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authorJacques Lucke <jacques@blender.org>2022-09-19 15:29:58 +0300
committerJacques Lucke <jacques@blender.org>2022-09-19 15:29:58 +0300
commit2fffd7d7a85d9e35d4f2b6e0de15504178b26e07 (patch)
tree0b71bd34d0246f0637da738612abe2001962c927 /source/blender/draw/engines/overlay/overlay_antialiasing.c
parent327802b86f6b4dd0614d67796cc8ef02f4363a9b (diff)
Move overlay engine to C++
This just makes the minimum changes to make the files compile.
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_antialiasing.c')
-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.c255
1 files changed, 0 insertions, 255 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c
deleted file mode 100644
index 5bdc1096edc..00000000000
--- a/source/blender/draw/engines/overlay/overlay_antialiasing.c
+++ /dev/null
@@ -1,255 +0,0 @@
-/* SPDX-License-Identifier: GPL-2.0-or-later
- * 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
- * overlapping / 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 flickering 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 screen-space.
- * - Only uses one additional lightweight full-screen 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_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();
-
- /* Small texture which will have very small impact on render-time. */
- if (txl->dummy_depth_tx == NULL) {
- const float pixel[1] = {1.0f};
- txl->dummy_depth_tx = DRW_texture_create_2d(1, 1, GPU_DEPTH_COMPONENT24, 0, pixel);
- }
-
- if (!DRW_state_is_fbo()) {
- pd->antialiasing.enabled = false;
- return;
- }
-
- bool need_wire_expansion = (G_draw.block.size_pixel > 1.0f);
- pd->antialiasing.enabled = need_wire_expansion ||
- ((U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) != 0);
-
- GPUTexture *color_tex = NULL;
- GPUTexture *line_tex = NULL;
-
- if (pd->antialiasing.enabled) {
- DRW_texture_ensure_fullscreen_2d(&txl->overlay_color_tx, GPU_SRGB8_A8, DRW_TEX_FILTER);
- DRW_texture_ensure_fullscreen_2d(&txl->overlay_line_tx, GPU_RGBA8, 0);
-
- color_tex = txl->overlay_color_tx;
- line_tex = txl->overlay_line_tx;
- }
- else {
- /* Just a copy of the defaults frame-buffers. */
- color_tex = dtxl->color_overlay;
- }
-
- GPU_framebuffer_ensure_config(&fbl->overlay_color_only_fb,
- {
- GPU_ATTACHMENT_NONE,
- GPU_ATTACHMENT_TEXTURE(color_tex),
- });
- GPU_framebuffer_ensure_config(&fbl->overlay_default_fb,
- {
- GPU_ATTACHMENT_TEXTURE(dtxl->depth),
- GPU_ATTACHMENT_TEXTURE(color_tex),
- });
- GPU_framebuffer_ensure_config(&fbl->overlay_line_fb,
- {
- GPU_ATTACHMENT_TEXTURE(dtxl->depth),
- GPU_ATTACHMENT_TEXTURE(color_tex),
- GPU_ATTACHMENT_TEXTURE(line_tex),
- });
-}
-
-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) {
- /* `antialiasing.enabled` is also enabled for wire expansion. Check here if
- * anti aliasing is needed. */
- const bool do_smooth_lines = (U.gpu_flag & USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE) != 0;
-
- 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_bool_copy(grp, "doSmoothLines", do_smooth_lines);
- 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);
- }
-
- /* A bit out of place... not related to antialiasing. */
- if (pd->xray_enabled) {
- DRW_PASS_CREATE(psl->xray_fade_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_MUL);
-
- sh = OVERLAY_shader_xray_fade();
- grp = DRW_shgroup_create(sh, psl->xray_fade_ps);
- DRW_shgroup_uniform_texture_ref(grp, "depthTex", &dtxl->depth);
- DRW_shgroup_uniform_texture_ref(grp, "xrayDepthTex", &txl->temp_depth_tx);
