forked from Mirrorlandia_minetest/minetest
Add antialiasing filters (FXAA, SSAA) (#13253)
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@ -342,14 +342,27 @@ texture_clean_transparent (Clean transparent textures) bool false
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# texture autoscaling.
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texture_min_size (Minimum texture size) int 64 1 32768
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# Use multi-sample antialiasing (MSAA) to smooth out block edges.
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# This algorithm smooths out the 3D viewport while keeping the image sharp,
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# but it doesn't affect the insides of textures
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# (which is especially noticeable with transparent textures).
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# Visible spaces appear between nodes when shaders are disabled.
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# If set to 0, MSAA is disabled.
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# A restart is required after changing this option.
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fsaa (FSAA) enum 0 0,1,2,4,8,16
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# Select the antialiasing method to apply.
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#
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# * None - No antialiasing (default)
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#
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# * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
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# A.K.A multi-sample antialiasing (MSAA)
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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#
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# * FXAA - Fast approximate antialiasing (requires shaders)
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# Applies a post-processing filter to detect and smoothen high-contrast edges.
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# Provides balance between speed and image quality.
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#
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# * SSAA - Super-sampling antialiasing (requires shaders)
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# Renders higher-resolution image of the scene, then scales down to reduce
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# the aliasing effects. This is the slowest and the most accurate method.
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antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
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# Defines size of the sampling grid for FSAA and SSAA antializasing methods.
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# Value of 2 means taking 2x2 = 4 samples.
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fsaa (Anti-aliasing scale) enum 2 2,4,8,16
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[**Occlusion Culling]
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116
client/shaders/fxaa/opengl_fragment.glsl
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116
client/shaders/fxaa/opengl_fragment.glsl
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@ -0,0 +1,116 @@
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#define rendered texture0
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uniform sampler2D rendered;
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uniform vec2 texelSize0;
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varying vec2 sampleNW;
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varying vec2 sampleNE;
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varying vec2 sampleSW;
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varying vec2 sampleSE;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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/**
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Basic FXAA implementation based on the code on geeks3d.com with the
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modification that the texture2DLod stuff was removed since it's
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unsupported by WebGL.
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--
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From:
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https://github.com/mitsuhiko/webgl-meincraft
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Copyright (c) 2011 by Armin Ronacher.
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Some rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the following
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disclaimer in the documentation and/or other materials provided
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with the distribution.
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* The names of the contributors may not be used to endorse or
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promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef FXAA_REDUCE_MIN
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#define FXAA_REDUCE_MIN (1.0/ 128.0)
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#endif
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#ifndef FXAA_REDUCE_MUL
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#define FXAA_REDUCE_MUL (1.0 / 8.0)
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#endif
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#ifndef FXAA_SPAN_MAX
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#define FXAA_SPAN_MAX 8.0
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#endif
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//optimized version for mobile, where dependent
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//texture reads can be a bottleneck
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vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,
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vec2 v_rgbNW, vec2 v_rgbNE,
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vec2 v_rgbSW, vec2 v_rgbSE,
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vec2 v_rgbM) {
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vec4 color;
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vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
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vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
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vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
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vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
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vec4 texColor = texture2D(tex, v_rgbM);
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vec3 rgbM = texColor.xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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mediump vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
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(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) * inverseVP;
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vec3 rgbA = 0.5 * (
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texture2D(tex, fragCoord + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture2D(tex, fragCoord + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture2D(tex, fragCoord + dir * -0.5).xyz +
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texture2D(tex, fragCoord + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax))
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color = vec4(rgbA, 1.0);
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else
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color = vec4(rgbB, 1.0);
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return color;
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}
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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gl_FragColor = fxaa(rendered, uv, texelSize0,
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sampleNW, sampleNE, sampleSW, sampleSE, uv);
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}
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27
client/shaders/fxaa/opengl_vertex.glsl
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27
client/shaders/fxaa/opengl_vertex.glsl
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@ -0,0 +1,27 @@
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uniform vec2 texelSize0;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec2 sampleNW;
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varying vec2 sampleNE;
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varying vec2 sampleSW;
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varying vec2 sampleSE;
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/*
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Based on
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https://github.com/mattdesl/glsl-fxaa/
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Portions Copyright (c) 2011 by Armin Ronacher.
