/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #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; } 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 } 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(); } } // namespace // ========================= // ANTIALIASING_SUPERSAMPLING // ========================= ANTIALIASING_SUPERSAMPLING::ANTIALIASING_SUPERSAMPLING( OPENGL_COMPOSITOR* aCompositor ) : compositor( aCompositor ), ssaaMainBuffer( 0 ), areBuffersCreated( false ), areShadersCreated( false ) { } bool ANTIALIASING_SUPERSAMPLING::Init() { 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; } VECTOR2I ANTIALIASING_SUPERSAMPLING::GetInternalBufferSize() { return compositor->GetScreenSize() * 2; } 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 ) : 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; } 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 ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes ); 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 ); glTexImage2D( GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes ); 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 // pass_1_shader = std::make_unique(); 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(); checkGlError( "linking pass 1 shader", __FILE__, __LINE__ ); GLint smaaColorTexParameter = pass_1_shader->AddParameter( "colorTex" ); checkGlError( "pass1: getting colorTex uniform", __FILE__, __LINE__ ); pass_1_metrics = pass_1_shader->AddParameter( "SMAA_RT_METRICS" ); checkGlError( "pass1: getting metrics uniform", __FILE__, __LINE__ ); pass_1_shader->Use(); checkGlError( "pass1: using shader", __FILE__, __LINE__ ); pass_1_shader->SetParameter( smaaColorTexParameter, 0 ); checkGlError( "pass1: setting colorTex uniform", __FILE__, __LINE__ ); pass_1_shader->Deactivate(); checkGlError( "pass1: deactivating shader", __FILE__, __LINE__ ); // // set up pass 2 shader // pass_2_shader = std::make_unique(); 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(); checkGlError( "linking pass 2 shader", __FILE__, __LINE__ ); GLint smaaEdgesTexParameter = pass_2_shader->AddParameter( "edgesTex" ); checkGlError( "pass2: getting colorTex uniform", __FILE__, __LINE__ ); GLint smaaAreaTexParameter = pass_2_shader->AddParameter( "areaTex" ); checkGlError( "pass2: getting areaTex uniform", __FILE__, __LINE__ ); GLint smaaSearchTexParameter = pass_2_shader->AddParameter( "searchTex" ); checkGlError( "pass2: getting searchTex uniform", __FILE__, __LINE__ ); pass_2_metrics = pass_2_shader->AddParameter( "SMAA_RT_METRICS" ); checkGlError( "pass2: getting metrics uniform", __FILE__, __LINE__ ); pass_2_shader->Use(); checkGlError( "pass2: using shader", __FILE__, __LINE__ ); pass_2_shader->SetParameter( smaaEdgesTexParameter, 0 ); checkGlError( "pass2: setting colorTex uniform", __FILE__, __LINE__ ); pass_2_shader->SetParameter( smaaAreaTexParameter, 1 ); checkGlError( "pass2: setting areaTex uniform", __FILE__, __LINE__ ); pass_2_shader->SetParameter( smaaSearchTexParameter, 3 ); checkGlError( "pass2: setting searchTex uniform", __FILE__, __LINE__ ); pass_2_shader->Deactivate(); checkGlError( "pass2: deactivating shader", __FILE__, __LINE__ ); // // set up pass 3 shader // pass_3_shader = std::make_unique(); 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(); GLint smaaP3ColorTexParameter = pass_3_shader->AddParameter( "colorTex" ); checkGlError( "pass3: getting colorTex uniform", __FILE__, __LINE__ ); GLint smaaBlendTexParameter = pass_3_shader->AddParameter( "blendTex" ); checkGlError( "pass3: getting blendTex uniform", __FILE__, __LINE__ ); pass_3_metrics = pass_3_shader->AddParameter( "SMAA_RT_METRICS" ); checkGlError( "pass3: getting metrics uniform", __FILE__, __LINE__ ); pass_3_shader->Use(); checkGlError( "pass3: using shader", __FILE__, __LINE__ ); pass_3_shader->SetParameter( smaaP3ColorTexParameter, 0 ); checkGlError( "pass3: setting colorTex uniform", __FILE__, __LINE__ ); pass_3_shader->SetParameter( smaaBlendTexParameter, 1 ); checkGlError( "pass3: setting blendTex uniform", __FILE__, __LINE__ ); pass_3_shader->Deactivate(); checkGlError( "pass3: deactivating shader", __FILE__, __LINE__ ); shadersLoaded = true; } void ANTIALIASING_SMAA::updateUniforms() { auto dims = compositor->GetScreenSize(); pass_1_shader->Use(); checkGlError( "pass1: using shader", __FILE__, __LINE__ ); 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", __FILE__, __LINE__ ); pass_1_shader->Deactivate(); checkGlError( "pass1: deactivating shader", __FILE__, __LINE__ ); pass_2_shader->Use(); checkGlError( "pass2: using shader", __FILE__, __LINE__ ); 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", __FILE__, __LINE__ ); pass_2_shader->Deactivate(); checkGlError( "pass2: deactivating shader", __FILE__, __LINE__ ); pass_3_shader->Use(); checkGlError( "pass3: using shader", __FILE__, __LINE__ ); 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", __FILE__, __LINE__ ); pass_3_shader->Deactivate(); 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 ); } 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(); } } // 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 ); glBindTexture( GL_TEXTURE_2D, sourceTexture ); checkGlError( "binding colorTex", __FILE__, __LINE__ ); pass_1_shader->Use(); 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 ); }