Android|Android OpenGL ES抗锯齿

多重采样MSAA
GLSurfaceView设置多重采样

/** * 抗锯齿EGLConfigChooser * * author weiss * email kleinminamo@gmail.com * created 2018/7/3. */ public class MSAAConfigChooser implements GLSurfaceView.EGLConfigChooser { @Override public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {int attribs[] = { EGL10.EGL_LEVEL, 0, EGL10.EGL_RENDERABLE_TYPE, 4,// EGL_OPENGL_ES2_BIT EGL10.EGL_COLOR_BUFFER_TYPE, EGL10.EGL_RGB_BUFFER, EGL10.EGL_RED_SIZE, 8, EGL10.EGL_GREEN_SIZE, 8, EGL10.EGL_BLUE_SIZE, 8, EGL10.EGL_DEPTH_SIZE, 24, EGL10.EGL_SAMPLE_BUFFERS, 1, EGL10.EGL_SAMPLES, 4,// 在这里修改MSAA的倍数,4就是4xMSAA,再往上开程序可能会崩 EGL10.EGL_NONE }; EGLConfig[] configs = new EGLConfig[1]; int[] configCounts = new int[1]; egl.eglChooseConfig(display, attribs, configs, 1, configCounts); if (configCounts[0] == 0) { // Failed! Error handling. return null; } else { return configs[0]; } } }

后处理FXAA Shader
#ifndef FXAA_REDUCE_MIN #define FXAA_REDUCE_MIN(1.0/ 128.0) #endif #ifndef FXAA_REDUCE_MUL #define FXAA_REDUCE_MUL(1.0 / 8.0) #endif #ifndef FXAA_SPAN_MAX #define FXAA_SPAN_MAX8.0 #endif//optimized version for mobile, where dependent //texture reads can be a bottleneck vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution, vec2 v_rgbNW, vec2 v_rgbNE, vec2 v_rgbSW, vec2 v_rgbSE, vec2 v_rgbM) { vec4 color; mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y); vec3 rgbNW = texture2D(tex, v_rgbNW).xyz; vec3 rgbNE = texture2D(tex, v_rgbNE).xyz; vec3 rgbSW = texture2D(tex, v_rgbSW).xyz; vec3 rgbSE = texture2D(tex, v_rgbSE).xyz; vec4 texColor = texture2D(tex, v_rgbM); vec3 rgbM= texColor.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))); mediump 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(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * inverseVP; vec3 rgbA = 0.5 * ( texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz + texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) color = vec4(rgbA, texColor.a); else color = vec4(rgbB, texColor.a); return color; }

特别注意用了后处理FBO,多重采样会失效,离屏渲染需要对FBO进行多重采样
FBO
const char* __glExtensions = (const char*)glGetString(GL_EXTENSIONS); if(strstr(__glExtensions, "GL_IMG_multisampled_render_to_texture")) { if(glFramebufferTexture2DMultisampleIMG_ == NULL) { glFramebufferTexture2DMultisampleIMG_ = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMGPROC )eglGetProcAddress ( "glFramebufferTexture2DMultisampleIMG" ); } } else if(strstr(__glExtensions, "GL_EXT_multisampled_render_to_texture")) { if(glFramebufferTexture2DMultisampleIMG_ == NULL) { glFramebufferTexture2DMultisampleIMG_ = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMGPROC )eglGetProcAddress ( "glFramebufferTexture2DMultisampleEXT" ); } }//glFramebufferTexture2DMultisampleIMG_ if(_multiSample) { GL_ASSERT( glFramebufferTexture2DMultisampleIMG_(GL_FRAMEBUFFER, attachment, textureTarget, _renderTargets[index]->getTexture()->getHandle(), 0, 4); ); } else{ GL_ASSERT( glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textureTarget, _renderTargets[index]->getTexture()->getHandle(), 0)); }

RBO
const char* __glExtensions = (const char*)glGetString(GL_EXTENSIONS); if(strstr(__glExtensions, "GL_IMG_multisampled_render_to_texture")) { if(glRenderbufferStorageMultisampleIMG_ == NULL) { glRenderbufferStorageMultisampleIMG_ = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMGPROC )eglGetProcAddress ( "glRenderbufferStorageMultisampleIMG" ); } } else if(strstr(__glExtensions, "GL_EXT_multisampled_render_to_texture")) { if(glRenderbufferStorageMultisampleIMG_ == NULL) { glRenderbufferStorageMultisampleIMG_ = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMGPROC )eglGetProcAddress ( "glRenderbufferStorageMultisampleEXT" ); } }//glRenderbufferStorageMultisampleIMG_ glRenderbufferStorageMultisampleIMG_(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height); // w width, h height.

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