1 #include "engine.h"
2
3 extern void cleanuptqaa();
4
5 VARFP(tqaa, 0, 0, 1, cleanupaa());
6 FVAR(tqaareproject, 0, 300, 1e3f);
7 VARF(tqaamovemask, 0, 1, 1, cleanupaa());
8 VARP(tqaaquincunx, 0, 1, 1);
9 FVAR(tqaacolorweightscale, 0, 0.25f, 1e3f);
10 FVAR(tqaacolorweightbias, 0, 0.01f, 1);
11 VAR(tqaaresolvegather, 1, 0, 0);
12
13 struct tqaaview
14 {
15 int frame;
16 GLuint prevtex, curtex, fbo[2];
17 matrix4 prevscreenmatrix;
18
tqaaviewtqaaview19 tqaaview() : frame(0), prevtex(0), curtex(0)
20 {
21 memset(fbo, 0, sizeof(fbo));
22 }
23
cleanuptqaaview24 void cleanup()
25 {
26 if(prevtex) { glDeleteTextures(1, &prevtex); prevtex = 0; }
27 if(curtex) { glDeleteTextures(1, &curtex); curtex = 0; }
28 loopi(2) if(fbo[i]) { glDeleteFramebuffers_(1, &fbo[i]); fbo[i] = 0; }
29 frame = 0;
30 }
31
setuptqaaview32 void setup(int w, int h)
33 {
34 if(!prevtex) glGenTextures(1, &prevtex);
35 if(!curtex) glGenTextures(1, &curtex);
36 createtexture(prevtex, w, h, NULL, 3, 1, GL_RGBA8, GL_TEXTURE_RECTANGLE);
37 createtexture(curtex, w, h, NULL, 3, 1, GL_RGBA8, GL_TEXTURE_RECTANGLE);
38 loopi(2)
39 {
40 if(!fbo[i]) glGenFramebuffers_(1, &fbo[i]);
41 glBindFramebuffer_(GL_FRAMEBUFFER, fbo[i]);
42 GLuint tex = i ? prevtex : curtex;
43 glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, tex, 0);
44 bindgdepth();
45 if(glCheckFramebufferStatus_(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
46 fatal("failed allocating TQAA buffer!");
47 }
48 glBindFramebuffer_(GL_FRAMEBUFFER, 0);
49
50 prevscreenmatrix.identity();
51 }
52
setaavelocityparamstqaaview53 void setaavelocityparams(GLuint tmu)
54 {
55 if(tmu!=GL_TEXTURE0) glActiveTexture_(tmu);
56 if(msaasamples) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msdepthtex);
57 else glBindTexture(GL_TEXTURE_RECTANGLE, gdepthtex);
58 matrix4 reproject;
59 reproject.muld(frame ? prevscreenmatrix : screenmatrix, worldmatrix);
60 vec2 jitter = frame&1 ? vec2(0.5f, 0.5f) : vec2(-0.5f, -0.5f);
61 if(multisampledaa()) { jitter.x *= 0.5f; jitter.y *= -0.5f; }
62 if(frame) reproject.jitter(jitter.x, jitter.y);
63 LOCALPARAM(reprojectmatrix, reproject);
64 float maxvel = sqrtf(vieww*vieww + viewh*viewh)/tqaareproject;
65 LOCALPARAMF(maxvelocity, maxvel, 1/maxvel);
66 if(tqaamovemask)
67 {
68 glActiveTexture_(++tmu);
69 if(msaasamples) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msnormaltex);
70 else glBindTexture(GL_TEXTURE_RECTANGLE, gnormaltex);
71 }
72 if(tmu!=GL_TEXTURE0) glActiveTexture_(GL_TEXTURE0);
73 }
74
resolvetqaaview75 void resolve(GLuint outfbo)
76 {
77 glBindFramebuffer_(GL_FRAMEBUFFER, outfbo);
78 SETSHADER(tqaaresolve);
79 LOCALPARAMF(colorweight, tqaacolorweightscale, -tqaacolorweightbias*tqaacolorweightscale);
80 glBindTexture(GL_TEXTURE_RECTANGLE, curtex);
81 glActiveTexture_(GL_TEXTURE1);
82 glBindTexture(GL_TEXTURE_RECTANGLE, frame ? prevtex : curtex);
83 setaavelocityparams(GL_TEXTURE2);
84 glActiveTexture_(GL_TEXTURE0);
85 vec4 quincunx(0, 0, 0, 0);
86 if(tqaaquincunx) quincunx = frame&1 ? vec4(0.25f, 0.25f, -0.25f, -0.25f) : vec4(-0.25f, -0.25f, 0.25f, 0.25f);
87 if(multisampledaa()) { quincunx.x *= 0.5f; quincunx.y *= -0.5f; quincunx.z *= 0.5f; quincunx.w *= -0.5f; }
88 LOCALPARAM(quincunx, quincunx);
89 screenquad(vieww, viewh);
90
91 swap(fbo[0], fbo[1]);
92 swap(curtex, prevtex);
93 prevscreenmatrix = screenmatrix;
94 frame++;
95 }
96 } tqaaviews[2];
97
98 int tqaatype = -1;
99
loadtqaashaders()100 void loadtqaashaders()
101 {
102 tqaatype = tqaamovemask ? AA_VELOCITY_MASKED : AA_VELOCITY;
