Added FXAA filter to the core thanks to phate666 for its implementation

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7992 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 13 years ago
parent c6bd03eeab
commit 10366623f7
  1. 73
      engine/src/core-data/Common/MatDefs/Post/FXAA.frag
  2. 20
      engine/src/core-data/Common/MatDefs/Post/FXAA.j3md
  3. 15
      engine/src/core-data/Common/MatDefs/Post/FXAA.vert
  4. 95
      engine/src/desktop-fx/com/jme3/post/filters/FXAAFilter.java

@ -0,0 +1,73 @@
#extension GL_EXT_gpu_shader4 : enable
uniform sampler2D m_Texture;
uniform vec2 g_Resolution;
varying vec2 texCoord;
uniform float m_VxOffset;
uniform float m_SpanMax;
uniform float m_ReduceMul;
varying vec4 posPos;
#define FxaaInt2 ivec2
#define FxaaFloat2 vec2
#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
vec3 FxaaPixelShader(
vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
sampler2D tex, // Input texture.
vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
{
/*---------------------------------------------------------*/
#define FXAA_REDUCE_MIN (1.0/128.0)
//#define FXAA_REDUCE_MUL (1.0/8.0)
//#define FXAA_SPAN_MAX 8.0
/*---------------------------------------------------------*/
vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz;
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz;
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz;
vec3 rgbM = FxaaTexLod0(tex, posPos.xy).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)));
/*---------------------------------------------------------*/
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
/*---------------------------------------------------------*/
float dirReduce = max(
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(FxaaFloat2( m_SpanMax, m_SpanMax),
max(FxaaFloat2(-m_SpanMax, -m_SpanMax),
dir * rcpDirMin)) * rcpFrame.xy;
/*--------------------------------------------------------*/
vec3 rgbA = (1.0/2.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
return rgbB; }
vec4 PostFX(sampler2D tex, vec2 uv, float time)
{
vec4 c = vec4(0.0);
vec2 rcpFrame = vec2(1.0/g_Resolution.x, 1.0/g_Resolution.y);
c.rgb = FxaaPixelShader(posPos, tex, rcpFrame);
//c.rgb = 1.0 - texture2D(tex, posPos.xy).rgb;
c.a = 1.0;
return c;
}
void main()
{
vec2 uv = texCoord.st;
gl_FragColor = PostFX(m_Texture, uv, 0.0);
}

@ -0,0 +1,20 @@
MaterialDef FXAA {
MaterialParameters {
Int NumSamples
Texture2D Texture
Float SubPixelShif
Float VxOffset
Float SpanMax
Float ReduceMul
}
Technique {
VertexShader GLSL100: Common/MatDefs/Post/FXAA.vert
FragmentShader GLSL120: Common/MatDefs/Post/FXAA.frag
WorldParameters {
WorldViewProjectionMatrix
Resolution
}
}
Technique FixedFunc {
}
}

@ -0,0 +1,15 @@
uniform mat4 g_WorldViewProjectionMatrix;
uniform vec2 g_Resolution;
attribute vec4 inPosition;
attribute vec2 inTexCoord;
varying vec2 texCoord;
uniform float m_SubPixelShif;
varying vec4 posPos;
void main() {
gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
texCoord = inTexCoord;
vec2 rcpFrame = vec2(1.0/g_Resolution.x, 1.0/g_Resolution.y);
posPos.xy = inTexCoord.xy;
posPos.zw = inTexCoord.xy -
(rcpFrame * (0.5 + m_SubPixelShif));
}

@ -0,0 +1,95 @@
package com.jme3.post.filters;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
/**
* <a href="http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/" rel="nofollow">http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-<span class="domtooltips" title="OpenGL (Open Graphics Library) is a standard specification defining a cross-language, cross-platform API for writing applications that produce 2D and 3D computer graphics." id="domtooltipsspan11">opengl</span>-test-radeon-geforce/3/</a>
* <a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf" rel="nofollow">http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf</a>
*
* @author Phate666 (adapted to jme3)
*
*/
public class FXAAFilter extends Filter {
private float subPixelShif = 1.0f / 4.0f;
private float vxOffset = 0.0f;
private float spanMax = 8.0f;
private float reduceMul = 1.0f / 8.0f;
public FXAAFilter() {
super("FXAAFilter");
}
@Override
protected void initFilter(AssetManager manager,
RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/FXAA.j3md");
material.setFloat("SubPixelShif", subPixelShif);
material.setFloat("VxOffset", vxOffset);
material.setFloat("SpanMax", spanMax);
material.setFloat("ReduceMul", reduceMul);
}
@Override
protected Material getMaterial() {
return material;
}
public void setSpanMax(float spanMax) {
this.spanMax = spanMax;
if (material != null) {
material.setFloat("SpanMax", this.spanMax);
}
}
/**
* set to 0.0f for higher quality
*
* @param subPixelShift
*/
public void setSubPixelShift(float subPixelShift) {
subPixelShif = subPixelShift;
if (material != null) {
material.setFloat("SubPixelShif", subPixelShif);
}
}
/**
* set to 0.0f for higher quality
*
* @param reduceMul
*/
public void setReduceMul(float reduceMul) {
this.reduceMul = reduceMul;
if (material != null) {
material.setFloat("ReduceMul", this.reduceMul);
}
}
public void setVxOffset(float vxOffset) {
this.vxOffset = vxOffset;
if (material != null) {
material.setFloat("VxOffset", this.vxOffset);
}
}
public float getReduceMul() {
return reduceMul;
}
public float getSpanMax() {
return spanMax;
}
public float getSubPixelShif() {
return subPixelShif;
}
public float getVxOffset() {
return vxOffset;
}
}
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