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*/
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void main(void)
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{
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varTexCoord.st = inTexCoord0.st;
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sampleNW = varTexCoord.st + vec2(-1.0, -1.0) * texelSize0;
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sampleNE = varTexCoord.st + vec2(1.0, -1.0) * texelSize0;
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sampleSW = varTexCoord.st + vec2(-1.0, 1.0) * texelSize0;
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sampleSE = varTexCoord.st + vec2(1.0, 1.0) * texelSize0;
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gl_Position = inVertexPosition;
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}
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@ -8,6 +8,8 @@ struct ExposureParams {
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uniform sampler2D rendered;
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uniform sampler2D bloom;
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uniform vec2 texelSize0;
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uniform ExposureParams exposureParams;
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uniform lowp float bloomIntensity;
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uniform lowp float saturation;
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@ -80,7 +82,15 @@ vec3 applySaturation(vec3 color, float factor)
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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#ifdef ENABLE_SSAA
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vec4 color = vec4(0.);
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for (float dx = 1.; dx < SSAA_SCALE; dx += 2.)
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for (float dy = 1.; dy < SSAA_SCALE; dy += 2.)
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color += texture2D(rendered, uv + texelSize0 * vec2(dx, dy)).rgba;
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color /= SSAA_SCALE * SSAA_SCALE / 4.;
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#else
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vec4 color = texture2D(rendered, uv).rgba;
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#endif
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// translate to linear colorspace (approximate)
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color.rgb = pow(color.rgb, vec3(2.2));
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@ -387,7 +387,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
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CachedPixelShaderSetting<float, 2> m_texel_size0;
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CachedVertexShaderSetting<float, 2> m_texel_size0_vertex;
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CachedPixelShaderSetting<float, 2> m_texel_size0_pixel;
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std::array<float, 2> m_texel_size0_values;
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CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
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float m_user_exposure_compensation;
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@ -445,7 +446,8 @@ public:
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m_texture1("texture1"),
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m_texture2("texture2"),
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m_texture3("texture3"),
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m_texel_size0("texelSize0"),
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m_texel_size0_vertex("texelSize0"),
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m_texel_size0_pixel("texelSize0"),
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m_exposure_params_pixel("exposureParams",
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std::array<const char*, 7> {
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"luminanceMin", "luminanceMax", "exposureCorrection",
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@ -547,7 +549,8 @@ public:
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tex_id = 3;
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m_texture3.set(&tex_id, services);
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m_texel_size0.set(m_texel_size0_values.data(), services);
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m_texel_size0_vertex.set(m_texel_size0_values.data(), services);
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m_texel_size0_pixel.set(m_texel_size0_values.data(), services);
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const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
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std::array<float, 7> exposure_buffer = {
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@ -130,6 +130,11 @@ RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f
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if (downscale_factor.X == 1.0f && downscale_factor.Y == 1.0f)
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return previousStep;
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// When shaders are enabled, post-processing pipeline takes care of rescaling
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if (g_settings->getBool("enable_shaders"))
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return previousStep;
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// Initialize buffer
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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buffer->setTexture(TEXTURE_UPSCALE, downscale_factor, "upscale", video::ECF_A8R8G8B8);
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@ -118,9 +118,23 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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static const u8 TEXTURE_BLOOM = 2;
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static const u8 TEXTURE_EXPOSURE_1 = 3;
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static const u8 TEXTURE_EXPOSURE_2 = 4;
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static const u8 TEXTURE_FXAA = 5;
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static const u8 TEXTURE_BLOOM_DOWN = 10;
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static const u8 TEXTURE_BLOOM_UP = 20;
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// Super-sampling is simply rendering into a larger texture.
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// Downscaling is done by the final step when rendering to the screen.
