#include "aa.hh" #include "main.hh" // fatal #include "rendergl.hh" #include "renderlights.hh" #include "texture.hh" #include extern int intel_texalpha_bug; VARFP(tqaa, 0, 0, 1, cleanupaa()); FVAR(tqaareproject, 0, 75, 1e3f); VARF(tqaamovemask, 0, 1, 1, cleanupaa()); VARP(tqaaquincunx, 0, 1, 1); FVAR(tqaacolorweightscale, 0, 0.25f, 1e3f); FVAR(tqaacolorweightbias, 0, 0.01f, 1); VAR(tqaaresolvegather, 1, 0, 0); static int tqaaframe = 0; static GLuint tqaatex[2] = { 0, 0 }, tqaafbo[2] = { 0, 0 }; static matrix4 tqaaprevscreenmatrix; static int tqaatype = -1; static void loadtqaashaders() { tqaatype = tqaamovemask ? AA_MASKED : AA_UNUSED; loadhdrshaders(tqaatype); useshaderbyname("tqaaresolve"); } static void setuptqaa(int w, int h) { loopi(2) { if(!tqaatex[i]) glGenTextures(1, &tqaatex[i]); if(!tqaafbo[i]) glGenFramebuffers_(1, &tqaafbo[i]); glBindFramebuffer_(GL_FRAMEBUFFER, tqaafbo[i]); createtexture(tqaatex[i], w, h, NULL, 3, 1, GL_RGBA8, GL_TEXTURE_RECTANGLE); glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, tqaatex[i], 0); bindgdepth(); if(glCheckFramebufferStatus_(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) fatal("failed allocating TQAA buffer!"); } glBindFramebuffer_(GL_FRAMEBUFFER, 0); tqaaprevscreenmatrix.identity(); loadtqaashaders(); } static void cleanuptqaa() { tqaatype = -1; loopi(2) if(tqaatex[i]) { glDeleteTextures(1, &tqaatex[i]); tqaatex[i] = 0; } loopi(2) if(tqaafbo[i]) { glDeleteFramebuffers_(1, &tqaafbo[i]); tqaafbo[i] = 0; } tqaaframe = 0; } void setaavelocityparams(GLenum tmu) { glActiveTexture_(tmu); if(msaalight) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msdepthtex); else glBindTexture(GL_TEXTURE_RECTANGLE, gdepthtex); glActiveTexture_(++tmu); if(msaasamples) glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msnormaltex); else glBindTexture(GL_TEXTURE_RECTANGLE, gnormaltex); glActiveTexture_(GL_TEXTURE0); matrix4 reproject; reproject.muld(tqaaframe ? tqaaprevscreenmatrix : screenmatrix, worldmatrix); vec2 jitter = tqaaframe&1 ? vec2(0.5f, 0.5f) : vec2(-0.5f, -0.5f); if(multisampledaa()) { jitter.x *= 0.5f; jitter.y *= -0.5f; } if(tqaaframe) reproject.jitter(jitter.x, jitter.y); LOCALPARAM(reprojectmatrix, reproject); float maxvel = sqrtf(vieww*vieww + viewh*viewh)/tqaareproject; LOCALPARAMF(maxvelocity, maxvel, 1/maxvel); } VAR(debugtqaa, 0, 0, 2); static void viewtqaa() { int w = min(hudw, hudh)*1.0f, h = (w*hudh)/hudw, tw = gw, th = gh; SETSHADER(hudrect); gle::colorf(1, 1, 1); switch(debugtqaa) { case 1: glBindTexture(GL_TEXTURE_RECTANGLE, tqaatex[0]); break; case 2: glBindTexture(GL_TEXTURE_RECTANGLE, tqaatex[1]); break; } debugquad(0, 0, w, h, 0, 0, tw, th); } static void resolvetqaa(GLuint outfbo) { glBindFramebuffer_(GL_FRAMEBUFFER, outfbo); SETSHADER(tqaaresolve); LOCALPARAMF(colorweight, tqaacolorweightscale, -tqaacolorweightbias*tqaacolorweightscale); glBindTexture(GL_TEXTURE_RECTANGLE, tqaatex[0]); glActiveTexture_(GL_TEXTURE1); glBindTexture(GL_TEXTURE_RECTANGLE, tqaaframe ? tqaatex[1] : tqaatex[0]); setaavelocityparams(GL_TEXTURE2); glActiveTexture_(GL_TEXTURE0); vec4 quincunx(0, 0, 0, 0); if(tqaaquincunx) quincunx = tqaaframe&1 ? vec4(0.25f, 0.25f, -0.25f, -0.25f) : vec4(-0.25f, -0.25f, 0.25f, 0.25f); if(multisampledaa()) { quincunx.x *= 0.5f; quincunx.y *= -0.5f; quincunx.z *= 0.5f; quincunx.w *= -0.5f; } LOCALPARAM(quincunx, quincunx); screenquad(vieww, viewh); swap(tqaafbo[0], tqaafbo[1]); swap(tqaatex[0], tqaatex[1]); tqaaprevscreenmatrix = screenmatrix; tqaaframe++; } static void dotqaa(GLuint outfbo = 0) { timer *tqaatimer = begintimer("tqaa"); resolvetqaa(outfbo); endtimer(tqaatimer); } static GLuint fxaafbo = 0, fxaatex = 0; static int fxaatype = -1; static Shader *fxaashader = NULL; static void clearfxaashaders() { fxaatype = -1; fxaashader = NULL; } static void cleanupfxaa() { if(fxaafbo) { glDeleteFramebuffers_(1, &fxaafbo); fxaafbo = 0; } if(fxaatex) { glDeleteTextures(1, &fxaatex); fxaatex = 0; } clearfxaashaders(); } VARFP(fxaa, 0, 0, 1, cleanupfxaa()); VARFP(fxaaquality, 0, 1, 3, cleanupfxaa()); VARFP(fxaagreenluma, 0, 0, 1, cleanupfxaa()); static void loadfxaashaders() { fxaatype = tqaatype >= 0 ? tqaatype : (!fxaagreenluma && !intel_texalpha_bug ? AA_LUMA : AA_UNUSED); loadhdrshaders(fxaatype); string opts; int optslen = 0; if(tqaa || fxaagreenluma || intel_texalpha_bug) opts[optslen++] = 'g'; opts[optslen] = '\0'; defformatstring(fxaaname, "fxaa%d%s", fxaaquality, opts); fxaashader = generateshader(fxaaname, "fxaashaders %d \"%s\"", fxaaquality, opts); } static void setupfxaa(int w, int h) { if(!fxaatex) glGenTextures(1, &fxaatex); if(!fxaafbo) glGenFramebuffers_(1, &fxaafbo); glBindFramebuffer_(GL_FRAMEBUFFER, fxaafbo); createtexture(fxaatex, w, h, NULL, 3, 1, tqaa || (!fxaagreenluma && !intel_texalpha_bug) ? GL_RGBA8 : GL_RGB, GL_TEXTURE_RECTANGLE); glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, fxaatex, 0); bindgdepth(); if(glCheckFramebufferStatus_(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) fatal("failed allocating FXAA buffer!"); glBindFramebuffer_(GL_FRAMEBUFFER, 0); loadfxaashaders(); } static void dofxaa(GLuint outfbo = 0) { timer *fxaatimer = begintimer("fxaa"); glBindFramebuffer_(GL_FRAMEBUFFER, tqaa ? tqaafbo[0] : outfbo); fxaashader->set(); glBindTexture(GL_TEXTURE_RECTANGLE, fxaatex); screenquad(vieww, viewh); if(tqaa) resolvetqaa(outfbo); endtimer(fxaatimer); } static GLuint smaaareatex = 0, smaasearchtex = 0, smaafbo[4] = { 0, 0, 0, 0 }, smaatex[5] = { 0, 0, 0, 0, 0 }; static int smaasubsampleorder = -1; static int smaatype = -1; static Shader *smaalumaedgeshader = NULL, *smaacoloredgeshader = NULL, *smaablendweightshader = NULL, *smaaneighborhoodshader = NULL; VAR(smaat2x, 1, 0, 0); VAR(smaas2x, 1, 0, 0); VAR(smaa4x, 1, 0, 0); static void clearsmaashaders() { smaatype = -1; smaalumaedgeshader = NULL; smaacoloredgeshader = NULL; smaablendweightshader = NULL; smaaneighborhoodshader = NULL; } static void cleanupsmaa() { if(smaaareatex) { glDeleteTextures(1, &smaaareatex); smaaareatex = 0; } if(smaasearchtex) { glDeleteTextures(1, &smaasearchtex); smaasearchtex = 0; } loopi(4) if(smaafbo[i]) { glDeleteFramebuffers_(1, &smaafbo[i]); smaafbo[i] = 0; } loopi(5) if(smaatex[i]) { glDeleteTextures(1, &smaatex[i]); smaatex[i] = 0; } smaasubsampleorder = -1; smaat2x = smaas2x = smaa4x = 0; clearsmaashaders(); } VARFP(smaa, 0, 0, 1, cleanupgbuffer()); VARFP(smaaspatial, 0, 1, 1, cleanupgbuffer()); VARFP(smaaquality, 0, 2, 3, cleanupsmaa()); VARFP(smaacoloredge, 0, 0, 1, cleanupsmaa()); VARFP(smaagreenluma, 0, 0, 1, cleanupsmaa()); VARF(smaadepthmask, 0, 1, 1, cleanupsmaa()); VARF(smaastencil, 0, 1, 1, cleanupsmaa()); VAR(debugsmaa, 0, 0, 5); static void loadsmaashaders(bool split = false) { smaatype = tqaatype >= 0 ? tqaatype : (!smaagreenluma && !intel_texalpha_bug && !smaacoloredge ? AA_LUMA : AA_UNUSED); if(split) smaatype += AA_SPLIT; loadhdrshaders(smaatype); string opts; int optslen = 0; if(!hasTRG) opts[optslen++] = 'a'; if((smaadepthmask && (!tqaa || msaalight)) || (smaastencil && ghasstencil > (msaasamples ? 1 : 0))) opts[optslen++] = 'd'; if(split) opts[optslen++] = 's'; if(tqaa || smaagreenluma || intel_texalpha_bug) opts[optslen++] = 'g'; if(tqaa) opts[optslen++] = 't'; opts[optslen] = '\0'; defformatstring(lumaedgename, "SMAALumaEdgeDetection%d%s", smaaquality, opts); defformatstring(coloredgename, "SMAAColorEdgeDetection%d%s", smaaquality, opts); defformatstring(blendweightname, "SMAABlendingWeightCalculation%d%s", smaaquality, opts); defformatstring(neighborhoodname, "SMAANeighborhoodBlending%d%s", smaaquality, opts); smaalumaedgeshader = lookupshaderbyname(lumaedgename); smaacoloredgeshader = lookupshaderbyname(coloredgename); smaablendweightshader = lookupshaderbyname(blendweightname); smaaneighborhoodshader = lookupshaderbyname(neighborhoodname); if(smaalumaedgeshader && smaacoloredgeshader && smaablendweightshader && smaaneighborhoodshader) return; generateshader(NULL, "smaashaders %d \"%s\"", smaaquality, opts); smaalumaedgeshader = lookupshaderbyname(lumaedgename); if(!smaalumaedgeshader) smaalumaedgeshader = nullshader; smaacoloredgeshader = lookupshaderbyname(coloredgename); if(!smaacoloredgeshader) smaacoloredgeshader = nullshader; smaablendweightshader = lookupshaderbyname(blendweightname); if(!smaablendweightshader) smaablendweightshader = nullshader; smaaneighborhoodshader = lookupshaderbyname(neighborhoodname); if(!smaaneighborhoodshader) smaaneighborhoodshader = nullshader; } #define SMAA_SEARCHTEX_WIDTH 66 #define SMAA_SEARCHTEX_HEIGHT 33 static uchar smaasearchdata[SMAA_SEARCHTEX_WIDTH*SMAA_SEARCHTEX_HEIGHT]; static bool smaasearchdatainited = false; static void gensmaasearchdata() { if(smaasearchdatainited) return; int edges[33]; memset(edges, -1, sizeof(edges)); 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); memset(smaasearchdata, 0, sizeof(smaasearchdata)); loop(y, 33) loop(x, 33) { int left = edges[x], top = edges[y]; if(left < 0 || top < 0) continue; uchar deltaLeft = 0; if(top&(1<<3)) deltaLeft++; if(deltaLeft && top&(1<<2) && !