Set SMAA antialiasing
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@ -7,7 +7,7 @@ void main()
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, color.a * Transparency);
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gl_FragColor = vec4(color.rgb, 1.0);
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assets/smaa/blend_fragment.txt
Executable file
422
assets/smaa/blend_fragment.txt
Executable file
@ -0,0 +1,422 @@
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#version 410 compatibility
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#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
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#define SMAA_THRESHOLD 0.05
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#define SMAA_MAX_SEARCH_STEPS 32
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#define SMAA_MAX_SEARCH_STEPS_DIAG 16
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#define SMAA_CORNER_ROUNDING 25
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#ifndef SMAA_DEPTH_THRESHOLD
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#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
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#endif
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#ifndef SMAA_REPROJECTION
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#define SMAA_REPROJECTION 0
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#endif
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#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
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#ifndef SMAA_AREATEX_MAX_DISTANCE
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#endif
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#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#endif
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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/* --- Define section is over ---- */
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//-----------------------------------------------------------------------------
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// Diagonal Search Functions
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.g = textureLod(edgesTex, texcoord, 0.0).g;
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e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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/**
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* diagonal distance and crossing edges 'e'.
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*/
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vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
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vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
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// We do a scale and bias for mapping to texel space:
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5;
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return textureLod(areaTex, texcoord, 0.0).rg;
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}
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/**
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* This searches for diagonal patterns and returns the corresponding weights.
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*/
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vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
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vec2 weights = vec2(0.0, 0.0);
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vec2 d;
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d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
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d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
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c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
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c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
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vec2 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
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e *= step(d.rg, vec2(t, t));
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weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
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}
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d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
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float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
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c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
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vec2 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
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e *= step(d.rg, vec2(t, t));
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weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
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}
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return weights;
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}
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//-----------------------------------------------------------------------------
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// Horizontal/Vertical Search Functions
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/**
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* This allows to determine how much length should we add in the last step
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* of the searches. It takes the bilinearly interpolated edge (see
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* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
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* crossing edges are active.
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*/
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float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
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// Not required if searchTex accesses are set to point:
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// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
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// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
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// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
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e.r = bias + e.r * scale;
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e.g = -e.g;
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return 255.0 * textureLod(searchTex, e, 0.0).r;
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}
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/**
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* Horizontal/vertical search functions for the 2nd pass.
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*/
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float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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/**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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* Sampling with different offsets in each direction allows to disambiguate
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* which edges are active from the four fetched ones.
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*/
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x > end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
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}
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// We correct the previous (-0.25, -0.125) offset we applied:
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texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
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// The searches are bias by 1, so adjust the coords accordingly:
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texcoord.x += SMAA_PIXEL_SIZE.x;
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// Disambiguate the length added by the last step:
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texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
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texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
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return texcoord.x;
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}
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float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x < end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
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}
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texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
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texcoord.x -= SMAA_PIXEL_SIZE.x;
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texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
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texcoord.x += SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.5, 0.5);
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return texcoord.x;
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}
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float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y > end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord -= vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
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}
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texcoord.y += 0.25 * SMAA_PIXEL_SIZE.y;
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texcoord.y += SMAA_PIXEL_SIZE.y;
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texcoord.y += 2.0 * SMAA_PIXEL_SIZE.y;
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texcoord.y -= SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5);
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return texcoord.y;
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}
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float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y < end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord += vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
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}
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texcoord.y -= 0.25 * SMAA_PIXEL_SIZE.y;
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texcoord.y -= SMAA_PIXEL_SIZE.y;
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texcoord.y -= 2.0 * SMAA_PIXEL_SIZE.y;
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texcoord.y += SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5);
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return texcoord.y;
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}
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/**
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* Ok, we have the distance and both crossing edges. So, what are the areas
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* at each side of current edge?
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*/
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vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
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// Rounding prevents precision errors of bilinear filtering:
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vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
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// We do a scale and bias for mapping to texel space:
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return textureLod(areaTex, texcoord, 0.0).rg;
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}
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//-----------------------------------------------------------------------------
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// Corner Detection Functions
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void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
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#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
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vec4 coords = fma(vec4(d.x, 0.0, d.y, 0.0),
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SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec2 e;
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e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, 1.0)).r;
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bool left = abs(d.x) < abs(d.y);
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e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, -2.0)).r;
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if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
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e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, 1.0)).r;
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e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, -2.0)).r;
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if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
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#endif
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}
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void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
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#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
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vec4 coords = fma(vec4(0.0, d.x, 0.0, d.y),
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SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec2 e;
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e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 1.0, 0.0)).g;
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bool left = abs(d.x) < abs(d.y);
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e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-2.0, 0.0)).g;
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if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
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e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1.0, 1.0)).g;
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e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(-2.0, 1.0)).g;
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if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Blending Weight Calculation Pixel Shader (Second Pass)
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vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
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vec2 pixcoord,
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vec4 offset[3],
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sampler2D edgesTex,
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sampler2D areaTex,
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sampler2D searchTex,
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ivec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
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vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 e = texture(edgesTex, texcoord).rg;
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//SMAA_BRANCH
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if (e.g > 0.0) { // Edge at north
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#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
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// Diagonals have both north and west edges, so searching for them in
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// one of the boundaries is enough.
