diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_effect_antialiasing.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_effect_antialiasing.c | 421 |
1 files changed, 421 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c new file mode 100644 index 00000000000..3cd21dfeace --- /dev/null +++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c @@ -0,0 +1,421 @@ +/* + * 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 2020, Blender Foundation. + */ + +/** \file + * \ingroup draw_engine + * + * Anti-aliasing: + * + * We use SMAA (Smart Morphological Anti-Aliasing) as a fast antialiasing solution. + * + * If the viewport stays static, the engine ask for multiple redraw and will progressively + * converge to a much more accurate image without aliasing. + * We call this one TAA (Temporal Anti-Aliasing). + * + * This is done using an accumulation buffer and a final pass that will output the final color + * to the scene buffer. We softly blend between SMAA and TAA to avoid really harsh transitions. + */ + +#include "ED_screen.h" + +#include "BLI_jitter_2d.h" + +#include "smaa_textures.h" + +#include "workbench_private.h" + +static struct { + bool init; + float jitter_5[5][2]; + float jitter_8[8][2]; + float jitter_11[11][2]; + float jitter_16[16][2]; + float jitter_32[32][2]; +} e_data = {false}; + +static void workbench_taa_jitter_init_order(float (*table)[2], int num) +{ + BLI_jitter_init(table, num); + + /* find closest element to center */ + int closest_index = 0; + float closest_squared_distance = 1.0f; + + for (int index = 0; index < num; index++) { + const float squared_dist = square_f(table[index][0]) + square_f(table[index][1]); + if (squared_dist < closest_squared_distance) { + closest_squared_distance = squared_dist; + closest_index = index; + } + } + + /* move jitter table so that closest sample is in center */ + for (int index = 0; index < num; index++) { + sub_v2_v2(table[index], table[closest_index]); + mul_v2_fl(table[index], 2.0f); + } + + /* swap center sample to the start of the table */ + if (closest_index != 0) { + swap_v2_v2(table[0], table[closest_index]); + } + + /* sort list based on furtest distance with previous */ + for (int i = 0; i < num - 2; i++) { + float f_squared_dist = 0.0; + int f_index = i; + for (int j = i + 1; j < num; j++) { + const float squared_dist = square_f(table[i][0] - table[j][0]) + + square_f(table[i][1] - table[j][1]); + if (squared_dist > f_squared_dist) { + f_squared_dist = squared_dist; + f_index = j; + } + } + swap_v2_v2(table[i + 1], table[f_index]); + } +} + +static void workbench_taa_jitter_init(void) +{ + if (e_data.init == false) { + e_data.init = true; + workbench_taa_jitter_init_order(e_data.jitter_5, 5); + workbench_taa_jitter_init_order(e_data.jitter_8, 8); + workbench_taa_jitter_init_order(e_data.jitter_11, 11); + workbench_taa_jitter_init_order(e_data.jitter_16, 16); + workbench_taa_jitter_init_order(e_data.jitter_32, 32); + } +} + +int workbench_antialiasing_sample_count_get(WORKBENCH_PrivateData *wpd) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene = draw_ctx->scene; + + if (wpd->is_navigating || wpd->is_playback) { + /* Only draw using SMAA or no AA when navigating. */ + return min_ii(wpd->preferences->viewport_aa, 1); + } + else if (DRW_state_is_image_render()) { + if (draw_ctx->v3d) { + return scene->display.viewport_aa; + } + else { + return scene->display.render_aa; + } + } + else { + return wpd->preferences->viewport_aa; + } +} + +void workbench_antialiasing_view_updated(WORKBENCH_Data *vedata) +{ + WORKBENCH_StorageList *stl = vedata->stl; + if (stl && stl->wpd) { + stl->wpd->view_updated = true; + } +} + +void workbench_antialiasing_engine_init(WORKBENCH_Data *vedata) +{ + WORKBENCH_FramebufferList *fbl = vedata->fbl; + WORKBENCH_TextureList *txl = vedata->txl; + WORKBENCH_PrivateData *wpd = vedata->stl->wpd; + DrawEngineType *owner = (DrawEngineType *)&workbench_antialiasing_engine_init; + + wpd->view = NULL; + + /* reset complete drawing when navigating. */ + if (wpd->taa_sample != 0) { + if (wpd->is_navigating) { + wpd->taa_sample = 0; + } + } + + if (wpd->view_updated) { + wpd->taa_sample = 