Add antialiasing filters (FXAA, SSAA) (#13253)

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x2048 2023-06-28 05:30:08 +02:00 committed by GitHub
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10 changed files with 230 additions and 17 deletions

@ -342,14 +342,27 @@ texture_clean_transparent (Clean transparent textures) bool false
# texture autoscaling.
texture_min_size (Minimum texture size) int 64 1 32768
# Use multi-sample antialiasing (MSAA) to smooth out block edges.
# This algorithm smooths out the 3D viewport while keeping the image sharp,
# but it doesn't affect the insides of textures
# (which is especially noticeable with transparent textures).
# Visible spaces appear between nodes when shaders are disabled.
# If set to 0, MSAA is disabled.
# A restart is required after changing this option.
fsaa (FSAA) enum 0 0,1,2,4,8,16
# Select the antialiasing method to apply.
#
# * None - No antialiasing (default)
#
# * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
# A.K.A multi-sample antialiasing (MSAA)
# Smoothens out block edges but does not affect the insides of textures.
# A restart is required to change this option.
#
# * FXAA - Fast approximate antialiasing (requires shaders)
# Applies a post-processing filter to detect and smoothen high-contrast edges.
# Provides balance between speed and image quality.
#
# * SSAA - Super-sampling antialiasing (requires shaders)
# Renders higher-resolution image of the scene, then scales down to reduce
# the aliasing effects. This is the slowest and the most accurate method.
antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
# Defines size of the sampling grid for FSAA and SSAA antializasing methods.
# Value of 2 means taking 2x2 = 4 samples.
fsaa (Anti-aliasing scale) enum 2 2,4,8,16
[**Occlusion Culling]

@ -0,0 +1,116 @@
#define rendered texture0
uniform sampler2D rendered;
uniform vec2 texelSize0;
varying vec2 sampleNW;
varying vec2 sampleNE;
varying vec2 sampleSW;
varying vec2 sampleSE;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
/**
Basic FXAA implementation based on the code on geeks3d.com with the
modification that the texture2DLod stuff was removed since it's
unsupported by WebGL.
--
From:
https://github.com/mitsuhiko/webgl-meincraft
Copyright (c) 2011 by Armin Ronacher.
Some rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
* The names of the contributors may not be used to endorse or
promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef FXAA_REDUCE_MIN
#define FXAA_REDUCE_MIN (1.0/ 128.0)
#endif
#ifndef FXAA_REDUCE_MUL
#define FXAA_REDUCE_MUL (1.0 / 8.0)
#endif
#ifndef FXAA_SPAN_MAX
#define FXAA_SPAN_MAX 8.0
#endif
//optimized version for mobile, where dependent
//texture reads can be a bottleneck
vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,
vec2 v_rgbNW, vec2 v_rgbNE,
vec2 v_rgbSW, vec2 v_rgbSE,
vec2 v_rgbM) {
vec4 color;
vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
vec4 texColor = texture2D(tex, v_rgbM);
vec3 rgbM = texColor.xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
mediump vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * inverseVP;
vec3 rgbA = 0.5 * (
texture2D(tex, fragCoord + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(tex, fragCoord + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(tex, fragCoord + dir * -0.5).xyz +
texture2D(tex, fragCoord + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = vec4(rgbA, 1.0);
else
color = vec4(rgbB, 1.0);
return color;
}
void main(void)
{
vec2 uv = varTexCoord.st;
gl_FragColor = fxaa(rendered, uv, texelSize0,
sampleNW, sampleNE, sampleSW, sampleSE, uv);
}

@ -0,0 +1,27 @@
uniform vec2 texelSize0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
varying vec2 sampleNW;
varying vec2 sampleNE;
varying vec2 sampleSW;
varying vec2 sampleSE;
/*
Based on
https://github.com/mattdesl/glsl-fxaa/
Portions Copyright (c) 2011 by Armin Ronacher.
*/
void main(void)
{
varTexCoord.st = inTexCoord0.st;
sampleNW = varTexCoord.st + vec2(-1.0, -1.0) * texelSize0;
sampleNE = varTexCoord.st + vec2(1.0, -1.0) * texelSize0;
sampleSW = varTexCoord.st + vec2(-1.0, 1.0) * texelSize0;
sampleSE = varTexCoord.st + vec2(1.0, 1.0) * texelSize0;
gl_Position = inVertexPosition;
}

@ -8,6 +8,8 @@ struct ExposureParams {
uniform sampler2D rendered;
uniform sampler2D bloom;
uniform vec2 texelSize0;
uniform ExposureParams exposureParams;
uniform lowp float bloomIntensity;
uniform lowp float saturation;
@ -80,7 +82,15 @@ vec3 applySaturation(vec3 color, float factor)
void main(void)
{
vec2 uv = varTexCoord.st;
#ifdef ENABLE_SSAA
vec4 color = vec4(0.);
for (float dx = 1.; dx < SSAA_SCALE; dx += 2.)
for (float dy = 1.; dy < SSAA_SCALE; dy += 2.)
color += texture2D(rendered, uv + texelSize0 * vec2(dx, dy)).rgba;
color /= SSAA_SCALE * SSAA_SCALE / 4.;
#else
vec4 color = texture2D(rendered, uv).rgba;
#endif
// translate to linear colorspace (approximate)
color.rgb = pow(color.rgb, vec3(2.2));

