psemek/libs/gfx/source/effect/fxaa.cpp

238 lines
5.9 KiB
C++

#include <psemek/gfx/effect/fxaa.hpp>
#include <psemek/gfx/program.hpp>
#include <psemek/gfx/array.hpp>
#include <psemek/gfx/error.hpp>
namespace psemek::gfx
{
static char const fxaa_vs[] =
R"(#version 330
const vec4 vertices[6] = vec4[6](
vec4(-1.0, -1.0, 0.0, 1.0),
vec4( 1.0, -1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0),
vec4(-1.0, -1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0)
);
out vec2 texcoord;
void main()
{
gl_Position = vertices[gl_VertexID];
texcoord = vertices[gl_VertexID].xy * 0.5 + vec2(0.5);
}
)";
// FXAA implementation taken from https://github.com/libretro/glsl-shaders/blob/master/anti-aliasing/shaders/fxaa.glsl
// TODO: refactor
static char const fxaa_fs[] =
R"(#version 330
uniform sampler2D u_input;
uniform vec2 u_d;
in vec2 texcoord;
out vec4 out_color;
vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) {
return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b);
}
vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) {
float x = pos.x + float(off.x) * rcpFrame.x;
float y = pos.y + float(off.y) * rcpFrame.y;
return texture(tex, vec2(x, y));
}
float FxaaLuma(vec3 c)
{
return dot(vec3(0.2126, 0.7152, 0.0722), c);
}
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
#define FXAA_SEARCH_STEPS 16
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#define FXAA_SUBPIX_TRIM_SCALE 1.0 / (1.0 - FXAA_SUBPIX_TRIM)
void main()
{
vec2 pos = texcoord;
vec2 rcpFrame = u_d;
vec3 rgbN = FxaaTexOff(u_input, pos.xy, ivec2( 0,-1), rcpFrame).xyz;
vec3 rgbW = FxaaTexOff(u_input, pos.xy, ivec2(-1, 0), rcpFrame).xyz;
vec3 rgbM = FxaaTexOff(u_input, pos.xy, ivec2( 0, 0), rcpFrame).xyz;
vec3 rgbE = FxaaTexOff(u_input, pos.xy, ivec2( 1, 0), rcpFrame).xyz;
vec3 rgbS = FxaaTexOff(u_input, pos.xy, ivec2( 0, 1), rcpFrame).xyz;
float lumaN = FxaaLuma(rgbN);
float lumaW = FxaaLuma(rgbW);
float lumaM = FxaaLuma(rgbM);
float lumaE = FxaaLuma(rgbE);
float lumaS = FxaaLuma(rgbS);
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;
if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
{
out_color = vec4(rgbM, 1.0);
return;
}
vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
blendL = min(FXAA_SUBPIX_CAP, blendL);
vec3 rgbNW = FxaaTexOff(u_input, pos.xy, ivec2(-1,-1), rcpFrame).xyz;
vec3 rgbNE = FxaaTexOff(u_input, pos.xy, ivec2( 1,-1), rcpFrame).xyz;
vec3 rgbSW = FxaaTexOff(u_input, pos.xy, ivec2(-1, 1), rcpFrame).xyz;
vec3 rgbSE = FxaaTexOff(u_input, pos.xy, ivec2( 1, 1), rcpFrame).xyz;
rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
rgbL *= vec3(1.0/9.0);
float lumaNW = FxaaLuma(rgbNW);
float lumaNE = FxaaLuma(rgbNE);
float lumaSW = FxaaLuma(rgbSW);
float lumaSE = FxaaLuma(rgbSE);
float edgeVert =
abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
float edgeHorz =
abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
bool horzSpan = edgeHorz >= edgeVert;
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
if(!horzSpan)
{
lumaN = lumaW;
lumaS = lumaE;
}
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;
if (gradientN < gradientS)
{
lumaN = lumaS;
lumaN = lumaS;
gradientN = gradientS;
lengthSign *= -1.0;
}
vec2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
gradientN *= FXAA_SEARCH_THRESHOLD;
vec2 posP = posN;
vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
float lumaEndN = lumaN;
float lumaEndP = lumaN;
bool doneN = false;
bool doneP = false;
posN += offNP * vec2(-1.0, -1.0);
posP += offNP * vec2( 1.0, 1.0);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
if(!doneN)
{
lumaEndN = FxaaLuma(texture(u_input, posN.xy).xyz);
}
if(!doneP)
{
lumaEndP = FxaaLuma(texture(u_input, posP.xy).xyz);
}
doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
if(doneN && doneP)
{
break;
}
if(!doneN)
{
posN -= offNP;
}
if(!doneP)
{
posP += offNP;
}
}
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
{
lengthSign = 0.0;
}
float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
vec3 rgbF = texture(u_input, vec2(
pos.x + (horzSpan ? 0.0 : subPixelOffset),
pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
out_color = vec4(FxaaLerp3(rgbL, rgbF, blendL), 1.0);
}
)";
struct fxaa::impl
{
gfx::program program{fxaa_vs, fxaa_fs};
gfx::array array;
};
fxaa::fxaa()
: pimpl_{make_impl()}
{
impl().program.bind();
impl().program["u_input"] = 0;
}
fxaa::~fxaa() = default;
void fxaa::invoke(texture_2d const & src, render_target const & dst)
{
gl::Disable(gl::BLEND);
gl::Disable(gl::DEPTH_TEST);
gl::Disable(gl::CULL_FACE);
dst.bind();
gl::ActiveTexture(gl::TEXTURE0);
src.bind();
impl().array.bind();
impl().program.bind();
impl().program["u_d"] = geom::vector{1.f / src.width(), 1.f / src.height()};
gl::DrawArrays(gl::TRIANGLES, 0, 6);
}
}