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blender-archive/source/blender/draw/engines/gpencil/gpencil_antialiasing.c

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C

/*
* 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 2019, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include "DRW_render.h"
#include "gpencil_engine.h"
#include "smaa_textures.h"
void GPENCIL_antialiasing_init(struct GPENCIL_Data *vedata)
{
GPENCIL_PrivateData *pd = vedata->stl->pd;
GPENCIL_FramebufferList *fbl = vedata->fbl;
GPENCIL_TextureList *txl = vedata->txl;
GPENCIL_PassList *psl = vedata->psl;
DRWShadingGroup *grp;
const float *size = DRW_viewport_size_get();
const float *sizeinv = DRW_viewport_invert_size_get();
const float metrics[4] = {sizeinv[0], sizeinv[1], size[0], size[1]};
if (pd->simplify_antialias) {
/* No AA fallback. */
DRW_PASS_CREATE(psl->smaa_resolve_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
GPUShader *sh = GPENCIL_shader_antialiasing(2);
grp = DRW_shgroup_create(sh, psl->smaa_resolve_ps);
DRW_shgroup_uniform_texture(grp, "blendTex", pd->color_tx);
DRW_shgroup_uniform_texture(grp, "colorTex", pd->color_tx);
DRW_shgroup_uniform_texture(grp, "revealTex", pd->reveal_tx);
DRW_shgroup_uniform_bool_copy(grp, "doAntiAliasing", false);
DRW_shgroup_uniform_bool_copy(grp, "onlyAlpha", pd->draw_wireframe);
DRW_shgroup_uniform_vec4_copy(grp, "viewportMetrics", metrics);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
return;
}
if (txl->smaa_search_tx == NULL) {
txl->smaa_search_tx = GPU_texture_create_2d(
"smaa_search", SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 1, GPU_R8, NULL);
GPU_texture_update(txl->smaa_search_tx, GPU_DATA_UBYTE, searchTexBytes);
txl->smaa_area_tx = GPU_texture_create_2d(
"smaa_area", AREATEX_WIDTH, AREATEX_HEIGHT, 1, GPU_RG8, NULL);
GPU_texture_update(txl->smaa_area_tx, GPU_DATA_UBYTE, areaTexBytes);
GPU_texture_filter_mode(txl->smaa_search_tx, true);
GPU_texture_filter_mode(txl->smaa_area_tx, true);
}
{
pd->smaa_edge_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_RG8, &draw_engine_gpencil_type);
pd->smaa_weight_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_RGBA8, &draw_engine_gpencil_type);
GPU_framebuffer_ensure_config(&fbl->smaa_edge_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(pd->smaa_edge_tx),
});
GPU_framebuffer_ensure_config(&fbl->smaa_weight_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(pd->smaa_weight_tx),
});
}
{
/* Stage 1: Edge detection. */
DRW_PASS_CREATE(psl->smaa_edge_ps, DRW_STATE_WRITE_COLOR);
GPUShader *sh = GPENCIL_shader_antialiasing(0);
grp = DRW_shgroup_create(sh, psl->smaa_edge_ps);
DRW_shgroup_uniform_texture(grp, "colorTex", pd->color_tx);
DRW_shgroup_uniform_texture(grp, "revealTex", pd->reveal_tx);
DRW_shgroup_uniform_vec4_copy(grp, "viewportMetrics", metrics);
DRW_shgroup_uniform_float_copy(
grp, "lumaWeight", pd->scene->grease_pencil_settings.smaa_threshold);
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->smaa_weight_ps, DRW_STATE_WRITE_COLOR);
GPUShader *sh = GPENCIL_shader_antialiasing(1);
grp = DRW_shgroup_create(sh, psl->smaa_weight_ps);
DRW_shgroup_uniform_texture(grp, "edgesTex", pd->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->smaa_resolve_ps, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
GPUShader *sh = GPENCIL_shader_antialiasing(2);
grp = DRW_shgroup_create(sh, psl->smaa_resolve_ps);
DRW_shgroup_uniform_texture(grp, "blendTex", pd->smaa_weight_tx);
DRW_shgroup_uniform_texture(grp, "colorTex", pd->color_tx);
DRW_shgroup_uniform_texture(grp, "revealTex", pd->reveal_tx);
DRW_shgroup_uniform_bool_copy(grp, "doAntiAliasing", true);
DRW_shgroup_uniform_bool_copy(grp, "onlyAlpha", pd->draw_wireframe);
DRW_shgroup_uniform_vec4_copy(grp, "viewportMetrics", metrics);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
}
void GPENCIL_antialiasing_draw(struct GPENCIL_Data *vedata)
{
GPENCIL_FramebufferList *fbl = vedata->fbl;
GPENCIL_PrivateData *pd = vedata->stl->pd;
GPENCIL_PassList *psl = vedata->psl;
if (!pd->simplify_antialias) {
GPU_framebuffer_bind(fbl->smaa_edge_fb);
DRW_draw_pass(psl->smaa_edge_ps);
GPU_framebuffer_bind(fbl->smaa_weight_fb);
DRW_draw_pass(psl->smaa_weight_ps);
}
GPU_framebuffer_bind(pd->scene_fb);
DRW_draw_pass(psl->smaa_resolve_ps);
}