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Implemented FxUpscale
This commit is contained in:
parent
779cccd238
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f29b1da583
@ -1,119 +1,4 @@
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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(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution,
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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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mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
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vec3 rgbNW = texture(sampler2D(tex, smplr), v_rgbNW).xyz;
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vec3 rgbNE = texture(sampler2D(tex, smplr), v_rgbNE).xyz;
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vec3 rgbSW = texture(sampler2D(tex, smplr), v_rgbSW).xyz;
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vec3 rgbSE = texture(sampler2D(tex, smplr), v_rgbSE).xyz;
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vec4 texColor = texture(sampler2D(tex, smplr), 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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texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * -0.5).xyz +
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texture(sampler2D(tex, smplr), fragCoord * inverseVP + 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, texColor.a);
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else
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color = vec4(rgbB, texColor.a);
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return color;
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}
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void texcoords(vec2 fragCoord, vec2 resolution,
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out vec2 v_rgbNW, out vec2 v_rgbNE,
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out vec2 v_rgbSW, out vec2 v_rgbSE,
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out vec2 v_rgbM) {
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vec2 inverseVP = 1.0 / resolution.xy;
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v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
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v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
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v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
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v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
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v_rgbM = vec2(fragCoord * inverseVP);
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}
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#include <fxaa.glsl>
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vec4 aa_apply(
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texture2D tex, sampler smplr,
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@ -121,20 +6,5 @@ vec4 aa_apply(
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vec2 fragCoord,
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vec2 resolution
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) {
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mediump vec2 v_rgbNW;
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mediump vec2 v_rgbNE;
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mediump vec2 v_rgbSW;
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mediump vec2 v_rgbSE;
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mediump vec2 v_rgbM;
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float fxaa_scale = textureSize(sampler2D(tex, smplr), 0).x * 1.25 / resolution.x;
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vec2 scaled_fc = fragCoord * fxaa_scale;
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vec2 scaled_res = resolution * fxaa_scale;
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//compute the texture coords
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texcoords(scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
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//compute FXAA
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return fxaa(tex, smplr, scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
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return fxaa_apply(tex, smplr, fragCoord, resolution);
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}
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24
assets/voxygen/shaders/antialias/fxupscale.glsl
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24
assets/voxygen/shaders/antialias/fxupscale.glsl
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@ -0,0 +1,24 @@
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#include <fxaa.glsl>
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vec4 aa_apply(
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texture2D tex, sampler smplr,
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texture2D depth_tex, sampler depth_smplr,
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vec2 fragCoord,
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vec2 resolution
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) {
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vec4 aa_color = fxaa_apply(tex, smplr, fragCoord, resolution);
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vec2 sz = textureSize(sampler2D(tex, smplr), 0).xy;
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vec4 closest = vec4(1000);
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float closest_dist = 1000.0;
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ivec2 dirs[] = { ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1), /*ivec2(-1, -1), ivec2(-1, 1), ivec2(1, -1), ivec2(1, 1)*/ };
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for (uint i = 0u; i < dirs.length(); i ++) {
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vec4 col_at = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0);
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float dist = dot(pow(aa_color.rgb - col_at.rgb, ivec3(2)), vec3(1));
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if (dist < closest_dist) {
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closest = col_at;
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closest_dist = dist;
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}
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}
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return mix(aa_color, closest, clamp(1.0 - sqrt(closest_dist), 0, 1));
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}
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139
assets/voxygen/shaders/include/fxaa.glsl
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139
assets/voxygen/shaders/include/fxaa.glsl
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@ -0,0 +1,139 @@
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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
|
||||
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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|
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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(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution,
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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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mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
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vec3 rgbNW = texture(sampler2D(tex, smplr), v_rgbNW).xyz;
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vec3 rgbNE = texture(sampler2D(tex, smplr), v_rgbNE).xyz;
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vec3 rgbSW = texture(sampler2D(tex, smplr), v_rgbSW).xyz;
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vec3 rgbSE = texture(sampler2D(tex, smplr), v_rgbSE).xyz;
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vec4 texColor = texture(sampler2D(tex, smplr), 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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texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * 0.5 + 0.25 * (
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texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * -0.5).xyz +
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texture(sampler2D(tex, smplr), fragCoord * inverseVP + 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, texColor.a);
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else
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color = vec4(rgbB, texColor.a);
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return color;
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}
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void texcoords(vec2 fragCoord, vec2 resolution,
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out vec2 v_rgbNW, out vec2 v_rgbNE,
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out vec2 v_rgbSW, out vec2 v_rgbSE,
