//// AntialiasingEffect.cpp// libraries/render-utils/src///// Created by Raffi Bedikian on 8/30/15// Copyright 2015 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include <glm/gtc/random.hpp> #include <PathUtils.h>#include <SharedUtil.h>#include <gpu/Context.h> #include "AntialiasingEffect.h"#include "TextureCache.h"#include "FramebufferCache.h"#include "DependencyManager.h"#include "ViewFrustum.h"#include "GeometryCache.h" #include "fxaa_vert.h"#include "fxaa_frag.h"#include "fxaa_blend_frag.h" Antialiasing::Antialiasing() {} const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() { if (!_antialiasingPipeline) { auto vs = gpu::Shader::createVertex(std::string(fxaa_vert)); auto ps = gpu::Shader::createPixel(std::string(fxaa_frag)); gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps); gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0)); gpu::Shader::makeProgram(*program, slotBindings); _texcoordOffsetLoc = program->getUniforms().findLocation("texcoordOffset"); gpu::StatePointer state = gpu::StatePointer(new gpu::State()); state->setDepthTest(false, false, gpu::LESS_EQUAL); // Link the antialiasing FBO to texture _antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(), DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height())); auto format = DependencyManager::get<FramebufferCache>()->getLightingTexture()->getTexelFormat(); auto width = _antialiasingBuffer->getWidth(); auto height = _antialiasingBuffer->getHeight(); auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); _antialiasingTexture = gpu::TexturePointer(gpu::Texture::create2D(format, width, height, defaultSampler)); _antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture); // Good to go add the brand new pipeline _antialiasingPipeline = gpu::Pipeline::create(program, state); } int w = DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(); int h = DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height(); if (w != _antialiasingBuffer->getWidth() || h != _antialiasingBuffer->getHeight()) { _antialiasingBuffer->resize(w, h); } return _antialiasingPipeline;} const gpu::PipelinePointer& Antialiasing::getBlendPipeline() { if (!_blendPipeline) { auto vs = gpu::Shader::createVertex(std::string(fxaa_vert)); auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag)); gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps); gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0)); gpu::Shader::makeProgram(*program, slotBindings); gpu::StatePointer state = gpu::StatePointer(new gpu::State()); state->setDepthTest(false, false, gpu::LESS_EQUAL); // Good to go add the brand new pipeline _blendPipeline = gpu::Pipeline::create(program, state); } return _blendPipeline;} void Antialiasing::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) { assert(renderContext->args); assert(renderContext->args->hasViewFrustum()); RenderArgs* args = renderContext->args; if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) { return; } gpu::doInBatch(args->_context, [&](gpu::Batch& batch) { batch.enableStereo(false); batch.setViewportTransform(args->_viewport); // FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation auto framebufferCache = DependencyManager::get<FramebufferCache>(); QSize framebufferSize = framebufferCache->getFrameBufferSize(); float fbWidth = framebufferSize.width(); float fbHeight = framebufferSize.height(); // float sMin = args->_viewport.x / fbWidth; // float sWidth = args->_viewport.z / fbWidth; // float tMin = args->_viewport.y / fbHeight; // float tHeight = args->_viewport.w / fbHeight; glm::mat4 projMat; Transform viewMat; args->getViewFrustum().evalProjectionMatrix(projMat); args->getViewFrustum().evalViewTransform(viewMat); batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); batch.setModelTransform(Transform()); // FXAA step getAntialiasingPipeline(); batch.setResourceTexture(0, framebufferCache->getLightingTexture()); batch.setFramebuffer(_antialiasingBuffer); batch.setPipeline(getAntialiasingPipeline()); // initialize the view-space unpacking uniforms using frustum data float left, right, bottom, top, nearVal, farVal; glm::vec4 nearClipPlane, farClipPlane; args->getViewFrustum().computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane); // float depthScale = (farVal - nearVal) / farVal; // float nearScale = -1.0f / nearVal; // float depthTexCoordScaleS = (right - left) * nearScale / sWidth; // float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight; // float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS; // float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT; batch._glUniform2f(_texcoordOffsetLoc, 1.0f / fbWidth, 1.0f / fbHeight); glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f); glm::vec2 bottomLeft(-1.0f, -1.0f); glm::vec2 topRight(1.0f, 1.0f); glm::vec2 texCoordTopLeft(0.0f, 0.0f); glm::vec2 texCoordBottomRight(1.0f, 1.0f); DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color); // Blend step getBlendPipeline(); batch.setResourceTexture(0, _antialiasingTexture); batch.setFramebuffer(framebufferCache->getLightingFramebuffer()); batch.setPipeline(getBlendPipeline()); DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color); });}
