Apply MLAA after color_in.

This commit is contained in:
Vincent Lejeune
2014-04-14 03:30:42 +02:00
parent ba27eb42ef
commit 5b47891514
4 changed files with 43 additions and 28 deletions

View File

@@ -13,11 +13,11 @@ void main() {
/**
* Luma calculation requires gamma-corrected colors:
*/
float L = dot(pow(texture(colorMapG, uv).rgb, vec3(1./2.2)), weights);
float Lleft = dot(pow(texture(colorMapG, offset[0].xy).rgb, vec3(1./2.2)), weights);
float Ltop = dot(pow(texture(colorMapG, offset[0].zw).rgb, vec3(1./2.2)), weights);
float Lright = dot(pow(texture(colorMapG, offset[1].xy).rgb, vec3(1./2.2)), weights);
float Lbottom = dot(pow(texture(colorMapG, offset[1].zw).rgb, vec3(1./2.2)), weights);
float L = dot(texture(colorMapG, uv).rgb, weights);
float Lleft = dot(texture(colorMapG, offset[0].xy).rgb, weights);
float Ltop = dot(texture(colorMapG, offset[0].zw).rgb, weights);
float Lright = dot(texture(colorMapG, offset[1].xy).rgb, weights);
float Lbottom = dot(texture(colorMapG, offset[1].zw).rgb, weights);
vec4 delta = abs(vec4(L) - vec4(Lleft, Ltop, Lright, Lbottom));
vec4 edges = step(vec4(threshold), delta);

View File

@@ -26,16 +26,16 @@ void main() {
vec4 color = vec4(0.0);
// Add the contributions of the possible 4 lines that can cross this pixel:
vec4 C = pow(texture(colorMap, uv), vec4(1./2.2));
vec4 Cleft = pow(texture(colorMap, offset[0].xy), vec4(1./2.2));
vec4 Ctop = pow(texture(colorMap, offset[0].zw), vec4(1./2.2));
vec4 Cright = pow(texture(colorMap, offset[1].xy), vec4(1./2.2));
vec4 Cbottom = pow(texture(colorMap, offset[1].zw), vec4(1./2.2));
vec4 C = texture(colorMap, uv);
vec4 Cleft = texture(colorMap, offset[0].xy);
vec4 Ctop = texture(colorMap, offset[0].zw);
vec4 Cright = texture(colorMap, offset[1].xy);
vec4 Cbottom = texture(colorMap, offset[1].zw);
color = mix(C, Ctop, a.r) * w.r + color;
color = mix(C, Cbottom, a.g) * w.g + color;
color = mix(C, Cleft, a.b) * w.b + color;
color = mix(C, Cright, a.a) * w.a + color;
// Normalize the resulting color and we are finished!
FragColor = vec4(pow(color / sum, vec4(2.2)));
FragColor = vec4(color / sum);
}

View File

@@ -752,28 +752,43 @@ void PostProcessing::render()
PROFILER_POP_CPU_MARKER();
}
if (UserConfigParams::m_mlaa) // MLAA. Must be the last pp filter.
{
PROFILER_PUSH_CPU_MARKER("- MLAA", 0xFF, 0x00, 0x00);
glDisable(GL_BLEND);
blitFBO(in_fbo, irr_driver->getFBO(FBO_MLAA_COLORS), UserConfigParams::m_width, UserConfigParams::m_height);
applyMLAA();
in_rtt = irr_driver->getRenderTargetTexture(RTT_MLAA_COLORS);
PROFILER_POP_CPU_MARKER();
}
computeLogLuminance(in_rtt);
// Final blit
// TODO : Use glBlitFramebuffer
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, out_fbo);
renderColorLevel(in_rtt);
std::swap(in_fbo, out_fbo);
std::swap(in_rtt, out_rtt);
if (irr_driver->getNormals())
{
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH));
glDisable(GL_FRAMEBUFFER_SRGB);
}
else if (irr_driver->getSSAOViz())
{
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_SSAO));
glDisable(GL_FRAMEBUFFER_SRGB);
}
else if (UserConfigParams::m_mlaa) // MLAA. Must be the last pp filter.
{
PROFILER_PUSH_CPU_MARKER("- MLAA", 0xFF, 0x00, 0x00);
glEnable(GL_FRAMEBUFFER_SRGB);
blitFBO(in_fbo, irr_driver->getFBO(FBO_MLAA_COLORS), UserConfigParams::m_width, UserConfigParams::m_height);
glDisable(GL_FRAMEBUFFER_SRGB);
applyMLAA();
blitFBO(irr_driver->getFBO(FBO_MLAA_COLORS), 0, UserConfigParams::m_width, UserConfigParams::m_height);
PROFILER_POP_CPU_MARKER();
}
else
renderColorLevel(in_rtt);
glDisable(GL_FRAMEBUFFER_SRGB);
{
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
renderPassThrough(in_rtt);
glDisable(GL_FRAMEBUFFER_SRGB);
}
}
} // render

View File

@@ -85,7 +85,7 @@ RTT::RTT()
RenderTargetTextures[RTT_TMP4] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGB16F, GL_RGB, GL_FLOAT);
RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB, GL_BGR, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_LOG_LUMINANCE] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
RenderTargetTextures[RTT_SSAO] = generateRTT(half, GL_R16F, GL_RED, GL_FLOAT);
RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);