Commit c3f96385 authored by David C. Lonie's avatar David C. Lonie

Add a vtkFXAAOptions class for storing FXAA config.

This will simplify the API for vtkRenderer, vtkSynchronizedRenderer, etc.
parent fc9878ef
......@@ -25,6 +25,7 @@ set(Module_SRCS
vtkFollower.cxx
vtkFrameBufferObjectBase.cxx
vtkFrustumCoverageCuller.cxx
vtkFXAAOptions.cxx
vtkGenericRenderWindowInteractor.cxx
vtkGenericVertexAttributeMapping.cxx
vtkGlyph3DMapper.cxx
......
/*=========================================================================
Program: Visualization Toolkit
Module: vtkFXAAOptions.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkFXAAOptions.h"
#include "vtkObjectFactory.h"
vtkStandardNewMacro(vtkFXAAOptions)
//------------------------------------------------------------------------------
void vtkFXAAOptions::PrintSelf(std::ostream &os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "RelativeContrastThreshold: "
<< this->RelativeContrastThreshold << "\n";
os << indent << "HardContrastThreshold: "
<< this->HardContrastThreshold << "\n";
os << indent << "SubpixelBlendLimit: " <<
this->SubpixelBlendLimit << "\n";
os << indent << "SubpixelContrastThreshold: "
<< this->SubpixelContrastThreshold << "\n";
os << indent << "EndpointSearchIterations: "
<< this->EndpointSearchIterations << "\n";
os << indent << "UseHighQualityEndpoints: "
<< this->UseHighQualityEndpoints << "\n";
os << indent << "DebugOptionValue: ";
switch (this->DebugOptionValue)
{
default:
case vtkFXAAOptions::FXAA_NO_DEBUG:
os << "FXAA_NO_DEBUG\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_SUBPIXEL_ALIASING:
os << "FXAA_DEBUG_SUBPIXEL_ALIASING\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_EDGE_DIRECTION:
os << "FXAA_DEBUG_EDGE_DIRECTION\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_EDGE_NUM_STEPS:
os << "FXAA_DEBUG_EDGE_NUM_STEPS\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_EDGE_DISTANCE:
os << "FXAA_DEBUG_EDGE_DISTANCE\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_EDGE_SAMPLE_OFFSET:
os << "FXAA_DEBUG_EDGE_SAMPLE_OFFSET\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_ONLY_SUBPIX_AA:
os << "FXAA_DEBUG_ONLY_SUBPIX_AA\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_ONLY_EDGE_AA:
os << "FXAA_DEBUG_ONLY_EDGE_AA\n";
break;
}
}
//------------------------------------------------------------------------------
vtkFXAAOptions::vtkFXAAOptions()
: RelativeContrastThreshold(1.f/8.f),
HardContrastThreshold(1.f/16.f),
SubpixelBlendLimit(3.f/4.f),
SubpixelContrastThreshold(1.f/4.f),
EndpointSearchIterations(12),
UseHighQualityEndpoints(true),
DebugOptionValue(vtkFXAAOptions::FXAA_NO_DEBUG)
{
}
//------------------------------------------------------------------------------
vtkFXAAOptions::~vtkFXAAOptions()
{
}
/*=========================================================================
Program: Visualization Toolkit
Module: vtkFXAAOptions.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkFXAAOptions - Configuration for FXAA implementations.
//
// .SECTION Description
// This class encapsulates the settings for vtkOpenGLFXAAFilter.
#ifndef vtkFXAAOptions_h
#define vtkFXAAOptions_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkObject.h"
class VTKRENDERINGCORE_EXPORT vtkFXAAOptions: public vtkObject
{
public:
// Description:
// Debugging options that affect the output color buffer. See
// vtkFXAAFilterFS.glsl for details.
enum DebugOption
{
FXAA_NO_DEBUG = 0,
FXAA_DEBUG_SUBPIXEL_ALIASING,
FXAA_DEBUG_EDGE_DIRECTION,
FXAA_DEBUG_EDGE_NUM_STEPS,
FXAA_DEBUG_EDGE_DISTANCE,
FXAA_DEBUG_EDGE_SAMPLE_OFFSET,
FXAA_DEBUG_ONLY_SUBPIX_AA,
FXAA_DEBUG_ONLY_EDGE_AA
};
static vtkFXAAOptions* New();
vtkTypeMacro(vtkFXAAOptions, vtkObject)
virtual void PrintSelf(ostream &os, vtkIndent indent);
// Description:
// Threshold for applying FXAA to a pixel, relative to the maximum luminosity
// of its 4 immediate neighbors.