@ -387,7 +387,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
CachedPixelShaderSetting<float, 2> m_texel_size0;
CachedVertexShaderSetting<float, 2> m_texel_size0_vertex;
CachedPixelShaderSetting<float, 2> m_texel_size0_pixel;
std::array<float, 2> m_texel_size0_values;
CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
float m_user_exposure_compensation;
@ -445,7 +446,8 @@ public:
m_texture1("texture1"),
m_texture2("texture2"),
m_texture3("texture3"),
m_texel_size0("texelSize0"),
m_texel_size0_vertex("texelSize0"),
m_texel_size0_pixel("texelSize0"),
m_exposure_params_pixel("exposureParams",
std::array<const char*, 7> {
"luminanceMin", "luminanceMax", "exposureCorrection",
@ -547,7 +549,8 @@ public:
tex_id = 3;
m_texture3.set(&tex_id, services);
m_texel_size0.set(m_texel_size0_values.data(), services);
m_texel_size0_vertex.set(m_texel_size0_values.data(), services);
m_texel_size0_pixel.set(m_texel_size0_values.data(), services);
const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
std::array<float, 7> exposure_buffer = {

@ -130,6 +130,11 @@ RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f
if (downscale_factor.X == 1.0f && downscale_factor.Y == 1.0f)
return previousStep;
// When shaders are enabled, post-processing pipeline takes care of rescaling
if (g_settings->getBool("enable_shaders"))
return previousStep;
// Initialize buffer
TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
buffer->setTexture(TEXTURE_UPSCALE, downscale_factor, "upscale", video::ECF_A8R8G8B8);

@ -118,9 +118,23 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
static const u8 TEXTURE_BLOOM = 2;
static const u8 TEXTURE_EXPOSURE_1 = 3;
static const u8 TEXTURE_EXPOSURE_2 = 4;
static const u8 TEXTURE_FXAA = 5;
static const u8 TEXTURE_BLOOM_DOWN = 10;
static const u8 TEXTURE_BLOOM_UP = 20;
// Super-sampling is simply rendering into a larger texture.
// Downscaling is done by the final step when rendering to the screen.
const std::string antialiasing = g_settings->get("antialiasing");
const bool enable_bloom = g_settings->getBool("enable_bloom");
const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");
const bool enable_ssaa = antialiasing == "ssaa";
const bool enable_fxaa = antialiasing == "fxaa";
if (enable_ssaa) {
u16 ssaa_scale = MYMAX(2, g_settings->getU16("fsaa"));
scale *= ssaa_scale;
}
buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
buffer->setTexture(TEXTURE_EXPOSURE_1, core::dimension2du(1,1), "exposure_1", color_format, /*clear:*/ true);
buffer->setTexture(TEXTURE_EXPOSURE_2, core::dimension2du(1,1), "exposure_2", color_format, /*clear:*/ true);
@ -135,8 +149,6 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
// Number of mipmap levels of the bloom downsampling texture
const u8 MIPMAP_LEVELS = 4;
const bool enable_bloom = g_settings->getBool("enable_bloom");
const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");
// post-processing stage
@ -175,6 +187,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
}
}
// Bloom pt 2
if (enable_bloom) {
// upsample
shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
@ -188,6 +201,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
}
}
// Dynamic Exposure pt2
if (enable_auto_exposure) {
shader_id = client->getShaderSource()->getShader("update_exposure", TILE_MATERIAL_PLAIN, NDT_MESH);
auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_BLOOM_DOWN + MIPMAP_LEVELS - 1) });
@ -196,11 +210,28 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
update_exposure->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_EXPOSURE_2));
}
// final post-processing
// FXAA
u8 final_stage_source = TEXTURE_COLOR;
if (enable_fxaa) {
final_stage_source = TEXTURE_FXAA;
buffer->setTexture(TEXTURE_FXAA, scale, "fxaa", color_format);
shader_id = client->getShaderSource()->getShader("fxaa", TILE_MATERIAL_PLAIN);
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
pipeline->addStep(effect);
effect->setBilinearFilter(0, true);
effect->setRenderSource(buffer);
effect->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_FXAA));
}
// final merge
shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { final_stage_source, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
pipeline->addStep(effect);
effect->setBilinearFilter(1, true); // apply filter to the bloom
if (enable_ssaa)
effect->setBilinearFilter(0, true);
effect->setBilinearFilter(1, true);
effect->setRenderSource(buffer);
if (enable_auto_exposure) {

@ -122,7 +122,8 @@ RenderingEngine::RenderingEngine(IEventReceiver *receiver)
// bpp, fsaa, vsync
bool vsync = g_settings->getBool("vsync");
u16 fsaa = g_settings->getU16("fsaa");
bool enable_fsaa = g_settings->get("antialiasing") == "fsaa";
u16 fsaa = enable_fsaa ? g_settings->getU16("fsaa") : 0;
// Determine driver
auto driverType = chooseVideoDriver();

@ -780,6 +780,12 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
if (g_settings->getBool("enable_auto_exposure"))
shaders_header << "#define ENABLE_AUTO_EXPOSURE 1\n";
if (g_settings->get("antialiasing") == "ssaa") {
shaders_header << "#define ENABLE_SSAA 1\n";
u16 ssaa_scale = MYMAX(2, g_settings->getU16("fsaa"));
shaders_header << "#define SSAA_SCALE " << ssaa_scale << ".\n";
}
shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
std::string common_header = shaders_header.str();

@ -264,6 +264,7 @@ void set_default_settings()
settings->setDefault("enable_waving_plants", "false");
settings->setDefault("exposure_compensation", "0.0");
settings->setDefault("enable_auto_exposure", "false");
settings->setDefault("antialiasing", "none");
settings->setDefault("enable_bloom", "false");
settings->setDefault("enable_bloom_debug", "false");
settings->setDefault("bloom_strength_factor", "1.0");