mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 09:25:31 +02:00
Working multiple outlines except debugging scripts which applies config to all outlines and graphics bug when filled
This commit is contained in:
parent
76589316df
commit
25b3549e04
12 changed files with 251 additions and 526 deletions
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@ -36,7 +36,7 @@ ContextOverlayInterface::ContextOverlayInterface() {
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_selectionToSceneHandlers[0].initialize("contextOverlayHighlightList");
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connect(_selectionScriptingInterface.data(), &SelectionScriptingInterface::selectedItemsListChanged, &_selectionToSceneHandlers[0], &SelectionToSceneHandler::selectedItemsListChanged);
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for (auto i = 1; i < MAX_HIGHLIGHT_COUNT; i++) {
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for (auto i = 1; i < render::Scene::MAX_OUTLINE_COUNT ; i++) {
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_selectionToSceneHandlers[i].initialize(QString("contextOverlayHighlightList")+QString::number(i));
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connect(_selectionScriptingInterface.data(), &SelectionScriptingInterface::selectedItemsListChanged, &_selectionToSceneHandlers[i], &SelectionToSceneHandler::selectedItemsListChanged);
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}
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@ -48,10 +48,6 @@ class ContextOverlayInterface : public QObject, public Dependency {
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std::shared_ptr<Image3DOverlay> _contextOverlay { nullptr };
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public:
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enum {
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MAX_HIGHLIGHT_COUNT = 5
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};
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ContextOverlayInterface();
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Q_INVOKABLE QUuid getCurrentEntityWithContextOverlay() { return _currentEntityWithContextOverlay; }
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@ -91,7 +87,7 @@ private:
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void deletingEntity(const EntityItemID& entityItemID);
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SelectionToSceneHandler _selectionToSceneHandlers[MAX_HIGHLIGHT_COUNT];
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SelectionToSceneHandler _selectionToSceneHandlers[render::Scene::MAX_OUTLINE_COUNT];
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};
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#endif // hifi_ContextOverlayInterface_h
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@ -16,13 +16,11 @@
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<@include Outline_shared.slh@>
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uniform outlineParamsBuffer {
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OutlineParameters groups[GROUP_COUNT];
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OutlineParameters params;
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};
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uniform sampler2D sceneDepthMap;
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uniform sampler2D outlinedDepthMap;
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uniform sampler2D outlinedIdMap;
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uniform int enabledGroupsMask;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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@ -33,52 +31,47 @@ const float OPACITY_EPSILON = 5e-3;
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<@func main(IS_FILLED)@>
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int getGroupIndexFromColor(vec4 color) {
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ivec4 id = ivec4(color * GROUP_ID_COLOR_COMPONENT_MAX) << ivec4(0, GROUP_ID_COLOR_COMPONENT_BITS, GROUP_ID_COLOR_COMPONENT_BITS*2, GROUP_ID_COLOR_COMPONENT_BITS*3);
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return (id.r | id.g | id.b | id.a) - 1;
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}
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vec4 computeGroupOutline(int centerGroupId, float centerDepth, int groupId, vec2 texCoord) {
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void main(void) {
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// We offset by half a texel to be centered on the depth sample. If we don't do this
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// the blur will have a different width between the left / right sides and top / bottom
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// sides of the silhouette
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vec2 halfTexel = getInvWidthHeight() / 2;
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vec2 texCoord0 = varTexCoord0+halfTexel;
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float outlinedDepth = texture(outlinedDepthMap, texCoord0).x;
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float intensity = 0.0;
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if (centerGroupId==groupId && centerDepth < FAR_Z) {
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// We're on the outlined object, thus no outline to do!
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if (outlinedDepth < FAR_Z) {
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// We're not on the far plane so we are on the outlined object, thus no outline to do!
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<@if IS_FILLED@>
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OutlineParameters groupParams = groups[groupId];
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// But we need to fill the interior
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float sceneDepth = texture(sceneDepthMap, texCoord).x;
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float sceneDepth = texture(sceneDepthMap, texCoord0).x;
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// Transform to linear depth for better precision
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centerDepth = -evalZeyeFromZdb(centerDepth);
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outlinedDepth = -evalZeyeFromZdb(outlinedDepth);
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sceneDepth = -evalZeyeFromZdb(sceneDepth);
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// Are we occluded?