//
// The luminosity of the current pixel and it's NSWE neighbors is computed.
// The maximum luminosity and luminosity range (contrast) of all 5 pixels is
// found. If the contrast is less than RelativeContrastThreshold * maxLum,
// the pixel is not considered aliased and will not be affected by FXAA.
//
// Suggested settings:
// - 1/3: Too little
// - 1/4: Low quality
// - 1/8: High quality (default)
// - 1/16: Overkill
vtkSetClampMacro(RelativeContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(RelativeContrastThreshold, float)
// Description:
// Similar to RelativeContrastThreshold, but not scaled by the maximum
// luminosity.
//
// If the contrast of the current pixel and it's 4 immediate NSWE neighbors is
// less than HardContrastThreshold, the pixel is not considered aliased and
// will not be affected by FXAA.
//
// Suggested settings:
// - 1/32: Visible limit
// - 1/16: High quality (default)
// - 1/12: Upper limit (start of visible unfiltered edges)
vtkSetClampMacro(HardContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(HardContrastThreshold, float)
// Description:
// Subpixel aliasing is corrected by applying a lowpass filter to the current
// pixel. This is implemented by blending an average of the 3x3 neighborhood
// around the pixel into the final result. The amount of blending is
// determined by comparing the detected amount of subpixel aliasing to the
// total contrasting of the CNSWE pixels:
//
// SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE)
//
// This parameter sets an upper limit to the amount of subpixel blending to
// prevent the image from simply getting blurred.
//
// Suggested settings:
// - 1/2: Low amount of blending.
// - 3/4: Medium amount of blending (default)
// - 7/8: High amount of blending.
// - 1: Maximum amount of blending.
vtkSetClampMacro(SubpixelBlendLimit, float, 0.f, 1.f)
vtkGetMacro(SubpixelBlendLimit, float)
// Description:
// Minimum amount of subpixel aliasing required for subpixel antialiasing to
// be applied.
//
// Subpixel aliasing is corrected by applying a lowpass filter to the current
// pixel. This is implemented by blending an average of the 3x3 neighborhood
// around the pixel into the final result. The amount of blending is
// determined by comparing the detected amount of subpixel aliasing to the
// total contrasting of the CNSWE pixels:
//
// SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE)
//
// If SubpixelBlending is less than this threshold, no lowpass blending will
// occur.
//
// Suggested settings:
// - 1/2: Low subpixel aliasing removal
// - 1/3: Medium subpixel aliasing removal
// - 1/4: Default subpixel aliasing removal
// - 1/8: High subpixel aliasing removal
// - 0: Complete subpixel aliasing removal
vtkSetClampMacro(SubpixelContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(SubpixelContrastThreshold, float)
// Description:
// Use an improved edge endpoint detection algorithm.
//
// If true, a modified edge endpoint detection algorithm is used that requires
// more texture lookups, but will properly detect aliased single-pixel lines.
//
// If false, the edge endpoint algorithm proposed by NVIDIA will by used. This
// algorithm is faster (fewer lookups), but will fail to detect endpoints of
// single pixel edge steps.
//
// Default setting is true.
vtkSetMacro(UseHighQualityEndpoints, bool)
vtkGetMacro(UseHighQualityEndpoints, bool)
vtkBooleanMacro(UseHighQualityEndpoints, bool)
// Description:
// Set the number of iterations for the endpoint search algorithm. Increasing
// this value will increase runtime, but also properly detect longer edges.
// The current implementation steps one pixel in both the positive and
// negative directions per iteration. The default value is 12, which will
// resolve endpoints of edges < 25 pixels long (2 * 12 + 1).
vtkSetClampMacro(EndpointSearchIterations, int, 0, VTK_INT_MAX)
vtkGetMacro(EndpointSearchIterations, int)
// Description:
// Debugging options that affect the output color buffer. See
// vtkFXAAFilterFS.glsl for details. Only one may be active at a time.