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weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
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// We give priority to diagonals, so if we find a diagonal we skip
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// horizontal/vertical processing.
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//SMAA_BRANCH
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if (dot(weights.rg, vec2(1.0, 1.0)) == 0.0) {
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#endif
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vec2 d;
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// Find the distance to the left:
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vec2 coords;
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coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
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coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_PIXEL_SIZE.y (@CROSSING_OFFSET)
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d.x = coords.x;
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// Now fetch the left crossing edges, two at a time using bilinear
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// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
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// discern what value each edge has:
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float e1 = textureLod(edgesTex, coords, 0.0).r;
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// Find the distance to the right:
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coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
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d.y = coords.x;
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// We want the distances to be in pixel units (doing this here allow to
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// better interleave arithmetic and memory accesses):
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d = d / SMAA_PIXEL_SIZE.x - pixcoord.x;
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// SMAAArea below needs a sqrt, as the areas texture is compressed
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// quadratically:
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vec2 sqrt_d = sqrt(abs(d));
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// Fetch the right crossing edges:
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float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(1, 0)).r;
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// Ok, we know how this pattern looks like, now it is time for getting
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// the actual area:
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weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
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// Fix corners:
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SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, texcoord, d);
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#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
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} else
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e.r = 0.0; // Skip vertical processing.
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#endif
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}
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//SMAA_BRANCH
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if (e.r > 0.0) { // Edge at west
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vec2 d;
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// Find the distance to the top:
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vec2 coords;
|
||||
coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z);
|
||||
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
d.x = coords.y;
|
||||
|
||||
// Fetch the top crossing edges:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).g;
|
||||
|
||||
// Find the distance to the bottom:
|
||||
coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
|
||||
d.y = coords.y;
|
||||
|
||||
// We want the distances to be in pixel units:
|
||||
d = d / SMAA_PIXEL_SIZE.y - pixcoord.y;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the bottom crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(0, 1)).g;
|
||||
|
||||
// Get the area for this direction:
|
||||
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, texcoord, d);
|
||||
|
||||
//return vec4(weights.ba, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return weights;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
uniform sampler2D edge_tex;
|
||||
uniform sampler2D area_tex;
|
||||
uniform sampler2D search_tex;
|
||||
in vec2 texcoord;
|
||||
in vec2 pixcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
|
||||
|
||||
}
|
74
assets/smaa/blend_vertex.txt
Executable file
74
assets/smaa/blend_vertex.txt
Executable file
@ -0,0 +1,74 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Blend Weight Calculation Vertex Shader
|
||||
*/
|
||||
void SMAABlendingWeightCalculationVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec2 pixcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
pixcoord = texcoord / SMAA_PIXEL_SIZE;
|
||||
|
||||
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
|
||||
|
||||
// And these for the searches, they indicate the ends of the loops:
|
||||
offset[2] = vec4(offset[0].xz, offset[1].yw) +
|
||||
vec4(-2.0, 2.0, -2.0, 2.0) *
|
||||
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec2 pixcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
105
assets/smaa/edge_fragment.txt
Executable file
105
assets/smaa/edge_fragment.txt
Executable file
@ -0,0 +1,105 @@
|
||||
#version 410 compatibility
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Color Edge Detection
|
||||
*
|
||||
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
|
||||
* thus 'colorTex' should be a non-sRGB texture.