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intensity = (sceneDepth < (centerDepth-LINEAR_DEPTH_BIAS)) ? groupParams._occludedFillOpacity : groupParams._unoccludedFillOpacity;
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return vec4(groupParams._color.rgb, intensity);
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intensity = sceneDepth < (outlinedDepth-LINEAR_DEPTH_BIAS) ? params._occludedFillOpacity : params._unoccludedFillOpacity;
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<@else@>
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return vec4(0,0,0,0);
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discard;
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<@endif@>
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} else {
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OutlineParameters groupParams = groups[groupId];
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float weight = 0.0;
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vec2 deltaUv = groupParams._size / groupParams._blurKernelSize;
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vec2 lineStartUv = texCoord - groupParams._size / 2.0;
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vec2 deltaUv = params._size / params._blurKernelSize;
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vec2 lineStartUv = texCoord0 - params._size / 2.0;
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vec2 uv;
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int x;
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int y;
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for (y=0 ; y<groupParams._blurKernelSize ; y++) {
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for (y=0 ; y<params._blurKernelSize ; y++) {
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uv = lineStartUv;
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lineStartUv.y += deltaUv.y;
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if (uv.y>=0.0 && uv.y<=1.0) {
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for (x=0 ; x<groupParams._blurKernelSize ; x++) {
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for (x=0 ; x<params._blurKernelSize ; x++) {
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if (uv.x>=0.0 && uv.x<=1.0)
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{
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vec4 outlinedIdColor = texture(outlinedIdMap, uv);
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float outlinedDepth = texture(outlinedDepthMap, uv).x;
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int outlinedId = getGroupIndexFromColor(outlinedIdColor);
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intensity += (outlinedDepth<FAR_Z /*&& outlinedId!=groupId*/) ? 1.0 : 0.0;
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outlinedDepth = texture(outlinedDepthMap, uv).x;
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intensity += (outlinedDepth < FAR_Z) ? 1.0 : 0.0;
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weight += 1.f;
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}
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uv.x += deltaUv.x;
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@ -88,41 +81,13 @@ vec4 computeGroupOutline(int centerGroupId, float centerDepth, int groupId, vec2
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intensity /= weight;
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if (intensity < OPACITY_EPSILON) {
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return vec4(0,0,0,0);
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discard;
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}
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intensity = min(1.0, intensity / groupParams._threshold) * groupParams._intensity;
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return vec4(groupParams._color.rgb, intensity);
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}
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}
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void main(void) {
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// We offset by half a texel to be centered on the depth sample. If we don't do this
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// the blur will have a different width between the left / right sides and top / bottom
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// sides of the silhouette
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vec2 halfTexel = getInvWidthHeight() / 2;
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vec2 texCoord0 = varTexCoord0+halfTexel;
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vec4 outlinedIdColor = texture(outlinedIdMap, texCoord0);
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float outlinedDepth = texture(outlinedDepthMap, texCoord0).x;
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float intensity = 0.0;
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int groupId = getGroupIndexFromColor(outlinedIdColor);
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vec4 finalColor = vec4(0,0,0,0);
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int groupMask = 1;
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for (int i=0 ; i<GROUP_COUNT ; i++) {
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if ((enabledGroupsMask & groupMask)!=0) {
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vec4 groupColor = computeGroupOutline(groupId, outlinedDepth, i, texCoord0);
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finalColor.rgb = mix(finalColor.rgb, groupColor.rgb, groupColor.a);
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// If first group we encounter then don't mix the color
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finalColor.rgb = finalColor.a==0 ? groupColor.rgb : finalColor.rgb;
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finalColor.a = min(1, finalColor.a+groupColor.a*(1-finalColor.a));
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}
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groupMask <<= 1;
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intensity = min(1.0, intensity / params._threshold) * params._intensity;
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}
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if (finalColor.a < OPACITY_EPSILON) {
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discard;
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}
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outFragColor = finalColor;
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outFragColor = vec4(params._color.rgb, intensity);
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}
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<@endfunc@>
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@ -18,6 +18,7 @@
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#include "gpu/Context.h"
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#include "gpu/StandardShaderLib.h"
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#include <sstream>
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#include "surfaceGeometry_copyDepth_frag.h"
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#include "debug_deferred_buffer_vert.h"
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@ -30,22 +31,29 @@ using namespace render;
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OutlineRessources::OutlineRessources() {
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}
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void OutlineRessources::update(const gpu::TexturePointer& colorBuffer) {
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void OutlineRessources::update(const gpu::FramebufferPointer& primaryFrameBuffer) {
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auto newFrameSize = glm::ivec2(primaryFrameBuffer->getSize());
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// If the depth buffer or size changed, we need to delete our FBOs and recreate them at the
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// new correct dimensions.