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const std::string antialiasing = g_settings->get("antialiasing");
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const bool enable_bloom = g_settings->getBool("enable_bloom");
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const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");
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const bool enable_ssaa = antialiasing == "ssaa";
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const bool enable_fxaa = antialiasing == "fxaa";
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if (enable_ssaa) {
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u16 ssaa_scale = MYMAX(2, g_settings->getU16("fsaa"));
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scale *= ssaa_scale;
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}
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buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
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buffer->setTexture(TEXTURE_EXPOSURE_1, core::dimension2du(1,1), "exposure_1", color_format, /*clear:*/ true);
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buffer->setTexture(TEXTURE_EXPOSURE_2, core::dimension2du(1,1), "exposure_2", color_format, /*clear:*/ true);
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@ -135,8 +149,6 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// Number of mipmap levels of the bloom downsampling texture
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const u8 MIPMAP_LEVELS = 4;
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const bool enable_bloom = g_settings->getBool("enable_bloom");
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const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");
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// post-processing stage
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@ -175,6 +187,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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}
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}
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// Bloom pt 2
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if (enable_bloom) {
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// upsample
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shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
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@ -188,6 +201,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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}
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}
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// Dynamic Exposure pt2
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if (enable_auto_exposure) {
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shader_id = client->getShaderSource()->getShader("update_exposure", TILE_MATERIAL_PLAIN, NDT_MESH);
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auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_BLOOM_DOWN + MIPMAP_LEVELS - 1) });
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@ -196,11 +210,28 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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update_exposure->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_EXPOSURE_2));
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}
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// final post-processing
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// FXAA
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u8 final_stage_source = TEXTURE_COLOR;
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if (enable_fxaa) {
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final_stage_source = TEXTURE_FXAA;
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buffer->setTexture(TEXTURE_FXAA, scale, "fxaa", color_format);
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shader_id = client->getShaderSource()->getShader("fxaa", TILE_MATERIAL_PLAIN);
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PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
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pipeline->addStep(effect);
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effect->setBilinearFilter(0, true);
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effect->setRenderSource(buffer);
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effect->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_FXAA));
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}
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// final merge
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shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
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PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
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PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { final_stage_source, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
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pipeline->addStep(effect);
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effect->setBilinearFilter(1, true); // apply filter to the bloom
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if (enable_ssaa)
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effect->setBilinearFilter(0, true);
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effect->setBilinearFilter(1, true);
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effect->setRenderSource(buffer);
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if (enable_auto_exposure) {
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@ -122,7 +122,8 @@ RenderingEngine::RenderingEngine(IEventReceiver *receiver)
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// bpp, fsaa, vsync
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bool vsync = g_settings->getBool("vsync");
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u16 fsaa = g_settings->getU16("fsaa");
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bool enable_fsaa = g_settings->get("antialiasing") == "fsaa";
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u16 fsaa = enable_fsaa ? g_settings->getU16("fsaa") : 0;
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// Determine driver
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auto driverType = chooseVideoDriver();
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@ -780,6 +780,12 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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if (g_settings->getBool("enable_auto_exposure"))
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shaders_header << "#define ENABLE_AUTO_EXPOSURE 1\n";
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if (g_settings->get("antialiasing") == "ssaa") {
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shaders_header << "#define ENABLE_SSAA 1\n";
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u16 ssaa_scale = MYMAX(2, g_settings->getU16("fsaa"));
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shaders_header << "#define SSAA_SCALE " << ssaa_scale << ".\n";
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}
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shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
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std::string common_header = shaders_header.str();
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@ -264,6 +264,7 @@ void set_default_settings()
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settings->setDefault("enable_waving_plants", "false");
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settings->setDefault("exposure_compensation", "0.0");
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settings->setDefault("enable_auto_exposure", "false");
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settings->setDefault("antialiasing", "none");
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settings->setDefault("enable_bloom", "false");
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settings->setDefault("enable_bloom_debug", "false");
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settings->setDefault("bloom_strength_factor", "1.0");
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