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https://github.com/Armored-Dragon/overte.git
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Working stencil mask with object bounding boxes
This commit is contained in:
parent
e9743d4c95
commit
4b598a6e24
8 changed files with 305 additions and 223 deletions
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@ -11,7 +11,6 @@
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#include "OutlineEffect.h"
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#include "GeometryCache.h"
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#include "RenderUtilsLogging.h"
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#include "CubeProjectedPolygon.h"
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@ -28,10 +27,11 @@
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#include "debug_deferred_buffer_frag.h"
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#include "Outline_frag.h"
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#include "Outline_filled_frag.h"
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#include "Outline_aabox_vert.h"
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using namespace render;
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#define OUTLINE_USE_SCISSOR false
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#define OUTLINE_STENCIL_MASK 1
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OutlineRessources::OutlineRessources() {
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}
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@ -56,15 +56,16 @@ void OutlineRessources::update(const gpu::FramebufferPointer& primaryFrameBuffer
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}
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void OutlineRessources::allocateColorBuffer(const gpu::FramebufferPointer& primaryFrameBuffer) {
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_colorFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithoutDepth"));
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_colorFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithStencil"));
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_colorFrameBuffer->setRenderBuffer(0, primaryFrameBuffer->getRenderBuffer(0));
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_colorFrameBuffer->setDepthStencilBuffer(_depthStencilTexture, _depthStencilTexture->getTexelFormat());
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}
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void OutlineRessources::allocateDepthBuffer(const gpu::FramebufferPointer& primaryFrameBuffer) {
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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auto depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, _frameSize.x, _frameSize.y));
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL);
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_depthStencilTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, _frameSize.x, _frameSize.y));
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_depthFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
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_depthFrameBuffer->setDepthStencilBuffer(depthTexture, depthFormat);
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_depthFrameBuffer->setDepthStencilBuffer(_depthStencilTexture, depthFormat);
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}
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gpu::FramebufferPointer OutlineRessources::getDepthFramebuffer() {
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@ -73,10 +74,10 @@ gpu::FramebufferPointer OutlineRessources::getDepthFramebuffer() {
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}
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gpu::TexturePointer OutlineRessources::getDepthTexture() {
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return getDepthFramebuffer()->getDepthStencilBuffer();
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return _depthStencilTexture;
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}
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gpu::FramebufferPointer OutlineRessources::getColorFramebuffer() {
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gpu::FramebufferPointer OutlineRessources::getColorFramebuffer() {
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assert(_colorFrameBuffer);
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return _colorFrameBuffer;
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}
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@ -96,6 +97,10 @@ void PrepareDrawOutline::run(const render::RenderContextPointer& renderContext,
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outputs = _ressources;
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}
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gpu::PipelinePointer DrawOutlineMask::_stencilMaskPipeline;
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gpu::PipelinePointer DrawOutlineMask::_stencilMaskFillPipeline;
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gpu::BufferPointer DrawOutlineMask::_boundsBuffer;
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DrawOutlineMask::DrawOutlineMask(unsigned int outlineIndex,
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render::ShapePlumberPointer shapePlumber, OutlineSharedParametersPointer parameters) :
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_outlineIndex{ outlineIndex },
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@ -108,26 +113,42 @@ void DrawOutlineMask::run(const render::RenderContextPointer& renderContext, con
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assert(renderContext->args->hasViewFrustum());
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auto& inShapes = inputs.get0();
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if (!_stencilMaskPipeline || !_stencilMaskFillPipeline) {
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(true, false, gpu::LESS_EQUAL);
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_ZERO, gpu::State::STENCIL_OP_REPLACE));
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state->setColorWriteMask(false, false, false, false);
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state->setCullMode(gpu::State::CULL_FRONT);
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gpu::StatePointer fillState = gpu::StatePointer(new gpu::State());
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fillState->setDepthTest(false, false, gpu::LESS_EQUAL);
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fillState->setStencilTest(true, 0xFF, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_REPLACE));
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fillState->setColorWriteMask(false, false, false, false);
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fillState->setCullMode(gpu::State::CULL_FRONT);
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auto vs = gpu::Shader::createVertex(std::string(Outline_aabox_vert));