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if (_depthTexture) {
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auto newFrameSize = glm::ivec2(colorBuffer->getDimensions());
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if (_depthFrameBuffer) {
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if (_frameSize != newFrameSize) {
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_frameSize = newFrameSize;
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clear();
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}
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}
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if (!_colorFrameBuffer) {
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if (_frameSize != newFrameSize) {
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_frameSize = newFrameSize;
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// Failing to recreate this frame buffer when the screen has been resized creates a bug on Mac
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_colorFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithoutDepth"));
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_colorFrameBuffer->setRenderBuffer(0, primaryFrameBuffer->getRenderBuffer(0));
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}
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}
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}
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void OutlineRessources::clear() {
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_frameBuffer.reset();
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_depthTexture.reset();
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_idTexture.reset();
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_depthFrameBuffer.reset();
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}
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void OutlineRessources::allocate() {
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@ -53,177 +61,95 @@ void OutlineRessources::allocate() {
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auto width = _frameSize.x;
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auto height = _frameSize.y;
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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_idTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_2, width, height));
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_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, width, height));
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auto depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, width, height));
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_frameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
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_frameBuffer->setDepthStencilBuffer(_depthTexture, depthFormat);
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_frameBuffer->setRenderBuffer(0, _idTexture);
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_depthFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
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_depthFrameBuffer->setDepthStencilBuffer(depthTexture, depthFormat);
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}
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gpu::FramebufferPointer OutlineRessources::getFramebuffer() {
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if (!_frameBuffer) {
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gpu::FramebufferPointer OutlineRessources::getDepthFramebuffer() {
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if (!_depthFrameBuffer) {
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allocate();
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}
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return _frameBuffer;
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return _depthFrameBuffer;
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}
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gpu::TexturePointer OutlineRessources::getDepthTexture() {
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if (!_depthTexture) {
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allocate();
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}
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return _depthTexture;
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}
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gpu::TexturePointer OutlineRessources::getIdTexture() {
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if (!_idTexture) {
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allocate();
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}
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return _idTexture;
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}
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glm::vec4 encodeIdToColor(unsigned int id) {
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union {
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struct {
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unsigned int r : 2;
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unsigned int g : 2;
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unsigned int b : 2;
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unsigned int a : 2;
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};
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unsigned char id;
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} groupId;
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static_assert(GROUP_ID_COLOR_COMPONENT_BITS == 2, "Assuming two bits per component contrary to GLSL shader code. See Outline_shared.slh");
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assert(id < 254);
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groupId.id = id+1;
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glm::vec4 idColor{ groupId.r, groupId.g, groupId.b, groupId.a };
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// Normalize. Since we put 2 bits into each color component, each component has a maximum
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// value of 3.
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idColor /= GROUP_ID_COLOR_COMPONENT_MAX;
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return idColor;
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}
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void DrawOutlineMask::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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auto& groups = inputs.get0();
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auto& deferredFrameBuffer = inputs.get1();
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RenderArgs* args = renderContext->args;
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ShapeKey::Builder defaultKeyBuilder;
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auto hasOutline = false;
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if (!_outlineRessources) {
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_outlineRessources = std::make_shared<OutlineRessources>();
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}
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_outlineRessources->update(deferredFrameBuffer->getDeferredColorTexture());
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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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auto colorLoc = maskPipeline.get()->pipeline->getProgram()->getUniforms().findLocation("color");
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auto skinnedColorLoc = maskSkinnedPipeline.get()->pipeline->getProgram()->getUniforms().findLocation("color");
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unsigned int groupId = 0;
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for (auto& inShapeBounds : groups) {
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if (!inShapeBounds.isNull()) {
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auto& inShapes = inShapeBounds.get<render::ShapeBounds>();
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if (!inShapes.empty()) {
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if (!hasOutline) {
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batch.setFramebuffer(_outlineRessources->getFramebuffer());
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// Clear it only if it hasn't been done before
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batch.clearFramebuffer(
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gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
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vec4(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0, false);
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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.setStateScissorRect(args->_viewport);