vtkSetMacro(DebugOptionValue, DebugOption)
vtkGetMacro(DebugOptionValue, DebugOption)
protected:
vtkFXAAOptions();
~vtkFXAAOptions();
float RelativeContrastThreshold;
float HardContrastThreshold;
float SubpixelBlendLimit;
float SubpixelContrastThreshold;
int EndpointSearchIterations;
bool UseHighQualityEndpoints;
DebugOption DebugOptionValue;
private:
vtkFXAAOptions(const vtkFXAAOptions&) VTK_DELETE_FUNCTION;
void operator=(const vtkFXAAOptions&) VTK_DELETE_FUNCTION;
};
#endif // vtkFXAAOptions_h
......@@ -22,6 +22,7 @@
#include "vtkCullerCollection.h"
#include "vtkCuller.h"
#include "vtkFrustumCoverageCuller.h"
#include "vtkFXAAOptions.h"
#include "vtkObjectFactory.h"
#include "vtkHardwareSelector.h"
#include "vtkInformation.h"
......@@ -44,6 +45,7 @@ vtkCxxSetObjectMacro(vtkRenderer, Information, vtkInformation);
vtkCxxSetObjectMacro(vtkRenderer, Delegate, vtkRendererDelegate);
vtkCxxSetObjectMacro(vtkRenderer, BackgroundTexture, vtkTexture);
vtkCxxSetObjectMacro(vtkRenderer, Pass, vtkRenderPass);
vtkCxxSetObjectMacro(vtkRenderer, FXAAOptions, vtkFXAAOptions);
//----------------------------------------------------------------------------
// Return NULL if no override is supplied.
......@@ -118,13 +120,7 @@ vtkRenderer::vtkRenderer()
this->GL2PSSpecialPropCollection = NULL;
this->UseFXAA = false;
this->FXAARelativeContrastThreshold = 1.f / 8.f;
this->FXAAHardContrastThreshold = 1.f / 16.f;
this->FXAASubpixelBlendLimit = 3.f / 4.f;
this->FXAASubpixelContrastThreshold = 1.f / 4.f;
this->FXAAEndpointSearchIterations = 12;
this->FXAAUseHighQualityEndpoints = true;
this->FXAADebugOption = 0;
this->FXAAOptions = vtkFXAAOptions::New();
this->UseShadows = 0;
......@@ -175,6 +171,12 @@ vtkRenderer::~vtkRenderer()
this->Cullers->Delete();
this->Cullers = NULL;
if (this->FXAAOptions != NULL)
{
this->FXAAOptions->Delete();
this->FXAAOptions = NULL;
}
if(this->Delegate!=0)
{
this->Delegate->UnRegister(this);
......
......@@ -35,6 +35,7 @@
#include "vtkVolumeCollection.h" // Needed for access in inline members
#include "vtkActorCollection.h" // Needed for access in inline members
class vtkFXAAOptions;
class vtkRenderWindow;
class vtkVolume;
class vtkCuller;
......@@ -535,23 +536,9 @@ public:
vtkBooleanMacro(UseFXAA, bool)
// Description:
// Tuning parameters for FXAA. See vtkOpenGLFXAAFilter.h for documentation
// and suggested values.
vtkSetClampMacro(FXAARelativeContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(FXAARelativeContrastThreshold, float)
vtkSetClampMacro(FXAAHardContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(FXAAHardContrastThreshold, float)
vtkSetClampMacro(FXAASubpixelBlendLimit, float, 0.f, 1.f)
vtkGetMacro(FXAASubpixelBlendLimit, float)
vtkSetClampMacro(FXAASubpixelContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(FXAASubpixelContrastThreshold, float)
vtkSetClampMacro(FXAAEndpointSearchIterations, int, 0, VTK_INT_MAX)
vtkGetMacro(FXAAEndpointSearchIterations, int)
vtkSetMacro(FXAAUseHighQualityEndpoints, bool)
vtkGetMacro(FXAAUseHighQualityEndpoints, bool)
vtkBooleanMacro(FXAAUseHighQualityEndpoints, bool)
vtkSetMacro(FXAADebugOption, int)
vtkGetMacro(FXAADebugOption, int)
// The configuration object for FXAA antialiasing.
vtkGetObjectMacro(FXAAOptions, vtkFXAAOptions)
virtual void SetFXAAOptions(vtkFXAAOptions*);
// Description:
// Turn on/off rendering of shadows if supported
......@@ -722,15 +709,8 @@ protected:
bool UseFXAA;
// Description:
// Parameters for FXAA. See vtkOpenGLFXAAFilter.h for documentation and
// suggested values.
float FXAARelativeContrastThreshold;
float FXAAHardContrastThreshold;
float FXAASubpixelBlendLimit;
float FXAASubpixelContrastThreshold;
int FXAAEndpointSearchIterations;
bool FXAAUseHighQualityEndpoints;
int FXAADebugOption;
// Holds the FXAA configuration.
vtkFXAAOptions *FXAAOptions;
// Description:
// If this flag is on and the rendering engine supports it render shadows
......
