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AntiAliasing.hh
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40\*===========================================================================*/
41
42//=============================================================================
43//
44// Helper classes for Anti-Aliasing of render targets
45//
46//=============================================================================
47
48
49#ifndef ANTI_ALIASING_HH
50#define ANTI_ALIASING_HH
51
52
53//== INCLUDES =================================================================
54
55// GL
56#include <ACG/GL/acg_glew.hh>
57#include <ACG/GL/globjects.hh>
58#include <ACG/GL/gl.hh>
59
60// C++
61#include <vector>
62
63
64//== FORWARD DECLARATIONS =====================================================
65
66namespace GLSL{
67 class Program;
68}
69
70
71//== NAMESPACES ===============================================================
72
73namespace ACG {
74
75
76//== CLASS DEFINITION =========================================================
77
78
79/*
80OpenGL MSAA:
81
82A post-processing fragment shader has to compute colors per sample rather than per pixel for full MSAA.
83Sample values are then weighted by filter weights to obtain a final pixel color.
84
85Filter weights can be computed with several methods, for example:
86 - distance based filter weights (computed with MSFilterWeights)
87 - constant filter weights: 1/numSamples
88
89However, a faster approach can be used where the MSAA texture is filtered onto a regular texture first,
90followed by executing post processing shaders on that regular texture.
91While this is not a correct MSAA implementation, it can give something close at better performance.
92-> MSTextureSampler can be used to filter a MSAA texture onto a regular texture
93
94Recommended resources on implementing MSAA with render to texture:
95 http://diaryofagraphicsprogrammer.blogspot.com/2009/06/multisample-anti-aliasing.html
96 http://www.humus.name/index.php?page=3D&ID=81
97*/
98
99#ifdef GL_ARB_texture_multisample
100#define MSFILTERWEIGHTS
101
102class ACGDLLEXPORT MSFilterWeights
103{
104public:
105
106 MSFilterWeights(int _numSamples);
107
108 virtual ~MSFilterWeights() { }
109
110
111 // Initializes a texture buffer with filter weights in format GL_R32F.
112 // This can be used for reading from multisampled textures in a shader.
113 void asTextureBuffer(TextureBuffer& out);
114
115
116 // get ptr to weights as array, can be used for setUniform() for example
117 const float* asDataPtr() const {return &weights_[0];}
118
119
120 float operator [] (int i) const {return weights_[i];}
121
122 float getWeight(int i) const {return weights_[i];}
123
124 int getNumSamples() const {return numSamples_;}
125
126private:
127
128 int numSamples_;
129 std::vector<float> weights_;
130};
131
132#endif // GL_ARB_texture_multisample
133
134
135
136
137//== CLASS DEFINITION =========================================================
138
139
140// This class performs multisampling on MSAA textures and writes the result to the currently bound FBO.
141#ifdef GL_ARB_texture_multisample
142#define MSTEXTURESAMPLER
143
144class ACGDLLEXPORT MSTextureSampler
145{
146public:
147
148 ~MSTextureSampler();
149
150
151 // nearest point filtering of a MSAA texture, recommended when the target FBO has the same size as the input texture
152 static void filterMSAATexture_Nearest(GLuint _texture, int _samples, const float* _weights = 0);
153
154 // nearest point filtering of a MSAA texture, recommended when the target FBO has the same size as the input texture
155 // also resolves a multisampled depth texture into the depth target
156 static void filterMSAATexture_Nearest(GLuint _texture, GLuint _depthTexture, int _samples, const float* _weights = 0);
157
158 // bilinear filtering of a MSAA texture
159 static void filterMSAATexture_Linear(GLuint _texture, int _samples, const float* _weights = 0);
160
161private:
162
163 MSTextureSampler();
164
165
166 void init();
167
168 // singleton instance
169 static MSTextureSampler& instance();
170
171
172 TextureBuffer filterWeights_;
173
174 // sampling shaders for nearest and bilinear texture filtering
175 GLSL::Program* shaderNearest_;
176 GLSL::Program* shaderNearestDepth_;
177 GLSL::Program* shaderLinear_;
178};
179
180#endif // GL_ARB_texture_multisample
181
182
183
184// maybe add:
185// - blitting of multisampled render buffers
186// - automatic generation of MSAA variants of a post processing fragment shader
187// - downsampling of supersampled FBOs
188
189//=============================================================================
190} // namespace ACG
191//=============================================================================
192#endif // ANTI_ALIASING_HH defined
193//=============================================================================
GLSL program class.
Namespace providing different geometric functions concerning angles.
This namespace contains all the classes and functions for handling GLSL shader and program objects.