diff options
author | Jacques Lucke <jacques@blender.org> | 2022-09-19 15:29:58 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2022-09-19 15:29:58 +0300 |
commit | 2fffd7d7a85d9e35d4f2b6e0de15504178b26e07 (patch) | |
tree | 0b71bd34d0246f0637da738612abe2001962c927 /source/blender/draw/engines/overlay/overlay_antialiasing.c | |
parent | 327802b86f6b4dd0614d67796cc8ef02f4363a9b (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.c | 255 |
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); - } -} |