103 loadhdrshaders(tqaatype);
104
105 useshaderbyname("tqaaresolve");
106 }
107
setuptqaa(int w,int h)108 void setuptqaa(int w, int h)
109 {
110 loopi(ovr::enabled ? 2 : 1) tqaaviews[i].setup(w, h);
111
112 loadtqaashaders();
113 }
114
cleanuptqaa()115 void cleanuptqaa()
116 {
117 tqaatype = -1;
118 loopi(2) tqaaviews[i].cleanup();
119 }
120
setaavelocityparams(GLenum tmu)121 void setaavelocityparams(GLenum tmu)
122 {
123 tqaaview &tv = tqaaviews[viewidx];
124 tv.setaavelocityparams(tmu);
125 }
126
dotqaa(tqaaview & tv,GLuint outfbo=0)127 void dotqaa(tqaaview &tv, GLuint outfbo = 0)
128 {
129 timer *tqaatimer = begintimer("tqaa");
130
131 tv.resolve(outfbo);
132
133 endtimer(tqaatimer);
134 }
135
136 GLuint fxaafbo = 0, fxaatex = 0;
137
138 extern int fxaaquality, fxaagreenluma;
139
140 int fxaatype = -1;
141 static Shader *fxaashader = NULL;
142
loadfxaashaders()143 void loadfxaashaders()
144 {
145 fxaatype = tqaatype >= 0 ? tqaatype : (!fxaagreenluma ? AA_LUMA : AA_UNUSED);
146 loadhdrshaders(fxaatype);
147
148 string opts;
149 int optslen = 0;
150 if(fxaagreenluma || tqaa) opts[optslen++] = 'g';
151 opts[optslen] = '\0';
152
153 defformatstring(fxaaname, "fxaa%d%s", fxaaquality, opts);
154 fxaashader = generateshader(fxaaname, "fxaashaders %d \"%s\"", fxaaquality, opts);
155 }
156
clearfxaashaders()157 void clearfxaashaders()
158 {
159 fxaatype = -1;
160 fxaashader = NULL;
161 }
162
setupfxaa(int w,int h)163 void setupfxaa(int w, int h)
164 {
165 if(!fxaatex) glGenTextures(1, &fxaatex);
166 if(!fxaafbo) glGenFramebuffers_(1, &fxaafbo);
167 glBindFramebuffer_(GL_FRAMEBUFFER, fxaafbo);
168 createtexture(fxaatex, w, h, NULL, 3, 1, tqaa || !fxaagreenluma ? GL_RGBA8 : GL_RGB, GL_TEXTURE_RECTANGLE);
169 glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, fxaatex, 0);
170 bindgdepth();
171 if(glCheckFramebufferStatus_(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
172 fatal("failed allocating FXAA buffer!");
173 glBindFramebuffer_(GL_FRAMEBUFFER, 0);
174
175 loadfxaashaders();
176 }
177
cleanupfxaa()178 void cleanupfxaa()
179 {
180 if(fxaafbo) { glDeleteFramebuffers_(1, &fxaafbo); fxaafbo = 0; }
181 if(fxaatex) { glDeleteTextures(1, &fxaatex); fxaatex = 0; }
182
183 clearfxaashaders();
184 }
185
186 VARFP(fxaa, 0, 0, 1, cleanupfxaa());
187 VARFP(fxaaquality, 0, 1, 3, cleanupfxaa());
188 VARFP(fxaagreenluma, 0, 0, 1, cleanupfxaa());
189
dofxaa(GLuint outfbo=0)190 void dofxaa(GLuint outfbo = 0)
191 {
192 timer *fxaatimer = begintimer("fxaa");
193
194 tqaaview &tv = tqaaviews[viewidx];
195
196 glBindFramebuffer_(GL_FRAMEBUFFER, tqaa ? tv.fbo[0] : outfbo);
197 fxaashader->set();
198 glBindTexture(GL_TEXTURE_RECTANGLE, fxaatex);
199 screenquad(vieww, viewh);
200
201 if(tqaa) tv.resolve(outfbo);
202
203 endtimer(fxaatimer);
204 }
205
206 GLuint smaaareatex = 0, smaasearchtex = 0, smaafbo[4] = { 0, 0, 0, 0 }, smaatex[5] = { 0, 0, 0, 0, 0 };
207 int smaasubsampleorder = -1;
208
209 extern int smaaquality, smaagreenluma, smaacoloredge, smaadepthmask, smaastencil;
210
211 int smaatype = -1;
212 static Shader *smaalumaedgeshader = NULL, *smaacoloredgeshader = NULL, *smaablendweightshader = NULL, *smaaneighborhoodshader = NULL;
213
loadsmaashaders(bool split=false)214 void loadsmaashaders(bool split = false)
215 {
216 smaatype = tqaatype >= 0 ? tqaatype : (!smaagreenluma && !smaacoloredge ? AA_LUMA : AA_UNUSED);
217 if(split) smaatype += AA_SPLIT;
218 loadhdrshaders(smaatype);
219
220 string opts;
