|
||||
uniform vec4 SMAA_RT_METRICS;
|
||||
)SHADER" );
|
||||
|
||||
std::string smaa_source =
|
||||
std::string( BUILTIN_SHADERS::smaa_base_shader_p1 )
|
||||
+ std::string( BUILTIN_SHADERS::smaa_base_shader_p2 )
|
||||
+ std::string( BUILTIN_SHADERS::smaa_base_shader_p3 )
|
||||
+ std::string( BUILTIN_SHADERS::smaa_base_shader_p4 );
|
||||
|
||||
//
|
||||
// Set up pass 1 Shader
|
||||
//
|
||||
pass_1_shader.reset( new SHADER() );
|
||||
pass_1_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX,
|
||||
vert_preamble, smaa_source, BUILTIN_SHADERS::smaa_pass_1_vertex_shader );
|
||||
pass_1_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT,
|
||||
frag_preamble, smaa_source, BUILTIN_SHADERS::smaa_pass_1_fragment_shader );
|
||||
pass_1_shader->Link();
|
||||
checkGlError( "linking pass 1 shader" );
|
||||
|
||||
GLint smaaColorTexParameter = pass_1_shader->AddParameter( "colorTex" ); checkGlError( "pass1: getting colorTex uniform" );
|
||||
pass_1_metrics = pass_1_shader->AddParameter( "SMAA_RT_METRICS" ); checkGlError( "pass1: getting metrics uniform" );
|
||||
|
||||
pass_1_shader->Use(); checkGlError( "pass1: using shader" );
|
||||
pass_1_shader->SetParameter( smaaColorTexParameter, 0 ); checkGlError( "pass1: setting colorTex uniform" );
|
||||
pass_1_shader->Deactivate(); checkGlError( "pass1: deactivating shader" );
|
||||
|
||||
//
|
||||
// set up pass 2 shader
|
||||
//
|
||||
pass_2_shader.reset( new SHADER() );
|
||||
pass_2_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX,
|
||||
vert_preamble, smaa_source, BUILTIN_SHADERS::smaa_pass_2_vertex_shader );
|
||||
pass_2_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT,
|
||||
frag_preamble, smaa_source, BUILTIN_SHADERS::smaa_pass_2_fragment_shader );
|
||||
pass_2_shader->Link();
|
||||
checkGlError( "linking pass 2 shader" );
|
||||
|
||||
GLint smaaEdgesTexParameter = pass_2_shader->AddParameter( "edgesTex" ); checkGlError( "pass2: getting colorTex uniform" );
|
||||
GLint smaaAreaTexParameter = pass_2_shader->AddParameter( "areaTex" ); checkGlError( "pass2: getting areaTex uniform" );
|
||||
GLint smaaSearchTexParameter = pass_2_shader->AddParameter( "searchTex" ); checkGlError( "pass2: getting searchTex uniform" );
|
||||
pass_2_metrics = pass_2_shader->AddParameter( "SMAA_RT_METRICS" ); checkGlError( "pass2: getting metrics uniform" );
|
||||
|
||||
pass_2_shader->Use(); checkGlError( "pass2: using shader" );
|
||||
pass_2_shader->SetParameter( smaaEdgesTexParameter, 0 ); checkGlError( "pass2: setting colorTex uniform" );
|
||||
pass_2_shader->SetParameter( smaaAreaTexParameter, 1 ); checkGlError( "pass2: setting areaTex uniform" );
|
||||
pass_2_shader->SetParameter( smaaSearchTexParameter, 3 ); checkGlError( "pass2: setting searchTex uniform" );
|
||||
pass_2_shader->Deactivate(); checkGlError( "pass2: deactivating shader" );
|
||||
|
||||
//
|
||||
// set up pass 3 shader
|
||||
//
|
||||
pass_3_shader.reset( new SHADER() );
|
||||
pass_3_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX,
|
||||
vert_preamble, smaa_source, BUILTIN_SHADERS::smaa_pass_3_vertex_shader );
|
||||
pass_3_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT,
|
||||
frag_preamble, smaa_source, BUILTIN_SHADERS::smaa_pass_3_fragment_shader );