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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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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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hasOutline = true;
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}
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std::vector<ShapeKey> skinnedShapeKeys{};
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// Encode group id in quantized color
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glm::vec4 idColor = encodeIdToColor(groupId);
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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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batch._glUniform4f(colorLoc, idColor.r, idColor.g, idColor.b, idColor.a);
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for (auto items : inShapes) {
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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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renderItems(renderContext, items.second);
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}
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}
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// Reiterate to render the skinned
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args->_shapePipeline = maskSkinnedPipeline;
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batch.setPipeline(maskSkinnedPipeline->pipeline);
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batch._glUniform4f(skinnedColorLoc, idColor.r, idColor.g, idColor.b, idColor.a);
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for (const auto& key : skinnedShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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}
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}
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++groupId;
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}
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args->_shapePipeline = nullptr;
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args->_batch = nullptr;
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});
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if (hasOutline) {
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output = _outlineRessources;
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} else {
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output = nullptr;
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}
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return getDepthFramebuffer()->getDepthStencilBuffer();
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}
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PrepareDrawOutline::PrepareDrawOutline() {
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_ressources = std::make_shared<OutlineRessources>();
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}
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void PrepareDrawOutline::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
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auto destinationFrameBuffer = inputs;
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auto framebufferSize = destinationFrameBuffer->getSize();
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if (!_primaryWithoutDepthBuffer || framebufferSize != _frameBufferSize) {
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// Failing to recreate this frame buffer when the screen has been resized creates a bug on Mac
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_primaryWithoutDepthBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithoutDepth"));
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_primaryWithoutDepthBuffer->setRenderBuffer(0, destinationFrameBuffer->getRenderBuffer(0));
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_frameBufferSize = framebufferSize;
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_ressources->update(destinationFrameBuffer);
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outputs = _ressources;
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}
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void DrawOutlineMask::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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auto& inShapes = inputs.get0();
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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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outputs = args->_viewport;
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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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batch.setFramebuffer(ressources->getDepthFramebuffer());
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batch.clearDepthFramebuffer(1.0f);
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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.setStateScissorRect(args->_viewport);
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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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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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std::vector<ShapeKey> skinnedShapeKeys{};
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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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if (items.first.isSkinned()) {
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skinnedShapeKeys.push_back(items.first);
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} else {
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renderItems(renderContext, items.second);
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}
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}
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// Reiterate to render the skinned
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args->_shapePipeline = maskSkinnedPipeline;
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batch.setPipeline(maskSkinnedPipeline->pipeline);
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for (const auto& key : skinnedShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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args->_shapePipeline = nullptr;
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args->_batch = nullptr;
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});
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} else {
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// Outline rect should be null as there are no outlined shapes
|
||||
outputs = glm::ivec4(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
outputs = _primaryWithoutDepthBuffer;
|
||||
}
|
||||
|
||||
int DrawOutlineConfig::getGroupCount() const {
|
||||
return Outline::MAX_GROUP_COUNT;
|
||||
}
|
||||
|
||||
void DrawOutlineConfig::setGroup(int value) {
|
||||
assert(value >= 0 && value < Outline::MAX_GROUP_COUNT);
|
||||
group = std::min<int>(value, Outline::MAX_GROUP_COUNT);
|
||||
group = std::max<int>(group, 0);
|
||||
emit dirty();
|
||||
}
|
||||
|
||||
gpu::PipelinePointer DrawOutline::_pipeline;
|
||||
|
@ -236,41 +162,28 @@ void DrawOutline::configure(const Config& config) {
|
|||
auto& configuration = _configuration.edit();
|
||||
const auto OPACITY_EPSILON = 5e-3f;
|
||||
|
||||
bool someFilled = false;
|
||||
bool isFilled;
|
||||
configuration._color = config.color;
|
||||
configuration._intensity = config.intensity * (config.glow ? 2.f : 1.f);
|
||||
configuration._unoccludedFillOpacity = config.unoccludedFillOpacity;
|
||||
configuration._occludedFillOpacity = config.occludedFillOpacity;
|
||||
configuration._threshold = config.glow ? 1.f : 1e-3f;
|
||||
configuration._blurKernelSize = std::min(10, std::max(2, (int)floorf(config.width * 3 + 0.5f)));
|
||||
// Size is in normalized screen height. We decide that for outline width = 1, this is equal to 1/400.
|
||||
_size = config.width / 400.0f;
|
||||
configuration._size.x = (_size * _framebufferSize.y) / _framebufferSize.x;
|
||||
configuration._size.y = _size;
|
||||
|
||||
for (auto groupId = 0; groupId < MAX_GROUP_COUNT; groupId++) {
|
||||
auto& dstGroupConfig = configuration._groups[groupId];
|
||||
auto& srcGroupConfig = config.groupParameters[groupId];
|
||||
|
||||
dstGroupConfig._color = srcGroupConfig.color;
|
||||
dstGroupConfig._intensity = srcGroupConfig.intensity * (srcGroupConfig.glow ? 2.f : 1.f);
|
||||
dstGroupConfig._unoccludedFillOpacity = srcGroupConfig.unoccludedFillOpacity;
|
||||
dstGroupConfig._occludedFillOpacity = srcGroupConfig.occludedFillOpacity;
|
||||
dstGroupConfig._threshold = srcGroupConfig.glow ? 1.f : 1e-3f;
|
||||
dstGroupConfig._blurKernelSize = std::min(10, std::max(2, (int)floorf(srcGroupConfig.width * 2 + 0.5f)));
|
||||
// Size is in normalized screen height. We decide that for outline width = 1, this is equal to 1/400.