221 int optslen = 0;
222 if(!hasTRG) opts[optslen++] = 'a';
223 if(smaadepthmask || smaastencil) opts[optslen++] = 'd';
224 if(split) opts[optslen++] = 's';
225 if(smaagreenluma || tqaa) opts[optslen++] = 'g';
226 if(tqaa) opts[optslen++] = 't';
227 opts[optslen] = '\0';
228
229 defformatstring(lumaedgename, "SMAALumaEdgeDetection%d%s", smaaquality, opts);
230 defformatstring(coloredgename, "SMAAColorEdgeDetection%d%s", smaaquality, opts);
231 defformatstring(blendweightname, "SMAABlendingWeightCalculation%d%s", smaaquality, opts);
232 defformatstring(neighborhoodname, "SMAANeighborhoodBlending%d%s", smaaquality, opts);
233 smaalumaedgeshader = lookupshaderbyname(lumaedgename);
234 smaacoloredgeshader = lookupshaderbyname(coloredgename);
235 smaablendweightshader = lookupshaderbyname(blendweightname);
236 smaaneighborhoodshader = lookupshaderbyname(neighborhoodname);
237
238 if(smaalumaedgeshader && smaacoloredgeshader && smaablendweightshader && smaaneighborhoodshader) return;
239
240 generateshader(NULL, "smaashaders %d \"%s\"", smaaquality, opts);
241 smaalumaedgeshader = lookupshaderbyname(lumaedgename);
242 if(!smaalumaedgeshader) smaalumaedgeshader = nullshader;
243 smaacoloredgeshader = lookupshaderbyname(coloredgename);
244 if(!smaacoloredgeshader) smaacoloredgeshader = nullshader;
245 smaablendweightshader = lookupshaderbyname(blendweightname);
246 if(!smaablendweightshader) smaablendweightshader = nullshader;
247 smaaneighborhoodshader = lookupshaderbyname(neighborhoodname);
248 if(!smaaneighborhoodshader) smaaneighborhoodshader = nullshader;
249 }
250
clearsmaashaders()251 void clearsmaashaders()
252 {
253 smaatype = -1;
254 smaalumaedgeshader = NULL;
255 smaacoloredgeshader = NULL;
256 smaablendweightshader = NULL;
257 smaaneighborhoodshader = NULL;
258 }
259
260 #define SMAA_SEARCHTEX_WIDTH 66
261 #define SMAA_SEARCHTEX_HEIGHT 33
262 static uchar smaasearchdata[SMAA_SEARCHTEX_WIDTH*SMAA_SEARCHTEX_HEIGHT];
263 static bool smaasearchdatainited = false;
264
gensmaasearchdata()265 void gensmaasearchdata()
266 {
267 if(smaasearchdatainited) return;
268 int edges[33];
269 memset(edges, -1, sizeof(edges));
270 loop(a, 2) loop(b, 2) loop(c, 2) loop(d, 2) edges[(a*1 + b*3) + (c*7 + d*21)] = a + (b<<1) + (c<<2) + (d<<3);
271 memset(smaasearchdata, 0, sizeof(smaasearchdata));
272 loop(y, 33) loop(x, 33)
273 {
274 int left = edges[x], top = edges[y];
275 if(left < 0 || top < 0) continue;
276 uchar deltaLeft = 0;
277 if(top&(1<<3)) deltaLeft++;
278 if(deltaLeft && top&(1<<2) && !(left&(1<<1)) && !(left&(1<<3))) deltaLeft++;
279 smaasearchdata[y*66 + x] = deltaLeft;
280 uchar deltaRight = 0;
281 if(top&(1<<3) && !(left&(1<<1)) && !(left&(1<<3))) deltaRight++;
282 if(deltaRight && top&(1<<2) && !(left&(1<<0)) && !(left&(1<<2))) deltaRight++;
283 smaasearchdata[y*66 + 33 + x] = deltaRight;
284 }
285 smaasearchdatainited = true;
286 }
287
areaunderortho(const vec2 & p1,const vec2 & p2,float x)288 vec2 areaunderortho(const vec2 &p1, const vec2 &p2, float x)
289 {
290 vec2 d(p2.x - p1.x, p2.y - p1.y);
291 float y1 = p1.y + (x - p1.x)*d.y/d.x,
292 y2 = p1.y + (x+1 - p1.x)*d.y/d.x;
293 if((x < p1.x || x >= p2.x) && (x+1 <= p1.x || x+1 > p2.x)) return vec2(0, 0);
294 if((y1 < 0) == (y2 < 0) || fabs(y1) < 1e-4f || fabs(y2) < 1e-4f)
295 {
296 float a = (y1 + y2) / 2;
297 return a < 0.0f ? vec2(-a, 0) : vec2(0, a);
298 }
299 x = -p1.y*d.x/d.y + p1.x;
300 float a1 = x > p1.x ? y1*fmod(x, 1.0f)/2 : 0,
301 a2 = x < p2.x ? y2*(1-fmod(x, 1.0f))/2 : 0;
