mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-01-22 09:01:57 -05:00
Add new FXAA filter.
This commit is contained in:
parent
d65e7cc95e
commit
0da9a3e325
4 changed files with 89 additions and 0 deletions
|
@ -48,6 +48,7 @@ namespace DefaultPlugin {
|
||||||
new PluginModule( PluginModuleType.MapRenderer, typeof( StandardMapRenderer ) ),
|
new PluginModule( PluginModuleType.MapRenderer, typeof( StandardMapRenderer ) ),
|
||||||
|
|
||||||
new PluginModule( PluginModuleType.PostProcessingShader, typeof( GrayscaleFilter ) ),
|
new PluginModule( PluginModuleType.PostProcessingShader, typeof( GrayscaleFilter ) ),
|
||||||
|
new PluginModule( PluginModuleType.PostProcessingShader, typeof( FXAAFilter ) ),
|
||||||
|
|
||||||
new PluginModule( PluginModuleType.NetworkProcessor, typeof( ClassicNetworkProcessor ) ),
|
new PluginModule( PluginModuleType.NetworkProcessor, typeof( ClassicNetworkProcessor ) ),
|
||||||
new PluginModule( PluginModuleType.BlockInfo, typeof( ClassicBlockInfo ) ),
|
new PluginModule( PluginModuleType.BlockInfo, typeof( ClassicBlockInfo ) ),
|
||||||
|
|
|
@ -60,6 +60,7 @@
|
||||||
<Compile Include="Network\ClassicNetwork.cs" />
|
<Compile Include="Network\ClassicNetwork.cs" />
|
||||||
<Compile Include="Network\ClassicNetwork.Wom.cs" />
|
<Compile Include="Network\ClassicNetwork.Wom.cs" />
|
||||||
<Compile Include="Renderers\PickingRenderer.cs" />
|
<Compile Include="Renderers\PickingRenderer.cs" />
|
||||||
|
<Compile Include="Shaders\FXAAFilter.cs" />
|
||||||
<Compile Include="Shaders\GrayscaleFilter.cs" />
|
<Compile Include="Shaders\GrayscaleFilter.cs" />
|
||||||
<Compile Include="StandardChunkMeshBuilder.cs" />
|
<Compile Include="StandardChunkMeshBuilder.cs" />
|
||||||
<Compile Include="DefaultCommands.cs" />
|
<Compile Include="DefaultCommands.cs" />
|
||||||
|
|
86
DefaultPlugin/Shaders/FXAAFilter.cs
Normal file
86
DefaultPlugin/Shaders/FXAAFilter.cs
Normal file
|
@ -0,0 +1,86 @@
|
||||||
|
using System;
|
||||||
|
using ClassicalSharp.GraphicsAPI;
|
||||||
|
using OpenTK;
|
||||||
|
|
||||||
|
namespace DefaultPlugin.Shaders {
|
||||||
|
|
||||||
|
public sealed class FXAAFilter : PostProcessingShader {
|
||||||
|
|
||||||
|
public FXAAFilter() : base() {
|
||||||
|
FragmentSource = @"
|
||||||
|
#version 130
|
||||||
|
in vec2 out_texcoords;
|
||||||
|
out vec4 final_colour;
|
||||||
|
uniform sampler2D texScene;
|
||||||
|
uniform vec2 invViewport;
|
||||||
|
|
||||||
|
#define FXAA_REDUCE_MIN (1.0 / 128.0)
|
||||||
|
#define FXAA_REDUCE_MUL (1.0 / 8.0)
|
||||||
|
#define FXAA_SPAN_MAX 8.0
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec2 fragCoord = out_texcoords / invViewport;
|
||||||
|
vec2 inverseVP = invViewport;
|
||||||
|
vec3 rgbNW = texture2D(texScene, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;
|
||||||
|
vec3 rgbNE = texture2D(texScene, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;
|
||||||
|
vec3 rgbSW = texture2D(texScene, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;
|
||||||
|
vec3 rgbSE = texture2D(texScene, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;
|
||||||
|
vec3 rgbM = texture2D(texScene, fragCoord * inverseVP).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 = vec2(
|
||||||
|
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(texScene, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
|
||||||
|
texture2D(texScene, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
|
||||||
|
vec3 rgbB = rgbA * 0.5 + 0.25 * (
|
||||||
|
texture2D(texScene, fragCoord * inverseVP + dir * -0.5).xyz +
|
||||||
|
texture2D(texScene, fragCoord * inverseVP + dir * 0.5).xyz);
|
||||||
|
|
||||||
|
float lumaB = dot(rgbB, luma);
|
||||||
|
if ((lumaB < lumaMin) || (lumaB > lumaMax))
|
||||||
|
final_colour = vec4(rgbA, 1.0);
|
||||||
|
else
|
||||||
|
final_colour = vec4(rgbB, 1.0);
|
||||||
|
}
|
||||||
|
";
|
||||||
|
}
|
||||||
|
|
||||||
|
int viewportLoc;
|
||||||
|
protected override void GetLocations() {
|
||||||
|
base.GetLocations();
|
||||||
|
viewportLoc = GetUniformLocation( "invViewport" );
|
||||||
|
}
|
||||||
|
|
||||||
|
int width = 640, height = 480;
|
||||||
|
protected override void EnableVertexAttribStates( int stride ) {
|
||||||
|
base.EnableVertexAttribStates( stride );
|
||||||
|
Vector2 invViewport = new Vector2( 1f / width, 1f / height );
|
||||||
|
Console.WriteLine( invViewport );
|
||||||
|
SetUniform( viewportLoc, ref invViewport );
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void RenderTargetResized( int newWidth, int newHeight ) {
|
||||||
|
width = newWidth;
|
||||||
|
height = newHeight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -31,6 +31,7 @@ namespace ClassicalSharp.GraphicsAPI {
|
||||||
if( shader.ProgramId <= 0 ) {
|
if( shader.ProgramId <= 0 ) {
|
||||||
shader.Init( api );
|
shader.Init( api );
|
||||||
}
|
}
|
||||||
|
shader.RenderTargetResized( window.Width, window.Height );
|
||||||
}
|
}
|
||||||
|
|
||||||
void Resize( object sender, EventArgs e ) {
|
void Resize( object sender, EventArgs e ) {
|
||||||
|
|
Loading…
Reference in a new issue