|
||||
_sizes[groupId] = srcGroupConfig.width / 400.0f;
|
||||
|
||||
isFilled = (srcGroupConfig.unoccludedFillOpacity > OPACITY_EPSILON || srcGroupConfig.occludedFillOpacity > OPACITY_EPSILON);
|
||||
someFilled = someFilled || isFilled;
|
||||
}
|
||||
|
||||
if (someFilled) {
|
||||
_mode = M_SOME_FILLED;
|
||||
} else {
|
||||
_mode = M_ALL_UNFILLED;
|
||||
}
|
||||
_isFilled = (config.unoccludedFillOpacity > OPACITY_EPSILON || config.occludedFillOpacity > OPACITY_EPSILON);
|
||||
}
|
||||
|
||||
void DrawOutline::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
|
||||
auto outlineFrameBuffer = inputs.get1();
|
||||
auto outlineRect = inputs.get4();
|
||||
|
||||
if (outlineFrameBuffer) {
|
||||
if (outlineFrameBuffer && outlineRect.z>0 && outlineRect.w>0) {
|
||||
auto sceneDepthBuffer = inputs.get2();
|
||||
const auto frameTransform = inputs.get0();
|
||||
auto outlinedDepthTexture = outlineFrameBuffer->getDepthTexture();
|
||||
auto outlinedIdTexture = outlineFrameBuffer->getIdTexture();
|
||||
auto destinationFrameBuffer = inputs.get3();
|
||||
auto framebufferSize = glm::ivec2(outlinedDepthTexture->getDimensions());
|
||||
|
||||
|
@ -281,13 +194,8 @@ void DrawOutline::run(const render::RenderContextPointer& renderContext, const I
|
|||
if (_framebufferSize != framebufferSize)
|
||||
{
|
||||
auto& configuration = _configuration.edit();
|
||||
|
||||
for (auto groupId = 0; groupId < MAX_GROUP_COUNT; groupId++) {
|
||||
auto& groupConfig = configuration._groups[groupId];
|
||||
|
||||
groupConfig._size.x = (_sizes[groupId] * framebufferSize.y) / framebufferSize.x;
|
||||
groupConfig._size.y = _sizes[groupId];
|
||||
}
|
||||
configuration._size.x = (_size * framebufferSize.y) / framebufferSize.x;
|
||||
configuration._size.y = _size;
|
||||
_framebufferSize = framebufferSize;
|
||||
}
|
||||
|
||||
|
@ -301,14 +209,10 @@ void DrawOutline::run(const render::RenderContextPointer& renderContext, const I
|
|||
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport));
|
||||
batch.setPipeline(pipeline);
|
||||
|
||||
auto enabledGroupsLoc = pipeline->getProgram()->getUniforms().findLocation("enabledGroupsMask");
|
||||
|
||||
batch.setUniformBuffer(OUTLINE_PARAMS_SLOT, _configuration);
|
||||
batch.setUniformBuffer(FRAME_TRANSFORM_SLOT, frameTransform->getFrameTransformBuffer());
|
||||
batch.setResourceTexture(SCENE_DEPTH_SLOT, sceneDepthBuffer->getPrimaryDepthTexture());
|
||||
batch.setResourceTexture(OUTLINED_DEPTH_SLOT, outlinedDepthTexture);
|
||||
batch.setResourceTexture(OUTLINED_ID_SLOT, outlinedIdTexture);
|
||||
batch._glUniform1i(enabledGroupsLoc, 1);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
});
|
||||
}
|
||||
|
@ -326,7 +230,6 @@ const gpu::PipelinePointer& DrawOutline::getPipeline() {
|
|||
slotBindings.insert(gpu::Shader::Binding("deferredFrameTransformBuffer", FRAME_TRANSFORM_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding("sceneDepthMap", SCENE_DEPTH_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding("outlinedDepthMap", OUTLINED_DEPTH_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding("outlinedIdMap", OUTLINED_ID_SLOT));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
@ -339,19 +242,17 @@ const gpu::PipelinePointer& DrawOutline::getPipeline() {
|
|||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
_pipelineFilled = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
return _mode == M_SOME_FILLED ? _pipelineFilled : _pipeline;
|
||||
return _isFilled ? _pipelineFilled : _pipeline;
|
||||
}
|
||||
|
||||
DebugOutline::DebugOutline() {
|
||||
_geometryDepthId = DependencyManager::get<GeometryCache>()->allocateID();
|
||||
_geometryColorId = DependencyManager::get<GeometryCache>()->allocateID();
|
||||
}
|
||||
|
||||
DebugOutline::~DebugOutline() {
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
if (geometryCache) {
|
||||
geometryCache->releaseID(_geometryDepthId);
|
||||
geometryCache->releaseID(_geometryColorId);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -360,9 +261,9 @@ void DebugOutline::configure(const Config& config) {
|
|||
}
|
||||
|
||||
void DebugOutline::run(const render::RenderContextPointer& renderContext, const Inputs& input) {
|
||||
const auto outlineFramebuffer = input;
|
||||
const auto outlineRessources = input;
|
||||
|
||||
if (_isDisplayEnabled && outlineFramebuffer) {
|
||||
if (_isDisplayEnabled && outlineRessources) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->hasViewFrustum());
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
@ -384,20 +285,10 @@ void DebugOutline::run(const render::RenderContextPointer& renderContext, const
|
|||
const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
