Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/overlay/overlay_antialiasing.cc')
-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.cc256
1 files changed, 256 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.cc b/source/blender/draw/engines/overlay/overlay_antialiasing.cc
new file mode 100644
index 00000000000..2eefdce403c
--- /dev/null
+++ b/source/blender/draw/engines/overlay/overlay_antialiasing.cc
@@ -0,0 +1,256 @@
+/* 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.hh"
+
+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 == nullptr) {
+ const float pixel[1] = {1.0f};
+ txl->dummy_depth_tx = DRW_texture_create_2d(
+ 1, 1, GPU_DEPTH_COMPONENT24, DRWTextureFlag(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 = nullptr;
+ GPUTexture *line_tex = nullptr;
+
+ 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, DRWTextureFlag(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();
+ 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, nullptr, 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, nullptr, 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 == nullptr ||
+ 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 == nullptr ||
+ 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, DRWTextureFlag(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);
+ }
+}