0; + wpd->view_updated = false; + } + + { + float persmat[4][4]; + DRW_view_persmat_get(NULL, persmat, false); + if (!equals_m4m4(persmat, wpd->last_mat)) { + copy_m4_m4(wpd->last_mat, persmat); + wpd->taa_sample = 0; + } + } + + if (wpd->taa_sample_len > 0) { + workbench_taa_jitter_init(); + + DRW_texture_ensure_fullscreen_2d(&txl->history_buffer_tx, GPU_RGBA16F, DRW_TEX_FILTER); + DRW_texture_ensure_fullscreen_2d(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0); + + wpd->smaa_edge_tx = DRW_texture_pool_query_fullscreen(GPU_RG8, owner); + wpd->smaa_weight_tx = DRW_texture_pool_query_fullscreen(GPU_RGBA8, owner); + + GPU_framebuffer_ensure_config(&fbl->antialiasing_fb, + { + GPU_ATTACHMENT_TEXTURE(txl->depth_buffer_tx), + GPU_ATTACHMENT_TEXTURE(txl->history_buffer_tx), + }); + + GPU_framebuffer_ensure_config(&fbl->smaa_edge_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(wpd->smaa_edge_tx), + }); + + GPU_framebuffer_ensure_config(&fbl->smaa_weight_fb, + { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(wpd->smaa_weight_tx), + }); + + /* TODO could be shared for all viewports. */ + if (txl->smaa_search_tx == NULL) { + txl->smaa_search_tx = GPU_texture_create_nD(SEARCHTEX_WIDTH, + SEARCHTEX_HEIGHT, + 0, + 2, + searchTexBytes, + GPU_R8, + GPU_DATA_UNSIGNED_BYTE, + 0, + false, + NULL); + + txl->smaa_area_tx = GPU_texture_create_nD(AREATEX_WIDTH, + AREATEX_HEIGHT, + 0, + 2, + areaTexBytes, + GPU_RG8, + GPU_DATA_UNSIGNED_BYTE, + 0, + false, + NULL); + + GPU_texture_bind(txl->smaa_search_tx, 0); + GPU_texture_filter_mode(txl->smaa_search_tx, true); + GPU_texture_unbind(txl->smaa_search_tx); + + GPU_texture_bind(txl->smaa_area_tx, 0); + GPU_texture_filter_mode(txl->smaa_area_tx, true); + GPU_texture_unbind(txl->smaa_area_tx); + } + } + else { + /* Cleanup */ + DRW_TEXTURE_FREE_SAFE(txl->history_buffer_tx); + DRW_TEXTURE_FREE_SAFE(txl->depth_buffer_tx); + DRW_TEXTURE_FREE_SAFE(txl->smaa_search_tx); + DRW_TEXTURE_FREE_SAFE(txl->smaa_area_tx); + } +} + +void workbench_antialiasing_cache_init(WORKBENCH_Data *vedata) +{ + WORKBENCH_TextureList *txl = vedata->txl; + WORKBENCH_PrivateData *wpd = vedata->stl->wpd; + WORKBENCH_PassList *psl = vedata->psl; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + DRWShadingGroup *grp = NULL; + + if (wpd->taa_sample_len == 0) { + return; + } + + { + DRW_PASS_CREATE(psl->aa_accum_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL); + + GPUShader *shader = workbench_shader_antialiasing_accumulation_get(); + grp = DRW_shgroup_create(shader, psl->aa_accum_ps); + DRW_shgroup_uniform_texture(grp, "colorBuffer", dtxl->color); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } + + const float *size = DRW_viewport_size_get(); + const float *sizeinv = DRW_viewport_invert_size_get(); + float metrics[4] = {sizeinv[0], sizeinv[1], size[0], size[1]}; + + { + /* Stage 1: Edge detection. */ + DRW_PASS_CREATE(psl->aa_edge_ps, DRW_STATE_WRITE_COLOR); + + GPUShader *sh = workbench_shader_antialiasing_get(0); + grp = DRW_shgroup_create(sh, psl->aa_edge_ps); + DRW_shgroup_uniform_texture(grp, "colorTex", txl->history_buffer_tx); + DRW_shgroup_uniform_vec4_copy(grp, "viewportMetrics", metrics); + + DRW_shgroup_clear_framebuffer(grp, GPU_COLOR_BIT, 0, 0, 0, 0, 0.0f, 0x0); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } + { + /* Stage 2: Blend Weight/Coord. */ + DRW_PASS_CREATE(psl->aa_weight_ps, DRW_STATE_WRITE_COLOR); + + GPUShader *sh = workbench_shader_antialiasing_get(1); + grp = DRW_shgroup_create(sh, psl->aa_weight_ps); + DRW_shgroup_uniform_texture(grp, "edgesTex", wpd->smaa_edge_tx); + DRW_shgroup_uniform_texture(grp, "areaTex", txl->smaa_area_tx); + DRW_shgroup_uniform_texture(grp, "searchTex", txl->smaa_search_tx); + DRW_shgroup_uniform_vec4_copy(grp, "viewportMetrics", metrics); + + DRW_shgroup_clear_framebuffer(grp, GPU_COLOR_BIT, 0, 0, 0, 0, 0.0f, 0x0); + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } + { + /* Stage 3: Resolve. */ + DRW_PASS_CREATE(psl->aa_resolve_ps, DRW_STATE_WRITE_COLOR); + + GPUShader *sh = workbench_shader_antialiasing_get(2); + grp = DRW_shgroup_create(sh, psl->aa_resolve_ps); + DRW_shgroup_uniform_texture(grp, "blendTex", wpd->smaa_weight_tx); + DRW_shgroup_uniform_texture(grp, "colorTex", txl->history_buffer_tx); + DRW_shgroup_uniform_vec4_copy(grp, "viewportMetrics", metrics); + DRW_shgroup_uniform_float(grp, "mixFactor", &wpd->smaa_mix_factor, 1); + DRW_shgroup_uniform_float(grp, "taaSampleCountInv", &wpd->taa_sample_inv, 1); + + DRW_shgroup_call_procedural_triangles(grp, NULL, 1); + } +} + +/* Return true if render is not cached. */ +bool workbench_antialiasing_setup(WORKBENCH_Data *vedata) +{ + WORKBENCH_PrivateData *wpd = vedata->stl->wpd; + + if (wpd->taa_sample_len == 0) { + /* AA disabled. */ + return true; + } + + if (wpd->taa_sample >= wpd->taa_sample_len) { + /* TAA accumulation has finish. Just copy the result back */ + return false; + } + else { + const float *viewport_size = DRW_viewport_size_get(); + const DRWView *default_view = DRW_view_default_get(); + float *transform_offset; + + switch (wpd->taa_sample_len) { + default: + case 5: + transform_offset = e_data.jitter_5[min_ii(wpd->taa_sample, 5)]; + break; + case 8: + transform_offset = e_data.jitter_8[min_ii(wpd->taa_sample, 8)]; + break; + case 11: + transform_offset = e_data.jitter_11[min_ii(wpd->taa_sample, 11)]; + break; + case 16: + transform_offset = e_data.jitter_16[min_ii(wpd->taa_sample, 16)]; + break; + case 32: + transform_offset = e_data.jitter_32[min_ii(wpd->taa_sample, 32)]; + break; + } + + /* construct new matrices from transform delta */ + float winmat[4][4], viewmat[4][4], persmat[4][4]; + DRW_view_winmat_get(default_view, winmat, false); + DRW_view_viewmat_get(default_view, viewmat, false); + DRW_view_persmat_get(default_view, persmat, false); + + window_translate_m4(winmat, + persmat, + transform_offset[0] / viewport_size[0], + transform_offset[1] / viewport_size[1]); + + if (wpd->view) { + /* When rendering just update the view. This avoids recomputing the culling. */ + DRW_view_update_sub(wpd->view, viewmat, winmat); + } + else { + /* TAA is not making a big change to the matrices. + * Reuse the main view culling by creating a sub-view. */ + wpd->view = DRW_view_create_sub(default_view, viewmat, winmat); + } + DRW_view_set_active(wpd->view); + return true; + } +} + +void workbench_antialiasing_draw_pass(WORKBENCH_Data *vedata) +{ + WORKBENCH_PrivateData *wpd = vedata->stl->wpd; + WORKBENCH_FramebufferList *fbl = vedata->fbl; + WORKBENCH_PassList *psl = vedata->psl; + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + + if (wpd->taa_sample_len == 0) { + /* AA disabled. */ + /* Just set sample to 1 to avoid rendering indefinitely. */ + wpd->taa_sample = 1; + return; + } + + /** + * We always do SMAA on top of TAA accumulation, unless the number of samples of TAA is already + * high. This ensure a smoother transition. + * If TAA accumulation is finished, we only blit the result. + */ + + if (wpd->taa_sample == 0) { + /* In playback mode, we are sure the next redraw will not use the same viewmatrix. + * In this case no need to save the depth buffer. */ + eGPUFrameBufferBits bits = GPU_COLOR_BIT | (!wpd->is_playback ? GPU_DEPTH_BIT : 0); + GPU_framebuffer_blit(dfbl->default_fb, 0, fbl->antialiasing_fb, 0, bits); + } + else { + /* Accumulate result to the TAA buffer. */ + GPU_framebuffer_bind(fbl->antialiasing_fb); + DRW_draw_pass(psl->aa_accum_ps); + /* Copy back the saved depth buffer for correct overlays. */ + GPU_framebuffer_blit(fbl->antialiasing_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT); + } + + if (!DRW_state_is_image_render() || wpd->taa_sample + 1 == wpd->taa_sample_len) { + /* After a certain point SMAA is no longer necessary. */ + wpd->smaa_mix_factor = 1.0f - clamp_f(wpd->taa_sample / 4.0f, 0.0f, 1.0f); + wpd->taa_sample_inv = 1.0f / (wpd->taa_sample + 1); + + if (wpd->smaa_mix_factor > 0.0f) { + GPU_framebuffer_bind(fbl->smaa_edge_fb); + DRW_draw_pass(psl->aa_edge_ps); + + GPU_framebuffer_bind(fbl->smaa_weight_fb); + DRW_draw_pass(psl->aa_weight_ps); + } + + GPU_framebuffer_bind(dfbl->default_fb); + DRW_draw_pass(psl->aa_resolve_ps); + } + + wpd->taa_sample++; + + if (!DRW_state_is_image_render() && wpd->taa_sample < wpd->taa_sample_len) { + DRW_viewport_request_redraw(); + } +} |