(left&(1<<1)) && !(left&(1<<3))) deltaLeft++; smaasearchdata[y*66 + x] = deltaLeft; uchar deltaRight = 0; if(top&(1<<3) && !(left&(1<<1)) && !(left&(1<<3))) deltaRight++; if(deltaRight && top&(1<<2) && !(left&(1<<0)) && !(left&(1<<2))) deltaRight++; smaasearchdata[y*66 + 33 + x] = deltaRight; } smaasearchdatainited = true; } static vec2 areaunderortho(const vec2 &p1, const vec2 &p2, float x) { vec2 d(p2.x - p1.x, p2.y - p1.y); float y1 = p1.y + (x - p1.x)*d.y/d.x, y2 = p1.y + (x+1 - p1.x)*d.y/d.x; if((x < p1.x || x >= p2.x) && (x+1 <= p1.x || x+1 > p2.x)) return vec2(0, 0); if((y1 < 0) == (y2 < 0) || fabs(y1) < 1e-4f || fabs(y2) < 1e-4f) { float a = (y1 + y2) / 2; return a < 0.0f ? vec2(-a, 0) : vec2(0, a); } x = -p1.y*d.x/d.y + p1.x; float a1 = x > p1.x ? y1*fmod(x, 1.0f)/2 : 0, a2 = x < p2.x ? y2*(1-fmod(x, 1.0f))/2 : 0; vec2 a(fabs(a1), fabs(a2)); if((a.x > a.y ? a1 : -a2) >= 0) swap(a.x, a.y); return a; } static const int edgesortho[][2] = { {0, 0}, {3, 0}, {0, 3}, {3, 3}, {1, 0}, {4, 0}, {1, 3}, {4, 3}, {0, 1}, {3, 1}, {0, 4}, {3, 4}, {1, 1}, {4, 1}, {1, 4}, {4, 4} }; static inline vec2 areaortho(float p1x, float p1y, float p2x, float p2y, float left) { return areaunderortho(vec2(p1x, p1y), vec2(p2x, p2y), left); } static inline void smootharea(float d, vec2 &a1, vec2 &a2) { 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); float p = clamp(d / 32.0f, 0.0f, 1.0f); a1.lerp(b1, a1, p); a2.lerp(b2, a2, p); } static vec2 areaortho(int pattern, float left, float right, float offset) { float d = left + right + 1, o1 = offset + 0.5f, o2 = offset - 0.5f; switch(pattern) { case 0: return vec2(0, 0); case 1: return left <= right ? areaortho(0, o2, d/2, 0, left) : vec2(0, 0); case 2: return left >= right ? areaortho(d/2, 0, d, o2, left) : vec2(0, 0); case 3: { vec2 a1 = areaortho(0, o2, d/2, 0, left), a2 = areaortho(d/2, 0, d, o2, left); smootharea(d, a1, a2); return a1.add(a2); } case 4: return left <= right ? areaortho(0, o1, d/2, 0, left) : vec2(0, 0); case 5: return vec2(0, 0); case 6: { vec2 a = areaortho(0, o1, d, o2, left); if(fabs(offset) > 0) a.avg(areaortho(0, o1, d/2, 0, left).add(areaortho(d/2, 0, d, o2, left))); return a; } case 7: return areaortho(0, o1, d, o2, left); case 8: return left >= right ? areaortho(d/2, 0, d, o1, left) : vec2(0, 0); case 9: { vec2 a = areaortho(0, o2, d, o1, left); if(fabs(offset) > 0) a.avg(areaortho(0, o2, d/2, 0, left).add(areaortho(d/2, 0, d, o1, left))); return a; } case 10: return vec2(0, 0); case 11: return areaortho(0, o2, d, o1, left); case 12: { vec2 a1 = areaortho(0, o1, d/2, 0, left), a2 = areaortho(d/2, 0, d, o1, left); smootharea(d, a1, a2); return a1.add(a2); } case 13: return areaortho(0, o2, d, o1, left); case 14: return areaortho(0, o1, d, o2, left); case 15: return vec2(0, 0); } return vec2(0, 0); } static float areaunderdiag(const vec2 &p1, const vec2 &p2, const vec2 &p) { vec2 d(p2.y - p1.y, p1.x - p2.x); float dp = d.dot(vec2(p1).sub(p)); if(!d.x) { if(!d.y) return 1; return clamp(d.y > 0 ? 