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auto ps = gpu::StandardShaderLib::getDrawWhitePS();
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::makeProgram(*program, slotBindings);
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_stencilMaskPipeline = gpu::Pipeline::create(program, state);
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_stencilMaskFillPipeline = gpu::Pipeline::create(program, fillState);
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}
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if (!_boundsBuffer) {
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_boundsBuffer = std::make_shared<gpu::Buffer>(sizeof(render::ItemBound));
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}
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if (!inShapes.empty()) {
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auto ressources = inputs.get1();
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RenderArgs* args = renderContext->args;
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ShapeKey::Builder defaultKeyBuilder;
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#if OUTLINE_USE_SCISSOR
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auto framebufferSize = ressources->getSourceFrameSize();
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// First thing we do is determine the projected bounding rect of all the outlined items
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auto outlinedRect = computeOutlineRect(inShapes, args->getViewFrustum(), framebufferSize);
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auto blurPixelWidth = _sharedParameters->_blurPixelWidths[_outlineIndex];
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//qCDebug(renderutils) << "Outline rect is " << outlinedRect.x << ' ' << outlinedRect.y << ' ' << outlinedRect.z << ' ' << outlinedRect.w;
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// Add 1 pixel of extra margin to be on the safe side
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outputs = expandRect(outlinedRect, blurPixelWidth+1, framebufferSize);
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outlinedRect = expandRect(outputs, blurPixelWidth+1, framebufferSize);
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#else
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// Render full screen
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outputs = args->_viewport;
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#endif
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// Clear the framebuffer without stereo
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// Needs to be distinct from the other batch because using the clear call
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@ -135,25 +156,22 @@ void DrawOutlineMask::run(const render::RenderContextPointer& renderContext, con
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setFramebuffer(ressources->getDepthFramebuffer());
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batch.clearDepthFramebuffer(1.0f);
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batch.clearDepthStencilFramebuffer(1.0f, 0);
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});
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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render::ItemBounds itemBounds;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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auto maskPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto maskSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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#if OUTLINE_USE_SCISSOR
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batch.setStateScissorRect(outlinedRect);
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#endif
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batch.setFramebuffer(ressources->getDepthFramebuffer());
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// Setup camera, projection and viewport for all items
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batch.setViewportTransform(args->_viewport);
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batch.setProjectionTransform(projMat);
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@ -164,7 +182,8 @@ void DrawOutlineMask::run(const render::RenderContextPointer& renderContext, con
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// Iterate through all inShapes and render the unskinned
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args->_shapePipeline = maskPipeline;
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batch.setPipeline(maskPipeline->pipeline);
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for (auto items : inShapes) {
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for (const auto& items : inShapes) {
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itemBounds.insert(itemBounds.end(), items.second.begin(), items.second.end());
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if (items.first.isSkinned()) {
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skinnedShapeKeys.push_back(items.first);
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} else {
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@ -182,72 +201,34 @@ void DrawOutlineMask::run(const render::RenderContextPointer& renderContext, con
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args->_shapePipeline = nullptr;
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args->_batch = nullptr;
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});
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_boundsBuffer->setData(itemBounds.size() * sizeof(render::ItemBound), (const gpu::Byte*) itemBounds.data());
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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// Setup camera, projection and viewport for all items
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batch.setViewportTransform(args->_viewport);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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// Draw stencil mask with object bounding boxes
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const auto outlineWidthLoc = _stencilMaskPipeline->getProgram()->getUniforms().findLocation("outlineWidth");
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const auto sqrt3 = 1.74f;
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const float blurPixelWidth = 2.0f * sqrt3 *_sharedParameters->_blurPixelWidths[_outlineIndex];
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const auto framebufferSize = ressources->getSourceFrameSize();
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auto stencilPipeline = _sharedParameters->_isFilled.test(_outlineIndex) ? _stencilMaskFillPipeline : _stencilMaskPipeline;
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batch.setPipeline(stencilPipeline);
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batch.setResourceBuffer(0, _boundsBuffer);