......@@ -21,6 +21,7 @@
#include "vtkConeSource.h"
#include "vtkCylinderSource.h"
#include "vtkDiskSource.h"
#include "vtkFXAAOptions.h"
#include "vtkLineSource.h"
#include "vtkNew.h"
#include "vtkOpenGLRenderer.h"
......
......@@ -17,6 +17,7 @@
#include "vtk_glew.h"
#include "vtkFXAAOptions.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLBufferObject.h"
#include "vtkOpenGLError.h"
......@@ -45,6 +46,49 @@ vtkStandardNewMacro(vtkOpenGLFXAAFilter)
void vtkOpenGLFXAAFilter::PrintSelf(std::ostream &os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "RelativeContrastThreshold: "
<< this->RelativeContrastThreshold << "\n";
os << indent << "HardContrastThreshold: "
<< this->HardContrastThreshold << "\n";
os << indent << "SubpixelBlendLimit: " <<
this->SubpixelBlendLimit << "\n";
os << indent << "SubpixelContrastThreshold: "
<< this->SubpixelContrastThreshold << "\n";
os << indent << "EndpointSearchIterations: "
<< this->EndpointSearchIterations << "\n";
os << indent << "UseHighQualityEndpoints: "
<< this->UseHighQualityEndpoints << "\n";
os << indent << "DebugOptionValue: ";
switch (this->DebugOptionValue)
{
default:
case vtkFXAAOptions::FXAA_NO_DEBUG:
os << "FXAA_NO_DEBUG\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_SUBPIXEL_ALIASING:
os << "FXAA_DEBUG_SUBPIXEL_ALIASING\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_EDGE_DIRECTION:
os << "FXAA_DEBUG_EDGE_DIRECTION\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_EDGE_NUM_STEPS:
os << "FXAA_DEBUG_EDGE_NUM_STEPS\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_EDGE_DISTANCE:
os << "FXAA_DEBUG_EDGE_DISTANCE\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_EDGE_SAMPLE_OFFSET:
os << "FXAA_DEBUG_EDGE_SAMPLE_OFFSET\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_ONLY_SUBPIX_AA:
os << "FXAA_DEBUG_ONLY_SUBPIX_AA\n";
break;
case vtkFXAAOptions::FXAA_DEBUG_ONLY_EDGE_AA:
os << "FXAA_DEBUG_ONLY_EDGE_AA\n";
break;
}
}
//------------------------------------------------------------------------------
......@@ -78,6 +122,20 @@ void vtkOpenGLFXAAFilter::ReleaseGraphicsResources()
this->FreeGLObjects();
}
//------------------------------------------------------------------------------
void vtkOpenGLFXAAFilter::UpdateConfiguration(vtkFXAAOptions *opts)
{
// Use the setters -- some of these options will trigger a shader rebuild
// when they change, and the setters hold the logic for determining this.