batch.setPipeline(getDepthPipeline());
|
||||
batch.setResourceTexture(0, outlineFramebuffer->getDepthTexture());
|
||||
{
|
||||
const glm::vec2 bottomLeft(-1.0f, -1.0f);
|
||||
const glm::vec2 topRight(0.0f, 1.0f);
|
||||
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryDepthId);
|
||||
}
|
||||
|
||||
batch.setPipeline(getIdPipeline());
|
||||
batch.setResourceTexture(0, outlineFramebuffer->getIdTexture());
|
||||
{
|
||||
const glm::vec2 bottomLeft(0.0f, -1.0f);
|
||||
const glm::vec2 topRight(1.0f, 1.0f);
|
||||
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryColorId);
|
||||
}
|
||||
batch.setResourceTexture(0, outlineRessources->getDepthTexture());
|
||||
const glm::vec2 bottomLeft(-1.0f, -1.0f);
|
||||
const glm::vec2 topRight(1.0f, 1.0f);
|
||||
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color, _geometryDepthId);
|
||||
|
||||
batch.setResourceTexture(0, nullptr);
|
||||
});
|
||||
|
@ -439,27 +330,6 @@ void DebugOutline::initializePipelines() {
|
|||
|
||||
_depthPipeline = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
|
||||
// ID shader
|
||||
{
|
||||
static const std::string ID_SHADER{
|
||||
"vec4 getFragmentColor() {"
|
||||
" return texelFetch(albedoMap, ivec2(gl_FragCoord.xy), 0); "
|
||||
"}"
|
||||
};
|
||||
|
||||
auto fragmentShader = FRAGMENT_SHADER;
|
||||
fragmentShader.replace(SOURCE_PLACEHOLDER_INDEX, SOURCE_PLACEHOLDER.size(), ID_SHADER);
|
||||
|
||||
const auto ps = gpu::Shader::createPixel(fragmentShader);
|
||||
const auto program = gpu::Shader::createProgram(vs, ps);
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding("albedoMap", 0));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
_idPipeline = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& DebugOutline::getDepthPipeline() {
|
||||
|
@ -470,14 +340,6 @@ const gpu::PipelinePointer& DebugOutline::getDepthPipeline() {
|
|||
return _depthPipeline;
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& DebugOutline::getIdPipeline() {
|
||||
if (!_idPipeline) {
|
||||
initializePipelines();
|
||||
}
|
||||
|
||||
return _idPipeline;
|
||||
}
|
||||
|
||||
DrawOutlineTask::DrawOutlineTask() {
|
||||
|
||||
}
|
||||
|
@ -496,70 +358,63 @@ void DrawOutlineTask::build(JobModel& task, const render::Varying& inputs, rende
|
|||
ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
|
||||
{
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
state->setColorWriteMask(true, true, true, true);
|
||||
|
||||
state->setDepthTest(true, true, gpu::LESS);
|
||||
state->setColorWriteMask(false, false, false, false);
|
||||
initMaskPipelines(*shapePlumber, state);
|
||||
}
|
||||
|
||||
DrawOutlineMask::Groups sortedBounds;
|
||||
for (auto i = 0; i < Outline::MAX_GROUP_COUNT; i++) {
|
||||
// Prepare for outline group rendering.
|
||||
const auto outlineRessources = task.addJob<PrepareDrawOutline>("PrepareOutline", primaryFramebuffer);
|
||||
|
||||
for (auto i = 0; i < render::Scene::MAX_OUTLINE_COUNT; i++) {
|
||||
const auto groupItems = groups[i];
|
||||
const auto outlinedItemIDs = task.addJob<render::MetaToSubItems>("OutlineMetaToSubItemIDs", groupItems);
|
||||
const auto outlinedItems = task.addJob<render::IDsToBounds>("OutlineMetaToSubItems", outlinedItemIDs, true);
|
||||
|
||||
// Sort
|
||||
const auto sortedPipelines = task.addJob<render::PipelineSortShapes>("OutlinePipelineSort", outlinedItems);
|
||||
sortedBounds[i] = task.addJob<render::DepthSortShapes>("OutlineDepthSort", sortedPipelines);
|
||||
const auto sortedBounds = task.addJob<render::DepthSortShapes>("OutlineDepthSort", sortedPipelines);
|
||||
|
||||
// Draw depth of outlined objects in separate buffer
|
||||
std::string name;
|
||||
{
|
||||
std::ostringstream stream;
|
||||
stream << "OutlineMask" << i;
|
||||
name = stream.str();
|
||||
}
|
||||
const auto drawMaskInputs = DrawOutlineMask::Inputs(sortedBounds, outlineRessources).asVarying();
|
||||
const auto outlinedRect = task.addJob<DrawOutlineMask>(name, drawMaskInputs, shapePlumber);
|
||||
|
||||
// Draw outline
|
||||
{
|
||||
std::ostringstream stream;
|
||||
stream << "OutlineEffect" << i;
|
||||
name = stream.str();
|
||||
}
|
||||
const auto drawOutlineInputs = DrawOutline::Inputs(deferredFrameTransform, outlineRessources, sceneFrameBuffer, primaryFramebuffer, outlinedRect).asVarying();
|
||||
task.addJob<DrawOutline>(name, drawOutlineInputs);
|
||||
}
|
||||
|
||||
// Draw depth of outlined objects in separate buffer
|
||||
const auto drawMaskInputs = DrawOutlineMask::Inputs(sortedBounds, sceneFrameBuffer).asVarying();
|
||||
const auto outlinedFrameBuffer = task.addJob<DrawOutlineMask>("OutlineMask", drawMaskInputs, shapePlumber);
|
||||
|
||||
// Prepare for outline group rendering.