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batch._glUniform2f(outlineWidthLoc, blurPixelWidth / framebufferSize.x, blurPixelWidth / framebufferSize.y);
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static const int NUM_VERTICES_PER_CUBE = 36;
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batch.draw(gpu::TRIANGLES, NUM_VERTICES_PER_CUBE * (gpu::uint32) itemBounds.size(), 0);
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});
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} else {
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// Outline rect should be null as there are no outlined shapes
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outputs = glm::ivec4(0, 0, 0, 0);
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}
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}
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glm::ivec4 DrawOutlineMask::computeOutlineRect(const render::ShapeBounds& shapes,
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const ViewFrustum& viewFrustum, glm::ivec2 frameSize) {
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glm::vec4 minMaxBounds{
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std::numeric_limits<float>::max(),
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std::numeric_limits<float>::max(),
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-std::numeric_limits<float>::max(),
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-std::numeric_limits<float>::max(),
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};
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for (const auto& keyShapes : shapes) {
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const auto& items = keyShapes.second;
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for (const auto& item : items) {
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const auto& aabb = item.bound;
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glm::vec2 bottomLeft;
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glm::vec2 topRight;
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if (viewFrustum.getProjectedRect(aabb, bottomLeft, topRight)) {
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minMaxBounds.x = std::min(minMaxBounds.x, bottomLeft.x);
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minMaxBounds.y = std::min(minMaxBounds.y, bottomLeft.y);
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minMaxBounds.z = std::max(minMaxBounds.z, topRight.x);
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minMaxBounds.w = std::max(minMaxBounds.w, topRight.y);
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}
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}
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}
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if (minMaxBounds.x != std::numeric_limits<float>::max()) {
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const glm::vec2 halfFrameSize{ frameSize.x*0.5f, frameSize.y*0.5f };
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glm::ivec4 rect;
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minMaxBounds += 1.0f;
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rect.x = glm::clamp((int)floorf(minMaxBounds.x * halfFrameSize.x), 0, frameSize.x);
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rect.y = glm::clamp((int)floorf(minMaxBounds.y * halfFrameSize.y), 0, frameSize.y);
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rect.z = glm::clamp((int)ceilf(minMaxBounds.z * halfFrameSize.x), 0, frameSize.x);
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rect.w = glm::clamp((int)ceilf(minMaxBounds.w * halfFrameSize.y), 0, frameSize.y);
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rect.z -= rect.x;
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rect.w -= rect.y;
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return rect;
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} else {
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return glm::ivec4(0, 0, 0, 0);
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}
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}
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glm::ivec4 DrawOutlineMask::expandRect(glm::ivec4 rect, int amount, glm::ivec2 frameSize) {
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// Go bo back to min max values
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rect.z += rect.x;
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rect.w += rect.y;
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rect.x = std::max(0, rect.x - amount);
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rect.y = std::max(0, rect.y - amount);
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rect.z = std::min(frameSize.x, rect.z + amount);
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rect.w = std::min(frameSize.y, rect.w + amount);
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// Back to width height
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rect.z -= rect.x;
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rect.w -= rect.y;
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return rect;
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}
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gpu::PipelinePointer DrawOutline::_pipeline;
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gpu::PipelinePointer DrawOutline::_pipelineFilled;
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@ -270,7 +251,7 @@ void DrawOutline::configure(const Config& config) {
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_parameters._size.x = (_size * _framebufferSize.y) / _framebufferSize.x;
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_parameters._size.y = _size;
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_sharedParameters->_blurPixelWidths[_outlineIndex] = (int)ceilf(_size * _framebufferSize.y);
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_isFilled = (config.unoccludedFillOpacity > OPACITY_EPSILON || config.occludedFillOpacity > OPACITY_EPSILON);
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_sharedParameters->_isFilled.set(_outlineIndex, (config.unoccludedFillOpacity > OPACITY_EPSILON || config.occludedFillOpacity > OPACITY_EPSILON));
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_configuration.edit() = _parameters;
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}
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@ -278,9 +259,6 @@ void DrawOutline::run(const render::RenderContextPointer& renderContext, const I
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auto outlineFrameBuffer = inputs.get1();
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auto outlineRect = inputs.get3();
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// TODO : If scissor isn't possible in stereo, send the AABox in the shader
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// and do a raycasting per pixel to determine if we need to do the outline
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// This should improve performance.