//
// AntialiasingEffect.cpp
// libraries/render-utils/src/
//
// Created by Raffi Bedikian on 8/30/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtc/random.hpp>
#include <PathUtils.h>
#include <SharedUtil.h>
#include <gpu/Context.h>
#include "AntialiasingEffect.h"
#include "TextureCache.h"
#include "FramebufferCache.h"
#include "DependencyManager.h"
#include "ViewFrustum.h"
#include "GeometryCache.h"
#include "fxaa_vert.h"
#include "fxaa_frag.h"
#include "fxaa_blend_frag.h"
Antialiasing::Antialiasing() {
}
const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
if (!_antialiasingPipeline) {
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
_texcoordOffsetLoc = program->getUniforms().findLocation("texcoordOffset");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Link the antialiasing FBO to texture
_antialiasingBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32,
DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width(), DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height()));
auto format = DependencyManager::get<FramebufferCache>()->getLightingTexture()->getTexelFormat();
auto width = _antialiasingBuffer->getWidth();
auto height = _antialiasingBuffer->getHeight();
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
_antialiasingTexture = gpu::TexturePointer(gpu::Texture::create2D(format, width, height, defaultSampler));
_antialiasingBuffer->setRenderBuffer(0, _antialiasingTexture);
// Good to go add the brand new pipeline
_antialiasingPipeline = gpu::Pipeline::create(program, state);
}
int w = DependencyManager::get<FramebufferCache>()->getFrameBufferSize().width();
int h = DependencyManager::get<FramebufferCache>()->getFrameBufferSize().height();
if (w != _antialiasingBuffer->getWidth() || h != _antialiasingBuffer->getHeight()) {
_antialiasingBuffer->resize(w, h);
}
return _antialiasingPipeline;
}
const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
if (!_blendPipeline) {
auto vs = gpu::Shader::createVertex(std::string(fxaa_vert));
auto ps = gpu::Shader::createPixel(std::string(fxaa_blend_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("colorTexture"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(false, false, gpu::LESS_EQUAL);
// Good to go add the brand new pipeline
_blendPipeline = gpu::Pipeline::create(program, state);
}
return _blendPipeline;
}
void Antialiasing::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
return;
}
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
// FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();
float fbWidth = framebufferSize.width();
float fbHeight = framebufferSize.height();
// float sMin = args->_viewport.x / fbWidth;
// float sWidth = args->_viewport.z / fbWidth;
// float tMin = args->_viewport.y / fbHeight;
// float tHeight = args->_viewport.w / fbHeight;
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
batch.setModelTransform(Transform());
// FXAA step
getAntialiasingPipeline();
batch.setResourceTexture(0, framebufferCache->getLightingTexture());
batch.setFramebuffer(_antialiasingBuffer);
batch.setPipeline(getAntialiasingPipeline());
// initialize the view-space unpacking uniforms using frustum data
float left, right, bottom, top, nearVal, farVal;
glm::vec4 nearClipPlane, farClipPlane;
args->getViewFrustum().computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
// float depthScale = (farVal - nearVal) / farVal;
// float nearScale = -1.0f / nearVal;
// float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
// float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
// float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
// float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;
batch._glUniform2f(_texcoordOffsetLoc, 1.0f / fbWidth, 1.0f / fbHeight);
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec2 bottomLeft(-1.0f, -1.0f);
glm::vec2 topRight(1.0f, 1.0f);
glm::vec2 texCoordTopLeft(0.0f, 0.0f);
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
// Blend step
getBlendPipeline();
batch.setResourceTexture(0, _antialiasingTexture);
batch.setFramebuffer(framebufferCache->getLightingFramebuffer());
batch.setPipeline(getBlendPipeline());
DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color);
});
}