|
||||
const auto destFrameBuffer = task.addJob<PrepareDrawOutline>("PrepareOutline", primaryFramebuffer);
|
||||
|
||||
// Draw outline
|
||||
const auto drawOutlineInputs = DrawOutline::Inputs(deferredFrameTransform, outlinedFrameBuffer, sceneFrameBuffer, destFrameBuffer).asVarying();
|
||||
task.addJob<DrawOutline>("OutlineEffect", drawOutlineInputs);
|
||||
|
||||
// Debug outline
|
||||
task.addJob<DebugOutline>("OutlineDebug", outlinedFrameBuffer);
|
||||
task.addJob<DebugOutline>("OutlineDebug", outlineRessources);
|
||||
}
|
||||
|
||||
#include "model_shadow_vert.h"
|
||||
#include "model_shadow_fade_vert.h"
|
||||
#include "skin_model_shadow_vert.h"
|
||||
#include "skin_model_shadow_fade_vert.h"
|
||||
|
||||
#include "model_outline_frag.h"
|
||||
#include "model_outline_fade_frag.h"
|
||||
#include "model_shadow_frag.h"
|
||||
|
||||
void DrawOutlineTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gpu::StatePointer state) {
|
||||
auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
|
||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_outline_frag));
|
||||
auto modelPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
|
||||
gpu::ShaderPointer modelProgram = gpu::Shader::createProgram(modelVertex, modelPixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withoutSkinned().withoutFade(),
|
||||
ShapeKey::Filter::Builder().withoutSkinned(),
|
||||
modelProgram, state);
|
||||
|
||||
auto skinVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_vert));
|
||||
gpu::ShaderPointer skinProgram = gpu::Shader::createProgram(skinVertex, modelPixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withSkinned().withoutFade(),
|
||||
ShapeKey::Filter::Builder().withSkinned(),
|
||||
skinProgram, state);
|
||||
|
||||
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_shadow_fade_vert));
|
||||
auto modelFadePixel = gpu::Shader::createPixel(std::string(model_outline_fade_frag));
|
||||
gpu::ShaderPointer modelFadeProgram = gpu::Shader::createProgram(modelFadeVertex, modelFadePixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withoutSkinned().withFade(),
|
||||
modelFadeProgram, state);
|
||||
|
||||
auto skinFadeVertex = gpu::Shader::createVertex(std::string(skin_model_shadow_fade_vert));
|
||||
gpu::ShaderPointer skinFadeProgram = gpu::Shader::createProgram(skinFadeVertex, modelFadePixel);
|
||||
shapePlumber.addPipeline(
|
||||
ShapeKey::Filter::Builder().withSkinned().withFade(),
|
||||
skinFadeProgram, state);
|
||||
}
|
||||
|
|
|
@ -20,12 +20,13 @@ class OutlineRessources {
|
|||
public:
|
||||
OutlineRessources();
|
||||
|
||||
gpu::FramebufferPointer getFramebuffer();
|
||||
gpu::TexturePointer getIdTexture();
|
||||
gpu::FramebufferPointer getDepthFramebuffer();
|
||||
gpu::TexturePointer getDepthTexture();
|
||||
|
||||
gpu::FramebufferPointer getColorFramebuffer() { return _colorFrameBuffer; }
|
||||
|
||||
// Update the source framebuffer size which will drive the allocation of all the other resources.
|
||||
void update(const gpu::TexturePointer& colorBuffer);
|
||||
void update(const gpu::FramebufferPointer& primaryFrameBuffer);
|
||||
const glm::ivec2& getSourceFrameSize() const { return _frameSize; }
|
||||
|
||||
protected:
|
||||
|
@ -33,9 +34,8 @@ protected:
|
|||
void clear();
|
||||
void allocate();
|
||||
|
||||
gpu::FramebufferPointer _frameBuffer;
|
||||
gpu::TexturePointer _depthTexture;
|
||||
gpu::TexturePointer _idTexture;
|
||||
gpu::FramebufferPointer _depthFrameBuffer;
|
||||
gpu::FramebufferPointer _colorFrameBuffer;
|
||||
|
||||
glm::ivec2 _frameSize;
|
||||
};
|
||||
|
@ -45,9 +45,8 @@ using OutlineRessourcesPointer = std::shared_ptr<OutlineRessources>;
|
|||
class PrepareDrawOutline {
|
||||
public:
|
||||
using Inputs = gpu::FramebufferPointer;
|
||||
using Outputs = gpu::FramebufferPointer;
|
||||
using Config = render::Job::Config;
|
||||
using JobModel = render::Job::ModelIO<PrepareDrawOutline, Inputs, Outputs, Config>;
|
||||
using Outputs = OutlineRessourcesPointer;
|
||||
using JobModel = render::Job::ModelIO<PrepareDrawOutline, Inputs, Outputs>;
|
||||
|
||||