|
||||
*/
|
||||
vec4 SMAAColorEdgeDetectionPS(vec2 texcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D colorTex
|
||||
) {
|
||||
vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
|
||||
|
||||
// Calculate color deltas:
|
||||
vec4 delta;
|
||||
vec3 C = texture(colorTex, texcoord).rgb;
|
||||
|
||||
vec3 Cleft = texture(colorTex, offset[0].xy).rgb;
|
||||
vec3 t = abs(C - Cleft);
|
||||
delta.x = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctop = texture(colorTex, offset[0].zw).rgb;
|
||||
t = abs(C - Ctop);
|
||||
delta.y = max(max(t.r, t.g), t.b);
|
||||
|
||||
// We do the usual threshold:
|
||||
vec2 edges = step(threshold, delta.xy);
|
||||
|
||||
// Then discard if there is no edge:
|
||||
if (dot(edges, vec2(1.0, 1.0)) == 0.0)
|
||||
discard;
|
||||
|
||||
// Calculate right and bottom deltas:
|
||||
vec3 Cright = texture(colorTex, offset[1].xy).rgb;
|
||||
t = abs(C - Cright);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Cbottom = texture(colorTex, offset[1].zw).rgb;
|
||||
t = abs(C - Cbottom);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the maximum delta in the direct neighborhood:
|
||||
float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);
|
||||
|
||||
// Calculate left-left and top-top deltas:
|
||||
vec3 Cleftleft = texture(colorTex, offset[2].xy).rgb;
|
||||
t = abs(C - Cleftleft);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctoptop = texture(colorTex, offset[2].zw).rgb;
|
||||
t = abs(C - Ctoptop);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the final maximum delta:
|
||||
maxDelta = max(max(maxDelta, delta.z), delta.w);
|
||||
|
||||
// Local contrast adaptation in action:
|
||||
edges.xy *= step(0.5 * maxDelta, delta.xy);
|
||||
|
||||
return vec4(edges, 0.0, 0.0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
|
||||
}
|
67
assets/smaa/edge_vertex.txt
Executable file
67
assets/smaa/edge_vertex.txt
Executable file
@ -0,0 +1,67 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0/512.0, 1.0/512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Edge Detection Vertex Shader
|
||||
*/
|
||||
void SMAAEdgeDetectionVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
102
assets/smaa/neighborhood_fragment.txt
Executable file
102
assets/smaa/neighborhood_fragment.txt
Executable file
@ -0,0 +1,102 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
|
||||
vec4 offset[2],
|
||||
sampler2D colorTex,
|
||||
sampler2D blendTex) {
|
||||
// Fetch the blending weights for current pixel:
|
||||
vec4 a;
|
||||
a.xz = texture(blendTex, texcoord).xz;
|
||||
a.y = texture(blendTex, offset[1].zw).g;
|
||||
a.w = texture(blendTex, offset[1].xy).a;
|
||||
|
||||
// Is there any blending weight with a value greater than 0.0?
|
||||
//SMAA_BRANCH
|
||||
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
|
||||
return textureLod(colorTex, texcoord, 0.0);
|
||||
else {
|
||||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// Up to 4 lines can be crossing a pixel (one through each edge). We
|
||||
// favor blending by choosing the line with the maximum weight for each
|
||||
// direction:
|
||||
vec2 offset;
|
||||
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
|
||||
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
|
||||
|
||||
// Then we go in the direction that has the maximum weight:
|
||||
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
|
||||
offset.y = 0.0;
|
||||
else
|
||||
offset.x = 0.0;
|
||||
|
||||
#if SMAA_REPROJECTION == 1
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
|
||||
// Unpack the velocity values:
|
||||
C.a *= C.a;
|
||||
Cop.a *= Cop.a;
|
||||
|
||||
// Lerp the colors:
|
||||
vec4 Caa = mix(C, Cop, s);
|
||||
|
||||
// Unpack velocity and return the resulting value:
|
||||
Caa.a = sqrt(Caa.a);
|
||||
return Caa;
|
||||
#else
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
return mix(C, Cop, s);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
uniform sampler2D blend_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[2];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
|
||||
}
|
65
assets/smaa/neighborhood_vertex.txt
Executable file
65
assets/smaa/neighborhood_vertex.txt
Executable file
@ -0,0 +1,65 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Neighborhood Blending Vertex Shader
|
||||
*/
|
||||
void SMAANeighborhoodBlendingVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[2]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[2];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
BIN
assets/smaa/smaa_area.raw
Executable file
BIN
assets/smaa/smaa_area.raw
Executable file
Binary file not shown.
BIN
assets/smaa/smaa_search.raw
Executable file
BIN
assets/smaa/smaa_search.raw
Executable file
Binary file not shown.
