/* 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); } }