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if (outlineFrameBuffer && outlineRect.z>0 && outlineRect.w>0) {
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auto sceneDepthBuffer = inputs.get2();
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const auto frameTransform = inputs.get0();
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@ -302,9 +280,7 @@ void DrawOutline::run(const render::RenderContextPointer& renderContext, const I
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}
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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#if !OUTLINE_USE_SCISSOR
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batch.enableStereo(false);
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#endif
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batch.setFramebuffer(destinationFrameBuffer);
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batch.setViewportTransform(args->_viewport);
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@ -312,9 +288,6 @@ void DrawOutline::run(const render::RenderContextPointer& renderContext, const I
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batch.resetViewTransform();
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport));
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batch.setPipeline(pipeline);
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#if OUTLINE_USE_SCISSOR
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batch.setStateScissorRect(outlineRect);
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#endif
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batch.setUniformBuffer(OUTLINE_PARAMS_SLOT, _configuration);
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batch.setUniformBuffer(FRAME_TRANSFORM_SLOT, frameTransform->getFrameTransformBuffer());
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@ -331,7 +304,7 @@ const gpu::PipelinePointer& DrawOutline::getPipeline() {
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(gpu::State::DepthTest(false, false));
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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state->setScissorEnable(OUTLINE_USE_SCISSOR);
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state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
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auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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auto ps = gpu::Shader::createPixel(std::string(Outline_frag));
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gpu::Shader::makeProgram(*program, slotBindings);
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_pipelineFilled = gpu::Pipeline::create(program, state);
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}
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return _isFilled ? _pipelineFilled : _pipeline;
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return _sharedParameters->_isFilled.test(_outlineIndex) ? _pipelineFilled : _pipeline;
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}
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DebugOutline::DebugOutline() {
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@ -380,9 +353,7 @@ void DebugOutline::run(const render::RenderContextPointer& renderContext, const
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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batch.setViewportTransform(args->_viewport);
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#if OUTLINE_USE_SCISSOR
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batch.setStateScissorRect(outlineRect);
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#endif
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batch.setFramebuffer(outlineRessources->getColorFramebuffer());