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out vec2 v_rgbM) {
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vec2 inverseVP = 1.0 / resolution.xy;
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const float scale = 0.75;
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v_rgbNW = (fragCoord + vec2(-scale, -scale)) * inverseVP;
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v_rgbNE = (fragCoord + vec2(scale, -scale)) * inverseVP;
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v_rgbSW = (fragCoord + vec2(-scale, scale)) * inverseVP;
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v_rgbSE = (fragCoord + vec2(scale, scale)) * inverseVP;
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v_rgbM = vec2(fragCoord * inverseVP);
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}
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vec4 fxaa_apply(
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texture2D tex, sampler smplr,
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vec2 fragCoord,
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vec2 resolution
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) {
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mediump vec2 v_rgbNW;
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mediump vec2 v_rgbNE;
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mediump vec2 v_rgbSW;
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mediump vec2 v_rgbSE;
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mediump vec2 v_rgbM;
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float fxaa_scale = textureSize(sampler2D(tex, smplr), 0).x / resolution.x;
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vec2 scaled_fc = fragCoord * fxaa_scale;
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vec2 scaled_res = resolution * fxaa_scale;
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//compute the texture coords
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texcoords(scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
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//compute FXAA
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return fxaa(tex, smplr, scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
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}
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@ -217,7 +217,6 @@ void main() {
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vec4 aa_color = aa_apply(t_src_color, s_src_color, t_src_depth, s_src_depth, sample_uv * screen_res.xy, screen_res.xy);
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#ifdef EXPERIMENTAL_SOBEL
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vec3 s[8];
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s[0] = aa_sample(uv, vec2(-1, 1));
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@ -806,6 +806,7 @@ impl<'a> Widget for Video<'a> {
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/* AaMode::MsaaX4,
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AaMode::MsaaX8,
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AaMode::MsaaX16, */
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AaMode::FxUpscale,
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AaMode::Hqx,
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];
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let mode_label_list = [
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@ -814,6 +815,7 @@ impl<'a> Widget for Video<'a> {
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/* "MSAA x4",
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"MSAA x8",
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"MSAA x16 (experimental)", */
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"FXUpscale",
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"HQX",
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];
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|
@ -93,12 +93,17 @@ pub enum AaMode {
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/// also struggle in the future with deferred shading, so they may be
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/// removed in the future.
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MsaaX16,
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/// Fast upscaling re-aliasing.
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/// Fast edge-detecting upscaling.
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///
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/// Screen-space technique that attempts to reconstruct lines and edges
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/// in the original image. Useless at internal resolutions higher than 1.0x,
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/// but potentially very effective at much lower internal resolutions.
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Hqx,
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/// Fast upscaling informed by FXAA.
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///
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/// Screen-space technique that uses a combination of FXAA and
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/// nearest-neighbour sample retargeting to produce crisp, clean upscaling.
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FxUpscale,
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#[serde(other)]
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None,
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}
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@ -106,7 +111,7 @@ pub enum AaMode {
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impl AaMode {
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pub fn samples(&self) -> u32 {
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match self {
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AaMode::None | AaMode::Fxaa | AaMode::Hqx => 1,
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AaMode::None | AaMode::Fxaa | AaMode::Hqx | AaMode::FxUpscale => 1,
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AaMode::MsaaX4 => 4,
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AaMode::MsaaX8 => 8,
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AaMode::MsaaX16 => 16,
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|
@ -164,6 +164,7 @@ impl ShaderModules {
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let shadows = shaders.get("include.shadows").unwrap();
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let rain_occlusion = shaders.get("include.rain_occlusion").unwrap();
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let point_glow = shaders.get("include.point_glow").unwrap();
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let fxaa = shaders.get("include.fxaa").unwrap();
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// We dynamically add extra configuration settings to the constants file.
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let mut constants = format!(
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@ -255,6 +256,7 @@ impl ShaderModules {
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AaMode::MsaaX8 => "antialias.msaa-x8",
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AaMode::MsaaX16 => "antialias.msaa-x16",
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AaMode::Hqx => "antialias.hqx",
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AaMode::FxUpscale => "antialias.fxupscale",
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})
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.unwrap();
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@ -285,6 +287,7 @@ impl ShaderModules {
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"anti-aliasing.glsl" => anti_alias.0.to_owned(),
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"cloud.glsl" => cloud.0.to_owned(),
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"point_glow.glsl" => point_glow.0.to_owned(),
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"fxaa.glsl" => fxaa.0.to_owned(),
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other => {
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return Err(format!(
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"Include {} in {} is not defined",
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|
@ -36,12 +36,14 @@ impl assets::Compound for Shaders {
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"include.shadows",
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"include.rain_occlusion",
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"include.point_glow",
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"include.fxaa",
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"antialias.none",
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"antialias.fxaa",
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||||
"antialias.msaa-x4",
|
||||
"antialias.msaa-x8",
|
||||
"antialias.msaa-x16",
|
||||
"antialias.hqx",
|
||||
"antialias.fxupscale",
|
||||
"include.cloud.none",
|
||||
"include.cloud.regular",
|
||||
"figure-vert",
|
||||
|
Loading…
Reference in New Issue
Block a user