kicad-source/common/gal/opengl/antialiasing.h
Seth Hillbrand ea283625a7 Further simplification of AA regime
Reduce each (Accel & Fallback) to 3 options: Off, Fast, Good.  Fast AA
in accelerated canvas uses SMAA with tweaks suggested by David Beinder.
Good AA is super-sampled x2.

Cairo is similarly reduced to Off, Fast, Good, which map to the Cairo
options themselves.  Best is removed as it mostly affects text rendering
and not line drawing (as our text is)
2021-06-08 17:20:41 -07:00

144 lines
3.7 KiB
C++

/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2016 Kicad Developers, see change_log.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef OPENGL_ANTIALIASING_H__
#define OPENGL_ANTIALIASING_H__
#include <memory>
#include <gal/opengl/shader.h>
#include <math/vector2d.h>
namespace KIGFX {
class OPENGL_COMPOSITOR;
class OPENGL_PRESENTOR
{
public:
virtual ~OPENGL_PRESENTOR()
{
}
virtual bool Init() = 0;
virtual unsigned int CreateBuffer() = 0;
virtual VECTOR2U GetInternalBufferSize() = 0;
virtual void OnLostBuffers() = 0;
virtual void Begin() = 0;
virtual void DrawBuffer( GLuint aBuffer ) = 0;
virtual void Present() = 0;
};
class ANTIALIASING_NONE : public OPENGL_PRESENTOR
{
public:
ANTIALIASING_NONE( OPENGL_COMPOSITOR* aCompositor );
bool Init() override;
unsigned int CreateBuffer() override;
VECTOR2U GetInternalBufferSize() override;
void OnLostBuffers() override;
void Begin() override;
void DrawBuffer( GLuint aBuffer ) override;
void Present() override;
private:
OPENGL_COMPOSITOR* compositor;
};
class ANTIALIASING_SUPERSAMPLING : public OPENGL_PRESENTOR
{
public:
ANTIALIASING_SUPERSAMPLING( OPENGL_COMPOSITOR* aCompositor );
bool Init() override;
unsigned int CreateBuffer() override;
VECTOR2U GetInternalBufferSize() override;
void OnLostBuffers() override;
void Begin() override;
void DrawBuffer( GLuint ) override;
void Present() override;
private:
OPENGL_COMPOSITOR* compositor;
unsigned int ssaaMainBuffer;
bool areBuffersCreated;
bool areShadersCreated;
};
class ANTIALIASING_SMAA : public OPENGL_PRESENTOR
{
public:
ANTIALIASING_SMAA( OPENGL_COMPOSITOR* aCompositor );
bool Init() override;
unsigned int CreateBuffer () override;
VECTOR2U GetInternalBufferSize() override;
void OnLostBuffers() override;
void Begin() override;
void DrawBuffer( GLuint buffer ) override;
void Present() override;
private:
void loadShaders();
void updateUniforms();
bool areBuffersInitialized;
unsigned int smaaBaseBuffer; // base + overlay temporary
unsigned int smaaEdgesBuffer;
unsigned int smaaBlendBuffer;
// smaa shader lookup textures
unsigned int smaaAreaTex;
unsigned int smaaSearchTex;
bool shadersLoaded;
std::unique_ptr<SHADER> pass_1_shader;
GLint pass_1_metrics;
std::unique_ptr<SHADER> pass_2_shader;
GLint pass_2_metrics;
std::unique_ptr<SHADER> pass_3_shader;
GLint pass_3_metrics;
OPENGL_COMPOSITOR* compositor;
};
}
#endif