Add smaa (subsample morphological antialiasing)

This commit is contained in:
decimad 2016-12-22 21:36:22 +01:00 committed by Maciej Suminski
parent afacee5d96
commit 2a8dd508c4
9 changed files with 16958 additions and 33 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,132 @@
/**
* Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
* Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
* Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
* Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
* Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to
* do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software. As clarification, there
* is no requirement that the copyright notice and permission be included in
* binary distributions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef SEARCHTEX_H
#define SEARCHTEX_H
#define SEARCHTEX_WIDTH 64
#define SEARCHTEX_HEIGHT 16
#define SEARCHTEX_PITCH SEARCHTEX_WIDTH
#define SEARCHTEX_SIZE (SEARCHTEX_HEIGHT * SEARCHTEX_PITCH)
/**
* Stored in R8 format. Load it in the following format:
* - DX9: D3DFMT_L8
* - DX10: DXGI_FORMAT_R8_UNORM
*/
static const unsigned char searchTexBytes[] = {
0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00,
0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0xfe, 0x7f, 0x00,
0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xfe, 0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0xfe,
0xfe, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
0x7f, 0xfe, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00,
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,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f,
0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00,
0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00,
0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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,
0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f,
0x7f, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x00, 0x00,
0x7f, 0x7f, 0x00, 0x7f, 0x7f, 0x7f, 0x7f, 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,
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,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00,
};
#endif