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const auto geometryBuffer = DependencyManager::get<GeometryCache>();
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@ -416,8 +387,8 @@ void DebugOutline::initializePipelines() {
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"Could not find source placeholder");
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setScissorEnable(OUTLINE_USE_SCISSOR);
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state->setDepthTest(gpu::State::DepthTest(false, false));
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state->setStencilTest(true, 0, gpu::State::StencilTest(OUTLINE_STENCIL_MASK, 0xFF, gpu::EQUAL));
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const auto vs = gpu::Shader::createVertex(VERTEX_SHADER);
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@ -473,7 +444,7 @@ void DrawOutlineTask::build(JobModel& task, const render::Varying& inputs, rende
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auto state = std::make_shared<gpu::State>();
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setColorWriteMask(false, false, false, false);
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state->setScissorEnable(OUTLINE_USE_SCISSOR);
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initMaskPipelines(*shapePlumber, state);
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}
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auto sharedParameters = std::make_shared<OutlineSharedParameters>();
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@ -33,6 +33,7 @@ protected:
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gpu::FramebufferPointer _depthFrameBuffer;
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gpu::FramebufferPointer _colorFrameBuffer;
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gpu::TexturePointer _depthStencilTexture;
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glm::ivec2 _frameSize;
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@ -48,6 +49,7 @@ public:
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OutlineSharedParameters();
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std::array<int, render::Scene::MAX_OUTLINE_COUNT> _blurPixelWidths;
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std::bitset<render::Scene::MAX_OUTLINE_COUNT> _isFilled;
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};
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using OutlineSharedParametersPointer = std::shared_ptr<OutlineSharedParameters>;
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@ -84,9 +86,10 @@ protected:
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unsigned int _outlineIndex;
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render::ShapePlumberPointer _shapePlumber;
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OutlineSharedParametersPointer _sharedParameters;
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static glm::ivec4 computeOutlineRect(const render::ShapeBounds& shapes, const ViewFrustum& viewFrustum, glm::ivec2 frameSize);
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static glm::ivec4 expandRect(glm::ivec4 rect, int amount, glm::ivec2 frameSize);
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static gpu::BufferPointer _boundsBuffer;
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static gpu::PipelinePointer _stencilMaskPipeline;
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static gpu::PipelinePointer _stencilMaskFillPipeline;
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};
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class DrawOutlineConfig : public render::Job::Config {
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@ -158,7 +161,6 @@ private:
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OutlineSharedParametersPointer _sharedParameters;