this->SetRelativeContrastThreshold(opts->GetRelativeContrastThreshold());
this->SetHardContrastThreshold(opts->GetHardContrastThreshold());
this->SetSubpixelBlendLimit(opts->GetSubpixelBlendLimit());
this->SetSubpixelContrastThreshold(opts->GetSubpixelContrastThreshold());
this->SetEndpointSearchIterations(opts->GetEndpointSearchIterations());
this->SetUseHighQualityEndpoints(opts->GetUseHighQualityEndpoints());
this->SetDebugOptionValue(opts->GetDebugOptionValue());
}
//------------------------------------------------------------------------------
void vtkOpenGLFXAAFilter::SetUseHighQualityEndpoints(bool val)
{
......@@ -90,7 +148,7 @@ void vtkOpenGLFXAAFilter::SetUseHighQualityEndpoints(bool val)
}
//------------------------------------------------------------------------------
void vtkOpenGLFXAAFilter::SetDebugOptionValue(DebugOption opt)
void vtkOpenGLFXAAFilter::SetDebugOptionValue(vtkFXAAOptions::DebugOption opt)
{
if (this->DebugOptionValue != opt)
{
......@@ -116,6 +174,7 @@ vtkOpenGLFXAAFilter::vtkOpenGLFXAAFilter()
SubpixelContrastThreshold(1.f/4.f),
EndpointSearchIterations(12),
UseHighQualityEndpoints(true),
DebugOptionValue(vtkFXAAOptions::FXAA_NO_DEBUG),
NeedToRebuildShader(true),
Renderer(NULL),
Input(NULL),
......@@ -298,7 +357,7 @@ void vtkOpenGLFXAAFilter::SubstituteFragmentShader(std::string &fragShader)
}
#define DEBUG_OPT_CASE(optName) \
case optName: \
case vtkFXAAOptions::optName: \
vtkShaderProgram::Substitute(fragShader, "//VTK::DebugOptions::Def", \
"#define " #optName); \
break
......@@ -307,7 +366,7 @@ void vtkOpenGLFXAAFilter::SubstituteFragmentShader(std::string &fragShader)
switch (this->DebugOptionValue)
{
default:
case FXAA_NO_DEBUG:
case vtkFXAAOptions::FXAA_NO_DEBUG:
break;
DEBUG_OPT_CASE(FXAA_DEBUG_SUBPIXEL_ALIASING);
DEBUG_OPT_CASE(FXAA_DEBUG_EDGE_DIRECTION);
......
......@@ -39,7 +39,9 @@
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkObject.h"
#include "vtkFXAAOptions.h" // For DebugOptions enum
class vtkFXAAOptions;
class vtkOpenGLBufferObject;
class vtkOpenGLVertexArrayObject;
class vtkOpenGLRenderer;
......@@ -62,125 +64,29 @@ public:
void ReleaseGraphicsResources();
// Description:
// Threshold for applying FXAA to a pixel, relative to the maximum luminosity
// of its 4 immediate neighbors.
//
// The luminosity of the current pixel and it's NSWE neighbors is computed.
// The maximum luminosity and luminosity range (contrast) of all 5 pixels is
// found. If the contrast is less than RelativeContrastThreshold * maxLum,
// the pixel is not considered aliased and will not be affected by FXAA.
//
// Suggested settings:
// - 1/3: Too little
// - 1/4: Low quality
// - 1/8: High quality (default)
// - 1/16: Overkill
vtkSetClampMacro(RelativeContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(RelativeContrastThreshold, float)
// Copy the configuration values from @a opts into this filter. Note that
// this copies the configuration values from opts -- it does not save the
// @a opts pointer.
void UpdateConfiguration(vtkFXAAOptions *opts);
// Description:
// Similar to RelativeContrastThreshold, but not scaled by the maximum
// luminosity.
//
// If the contrast of the current pixel and it's 4 immediate NSWE neighbors is
// less than HardContrastThreshold, the pixel is not considered aliased and
// will not be affected by FXAA.
//
// Suggested settings:
// - 1/32: Visible limit
// - 1/16: High quality (default)
// - 1/12: Upper limit (start of visible unfiltered edges)
// Parameter for tuning the FXAA implementation. See vtkFXAAOptions for
// details and suggested values.
vtkSetClampMacro(RelativeContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(RelativeContrastThreshold, float)
vtkSetClampMacro(HardContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(HardContrastThreshold, float)
// Description:
// Subpixel aliasing is corrected by applying a lowpass filter to the current
// pixel. This is implemented by blending an average of the 3x3 neighborhood
// around the pixel into the final result. The amount of blending is
// determined by comparing the detected amount of subpixel aliasing to the
// total contrasting of the CNSWE pixels:
//
// SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE)
//
// This parameter sets an upper limit to the amount of subpixel blending to
// prevent the image from simply getting blurred.
//
// Suggested settings:
// - 1/2: Low amount of blending.
// - 3/4: Medium amount of blending (default)
// - 7/8: High amount of blending.
// - 1: Maximum amount of blending.
vtkSetClampMacro(SubpixelBlendLimit, float, 0.f, 1.f)
vtkGetMacro(SubpixelBlendLimit, float)
// Description:
// Minimum amount of subpixel aliasing required for subpixel antialiasing to
// be applied.
//
// Subpixel aliasing is corrected by applying a lowpass filter to the current
// pixel. This is implemented by blending an average of the 3x3 neighborhood
// around the pixel into the final result. The amount of blending is
// determined by comparing the detected amount of subpixel aliasing to the
// total contrasting of the CNSWE pixels:
//
// SubpixelBlending = abs(lumC - lumAveNSWE) / (lumMaxCNSWE - lumMinCNSWE)
//
// If SubpixelBlending is less than this threshold, no lowpass blending will
// occur.