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@ -5,6 +5,8 @@
#include <tuple> #include <tuple>
#include "gl_builtin_shaders.h" #include "gl_builtin_shaders.h"
#include "SmaaAreaTex.h"
#include "SmaaSearchTex.h"
namespace KIGFX { namespace KIGFX {
@ -13,7 +15,7 @@ namespace KIGFX {
// ========================= // =========================
ANTIALIASING_NONE::ANTIALIASING_NONE( OPENGL_COMPOSITOR* aCompositor ) ANTIALIASING_NONE::ANTIALIASING_NONE( OPENGL_COMPOSITOR* aCompositor )
: compositor(aCompositor) : compositor( aCompositor )
{ {
} }
@ -57,32 +59,32 @@ namespace KIGFX {
void draw_fullscreen_primitive() void draw_fullscreen_primitive()
{ {
glMatrixMode(GL_MODELVIEW); glMatrixMode( GL_MODELVIEW );
glPushMatrix(); glPushMatrix();
glLoadIdentity(); glLoadIdentity();
glMatrixMode(GL_PROJECTION); glMatrixMode( GL_PROJECTION );
glPushMatrix(); glPushMatrix();
glLoadIdentity(); glLoadIdentity();
glBegin(GL_TRIANGLES); glBegin( GL_TRIANGLES );
glTexCoord2f(0.0f, 1.0f); glTexCoord2f( 0.0f, 1.0f );
glVertex2f(-1.0f, 1.0f); glVertex2f( -1.0f, 1.0f );
glTexCoord2f(0.0f, 0.0f); glTexCoord2f( 0.0f, 0.0f );
glVertex2f(-1.0f, -1.0f); glVertex2f( -1.0f, -1.0f );
glTexCoord2f(1.0f, 1.0f); glTexCoord2f( 1.0f, 1.0f );
glVertex2f(1.0f, 1.0f); glVertex2f( 1.0f, 1.0f );
glTexCoord2f(1.0f, 1.0f); glTexCoord2f( 1.0f, 1.0f );
glVertex2f(1.0f, 1.0f); glVertex2f( 1.0f, 1.0f );
glTexCoord2f(0.0f, 0.0f); glTexCoord2f( 0.0f, 0.0f );
glVertex2f(-1.0f, -1.0f); glVertex2f( -1.0f, -1.0f );
glTexCoord2f(1.0f, 0.0f); glTexCoord2f( 1.0f, 0.0f );
glVertex2f(1.0f, -1.0f); glVertex2f( 1.0f, -1.0f );
glEnd(); glEnd();
glPopMatrix(); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glMatrixMode( GL_MODELVIEW );
glPopMatrix(); glPopMatrix();
} }
@ -94,36 +96,36 @@ namespace KIGFX {
// ========================= // =========================
ANTIALIASING_SUPERSAMPLING::ANTIALIASING_SUPERSAMPLING( OPENGL_COMPOSITOR* aCompositor, ANTIALIASING_SUPERSAMPLING::ANTIALIASING_SUPERSAMPLING( OPENGL_COMPOSITOR* aCompositor,
SUPERSAMPLING_MODE aMode ) SUPERSAMPLING_MODE aMode )
: compositor( aCompositor ), mode( aMode ), areBuffersCreated( false ), : compositor( aCompositor ), mode( aMode ), areBuffersCreated( false ),
areShadersCreated( false ) areShadersCreated( false )
{ {
} }
bool ANTIALIASING_SUPERSAMPLING::Init() bool ANTIALIASING_SUPERSAMPLING::Init()
{ {
if( mode == SUPERSAMPLING_MODE::X4 && !areShadersCreated ) { if(mode == SUPERSAMPLING_MODE::X4 && !areShadersCreated) {
x4_shader.reset(new SHADER()); x4_shader.reset( new SHADER() );
x4_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX, BUILTIN_SHADERS::ssaa_x4_vertex_shader ); x4_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_VERTEX, BUILTIN_SHADERS::ssaa_x4_vertex_shader );
x4_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, BUILTIN_SHADERS::ssaa_x4_fragment_shader ); x4_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, BUILTIN_SHADERS::ssaa_x4_fragment_shader );
x4_shader->Link(); x4_shader->Link();
checkGlError( "linking supersampling x4 shader" ); checkGlError( "linking supersampling x4 shader" );
GLint source_parameter = x4_shader->AddParameter( "source" ); checkGlError("getting pass 1 colorTex"); GLint source_parameter = x4_shader->AddParameter( "source" ); checkGlError( "getting pass 1 colorTex" );
x4_shader->Use(); checkGlError("using pass 1 shader"); x4_shader->Use(); checkGlError( "using pass 1 shader" );
x4_shader->SetParameter( source_parameter, 0 ); checkGlError("setting colorTex uniform"); x4_shader->SetParameter( source_parameter, 0 ); checkGlError( "setting colorTex uniform" );
x4_shader->Deactivate(); checkGlError("deactivating pass 2 shader"); x4_shader->Deactivate(); checkGlError( "deactivating pass 2 shader" );
areShadersCreated = true; areShadersCreated = true;
} }
if( areShadersCreated && mode != SUPERSAMPLING_MODE::X4 ) { if(areShadersCreated && mode != SUPERSAMPLING_MODE::X4) {
x4_shader.reset(); x4_shader.reset();
areShadersCreated = false; areShadersCreated = false;
} }
if( !areBuffersCreated ) { if(!areBuffersCreated) {
ssaaMainBuffer = compositor->CreateBuffer(); ssaaMainBuffer = compositor->CreateBuffer();
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_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 ) ); glBindTexture( GL_TEXTURE_2D, compositor->GetBufferTexture( ssaaMainBuffer ) );
compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING ); compositor->SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
if( mode == SUPERSAMPLING_MODE::X4 ) { if(mode == SUPERSAMPLING_MODE::X4) {
x4_shader->Use(); x4_shader->Use();
checkGlError ( "activating supersampling x4 shader" ); checkGlError( "activating supersampling x4 shader" );
} }
draw_fullscreen_primitive(); draw_fullscreen_primitive();
if( mode == SUPERSAMPLING_MODE::X4 ) { if(mode == SUPERSAMPLING_MODE::X4) {
x4_shader->Deactivate(); x4_shader->Deactivate();
checkGlError ( "deactivating supersampling x4 shader" ); checkGlError( "deactivating supersampling x4 shader" );
} }
} }
@ -182,4 +184,279 @@ namespace KIGFX {
return compositor->CreateBuffer( GetInternalBufferSize() ); 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();
}
} }

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@ -71,6 +71,49 @@ namespace KIGFX {
std::unique_ptr< SHADER > x4_shader; 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 #endif

File diff suppressed because it is too large Load Diff

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@ -11,6 +11,18 @@ namespace KIGFX {
extern const char ssaa_x4_vertex_shader[]; extern const char ssaa_x4_vertex_shader[];
extern const char ssaa_x4_fragment_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[];
} }
} }

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@ -40,7 +40,8 @@ OPENGL_COMPOSITOR::OPENGL_COMPOSITOR() :
m_initialized( false ), m_curBuffer( 0 ), m_initialized( false ), m_curBuffer( 0 ),
m_mainFbo( 0 ), m_depthBuffer( 0 ), m_curFbo( DIRECT_RENDERING ) 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 ) );
} }

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@ -149,6 +149,12 @@ void SHADER::SetParameter( int parameterNumber, int value ) const
glUniform1i( parameterLocation[parameterNumber], value ); 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 int SHADER::GetAttribute( std::string aAttributeName ) const
{ {

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@ -182,6 +182,7 @@ public:
*/ */
void SetParameter( int aParameterNumber, float aValue ) const; void SetParameter( int aParameterNumber, float aValue ) const;
void SetParameter( int aParameterNumber, int 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. * @brief Gets an attribute location.