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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 15:15:52 +0300 |
commit | 9516921c05bd9fee5c94942eb8e38f47ba7e4351 (patch) | |
tree | da007fc17bc6a02f849dae2e8f76f5ab304fe4dc /source/blender/draw/engines/overlay/overlay_antialiasing.c | |
parent | 1f6c3699a836d485ed37f443cd0fcd19e978dbb6 (diff) |
Overlay Engine: Refactor & Cleanup
This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_antialiasing.c')
-rw-r--r-- | source/blender/draw/engines/overlay/overlay_antialiasing.c | 184 |
1 files changed, 184 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c new file mode 100644 index 00000000000..54a598633fb --- /dev/null +++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c @@ -0,0 +1,184 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Copyright 2019, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + * + * Overlay antialiasing: + * + * Most of the overlays are wires which causes a lot of flickering in motions + * due to aliasing problems. + * + * Our goal is to have a technique that works with single sample per pixel + * to avoid extra cost of managing MSAA or additional texture buffers and jitters. + * + * To solve this we use a simple and effective post-process AA. The technique + * goes like this: + * + * - During wireframe rendering, we output the line color, the line direction + * and the distance from the line for the pixel center. + * + * - Then, in a post process pass, for each pixels we gather all lines in a search area + * that could cover (even partially) the center pixel. + * We compute the coverage of each line and do a sorted alpha compositing of them. + * + * This technique has one major shortcoming compared to MSAA: + * - It handles (initial) partial visibility poorly (because of single sample). This makes + * overlaping / crossing wires a bit too thin at their intersection. + * Wireframe meshes overlaid over solid meshes can have half of the edge missing due to + * z-fighting (this has workaround). + * Another manifestation of this, is fickering of really dense wireframe if using small + * line thickness (also has workaround). + * + * The pros of this approach are many: + * - Works without geometry shader. + * - Can inflate line thickness. + * - Coverage is very close to perfect and can even be filtered (Blackman-Harris, gaussian). + * - Wires can "bleed" / overlap non-line objects since the filter is in screenspace. + * - Only uses one additional lightweight fullscreen buffer (compared to MSAA/SMAA). + * - No convergence time (compared to TAA). + */ + +#include "DRW_render.h" + +#include "ED_screen.h" + +#include "overlay_private.h" + +void OVERLAY_antialiasing_reset(OVERLAY_Data *vedata) +{ + OVERLAY_PrivateData *pd = vedata->stl->pd; + pd->antialiasing.sample = 0; +} + +void OVERLAY_antialiasing_init(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + if (!DRW_state_is_fbo()) { + /* Use default view */ + pd->view_default = (DRWView *)DRW_view_default_get(); + pd->antialiasing.enabled = false; + return; + } + + /* TODO Get real userpref option and remove MSAA buffer. */ + pd->antialiasing.enabled = dtxl->multisample_color != NULL; + + /* Use default view */ + pd->view_default = (DRWView *)DRW_view_default_get(); + + if (pd->antialiasing.enabled) { + DRW_texture_ensure_fullscreen_2d(&txl->overlay_color_tx, GPU_RGBA8, DRW_TEX_FILTER); + DRW_texture_ensure_fullscreen_2d(&txl->overlay_line_tx, GPU_RGBA8, 0); + + GPU_framebuffer_ensure_config( + &fbl->overlay_color_only_fb, + {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx)}); + GPU_framebuffer_ensure_config( + &fbl->overlay_default_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx)}); + GPU_framebuffer_ensure_config(&fbl->overlay_line_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx), + GPU_ATTACHMENT_TEXTURE(txl->overlay_line_tx)}); + } + else { + /* Just a copy of the defaults framebuffers. */ + GPU_framebuffer_ensure_config(&fbl->overlay_color_only_fb, + {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + GPU_framebuffer_ensure_config( + &fbl->overlay_default_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + GPU_framebuffer_ensure_config( + &fbl->overlay_line_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + } +} + +void OVERLAY_antialiasing_cache_init(OVERLAY_Data *vedata) +{ + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + OVERLAY_PassList *psl = vedata->psl; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + struct GPUShader *sh; + DRWShadingGroup *grp; + + if (pd->antialiasing.enabled) { + DRW_PASS_CREATE(psl->antialiasing_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL); + + sh = OVERLAY_shader_antialiasing(); + grp = DRW_shgroup_create(sh, psl->antialiasing_ps); + DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); + DRW_shgroup_uniform_texture_ref(grp, "depthTex", &dtxl->depth); + DRW_shgroup_uniform_texture_ref(grp, "colorTex", &txl->overlay_color_tx); + DRW_shgroup_uniform_texture_ref(grp, "lineTex", &txl->overlay_line_tx); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } +} + +void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_TextureList *txl = vedata->txl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + + if (pd->antialiasing.enabled) { + GPU_framebuffer_ensure_config(&fbl->overlay_in_front_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front), + GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx)}); + } + else { + GPU_framebuffer_ensure_config( + &fbl->overlay_in_front_fb, + {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front), GPU_ATTACHMENT_TEXTURE(dtxl->color)}); + } +} + +void OVERLAY_antialiasing_start(OVERLAY_Data *vedata) +{ + OVERLAY_FramebufferList *fbl = vedata->fbl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + + if (pd->antialiasing.enabled) { + float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + GPU_framebuffer_bind(fbl->overlay_line_fb); + GPU_framebuffer_clear_color(fbl->overlay_line_fb, clear_col); + + GPU_framebuffer_bind(fbl->overlay_default_fb); + } +} + +void OVERLAY_antialiasing_end(OVERLAY_Data *vedata) +{ + OVERLAY_PassList *psl = vedata->psl; + OVERLAY_PrivateData *pd = vedata->stl->pd; + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + + if (pd->antialiasing.enabled) { + GPU_framebuffer_bind(dfbl->color_only_fb); + DRW_draw_pass(psl->antialiasing_ps); + + GPU_framebuffer_bind(dfbl->default_fb); + } +} |