FXAA is a post-process anti-aliasing : http://www.eurogamer.net/videos/fxaa-technology-demo, the main purpose of it is to work with everything (deferred shading, specular, shader effects…), the quality is inferior to hardware FSAA but it’s quite good I think.
As it is a shader, the users don’t have to activate anti-aliasing with their drivers.
This works with the last dev version of panda, I don’t know about 1.7 :
- Create a filter manager with :
filter_man = FilterManager(base.win, my_camera)
my_camera is the camera you want to use (base.cam for example)
- Create a fullscreen quad with :
my_map = Texture()
final_quad = filter_man.renderSceneInto(colortex = my_map)
- Apply the shader to your quad :
final_quad.setShader(loader.loadShader("fxaa.cg"))
- Pass the rendered scene texture to the shader :
final_quad.setShaderInput("color", my_map)
- Activate the shader :
final_quad.setShaderInput("active", 1)
The shader code (fxaa.cg):
//Cg
varying vec4 posPos;
uniform float FXAA_SUBPIX_SHIFT = 1.0/4.0;
const float rt_w = 1024; // resolution width
const float rt_h = 768; // resolution height
void vshader(float4 vtx_position : POSITION,
out float4 l_position : POSITION,
out float2 l_texcoord : TEXCOORD0,
out float4 l_posPos : TEXCOORD1,
uniform float4 texpad_color,
uniform float4x4 mat_modelproj)
{
l_position = mul(mat_modelproj, vtx_position);
l_texcoord = (vtx_position.xz * texpad_color.xy) + texpad_color.xy;
vec2 rcpFrame = vec2(1.0/rt_w, 1.0/rt_h);
posPos.xy = l_texcoord.xy;
posPos.zw = l_texcoord.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));
l_posPos = posPos;
}
uniform float vx_offset;
uniform float FXAA_SPAN_MAX = 8.0;
uniform float FXAA_REDUCE_MUL = 1.0/8.0;
#define FxaaInt2 ivec2
#define FxaaFloat2 vec2
#define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p.xy + (o * rcpFrame), 0, 0))
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 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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(float4 pos, sampler2D tex, vec2 uv, float time)
{
vec4 c = vec4(0.0);
vec2 rcpFrame = vec2(1.0/rt_w, 1.0/rt_h);
c.rgb = FxaaPixelShader(pos, tex, rcpFrame);
//c.rgb = 1.0 - texture2D(tex, pos.xy).rgb;
c.a = 1.0;
return c;
}
void fshader(float2 l_texcoord : TEXCOORD0,
float4 l_posPos : TEXCOORD1,
uniform sampler2D k_color : TEXUNIT0,
uniform float k_active,
uniform float4 texpix_color,
uniform float4 texpad_color,
out float4 o_color : COLOR)
{
float4 without_fxaa = tex2D(k_color, l_texcoord);
vec2 uv = l_texcoord.st;
o_color = PostFX(l_posPos, k_color, uv, 0.0);
if(k_active == 0) o_color = without_fxaa;
}
If you get an error (cg program too complex), write this at the beginning of your main class :
loadPrcFileData('', 'basic-shaders-only 0')