302 vec2 a(fabs(a1), fabs(a2));
303 if((a.x > a.y ? a1 : -a2) >= 0) swap(a.x, a.y);
304 return a;
305 }
306
307 static const int edgesortho[][2] =
308 {
309 {0, 0}, {3, 0}, {0, 3}, {3, 3}, {1, 0}, {4, 0}, {1, 3}, {4, 3},
310 {0, 1}, {3, 1}, {0, 4}, {3, 4}, {1, 1}, {4, 1}, {1, 4}, {4, 4}
311 };
312
areaortho(float p1x,float p1y,float p2x,float p2y,float left)313 static inline vec2 areaortho(float p1x, float p1y, float p2x, float p2y, float left)
314 {
315 return areaunderortho(vec2(p1x, p1y), vec2(p2x, p2y), left);
316 }
317
smootharea(float d,vec2 & a1,vec2 & a2)318 static inline void smootharea(float d, vec2 &a1, vec2 &a2)
319 {
320 vec2 b1(sqrtf(a1.x*2)*0.5f, sqrtf(a1.y*2)*0.5f), b2(sqrtf(a2.x*2)*0.5f, sqrtf(a2.y*2)*0.5f);
321 float p = clamp(d / 32.0f, 0.0f, 1.0f);
322 a1.lerp(b1, a1, p);
323 a2.lerp(b2, a2, p);
324 }
325
areaortho(int pattern,float left,float right,float offset)326 vec2 areaortho(int pattern, float left, float right, float offset)
327 {
328 float d = left + right + 1, o1 = offset + 0.5f, o2 = offset - 0.5f;
329 switch(pattern)
330 {
331 case 0: return vec2(0, 0);
332 case 1: return left <= right ? areaortho(0, o2, d/2, 0, left) : vec2(0, 0);
333 case 2: return left >= right ? areaortho(d/2, 0, d, o2, left) : vec2(0, 0);
334 case 3:
335 {
336 vec2 a1 = areaortho(0, o2, d/2, 0, left), a2 = areaortho(d/2, 0, d, o2, left);
337 smootharea(d, a1, a2);
338 return a1.add(a2);
339 }
340 case 4: return left <= right ? areaortho(0, o1, d/2, 0, left) : vec2(0, 0);
341 case 5: return vec2(0, 0);
342 case 6:
343 {
344 vec2 a = areaortho(0, o1, d, o2, left);
345 if(fabs(offset) > 0) a.avg(areaortho(0, o1, d/2, 0, left).add(areaortho(d/2, 0, d, o2, left)));
346 return a;
347 }
348 case 7: return areaortho(0, o1, d, o2, left);
349 case 8: return left >= right ? areaortho(d/2, 0, d, o1, left) : vec2(0, 0);
350 case 9:
351 {
352 vec2 a = areaortho(0, o2, d, o1, left);
353 if(fabs(offset) > 0) a.avg(areaortho(0, o2, d/2, 0, left).add(areaortho(d/2, 0, d, o1, left)));
354 return a;
355 }
356 case 10: return vec2(0, 0);
357 case 11: return areaortho(0, o2, d, o1, left);
358 case 12:
359 {
360 vec2 a1 = areaortho(0, o1, d/2, 0, left), a2 = areaortho(d/2, 0, d, o1, left);
361 smootharea(d, a1, a2);
362 return a1.add(a2);
363 }
364 case 13: return areaortho(0, o2, d, o1, left);
365 case 14: return areaortho(0, o1, d, o2, left);
366 case 15: return vec2(0, 0);
367 }
368 return vec2(0, 0);
369 }
370
areaunderdiag(const vec2 & p1,const vec2 & p2,const vec2 & p)371 float areaunderdiag(const vec2 &p1, const vec2 &p2, const vec2 &p)
372 {
373 vec2 d(p2.y - p1.y, p1.x - p2.x);
374 float dp = d.dot(vec2(p1).sub(p));
375 if(!d.x)
376 {
377 if(!d.y) return 1;
378 return clamp(d.y > 0 ? 1 - dp/d.y : dp/d.y, 0.0f, 1.0f);
379 }
380 if(!d.y) return clamp(d.x > 0 ? 1 - dp/d.x : dp/d.x, 0.0f, 1.0f);
381 float l = dp/d.y, r = (dp-d.x)/d.y, b = dp/d.x, t = (dp-d.y)/d.x;
382 if(0 <= dp)
383 {
384 if(d.y <= dp)
385 {
386 if(d.x <= dp)
387 {
388 if(d.y+d.x <= dp) return 0;
389 return 0.5f*(1-r)*(1-t);
390 }
391 if(d.y+d.x > dp) return min(1-b, 1-t) + 0.5f*fabs(b-t);
392 return 0.5f*(1-b)*r;
393 }
394 if(d.x <= dp)
395 {
396 if(d.y+d.x <= dp) return 0.5f*(1-l)*t;
397 return min(1-l, 1-r) + 0.5f*fabs(r-l);
398 }
399 return 1 - 0.5f*l*b;
400 }
401 if(d.y <= dp)
402 {
403 if(d.x <= dp) return 0.5f*l*b;
404 if(d.y+d.x <= dp) return min(l, r) + 0.5f*fabs(r-l);
405 return 1 - 0.5f*(1-l)*t;
406 }
407 if(d.x <= dp)
408 {
409 if(d.y+d.x <= dp) return min(b, t) + 0.5f*fabs(b-t);