|
||||
pass_3_shader->Link();
|
||||
|
||||
GLint smaaP3ColorTexParameter = pass_3_shader->AddParameter( "colorTex" ); checkGlError( "pass3: getting colorTex uniform" );
|
||||
GLint smaaBlendTexParameter = pass_3_shader->AddParameter( "blendTex" ); checkGlError( "pass3: getting blendTex uniform" );
|
||||
pass_3_metrics = pass_3_shader->AddParameter( "SMAA_RT_METRICS" ); checkGlError( "pass3: getting metrics uniform" );
|
||||
|
||||
pass_3_shader->Use(); checkGlError( "pass3: using shader" );
|
||||
pass_3_shader->SetParameter( smaaP3ColorTexParameter, 0 ); checkGlError( "pass3: setting colorTex uniform" );
|
||||
pass_3_shader->SetParameter( smaaBlendTexParameter, 1 ); checkGlError( "pass3: setting blendTex uniform" );
|
||||
pass_3_shader->Deactivate(); checkGlError( "pass3: deactivating shader" );
|
||||
|
||||
shadersLoaded = true;
|
||||
}
|
||||
|
||||
void ANTIALIASING_SMAA::updateUniforms()
|
||||
{
|
||||
auto dims = compositor->GetScreenSize();
|
||||
|
||||
pass_1_shader->Use(); checkGlError( "pass1: using shader" );
|
||||
pass_1_shader->SetParameter( pass_1_metrics,
|
||||
1.f / float( dims.x ), 1.f / float( dims.y ), float( dims.x ), float( dims.y ) ); checkGlError( "pass1: setting metrics uniform" );
|
||||
pass_1_shader->Deactivate(); checkGlError( "pass1: deactivating shader" );
|
||||
|
||||
pass_2_shader->Use(); checkGlError( "pass2: using shader" );
|
||||
pass_2_shader->SetParameter( pass_2_metrics,
|
||||
1.f / float( dims.x ), 1.f / float( dims.y ), float( dims.x ), float( dims.y ) ); checkGlError( "pass2: setting metrics uniform" );
|
||||
pass_2_shader->Deactivate(); checkGlError( "pass2: deactivating shader" );
|
||||
|
||||
pass_3_shader->Use(); checkGlError( "pass3: using shader" );
|
||||
pass_3_shader->SetParameter( pass_3_metrics,
|
||||
1.f / float( dims.x ), 1.f / float( dims.y ), float( dims.x ), float( dims.y ) ); checkGlError( "pass3: setting metrics uniform" );
|
||||
pass_3_shader->Deactivate(); checkGlError( "pass3: deactivating shader" );
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
glActiveTexture( GL_TEXTURE0 );
|
||||
glBindTexture( GL_TEXTURE_2D, sourceTexture ); checkGlError( "binding colorTex" );
|
||||
pass_1_shader->Use(); checkGlError( "using smaa pass 1 shader" );
|
||||
draw_fullscreen_triangle();
|
||||
pass_1_shader->Deactivate();
|
||||
|
||||
//
|
||||
// pass 2: smaaEdgesBuffer -> smaaBlendBuffer
|
||||
//
|
||||
compositor->SetBuffer( smaaBlendBuffer );
|
||||
compositor->ClearBuffer();
|
||||
|
||||
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();
|
||||
auto blendTex = compositor->GetBufferTexture( smaaBlendBuffer );
|
||||
|
||||
glActiveTexture( GL_TEXTURE0 );
|
||||
glBindTexture( GL_TEXTURE_2D, sourceTexture );
|
||||
glActiveTexture( GL_TEXTURE1 );
|
||||
glBindTexture( GL_TEXTURE_2D, blendTex );
|
||||
|
||||
pass_3_shader->Use();
|
||||
draw_fullscreen_triangle();
|
||||
pass_3_shader->Deactivate();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -71,6 +71,49 @@ namespace KIGFX {
|
|||
std::unique_ptr< SHADER > x4_shader;
|
||||
};
|
||||
|
||||
class ANTIALIASING_SMAA : public OPENGL_PRESENTOR {
|
||||
public:
|
||||
ANTIALIASING_SMAA ( OPENGL_COMPOSITOR* aCompositor );
|
||||
|
||||
bool Init() override;
|