@ -12,6 +12,16 @@
|
||||
TMyApplication* Application;
|
||||
|
||||
|
||||
#define AREATEX_WIDTH 160
|
||||
#define AREATEX_HEIGHT 560
|
||||
#define SEARCHTEX_WIDTH 66
|
||||
#define SEARCHTEX_HEIGHT 33
|
||||
|
||||
|
||||
GLuint area_tex;
|
||||
GLuint search_tex;
|
||||
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
|
||||
@ -38,13 +48,20 @@ void TMyApplication::InnerInit()
|
||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
|
||||
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_fragment.txt");
|
||||
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
|
||||
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
@ -53,13 +70,24 @@ void TMyApplication::InnerInit()
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
|
||||
|
||||
//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
#if 1
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
#else
|
||||
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
|
||||
#endif
|
||||
pair.first.ShaderName = "ColorShader";
|
||||
|
||||
pair.second.RefreshBuffer();
|
||||
@ -87,11 +115,64 @@ void TMyApplication::InnerInit()
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
|
||||
Inited = true;
|
||||
|
||||
|
||||
|
||||
|
||||
//This is stuff from original https://github.com/scrawl/smaa-opengl
|
||||
//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
|
||||
unsigned char* buffer = 0;
|
||||
FILE* f = 0;
|
||||
|
||||
buffer = new unsigned char[1024 * 1024];
|
||||
f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
|
||||
|
||||
if (!f)
|
||||
{
|
||||
std::cerr << "Couldn't open smaa_area.raw.\n";
|
||||
}
|
||||
|
||||
fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
|
||||
fclose(f);
|
||||
|
||||
f = 0;
|
||||
|
||||
glGenTextures(1, &area_tex);
|
||||
glBindTexture(GL_TEXTURE_2D, area_tex);
|
||||
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, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
|
||||
|
||||
if (!f)
|
||||
{
|
||||
std::cerr << "Couldn't open smaa_search.raw.\n";
|
||||
}
|
||||
|
||||
fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
|
||||
fclose(f);
|
||||
|
||||
f = 0;
|
||||
|
||||
glGenTextures(1, &search_tex);
|
||||
glBindTexture(GL_TEXTURE_2D, search_tex);
|
||||
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_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
delete[] buffer;
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
@ -103,6 +184,9 @@ void TMyApplication::InnerDeinit()
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
glDeleteTextures(1, &search_tex);
|
||||
glDeleteTextures(1, &area_tex);
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
@ -133,14 +217,17 @@ void TMyApplication::OnFling(Vector2f v)
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
|
||||
Renderer->SwitchToFrameBuffer("LevelBuffer");
|
||||
//Render the frame
|
||||
Renderer->SwitchToFrameBuffer("AlbedoBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
{
|
||||
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
TRenderParamsSetter params(pair.first);
|
||||
Renderer->DrawTriangleList(pair.second);
|
||||
}
|
||||
@ -148,47 +235,104 @@ void TMyApplication::InnerDraw()
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
//-------------------------
|
||||
//First pass - edge detection
|
||||
|
||||
Renderer->PushShader("SmaaEdge");
|
||||
|
||||
|
||||
const float cos30 = sqrt(3) / 2;
|
||||
const float sin30 = 0.5f;
|
||||
const float sampleRadiusX = 0.75 / 512;
|
||||
const float sampleRadiusY = 0.75 / 512;
|
||||
Renderer->SwitchToFrameBuffer("EdgeBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
|
||||
Matrix2f rotate30Matrix;
|
||||
rotate30Matrix(0, 0) = cos30;
|
||||
rotate30Matrix(0, 1) = sin30;
|
||||
rotate30Matrix(1, 0) = -sin30;
|
||||
rotate30Matrix(1, 1) = cos30;
|
||||
RenderUniform1i("albedo_tex", 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
|
||||
|
||||
Renderer->PushShader("SSAA_4X");
|
||||
|
||||
|
||||
std::array<Vector2f, 4> sampleVector = {
|
||||
Vector2f(sampleRadiusX, sampleRadiusY),
|
||||
Vector2f(-sampleRadiusX, sampleRadiusY),
|
||||
Vector2f(-sampleRadiusX, -sampleRadiusY),
|
||||
Vector2f(sampleRadiusX, -sampleRadiusY)
|
||||
};
|
||||
|
||||
for (size_t i = 0; i < 4; i++)
|
||||
{
|
||||
sampleVector[i] = rotate30Matrix * sampleVector[i];
|
||||
|
||||
RenderUniform2fv("samplesOffset[" + boost::lexical_cast<std::string>(i) + "]", &sampleVector[i][0]);
|
||||
}
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
//-------------------------
|
||||
//Second pass - blend plus pattern matching
|
||||
|
||||
Renderer->PushShader("SmaaBlend");
|
||||
|
||||
Renderer->SwitchToFrameBuffer("BlendBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
RenderUniform1i("edge_tex", 0);
|
||||
RenderUniform1i("area_tex", 1);
|
||||
RenderUniform1i("search_tex", 2);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, area_tex);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, search_tex);
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
#if 1
|
||||
//-------------------------
|
||||
//Last pass - neightborhood
|
||||
|
||||
Renderer->PushShader("SmaaNeighborhood");
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
RenderUniform1i("albedo_tex", 0);
|
||||
RenderUniform1i("blend_tex", 1);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
#else
|
||||
|
||||
|
||||
//... or just render intermediate buffers to see what is going on
|
||||
Renderer->PushShader("DefaultShader");
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
//Choose any to render for debug:
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user