410 return 1 - 0.5f*(1-b)*r;
411 }
412 if(d.y+d.x <= dp) return 1 - 0.5f*(1-t)*(1-r);
413 return 1;
414 }
415
areadiag(const vec2 & p1,const vec2 & p2,float left)416 static inline vec2 areadiag(const vec2 &p1, const vec2 &p2, float left)
417 {
418 return vec2(1 - areaunderdiag(p1, p2, vec2(1, 0).add(left)), areaunderdiag(p1, p2, vec2(1, 1).add(left)));
419 }
420
421 static const int edgesdiag[][2] =
422 {
423 {0, 0}, {1, 0}, {0, 2}, {1, 2}, {2, 0}, {3, 0}, {2, 2}, {3, 2},
424 {0, 1}, {1, 1}, {0, 3}, {1, 3}, {2, 1}, {3, 1}, {2, 3}, {3, 3}
425 };
426
areadiag(float p1x,float p1y,float p2x,float p2y,float d,float left,const vec2 & offset,int pattern)427 static inline vec2 areadiag(float p1x, float p1y, float p2x, float p2y, float d, float left, const vec2 &offset, int pattern)
428 {
429 vec2 p1(p1x, p1y), p2(p2x+d, p2y+d);
430 if(edgesdiag[pattern][0]) p1.add(offset);
431 if(edgesdiag[pattern][1]) p2.add(offset);
432 return areadiag(p1, p2, left);
433 }
434
areadiag2(float p1x,float p1y,float p2x,float p2y,float p3x,float p3y,float p4x,float p4y,float d,float left,const vec2 & offset,int pattern)435 static inline vec2 areadiag2(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y, float p4x, float p4y, float d, float left, const vec2 &offset, int pattern)
436 {
437 vec2 p1(p1x, p1y), p2(p2x+d, p2y+d), p3(p3x, p3y), p4(p4x+d, p4y+d);
438 if(edgesdiag[pattern][0]) { p1.add(offset); p3.add(offset); }
439 if(edgesdiag[pattern][1]) { p2.add(offset); p4.add(offset); }
440 return areadiag(p1, p2, left).avg(areadiag(p3, p4, left));
441 }
442
areadiag(int pattern,float left,float right,const vec2 & offset)443 vec2 areadiag(int pattern, float left, float right, const vec2 &offset)
444 {
445 float d = left + right + 1;
446 switch(pattern)
447 {
448 case 0: return areadiag2(1, 1, 1, 1, 1, 0, 1, 0, d, left, offset, pattern);
449 case 1: return areadiag2(1, 0, 0, 0, 1, 0, 1, 0, d, left, offset, pattern);
450 case 2: return areadiag2(0, 0, 1, 0, 1, 0, 1, 0, d, left, offset, pattern);
451 case 3: return areadiag(1, 0, 1, 0, d, left, offset, pattern);
452 case 4: return areadiag2(1, 1, 0, 0, 1, 1, 1, 0, d, left, offset, pattern);
453 case 5: return areadiag2(1, 1, 0, 0, 1, 0, 1, 0, d, left, offset, pattern);
454 case 6: return areadiag(1, 1, 1, 0, d, left, offset, pattern);
455 case 7: return areadiag2(1, 1, 1, 0, 1, 0, 1, 0, d, left, offset, pattern);
456 case 8: return areadiag2(0, 0, 1, 1, 1, 0, 1, 1, d, left, offset, pattern);
457 case 9: return areadiag(1, 0, 1, 1, d, left, offset, pattern);
458 case 10: return areadiag2(0, 0, 1, 1, 1, 0, 1, 0, d, left, offset, pattern);
459 case 11: return areadiag2(1, 0, 1, 1, 1, 0, 1, 0, d, left, offset, pattern);
460 case 12: return areadiag(1, 1, 1, 1, d, left, offset, pattern);
461 case 13: return areadiag2(1, 1, 1, 1, 1, 0, 1, 1, d, left, offset, pattern);
462 case 14: return areadiag2(1, 1, 1, 1, 1, 1, 1, 0, d, left, offset, pattern);
463 case 15: return areadiag2(1, 1, 1, 1, 1, 0, 1, 0, d, left, offset, pattern);
464 }
465 return vec2(0, 0);
466 }
467
468 static const float offsetsortho[] = { 0.0f, -0.25f, 0.25f, -0.125f, 0.125f, -0.375f, 0.375f };
469 static const float offsetsdiag[][2] = { { 0.0f, 0.0f, }, { 0.25f, -0.25f }, { -0.25f, 0.25f }, { 0.125f, -0.125f }, { -0.125f, 0.125f } };
470
471 #define SMAA_AREATEX_WIDTH 160
472 #define SMAA_AREATEX_HEIGHT 560
473 static uchar smaaareadata[SMAA_AREATEX_WIDTH*SMAA_AREATEX_HEIGHT*2];
474 static bool smaaareadatainited = false;
475