//
// Suggested settings:
// - 1/2: Low subpixel aliasing removal
// - 1/3: Medium subpixel aliasing removal
// - 1/4: Default subpixel aliasing removal
// - 1/8: High subpixel aliasing removal
// - 0: Complete subpixel aliasing removal
vtkSetClampMacro(SubpixelContrastThreshold, float, 0.f, 1.f)
vtkGetMacro(SubpixelContrastThreshold, float)
// Description:
// Use an improved edge endpoint detection algorithm.
//
// If true, a modified edge endpoint detection algorithm is used that requires
// more texture lookups, but will properly detect aliased single-pixel lines.
//
// If false, the edge endpoint algorithm proposed by NVIDIA will by used. This
// algorithm is faster (fewer lookups), but will fail to detect endpoints of
// single pixel edge steps.
//
// Default setting is true.
virtual void SetUseHighQualityEndpoints(bool val);
vtkGetMacro(UseHighQualityEndpoints, bool)
vtkBooleanMacro(UseHighQualityEndpoints, bool)
// Description:
// Set the number of iterations for the endpoint search algorithm. Increasing
// this value will increase runtime, but also properly detect longer edges.
// The current implementation steps one pixel in both the positive and
// negative directions per iteration. The default value is 12, which will
// resolve endpoints of edges < 25 pixels long (2 * 12 + 1).
vtkSetClampMacro(EndpointSearchIterations, int, 0, VTK_INT_MAX)
vtkGetMacro(EndpointSearchIterations, int)
// Description:
// Debugging options that affect the output color buffer. See
// vtkFXAAFilterFS.glsl for details.
enum DebugOption
{
FXAA_NO_DEBUG = 0,
FXAA_DEBUG_SUBPIXEL_ALIASING,
FXAA_DEBUG_EDGE_DIRECTION,
FXAA_DEBUG_EDGE_NUM_STEPS,
FXAA_DEBUG_EDGE_DISTANCE,
FXAA_DEBUG_EDGE_SAMPLE_OFFSET,
FXAA_DEBUG_ONLY_SUBPIX_AA,
FXAA_DEBUG_ONLY_EDGE_AA
};
// Description:
// Debugging options that affect the output color buffer. See
// vtkFXAAFilterFS.glsl for details. Only one may be active at a time.
virtual void SetDebugOptionValue(DebugOption opt);
vtkGetMacro(DebugOptionValue, DebugOption)
virtual void SetDebugOptionValue(vtkFXAAOptions::DebugOption opt);
vtkGetMacro(DebugOptionValue, vtkFXAAOptions::DebugOption)
protected:
vtkOpenGLFXAAFilter();
......@@ -221,7 +127,7 @@ protected:
int EndpointSearchIterations;
bool UseHighQualityEndpoints;
DebugOption DebugOptionValue;
vtkFXAAOptions::DebugOption DebugOptionValue;
// Set to true when the shader definitions change so we know when to rebuild.
bool NeedToRebuildShader;
......
......@@ -238,21 +238,10 @@ int vtkOpenGLRenderer::UpdateGeometry()
{
this->FXAAFilter = vtkOpenGLFXAAFilter::New();
}
this->FXAAFilter->SetRelativeContrastThreshold(
this->FXAARelativeContrastThreshold);
this->FXAAFilter->SetHardContrastThreshold(
this->FXAAHardContrastThreshold);
this->FXAAFilter->SetSubpixelBlendLimit(
this->FXAASubpixelBlendLimit);
this->FXAAFilter->SetSubpixelContrastThreshold(
this->FXAASubpixelContrastThreshold);
this->FXAAFilter->SetEndpointSearchIterations(
this->FXAAEndpointSearchIterations);
this->FXAAFilter->SetUseHighQualityEndpoints(
this->FXAAUseHighQualityEndpoints);
this->FXAAFilter->SetDebugOptionValue(
static_cast<vtkOpenGLFXAAFilter::DebugOption>(this->FXAADebugOption));
if (this->FXAAOptions)
{
this->FXAAFilter->UpdateConfiguration(this->FXAAOptions);
}
this->FXAAFilter->Execute(this);
}
......
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