||||
unsigned int CreateBuffer () override;
|
||||
|
||||
VECTOR2U GetInternalBufferSize() override;
|
||||
void OnLostBuffers () override;
|
||||
|
||||
void Begin() override;
|
||||
void DrawBuffer( GLuint buffer ) override;
|
||||
void Present () override;
|
||||
|
||||
private:
|
||||
void loadShaders ();
|
||||
void updateUniforms ();
|
||||
|
||||
bool areBuffersInitialized; //
|
||||
bool isInitialized; // shaders linked
|
||||
|
||||
unsigned int smaaBaseBuffer; // base + overlay temporary
|
||||
unsigned int smaaEdgesBuffer;
|
||||
unsigned int smaaBlendBuffer;
|
||||
|
||||
// smaa shader lookup textures
|
||||
unsigned int smaaAreaTex;
|
||||
unsigned int smaaSearchTex;
|
||||
|
||||
bool shadersLoaded;
|
||||
|
||||
std::unique_ptr< SHADER > pass_1_shader;
|
||||
GLint pass_1_metrics;
|
||||
|
||||
std::unique_ptr< SHADER > pass_2_shader;
|
||||
GLint pass_2_metrics;
|
||||
|
||||
std::unique_ptr< SHADER > pass_3_shader;
|
||||
GLint pass_3_metrics;
|
||||
|
||||
OPENGL_COMPOSITOR* compositor;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -11,6 +11,18 @@ namespace KIGFX {
|
|||
extern const char ssaa_x4_vertex_shader[];
|
||||
extern const char ssaa_x4_fragment_shader[];
|
||||
|
||||
extern const char smaa_base_shader_p1[];
|
||||
extern const char smaa_base_shader_p2[];
|
||||
extern const char smaa_base_shader_p3[];
|
||||
extern const char smaa_base_shader_p4[];
|
||||
|
||||
extern const char smaa_pass_1_vertex_shader[];
|
||||
extern const char smaa_pass_1_fragment_shader[];
|
||||
extern const char smaa_pass_2_vertex_shader[];
|
||||
extern const char smaa_pass_2_fragment_shader[];
|
||||
extern const char smaa_pass_3_vertex_shader[];
|
||||
extern const char smaa_pass_3_fragment_shader[];
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -40,7 +40,8 @@ OPENGL_COMPOSITOR::OPENGL_COMPOSITOR() :
|
|||
m_initialized( false ), m_curBuffer( 0 ),
|
||||
m_mainFbo( 0 ), m_depthBuffer( 0 ), m_curFbo( DIRECT_RENDERING )
|
||||
{
|
||||
m_antialiasing.reset( new ANTIALIASING_SUPERSAMPLING( this, SUPERSAMPLING_MODE::X4 ) );
|
||||
//m_antialiasing.reset( new ANTIALIASING_SUPERSAMPLING( this, SUPERSAMPLING_MODE::X4 ) );
|
||||
m_antialiasing.reset( new ANTIALIASING_SMAA( this ) );
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -149,6 +149,12 @@ void SHADER::SetParameter( int parameterNumber, int value ) const
|
|||
glUniform1i( parameterLocation[parameterNumber], value );
|
||||
}
|
||||
|
||||
void SHADER::SetParameter( int parameterNumber, float f0, float f1, float f2, float f3 ) const
|
||||
{
|
||||
assert( (unsigned)parameterNumber < parameterLocation.size() );
|
||||
float arr[4] = { f0, f1, f2, f3 };
|
||||
glUniform4fv( parameterLocation[parameterNumber], 1, arr );
|
||||
}
|
||||
|
||||
int SHADER::GetAttribute( std::string aAttributeName ) const
|
||||
{
|
||||
|
|
|
@ -182,6 +182,7 @@ public:
|
|||
*/
|
||||
void SetParameter( int aParameterNumber, float aValue ) const;
|
||||
void SetParameter( int aParameterNumber, int aValue ) const;
|
||||
void SetParameter( int aParameterNumber, float f0, float f1, float f2, float f3 ) const;
|
||||
|
||||
/**
|
||||
* @brief Gets an attribute location.
|
||||
|
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Reference in New Issue