gensmaaareadata()476 void gensmaaareadata()
477 {
478 if(smaaareadatainited) return;
479 memset(smaaareadata, 0, sizeof(smaaareadata));
480 loop(offset, sizeof(offsetsortho)/sizeof(offsetsortho[0])) loop(pattern, 16)
481 {
482 int px = edgesortho[pattern][0]*16, py = (5*offset + edgesortho[pattern][1])*16;
483 uchar *dst = &smaaareadata[(py*SMAA_AREATEX_WIDTH + px)*2];
484 loop(y, 16)
485 {
486 loop(x, 16)
487 {
488 vec2 a = areaortho(pattern, x*x, y*y, offsetsortho[offset]);
489 dst[0] = uchar(255*a.x);
490 dst[1] = uchar(255*a.y);
491 dst += 2;
492 }
493 dst += (SMAA_AREATEX_WIDTH-16)*2;
494 }
495 }
496 loop(offset, sizeof(offsetsdiag)/sizeof(offsetsdiag[0])) loop(pattern, 16)
497 {
498 int px = 5*16 + edgesdiag[pattern][0]*20, py = (4*offset + edgesdiag[pattern][1])*20;
499 uchar *dst = &smaaareadata[(py*SMAA_AREATEX_WIDTH + px)*2];
500 loop(y, 20)
501 {
502 loop(x, 20)
503 {
504 vec2 a = areadiag(pattern, x, y, vec2(offsetsdiag[offset][0], offsetsdiag[offset][1]));
505 dst[0] = uchar(255*a.x);
506 dst[1] = uchar(255*a.y);
507 dst += 2;
508 }
509 dst += (SMAA_AREATEX_WIDTH-20)*2;
510 }
511 }
512 smaaareadatainited = true;
513 }
514
515 VAR(smaat2x, 1, 0, 0);
516 VAR(smaas2x, 1, 0, 0);
517 VAR(smaa4x, 1, 0, 0);
518
setupsmaa(int w,int h)519 void setupsmaa(int w, int h)
520 {
521 if(!smaaareatex) glGenTextures(1, &smaaareatex);
522 if(!smaasearchtex) glGenTextures(1, &smaasearchtex);
523 gensmaasearchdata();
524 gensmaaareadata();
525 createtexture(smaaareatex, SMAA_AREATEX_WIDTH, SMAA_AREATEX_HEIGHT, smaaareadata, 3, 1, hasTRG ? GL_RG8 : GL_LUMINANCE8_ALPHA8, GL_TEXTURE_RECTANGLE, 0, 0, 0, false);
526 createtexture(smaasearchtex, SMAA_SEARCHTEX_WIDTH, SMAA_SEARCHTEX_HEIGHT, smaasearchdata, 3, 0, hasTRG ? GL_R8 : GL_LUMINANCE8, GL_TEXTURE_RECTANGLE, 0, 0, 0, false);
527 bool split = multisampledaa();
528 smaasubsampleorder = split ? (msaapositions[0].x < 0.5f ? 1 : 0) : -1;
529 smaat2x = tqaa ? 1 : 0;
530 smaas2x = split ? 1 : 0;
531 smaa4x = tqaa && split ? 1 : 0;
532 loopi(split ? 4 : 3)
533 {
534 if(!smaatex[i]) glGenTextures(1, &smaatex[i]);
535 if(!smaafbo[i]) glGenFramebuffers_(1, &smaafbo[i]);
536 glBindFramebuffer_(GL_FRAMEBUFFER, smaafbo[i]);
537 GLenum format = GL_RGB;
538 switch(i)
539 {
540 case 0: format = tqaa || (!smaagreenluma && !smaacoloredge) ? GL_RGBA8 : GL_RGB; break;
541 case 1: format = hasTRG ? GL_RG8 : GL_RGBA8; break;
542 case 2: case 3: format = GL_RGBA8; break;
543 }
544 createtexture(smaatex[i], w, h, NULL, 3, 1, format, GL_TEXTURE_RECTANGLE);
545 glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, smaatex[i], 0);
546 if(!i && split)
547 {
548 if(!smaatex[4]) glGenTextures(1, &smaatex[4]);
549 createtexture(smaatex[4], w, h, NULL, 3, 1, format, GL_TEXTURE_RECTANGLE);
550 glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_RECTANGLE, smaatex[4], 0);
551 static const GLenum drawbufs[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
552 glDrawBuffers_(2, drawbufs);
553 }
554 if(!i || smaadepthmask || smaastencil) bindgdepth();
555 if(glCheckFramebufferStatus_(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
556 fatal("failed allocating SMAA buffer!");
557 }
558 glBindFramebuffer_(GL_FRAMEBUFFER, 0);
559
560 loadsmaashaders(split);
561 }
562
cleanupsmaa()563 void cleanupsmaa()
564 {
565 if(smaaareatex) { glDeleteTextures(1, &smaaareatex); smaaareatex = 0; }
566 if(smaasearchtex) { glDeleteTextures(1, &smaasearchtex); smaasearchtex = 0; }
567 loopi(4) if(smaafbo[i]) { glDeleteFramebuffers_(1, &smaafbo[i]); smaafbo[i] = 0; }