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OutlineConfigurationBuffer _configuration;
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glm::ivec2 _framebufferSize{ 0,0 };
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bool _isFilled{ false };
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float _size;
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};
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103
libraries/render-utils/src/Outline_aabox.slv
Normal file
103
libraries/render-utils/src/Outline_aabox.slv
Normal file
|
@ -0,0 +1,103 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// Draw and transform the fed vertex position with the standard MVP stack
|
||||
// and offset the vertices by a certain amount in the vertex direction
|
||||
//
|
||||
// Created by Olivier Prat on 11/02/2017
|
||||
// Copyright 2017 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
struct ItemBound {
|
||||
vec4 id_boundPos;
|
||||
vec4 boundDim_s;
|
||||
};
|
||||
|
||||
#if defined(GPU_GL410)
|
||||
uniform samplerBuffer ssbo0Buffer;
|
||||
ItemBound getItemBound(int i) {
|
||||
int offset = 2 * i;
|
||||
ItemBound bound;
|
||||
bound.id_boundPos = texelFetch(ssbo0Buffer, offset);
|
||||
bound.boundDim_s = texelFetch(ssbo0Buffer, offset + 1);
|
||||
return bound;
|
||||
}
|
||||
#else
|
||||
layout(std140) buffer ssbo0Buffer {
|
||||
ItemBound bounds[];
|
||||
};
|
||||
ItemBound getItemBound(int i) {
|
||||
ItemBound bound = bounds[i];
|
||||
return bound;
|
||||
}
|
||||
#endif
|
||||
|
||||
uniform vec2 outlineWidth;
|
||||
|
||||
void main(void) {
|
||||
const vec3 UNIT_BOX_VERTICES[8] = vec3[8](
|
||||
vec3(0.0, 1.0, 0.0),
|
||||
vec3(1.0, 1.0, 0.0),
|
||||
vec3(1.0, 0.0, 0.0),
|
||||
vec3(0.0, 0.0, 0.0),
|
||||
vec3(0.0, 1.0, 1.0),
|
||||
vec3(1.0, 1.0, 1.0),
|
||||
vec3(1.0, 0.0, 1.0),
|
||||
vec3(0.0, 0.0, 1.0)
|
||||
);
|
||||
const vec3 UNIT_BOX_NORMALS[8] = vec3[8](
|
||||
vec3(-1.0, 1.0, -1.0),
|
||||
vec3(1.0, 1.0, -1.0),
|
||||
vec3(1.0, -1.0, -1.0),
|
||||
vec3(-1.0, -1.0, -1.0),
|
||||
vec3(-1.0, 1.0, 1.0),
|
||||
vec3(1.0, 1.0, 1.0),
|
||||
vec3(1.0, -1.0, 1.0),
|
||||
vec3(-1.0, -1.0, 1.0)
|
||||
);
|
||||
const int NUM_VERTICES_PER_CUBE = 36;
|
||||
const int UNIT_BOX_TRIANGLE_INDICES[NUM_VERTICES_PER_CUBE] = int[NUM_VERTICES_PER_CUBE](
|
||||
0, 1, 2,
|
||||
0, 2, 3,
|
||||
3, 2, 6,
|
||||
3, 6, 7,
|
||||
7, 6, 5,
|
||||
7, 5, 4,
|
||||
4, 5, 1,
|
||||
4, 1, 0,
|
||||
1, 5, 6,
|
||||
1, 6, 2,
|
||||
4, 0, 3,
|
||||
4, 3, 7
|
||||
);
|
||||
|
||||
int boundID = gl_VertexID / NUM_VERTICES_PER_CUBE;
|
||||
int vertexID = gl_VertexID - boundID * NUM_VERTICES_PER_CUBE;
|
||||
int triangleIndex = UNIT_BOX_TRIANGLE_INDICES[vertexID];
|
||||
vec3 cubeVec = UNIT_BOX_VERTICES[triangleIndex];
|
||||
|
||||
ItemBound bound = getItemBound(boundID);
|
||||
vec3 boundPos = bound.id_boundPos.yzw;
|
||||
vec3 boundDim = bound.boundDim_s.xyz;
|
||||
|
||||
vec4 pos = vec4(boundPos + boundDim * cubeVec.xyz, 1.0);
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
|
||||
|
||||
// Offset the vertex to take into account the outline width
|
||||
pos.xyz += UNIT_BOX_NORMALS[triangleIndex];
|
||||
vec4 offsetPosition;
|
||||
<$transformModelToClipPos(cam, obj, pos, offsetPosition)$>
|
||||
gl_Position.xy += normalize(offsetPosition.xy-gl_Position.xy) * outlineWidth * gl_Position.w;
|
||||
}
|
|
@ -1,20 +1,20 @@
|
|||
// glsl / C++ compatible source as interface for Outline
|
||||
#ifdef __cplusplus
|
||||
# define VEC2 glm::vec2
|
||||
# define VEC3 glm::vec3
|
||||
# define VEC4 glm::vec4
|
||||
# define TVEC2 glm::vec2
|
||||
# define TVEC3 glm::vec3
|
||||
# define TVEC4 glm::vec4
|
||||
#else
|
||||
# define VEC2 vec2
|
||||
# define VEC3 vec3
|
||||
# define VEC4 vec4
|
||||
# define TVEC2 vec2
|
||||
# define TVEC3 vec3
|
||||
