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