568 loopi(5) if(smaatex[i]) { glDeleteTextures(1, &smaatex[i]); smaatex[i] = 0; }
569 smaasubsampleorder = -1;
570 smaat2x = smaas2x = smaa4x = 0;
571
572 clearsmaashaders();
573 }
574
575 VARFP(smaa, 0, 0, 1, cleanupgbuffer());
576 VARFP(smaaspatial, 0, 1, 1, cleanupgbuffer());
577 VARFP(smaaquality, 0, 2, 3, cleanupsmaa());
578 VARFP(smaacoloredge, 0, 0, 1, cleanupsmaa());
579 VARFP(smaagreenluma, 0, 0, 1, cleanupsmaa());
580 VARF(smaadepthmask, 0, 1, 1, cleanupsmaa());
581 VARF(smaastencil, 0, 1, 1, cleanupsmaa());
582 VAR(debugsmaa, 0, 0, 5);
583
viewsmaa()584 void viewsmaa()
585 {
586 int w = min(hudw, hudh)*1.0f, h = (w*hudh)/hudw, tw = gw, th = gh;
587 SETSHADER(hudrect);
588 gle::colorf(1, 1, 1);
589 switch(debugsmaa)
590 {
591 case 1: glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[0]); break;
592 case 2: glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[1]); break;
593 case 3: glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[2]); break;
594 case 4: glBindTexture(GL_TEXTURE_RECTANGLE, smaaareatex); tw = SMAA_AREATEX_WIDTH; th = SMAA_AREATEX_HEIGHT; break;
595 case 5: glBindTexture(GL_TEXTURE_RECTANGLE, smaasearchtex); tw = SMAA_SEARCHTEX_WIDTH; th = SMAA_SEARCHTEX_HEIGHT; break;
596 }
597 debugquad(0, 0, w, h, 0, 0, tw, th);
598 }
599
dosmaa(GLuint outfbo=0,bool split=false)600 void dosmaa(GLuint outfbo = 0, bool split = false)
601 {
602 timer *smaatimer = begintimer("smaa");
603
604 tqaaview &tv = tqaaviews[viewidx];
605
606 int cleardepth = msaasamples ? GL_DEPTH_BUFFER_BIT | (ghasstencil > 1 ? GL_STENCIL_BUFFER_BIT : 0) : 0;
607 bool stencil = smaastencil && ghasstencil > (msaasamples ? 1 : 0);
608 loop(pass, split ? 2 : 1)
609 {
610 glBindFramebuffer_(GL_FRAMEBUFFER, smaafbo[1]);
611 if(smaadepthmask || stencil)
612 {
613 glClearColor(0, 0, 0, 0);
614 glClear(GL_COLOR_BUFFER_BIT | (!pass ? cleardepth : 0));
615 }
616 if(smaadepthmask)
617 {
618 glEnable(GL_DEPTH_TEST);
619 glDepthFunc(GL_ALWAYS);
620 float depthval = cleardepth ? 0.25f*(pass+1) : 1;
621 glDepthRange(depthval, depthval);
622 }
623 else if(stencil)
624 {
625 glEnable(GL_STENCIL_TEST);
626 glStencilFunc(GL_ALWAYS, 0x10*(pass+1), ~0);
627 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
628 }
629 if(smaacoloredge) smaacoloredgeshader->set();
630 else smaalumaedgeshader->set();
631 glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[pass ? 4 : 0]);
632 screenquad(vieww, viewh);
633
634 glBindFramebuffer_(GL_FRAMEBUFFER, smaafbo[2 + pass]);
635 if(smaadepthmask)
636 {
637 glDepthFunc(GL_EQUAL);
638 glDepthMask(GL_FALSE);
639 }
640 else if(stencil)
641 {
642 glStencilFunc(GL_EQUAL, 0x10*(pass+1), ~0);
643 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
644 }
645 if(smaadepthmask || stencil) glClear(GL_COLOR_BUFFER_BIT);
646 smaablendweightshader->set();
647 vec4 subsamples(0, 0, 0, 0);
648 if(tqaa && split) subsamples = tv.frame&1 ? (pass != smaasubsampleorder ? vec4(6, 4, 2, 4) : vec4(3, 5, 1, 4)) : (pass != smaasubsampleorder ? vec4(4, 6, 2, 3) : vec4(5, 3, 1, 3));
649 else if(tqaa) subsamples = tv.frame&1 ? vec4(2, 2, 2, 0) : vec4(1, 1, 1, 0);
650 else if(split) subsamples = pass != smaasubsampleorder ? vec4(2, 2, 2, 0) : vec4(1, 1, 1, 0);
651 LOCALPARAM(subsamples, subsamples);
652 glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[1]);
653 glActiveTexture_(GL_TEXTURE1);
654 glBindTexture(GL_TEXTURE_RECTANGLE, smaaareatex);
655 glActiveTexture_(GL_TEXTURE2);