# define TVEC4 vec4
|
||||
#endif
|
||||
|
||||
struct OutlineParameters
|
||||
{
|
||||
VEC3 _color;
|
||||
TVEC3 _color;
|
||||
float _intensity;
|
||||
|
||||
VEC2 _size;
|
||||
TVEC2 _size;
|
||||
float _unoccludedFillOpacity;
|
||||
float _occludedFillOpacity;
|
||||
|
||||
|
|
|
@ -35,6 +35,7 @@
|
|||
#include "TextureCache.h"
|
||||
#include "ZoneRenderer.h"
|
||||
#include "FadeEffect.h"
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
#include "AmbientOcclusionEffect.h"
|
||||
#include "AntialiasingEffect.h"
|
||||
|
@ -471,6 +472,7 @@ void Blit::run(const RenderContextPointer& renderContext, const gpu::Framebuffer
|
|||
auto blitFbo = renderArgs->_blitFramebuffer;
|
||||
|
||||
if (!blitFbo) {
|
||||
qCWarning(renderutils) << "Blit::run - no blit frame buffer.";
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -74,9 +74,13 @@ void render::depthSortItems(const RenderContextPointer& renderContext, bool fron
|
|||
std::sort(itemBoundSorts.begin(), itemBoundSorts.end(), backToFrontSort);
|
||||
}
|
||||
|
||||
// Finally once sorted result to a list of itemID
|
||||
// Finally once sorted result to a list of itemID and keep uniques
|
||||
render::ItemID previousID = Item::INVALID_ITEM_ID;
|
||||
for (auto& item : itemBoundSorts) {
|
||||
outItems.emplace_back(ItemBound(item._id, item._bounds));
|
||||
if (item._id != previousID) {
|
||||
outItems.emplace_back(ItemBound(item._id, item._bounds));
|
||||
previousID = item._id;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -8,22 +8,34 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or https://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
import QtQuick 2.5
|
||||
import QtQuick 2.7
|
||||
import QtQuick.Controls 1.4
|
||||
import QtQuick.Layouts 1.3
|
||||
import "outlinePage"
|
||||
import "qrc:///qml/styles-uit"
|
||||
import "qrc:///qml/controls-uit" as HifiControls
|
||||
|
||||
Item {
|
||||
Rectangle {
|
||||
id: root
|
||||
HifiConstants { id: hifi;}
|
||||
color: hifi.colors.baseGray;
|
||||
anchors.margins: hifi.dimensions.contentMargin.x
|
||||
|
||||
property var debugConfig: Render.getConfig("RenderMainView.OutlineDebug")
|
||||
signal sendToScript(var message);
|
||||
|
||||
Column {
|
||||
spacing: 8
|
||||
anchors.fill: parent
|
||||
spacing: 5
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
anchors.margins: hifi.dimensions.contentMargin.x
|
||||
|
||||
Row {
|
||||
spacing: 8
|
||||
CheckBox {
|
||||
spacing: 10
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
|
||||
HifiControls.CheckBox {
|
||||
id: debug
|
||||
text: "View Mask"
|
||||
checked: root.debugConfig["viewMask"]
|
||||
|
@ -31,14 +43,14 @@ Item {
|
|||
root.debugConfig["viewMask"] = checked;
|
||||
}
|
||||
}
|
||||
CheckBox {
|
||||
HifiControls.CheckBox {
|
||||
text: "Hover select"
|
||||
checked: false
|
||||
onCheckedChanged: {
|
||||
sendToScript("pick "+checked.toString())
|
||||
}
|
||||
}
|
||||
CheckBox {
|
||||
HifiControls.CheckBox {
|
||||
text: "Add to selection"
|
||||
checked: false
|
||||
onCheckedChanged: {
|
||||
|
@ -56,28 +68,13 @@ Item {
|
|||
sendToScript("outline "+currentIndex)
|
||||
}
|
||||
|
||||
Tab {
|
||||
title: "Outl.0"
|
||||
OutlinePage {
|
||||
outlineIndex: 0
|
||||
}
|
||||
}
|
||||
Tab {
|
||||
title: "Outl.1"
|
||||
OutlinePage {
|
||||
outlineIndex: 1
|
||||
}
|
||||
}
|
||||
Tab {
|
||||
title: "Outl.2"
|
||||
OutlinePage {
|
||||
outlineIndex: 2
|
||||
}
|
||||
}
|
||||
Tab {
|
||||
title: "Outl.3"
|
||||
OutlinePage {
|
||||
outlineIndex: 3
|
||||
Repeater {
|
||||
model: [ 0, 1, 2, 3 ]
|
||||
Tab {
|
||||
title: "Outl."+modelData
|
||||
OutlinePage {
|
||||
outlineIndex: modelData
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,19 +8,28 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or https://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