- DRW_shgroup_uniform_float_copy(grp, "opacity", 1.0f - pd->xray_opacity);
- 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_PassList *psl = vedata->psl;
- 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)});
-
- GPU_framebuffer_ensure_config(&fbl->overlay_line_in_front_fb,
- {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
- GPU_ATTACHMENT_TEXTURE(txl->overlay_color_tx),
- GPU_ATTACHMENT_TEXTURE(txl->overlay_line_tx)});
- }
- else {
- GPU_framebuffer_ensure_config(&fbl->overlay_in_front_fb,
- {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
- GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay)});
-
- GPU_framebuffer_ensure_config(&fbl->overlay_line_in_front_fb,
- {GPU_ATTACHMENT_TEXTURE(dtxl->depth_in_front),
- GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
- GPU_ATTACHMENT_TEXTURE(txl->overlay_line_tx)});
- }
-
- pd->antialiasing.do_depth_copy = !(psl->wireframe_ps == NULL ||
- DRW_pass_is_empty(psl->wireframe_ps)) ||
- (pd->xray_enabled && pd->xray_opacity > 0.0f);
- pd->antialiasing.do_depth_infront_copy = !(psl->wireframe_xray_ps == NULL ||
- DRW_pass_is_empty(psl->wireframe_xray_ps));
-
- const bool do_wireframe = pd->antialiasing.do_depth_copy ||
- pd->antialiasing.do_depth_infront_copy;
- if (pd->xray_enabled || do_wireframe) {
- DRW_texture_ensure_fullscreen_2d(&txl->temp_depth_tx, GPU_DEPTH24_STENCIL8, 0);
- }
-}
-
-void OVERLAY_antialiasing_start(OVERLAY_Data *vedata)
-{
- OVERLAY_FramebufferList *fbl = vedata->fbl;
- OVERLAY_PrivateData *pd = vedata->stl->pd;
-
- if (pd->antialiasing.enabled) {
- const 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);
- }
-
- /* If we are not in solid shading mode, we clear the depth. */
- if (DRW_state_is_fbo() && pd->clear_in_front) {
- /* TODO(fclem): This clear should be done in a global place. */
- GPU_framebuffer_bind(fbl->overlay_in_front_fb);
- GPU_framebuffer_clear_depth(fbl->overlay_in_front_fb, 1.0f);
- }
-}
-
-void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata)
-{
- OVERLAY_FramebufferList *fbl = vedata->fbl;
- OVERLAY_TextureList *txl = vedata->txl;
- OVERLAY_PrivateData *pd = vedata->stl->pd;
-
- if (DRW_state_is_fbo() && pd->antialiasing.do_depth_copy) {
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- /* We copy the depth of the rendered geometry to be able to compare to the overlays depth. */
- GPU_texture_copy(txl->temp_depth_tx, dtxl->depth);
- }
-
- if (DRW_state_is_fbo() && pd->xray_enabled) {
- /* We then clear to not occlude the overlays directly. */
- GPU_framebuffer_bind(fbl->overlay_default_fb);
- GPU_framebuffer_clear_depth(fbl->overlay_default_fb, 1.0f);
- }
-}
-
-void OVERLAY_xray_depth_infront_copy(OVERLAY_Data *vedata)
-{
- OVERLAY_TextureList *txl = vedata->txl;
- OVERLAY_PrivateData *pd = vedata->stl->pd;
-
- if (DRW_state_is_fbo() && pd->antialiasing.do_depth_infront_copy) {
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- /* We copy the depth of the rendered geometry to be able to compare to the overlays depth. */
- GPU_texture_copy(txl->temp_depth_tx, dtxl->depth_in_front);
- }
-}
-
-void OVERLAY_xray_fade_draw(OVERLAY_Data *vedata)
-{
- OVERLAY_PassList *psl = vedata->psl;
- OVERLAY_PrivateData *pd = vedata->stl->pd;
-
- if (DRW_state_is_fbo() && pd->xray_enabled && pd->xray_opacity > 0.0f) {
- /* Partially occlude overlays using the geometry depth pass. */
- DRW_draw_pass(psl->xray_fade_ps);
- }
-}
-
-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->overlay_only_fb);
- DRW_draw_pass(psl->antialiasing_ps);
- }
-}