656 glBindTexture(GL_TEXTURE_RECTANGLE, smaasearchtex);
657 glActiveTexture_(GL_TEXTURE0);
658 screenquad(vieww, viewh);
659 if(smaadepthmask)
660 {
661 glDisable(GL_DEPTH_TEST);
662 glDepthMask(GL_TRUE);
663 glDepthFunc(GL_LESS);
664 glDepthRange(0, 1);
665 }
666 else if(stencil) glDisable(GL_STENCIL_TEST);
667 }
668
669 glBindFramebuffer_(GL_FRAMEBUFFER, tqaa ? tv.fbo[0] : outfbo);
670 smaaneighborhoodshader->set();
671 glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[0]);
672 glActiveTexture_(GL_TEXTURE1);
673 glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[2]);
674 if(split)
675 {
676 glActiveTexture_(GL_TEXTURE2);
677 glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[4]);
678 glActiveTexture_(GL_TEXTURE3);
679 glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[3]);
680 }
681 glActiveTexture_(GL_TEXTURE0);
682 screenquad(vieww, viewh);
683
684 if(tqaa) tv.resolve(outfbo);
685
686 endtimer(smaatimer);
687 }
688
setupaa(int w,int h)689 void setupaa(int w, int h)
690 {
691 if(tqaa && !tqaaviews[0].fbo[0]) setuptqaa(w, h);
692
693 if(smaa) { if(!smaafbo[0]) setupsmaa(w, h); }
694 else if(fxaa) { if(!fxaafbo) setupfxaa(w, h); }
695 }
696
697 matrix4 nojittermatrix;
698
jitteraa()699 void jitteraa()
700 {
701 nojittermatrix = projmatrix;
702
703 if(!drawtex && tqaa)
704 {
705 tqaaview &tv = tqaaviews[viewidx];
706 vec2 jitter = tv.frame&1 ? vec2(0.25f, 0.25f) : vec2(-0.25f, -0.25f);
707 if(multisampledaa()) { jitter.x *= 0.5f; jitter.y *= -0.5f; }
708 projmatrix.jitter(jitter.x*2.0f/vieww, jitter.y*2.0f/viewh);
709 }
710 }
711
712 int aamaskstencil = -1, aamask = -1;
713
setaamask(bool on)714 void setaamask(bool on)
715 {
716 int val = on && !drawtex ? 1 : 0;
717 if(aamask == val) return;
718
719 if(!aamaskstencil)
720 {
721 glStencilOp(GL_KEEP, GL_KEEP, val ? GL_REPLACE : GL_KEEP);
722 if(aamask < 0)
723 {
724 glStencilFunc(GL_ALWAYS, 0x80, ~0);
725 glEnable(GL_STENCIL_TEST);
726 }
727 }
728 else if(aamaskstencil > 0)
729 {
730 if(val) glStencilFunc(GL_ALWAYS, 0x80 | aamaskstencil, ~0);
731 else if(aamask >= 0) glStencilFunc(GL_ALWAYS, aamaskstencil, ~0);
732 }
733
734 aamask = val;
735
736 GLOBALPARAMF(aamask, aamask);
737 }
738
enableaamask(int stencil)739 void enableaamask(int stencil)
740 {
741 aamask = -1;
742 aamaskstencil = !msaasamples && ghasstencil && tqaa && tqaamovemask && !drawtex ? stencil|avatarmask : -1;
743 }
744
disableaamask()745 void disableaamask()
746 {
747 if(aamaskstencil >= 0 && aamask >= 0)
748 {
749 if(!aamaskstencil) glDisable(GL_STENCIL_TEST);
750 else if(aamask) glStencilFunc(GL_ALWAYS, aamaskstencil, ~0);
751 aamask = -1;
752 }
753 }
754
multisampledaa()755 bool multisampledaa()
756 {
757 return smaa && smaaspatial && msaasamples == 2;
758 }
759
maskedaa()760 bool maskedaa()
761 {
762 return tqaa && tqaamovemask;
763 }
764
doaa(GLuint outfbo,void (* resolve)(GLuint,int))765 void doaa(GLuint outfbo, void (*resolve)(GLuint, int))
766 {
767 if(smaa)
768 {
769 bool split = multisampledaa();
770 resolve(smaafbo[0], smaatype);
771 dosmaa(outfbo, split);
772 }
773 else if(fxaa) { resolve(fxaafbo, fxaatype); dofxaa(outfbo); }
774 else if(tqaa) { tqaaview &tv = tqaaviews[viewidx]; resolve(tv.fbo[0], tqaatype); dotqaa(tv, outfbo); }
775 else resolve(outfbo, AA_UNUSED);
776 }
777
debugaa()778 bool debugaa()
779 {
780 if(debugsmaa) viewsmaa();
781 else return false;
782 return true;
783 }
784
cleanupaa()785 void cleanupaa()
786 {
787 cleanupsmaa();
788 cleanupfxaa();
789 cleanuptqaa();
790 }
791
792