1 - dp/d.y : dp/d.y, 0.0f, 1.0f); } if(!d.y) return clamp(d.x > 0 ? 1 - dp/d.x : dp/d.x, 0.0f, 1.0f); float l = dp/d.y, r = (dp-d.x)/d.y, b = dp/d.x, t = (dp-d.y)/d.x; if(0 <= dp) { if(d.y <= dp) { if(d.x <= dp) { if(d.y+d.x <= dp) return 0; return 0.5f*(1-r)*(1-t); } if(d.y+d.x > dp) return min(1-b, 1-t) + 0.5f*fabs(b-t); return 0.5f*(1-b)*r; } if(d.x <= dp) { if(d.y+d.x <= dp) return 0.5f*(1-l)*t; return min(1-l, 1-r) + 0.5f*fabs(r-l); } return 1 - 0.5f*l*b; } if(d.y <= dp) { if(d.x <= dp) return 0.5f*l*b; if(d.y+d.x <= dp) return min(l, r) + 0.5f*fabs(r-l); return 1 - 0.5f*(1-l)*t; } if(d.x <= dp) { if(d.y+d.x <= dp) return min(b, t) + 0.5f*fabs(b-t); return 1 - 0.5f*(1-b)*r; } if(d.y+d.x <= dp) return 1 - 0.5f*(1-t)*(1-r); return 1; } static inline vec2 areadiag(const vec2 &p1, const vec2 &p2, float left) { return vec2(1 - areaunderdiag(p1, p2, vec2(1, 0).add(left)), areaunderdiag(p1, p2, vec2(1, 1).add(left))); } static const int edgesdiag[][2] = { {0, 0}, {1, 0}, {0, 2}, {1, 2}, {2, 0}, {3, 0}, {2, 2}, {3, 2}, {0, 1}, {1, 1}, {0, 3}, {1, 3}, {2, 1}, {3, 1}, {2, 3}, {3, 3} }; static inline vec2 areadiag(float p1x, float p1y, float p2x, float p2y, float d, float left, const vec2 &offset, int pattern) { vec2 p1(p1x, p1y), p2(p2x+d, p2y+d); if(edgesdiag[pattern][0]) p1.add(offset); if(edgesdiag[pattern][1]) p2.add(offset); return areadiag(p1, p2, left); } 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) { vec2 p1(p1x, p1y), p2(p2x+d, p2y+d), p3(p3x, p3y), p4(p4x+d, p4y+d); if(edgesdiag[pattern][0]) { p1.add(offset); p3.add(offset); } if(edgesdiag[pattern][1]) { p2.add(offset); p4.add(offset); } return areadiag(p1, p2, left).avg(areadiag(p3, p4, left)); } static vec2 areadiag(int pattern, float left, float right, const vec2 &offset) { float d = left + right + 1; switch(pattern) { case 0: return areadiag2(1, 1, 1, 1, 1, 0, 1, 0, d, left, offset, pattern); case 1: return areadiag2(1, 0, 0, 0, 1, 0, 1, 0, d, left, offset, pattern); case 2: return areadiag2(0, 0, 1, 0, 1, 0, 1, 0, d, left, offset, pattern); case 3: return areadiag(1, 0, 1, 0, d, left, offset, pattern); case 4: return areadiag2(1, 1, 0, 0, 1, 1, 1, 0, d, left, offset, pattern); case 5: return areadiag2(1, 1, 0, 0, 1, 0, 1, 0, d, left, offset, pattern); case 6: return areadiag(1, 1, 1, 0, d, left, offset, pattern); case 7: return areadiag2(1, 1, 1, 0, 1, 0, 1, 0, d, left, offset, pattern); case 8: return areadiag2(0, 0, 1, 1, 1, 0, 1, 1, d, left, offset, pattern); case 9: return areadiag(1, 0, 1, 1, d, left, offset, pattern); case 10: return areadiag2(0, 0, 1, 1, 1, 0, 1, 0, d, left, offset, pattern); case 11: return