import QtQuick 2.5
|
||||
import QtQuick 2.7
|
||||
import QtQuick.Controls 1.4
|
||||
import QtQuick.Layouts 1.3
|
||||
import "../configSlider"
|
||||
import "qrc:///qml/styles-uit"
|
||||
import "qrc:///qml/controls-uit" as HifiControls
|
||||
|
||||
Item {
|
||||
Rectangle {
|
||||
id: root
|
||||
property var outlineIndex: 0
|
||||
property var drawConfig: Render.getConfig("RenderMainView.OutlineEffect"+outlineIndex)
|
||||
|
||||
Column {
|
||||
spacing: 8
|
||||
HifiConstants { id: hifi;}
|
||||
anchors.margins: hifi.dimensions.contentMargin.x
|
||||
|
||||
CheckBox {
|
||||
Column {
|
||||
spacing: 5
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
anchors.margins: hifi.dimensions.contentMargin.x
|
||||
|
||||
HifiControls.CheckBox {
|
||||
id: glow
|
||||
text: "Glow"
|
||||
checked: root.drawConfig["glow"]
|
||||
|
@ -28,84 +37,78 @@ Item {
|
|||
root.drawConfig["glow"] = checked;
|
||||
}
|
||||
}
|
||||
ConfigSlider {
|
||||
label: "Width"
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: "width"
|
||||
max: 5.0
|
||||
min: 0.0
|
||||
width: 280
|
||||
}
|
||||
ConfigSlider {
|
||||
label: "Intensity"
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: "intensity"
|
||||
max: 1.0
|
||||
min: 0.0
|
||||
width: 280
|
||||
}
|
||||
Repeater {
|
||||
model: ["Width:width:5.0:0.0",
|
||||
"Intensity:intensity:1.0:0.0"
|
||||
]
|
||||
ConfigSlider {
|
||||
label: qsTr(modelData.split(":")[0])
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: modelData.split(":")[1]
|
||||
max: modelData.split(":")[2]
|
||||
min: modelData.split(":")[3]
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
}
|
||||
|
||||
GroupBox {
|
||||
title: "Color"
|
||||
width: 280
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
Column {
|
||||
spacing: 8
|
||||
spacing: 10
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
anchors.margins: hifi.dimensions.contentMargin.x
|
||||
|
||||
ConfigSlider {
|
||||
label: "Red"
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: "colorR"
|
||||
max: 1.0
|
||||
min: 0.0
|
||||
width: 270
|
||||
}
|
||||
ConfigSlider {
|
||||
label: "Green"
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: "colorG"
|
||||
max: 1.0
|
||||
min: 0.0
|
||||
width: 270
|
||||
}
|
||||
ConfigSlider {
|
||||
label: "Blue"
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: "colorB"
|
||||
max: 1.0
|
||||
min: 0.0
|
||||
width: 270
|
||||
Repeater {
|
||||
model: ["Red:colorR:1.0:0.0",
|
||||
"Green:colorG:1.0:0.0",
|
||||
"Blue:colorB:1.0:0.0"
|
||||
]
|
||||
ConfigSlider {
|
||||
label: qsTr(modelData.split(":")[0])
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: modelData.split(":")[1]
|
||||
max: modelData.split(":")[2]
|
||||
min: modelData.split(":")[3]
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GroupBox {
|
||||
title: "Fill Opacity"
|
||||
width: 280
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
Column {
|
||||
spacing: 8
|
||||
spacing: 10
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
anchors.margins: hifi.dimensions.contentMargin.x
|
||||
|
||||
ConfigSlider {
|
||||
label: "Unoccluded"
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: "unoccludedFillOpacity"
|
||||
max: 1.0
|
||||
min: 0.0
|
||||
width: 270
|
||||
}
|
||||
ConfigSlider {
|
||||
label: "Occluded"
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: "occludedFillOpacity"
|
||||
max: 1.0
|
||||
min: 0.0
|
||||
width: 270
|
||||
Repeater {
|
||||
model: ["Unoccluded:unoccludedFillOpacity:1.0:0.0",
|
||||
"Occluded:occludedFillOpacity:1.0:0.0"
|
||||
]
|
||||
ConfigSlider {
|
||||
label: qsTr(modelData.split(":")[0])
|
||||
integral: false
|
||||
config: root.drawConfig
|
||||
property: modelData.split(":")[1]
|
||||
max: modelData.split(":")[2]
|
||||
min: modelData.split(":")[3]
|
||||
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue