/* * This program source code file is part of KICAD, a free EDA CAD application. * * Copyright (C) 2016 Kicad Developers, see change_log.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 #include #include #include #include "gl_builtin_shaders.h" #include "SmaaAreaTex.h" #include "SmaaSearchTex.h" using namespace KIGFX; // ========================= // ANTIALIASING_NONE // ========================= ANTIALIASING_NONE::ANTIALIASING_NONE( OPENGL_COMPOSITOR* aCompositor ) : compositor( aCompositor ) { } bool ANTIALIASING_NONE::Init() { // Nothing to initialize return true; } VECTOR2U 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 } void ANTIALIASING_NONE::OnLostBuffers() { // Nothing to do } void ANTIALIASING_NONE::Begin() { // Nothing to do } unsigned int ANTIALIASING_NONE::CreateBuffer() { return compositor->CreateBuffer( compositor->GetScreenSize() ); } 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(); } } // ========================= // ANTIALIASING_SUPERSAMPLING // ========================= ANTIALIASING_SUPERSAMPLING::ANTIALIASING_SUPERSAMPLING( OPENGL_COMPOSITOR* aCompositor, SUPERSAMPLING_MODE aMode ) : compositor( aCompositor ), mode( aMode ), ssaaMainBuffer( 0 ), areBuffersCreated( false ), areShadersCreated( false ) { } bool ANTIALIASING_SUPERSAMPLING::Init() { if( mode == SUPERSAMPLING_MODE::X4 && !areShadersCreated ) { x4_shader.reset( new 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->Link(); checkGlError( "linking supersampling x4 shader" ); GLint source_parameter = x4_shader->AddParameter( "source" ); checkGlError( "getting pass 1 colorTex" ); x4_shader->Use(); checkGlError( "using pass 1 shader" ); x4_shader->SetParameter( source_parameter, 0 ); checkGlError( "setting colorTex uniform" ); x4_shader->Deactivate(); checkGlError( "deactivating pass 2 shader" ); areShadersCreated = true; } if( areShadersCreated && mode != SUPERSAMPLING_MODE::X4 ) { x4_shader.reset(); areShadersCreated = false; } 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 ); areBuffersCreated = true; } return true; } VECTOR2U ANTIALIASING_SUPERSAMPLING::GetInternalBufferSize() { unsigned int factor = ( mode == SUPERSAMPLING_MODE::X2 ) ? 2 : 4; return compositor->GetScreenSize() * factor; } void ANTIALIASING_SUPERSAMPLING::Begin() { compositor->SetBuffer( ssaaMainBuffer ); compositor->ClearBuffer(); } 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 ); if( mode == SUPERSAMPLING_MODE::X4 ) { x4_shader->Use(); checkGlError( "activating supersampling x4 shader" ); } draw_fullscreen_primitive(); if( mode == SUPERSAMPLING_MODE::X4 ) { x4_shader->Deactivate(); checkGlError( "deactivating supersampling x4 shader" ); } } void ANTIALIASING_SUPERSAMPLING::OnLostBuffers() { areBuffersCreated = false; } unsigned int ANTIALIASING_SUPERSAMPLING::CreateBuffer() { return compositor->CreateBuffer( GetInternalBufferSize() ); } // =============================== // ANTIALIASING_SMAA // =============================== ANTIALIASING_SMAA::ANTIALIASING_SMAA( OPENGL_COMPOSITOR* aCompositor, SMAA_QUALITY aQuality ) : areBuffersInitialized( false ), shadersLoaded( false ), quality( aQuality ), compositor( aCompositor ) { smaaBaseBuffer = 0; smaaEdgesBuffer = 0; smaaBlendBuffer = 0; smaaAreaTex = 0; smaaSearchTex = 0; pass_1_metrics = 0; pass_2_metrics = 0; pass_3_metrics = 0; } 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" ); std::string quality_string; if( quality == SMAA_QUALITY::HIGH ) { quality_string = "#define SMAA_PRESET_HIGH\n"; } else { quality_string = "#define SMAA_PRESET_ULTRA\n"; } // 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" ); 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, quality_string, smaa_source, BUILTIN_SHADERS::smaa_pass_1_vertex_shader ); pass_1_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, frag_preamble, quality_string, 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, quality_string, smaa_source, BUILTIN_SHADERS::smaa_pass_2_vertex_shader ); pass_2_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, frag_preamble, quality_string, 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, quality_string, smaa_source, BUILTIN_SHADERS::smaa_pass_3_vertex_shader ); pass_3_shader->LoadShaderFromStrings( KIGFX::SHADER_TYPE_FRAGMENT, frag_preamble, quality_string, 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(); }