areadiag2(1, 0, 1, 1, 1, 0, 1, 0, d, left, offset, pattern); case 12: return areadiag(1, 1, 1, 1, d, left, offset, pattern); case 13: return areadiag2(1, 1, 1, 1, 1, 0, 1, 1, d, left, offset, pattern); case 14: return areadiag2(1, 1, 1, 1, 1, 1, 1, 0, d, left, offset, pattern); case 15: return areadiag2(1, 1, 1, 1, 1, 0, 1, 0, d, left, offset, pattern); } return vec2(0, 0); } static const float offsetsortho[] = { 0.0f, -0.25f, 0.25f, -0.125f, 0.125f, -0.375f, 0.375f }; 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 } }; #define SMAA_AREATEX_WIDTH 160 #define SMAA_AREATEX_HEIGHT 560 static uchar smaaareadata[SMAA_AREATEX_WIDTH*SMAA_AREATEX_HEIGHT*2]; static bool smaaareadatainited = false; static void gensmaaareadata() { if(smaaareadatainited) return; memset(smaaareadata, 0, sizeof(smaaareadata)); loop(offset, sizeof(offsetsortho)/sizeof(offsetsortho[0])) loop(pattern, 16) { int px = edgesortho[pattern][0]*16, py = (5*offset + edgesortho[pattern][1])*16; uchar *dst = &smaaareadata[(py*SMAA_AREATEX_WIDTH + px)*2]; loop(y, 16) { loop(x, 16) { vec2 a = areaortho(pattern, x*x, y*y, offsetsortho[offset]); dst[0] = uchar(255*a.x); dst[1] = uchar(255*a.y); dst += 2; } dst += (SMAA_AREATEX_WIDTH-16)*2; } } loop(offset, sizeof(offsetsdiag)/sizeof(offsetsdiag[0])) loop(pattern, 16) { int px = 5*16 + edgesdiag[pattern][0]*20, py = (4*offset + edgesdiag[pattern][1])*20; uchar *dst = &smaaareadata[(py*SMAA_AREATEX_WIDTH + px)*2]; loop(y, 20) { loop(x, 20) { vec2 a = areadiag(pattern, x, y, vec2(offsetsdiag[offset][0], offsetsdiag[offset][1])); dst[0] = uchar(255*a.x); dst[1] = uchar(255*a.y); dst += 2; } dst += (SMAA_AREATEX_WIDTH-20)*2; } } smaaareadatainited = true; } static void setupsmaa(int w, int h) { if(!smaaareatex) glGenTextures(1, &smaaareatex); if(!smaasearchtex) glGenTextures(1, &smaasearchtex); gensmaasearchdata(); gensmaaareadata(); createtexture(smaaareatex, SMAA_AREATEX_WIDTH, SMAA_AREATEX_HEIGHT, smaaareadata, 3, 1, hasTRG ? GL_RG8 : GL_LUMINANCE8_ALPHA8, GL_TEXTURE_RECTANGLE, 0, 0, 0, false); createtexture(smaasearchtex, SMAA_SEARCHTEX_WIDTH, SMAA_SEARCHTEX_HEIGHT, smaasearchdata, 3, 0, hasTRG ? GL_R8 : GL_LUMINANCE8, GL_TEXTURE_RECTANGLE, 0, 0, 0, false); bool split = multisampledaa(); smaasubsampleorder = split ? (msaapositions[0].x < 0.5f ? 1 : 0) : -1; smaat2x = tqaa ? 1 : 0; smaas2x = split ? 1 : 0; smaa4x = tqaa && split ? 1 : 0; loopi(split ? 4 : 3) { if(!smaatex[i]) glGenTextures(1, &smaatex[i]); if(!smaafbo[i]) glGenFramebuffers_(1, &smaafbo[i]); glBindFramebuffer_(GL_FRAMEBUFFER, smaafbo[i]); GLenum format = GL_RGB; switch(i) { case 0: format = tqaa || (!smaagreenluma && !intel_texalpha_bug && !smaacoloredge) ? GL_RGBA8 : GL_RGB; break; case 1: format = hasTRG ? GL_RG8 : GL_RGBA8; break; case 2: case 3: format = GL_RGBA8; break; } createtexture(smaatex[i], w, h, NULL, 3, 1, format, GL_TEXTURE_RECTANGLE); glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, smaatex[i], 0); if(!i && split) { if(!smaatex[4]) glGenTextures(1, &smaatex[4]); createtexture(smaatex[4], w, h, NULL, 3, 1, format, GL_TEXTURE_RECTANGLE); glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_RECTANGLE, smaatex[4], 0); static const GLenum drawbufs[2] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers_(2, drawbufs); } if(!i || (smaadepthmask && (!tqaa || msaalight)) || (smaastencil && ghasstencil > (msaasamples ? 1 : 0))) bindgdepth(); if(glCheckFramebufferStatus_(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) fatal("failed allocating SMAA buffer!"); } glBindFramebuffer_(GL_FRAMEBUFFER, 0); loadsmaashaders(split); } static void viewsmaa() { int w = min(hudw, hudh)*1.0f, h = (w*hudh)/hudw, tw = gw, th = gh; SETSHADER(hudrect); gle::colorf(1, 1, 1); switch(debugsmaa) { case 1: glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[0]); break; case 2: glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[1]); break; case 3: glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[2]); break; case 4: glBindTexture(GL_TEXTURE_RECTANGLE, smaaareatex); tw = SMAA_AREATEX_WIDTH; th = SMAA_AREATEX_HEIGHT; break; case 5: glBindTexture(GL_TEXTURE_RECTANGLE, smaasearchtex); tw = SMAA_SEARCHTEX_WIDTH; th = SMAA_SEARCHTEX_HEIGHT; break; } debugquad(0, 0, w, h, 0, 0, tw, th); } static void dosmaa(GLuint outfbo = 0, bool split = false) { timer *smaatimer = begintimer("smaa"); int cleardepth = msaalight ? GL_DEPTH_BUFFER_BIT | (ghasstencil > 1 ? GL_STENCIL_BUFFER_BIT : 0) : 0; bool depthmask = smaadepthmask && (!tqaa || msaalight), stencil = smaastencil && ghasstencil > (msaasamples ? 1 : 0); loop(pass, split ? 2 : 1) { glBindFramebuffer_(GL_FRAMEBUFFER, smaafbo[1]); if(depthmask || stencil) { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | (!pass ? cleardepth : 0)); } if(depthmask) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); float depthval = cleardepth ? 0.25f*(pass+1) : 1; glDepthRange(depthval, depthval); } else if(stencil) { glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0x10*(pass+1), ~0); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } if(smaacoloredge) smaacoloredgeshader->set(); else smaalumaedgeshader->set(); glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[pass ? 4 : 0]); screenquad(vieww, viewh); glBindFramebuffer_(GL_FRAMEBUFFER, smaafbo[2 + pass]); if(depthmask) { glDepthFunc(GL_EQUAL); glDepthMask(GL_FALSE); } else if(stencil) { glStencilFunc(GL_EQUAL, 0x10*(pass+1), ~0); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } if(depthmask || stencil) glClear(GL_COLOR_BUFFER_BIT); smaablendweightshader->set(); vec4 subsamples(0, 0, 0, 0); if(tqaa && split) subsamples = tqaaframe&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)); else if(tqaa) subsamples = tqaaframe&1 ? vec4(2, 2, 2, 0) : vec4(1, 1, 1, 0); else if(split) subsamples = pass != smaasubsampleorder ? vec4(2, 2, 2, 0) : vec4(1, 1, 1, 0); LOCALPARAM(subsamples, subsamples); glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[1]); glActiveTexture_(GL_TEXTURE1); glBindTexture(GL_TEXTURE_RECTANGLE, smaaareatex); glActiveTexture_(GL_TEXTURE2); glBindTexture(GL_TEXTURE_RECTANGLE, smaasearchtex); glActiveTexture_(GL_TEXTURE0); screenquad(vieww, viewh); if(depthmask) { glDisable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glDepthFunc(GL_LESS); glDepthRange(0, 1); } else if(stencil) glDisable(GL_STENCIL_TEST); } glBindFramebuffer_(GL_FRAMEBUFFER, tqaa ? tqaafbo[0] : outfbo); smaaneighborhoodshader->set(); glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[0]); glActiveTexture_(GL_TEXTURE1); glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[2]); if(split) { glActiveTexture_(GL_TEXTURE2); glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[4]); glActiveTexture_(GL_TEXTURE3); glBindTexture(GL_TEXTURE_RECTANGLE, smaatex[3]); } glActiveTexture_(GL_TEXTURE0); screenquad(vieww, viewh); if(tqaa) resolvetqaa(outfbo); endtimer(smaatimer); } void setupaa(int w, int h) { if(tqaa && !tqaafbo[0]) setuptqaa(w, h); if(smaa) { if(!smaafbo[0]) setupsmaa(w, h); } else if(fxaa) { if(!fxaafbo) setupfxaa(w, h); } } matrix4 nojittermatrix; void jitteraa() { nojittermatrix = projmatrix; if(!drawtex && tqaa) { vec2 jitter = tqaaframe&1 ? vec2(0.25f, 0.25f) : vec2(-0.25f, -0.25f); if(multisampledaa()) { jitter.x *= 0.5f; jitter.y *= -0.5f; } projmatrix.jitter(jitter.x*2.0f/vieww, jitter.y*2.0f/viewh); } } static int aamaskstencil = -1, aamask = -1; void setaamask(bool on) { int val = on && !drawtex ? 1 : 0; if(aamask == val) return; if(!aamaskstencil) { glStencilOp(GL_KEEP, GL_KEEP, val ? GL_REPLACE : GL_KEEP); if(aamask < 0) { glStencilFunc(GL_ALWAYS, 0x80, ~0); glEnable(GL_STENCIL_TEST); } } else if(aamaskstencil > 0) { if(val) glStencilFunc(GL_ALWAYS, 0x80 | aamaskstencil, ~0); else if(aamask >= 0) glStencilFunc(GL_ALWAYS, aamaskstencil, ~0); } aamask = val; GLOBALPARAMF(aamask, aamask); } void enableaamask(int stencil) { aamask = -1; aamaskstencil = !msaasamples && ghasstencil && tqaa && tqaamovemask && !drawtex ? stencil|avatarmask : -1; } void disableaamask() { if(aamaskstencil >= 0 && aamask >= 0) { if(!aamaskstencil) glDisable(GL_STENCIL_TEST); else if(aamask) glStencilFunc(GL_ALWAYS, aamaskstencil, ~0); aamask = -1; } } bool multisampledaa() { return msaasamples == 2 && (smaa ? msaalight && smaaspatial : tqaa); } bool maskedaa() { return tqaa && tqaamovemask; } void doaa(GLuint outfbo, void (*resolve)(GLuint, int)) { if(smaa) { bool split = multisampledaa(); resolve(smaafbo[0], smaatype); dosmaa(outfbo, split); } else if(fxaa) { resolve(fxaafbo, fxaatype); dofxaa(outfbo); } else if(tqaa) { resolve(tqaafbo[0], tqaatype); dotqaa(outfbo); } else resolve(outfbo, AA_UNUSED); } bool debugaa() { if(debugsmaa) viewsmaa(); else if(debugtqaa) viewtqaa(); else return false; return true; } void cleanupaa() { cleanupsmaa(); cleanupfxaa(); cleanuptqaa(); }