PrepareDrawOutline();
|
||||
|
||||
|
@ -55,84 +54,63 @@ public:
|
|||
|
||||
private:
|
||||
|
||||
gpu::FramebufferPointer _primaryWithoutDepthBuffer;
|
||||
gpu::Vec2u _frameBufferSize{ 0, 0 };
|
||||
OutlineRessourcesPointer _ressources;
|
||||
|
||||
};
|
||||
|
||||
class Outline {
|
||||
class DrawOutlineMask {
|
||||
public:
|
||||
|
||||
using Inputs = render::VaryingSet2<render::ShapeBounds, OutlineRessourcesPointer>;
|
||||
using Outputs = glm::ivec4;
|
||||
using JobModel = render::Job::ModelIO<DrawOutlineMask, Inputs, Outputs>;
|
||||
|
||||
DrawOutlineMask(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
|
||||
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
|
||||
|
||||
protected:
|
||||
|
||||
#include "Outline_shared.slh"
|
||||
|
||||
public:
|
||||
enum {
|
||||
MAX_GROUP_COUNT = GROUP_COUNT
|
||||
};
|
||||
render::ShapePlumberPointer _shapePlumber;
|
||||
};
|
||||
|
||||
class DrawOutlineConfig : public render::Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int group MEMBER group WRITE setGroup NOTIFY dirty);
|
||||
Q_PROPERTY(bool glow READ isGlow WRITE setGlow NOTIFY dirty)
|
||||
Q_PROPERTY(float width READ getWidth WRITE setWidth NOTIFY dirty)
|
||||
Q_PROPERTY(float intensity READ getIntensity WRITE setIntensity NOTIFY dirty)
|
||||
Q_PROPERTY(bool glow MEMBER glow NOTIFY dirty)
|
||||
Q_PROPERTY(float width MEMBER width NOTIFY dirty)
|
||||
Q_PROPERTY(float intensity MEMBER intensity NOTIFY dirty)
|
||||
Q_PROPERTY(float colorR READ getColorR WRITE setColorR NOTIFY dirty)
|
||||
Q_PROPERTY(float colorG READ getColorG WRITE setColorG NOTIFY dirty)
|
||||
Q_PROPERTY(float colorB READ getColorB WRITE setColorB NOTIFY dirty)
|
||||
Q_PROPERTY(float unoccludedFillOpacity READ getUnoccludedFillOpacity WRITE setUnoccludedFillOpacity NOTIFY dirty)
|
||||
Q_PROPERTY(float occludedFillOpacity READ getOccludedFillOpacity WRITE setOccludedFillOpacity NOTIFY dirty)
|
||||
Q_PROPERTY(float unoccludedFillOpacity MEMBER unoccludedFillOpacity NOTIFY dirty)
|
||||
Q_PROPERTY(float occludedFillOpacity MEMBER occludedFillOpacity NOTIFY dirty)
|
||||
|
||||
public:
|
||||
|
||||
struct GroupParameters {
|
||||
glm::vec3 color{ 1.f, 0.7f, 0.2f };
|
||||
float width{ 2.0f };
|
||||
float intensity{ 0.9f };
|
||||
float unoccludedFillOpacity{ 0.0f };
|
||||
float occludedFillOpacity{ 0.0f };
|
||||
bool glow{ false };
|
||||
};
|
||||
void setColorR(float value) { color.r = value; emit dirty(); }
|
||||
float getColorR() const { return color.r; }
|
||||
|
||||
int getGroupCount() const;
|
||||
void setColorG(float value) { color.g = value; emit dirty(); }
|
||||
float getColorG() const { return color.g; }
|
||||
|
||||
void setColorR(float value) { groupParameters[group].color.r = value; emit dirty(); }
|
||||
float getColorR() const { return groupParameters[group].color.r; }
|
||||
void setColorB(float value) { color.b = value; emit dirty(); }
|
||||
float getColorB() const { return color.b; }
|
||||
|
||||
void setColorG(float value) { groupParameters[group].color.g = value; emit dirty(); }
|
||||
float getColorG() const { return groupParameters[group].color.g; }
|
||||
|
||||
void setColorB(float value) { groupParameters[group].color.b = value; emit dirty(); }
|
||||
float getColorB() const { return groupParameters[group].color.b; }
|
||||
|
||||
void setGlow(bool value) { groupParameters[group].glow = value; emit dirty(); }
|
||||
bool isGlow() const { return groupParameters[group].glow; }
|
||||
|
||||
void setWidth(float value) { groupParameters[group].width = value; emit dirty(); }
|
||||
float getWidth() const { return groupParameters[group].width; }
|
||||
|
||||
void setIntensity(float value) { groupParameters[group].intensity = value; emit dirty(); }
|
||||
float getIntensity() const { return groupParameters[group].intensity; }
|
||||
|
||||
void setUnoccludedFillOpacity(float value) { groupParameters[group].unoccludedFillOpacity = value; emit dirty(); }
|
||||
float getUnoccludedFillOpacity() const { return groupParameters[group].unoccludedFillOpacity; }
|
||||
|
||||
void setOccludedFillOpacity(float value) { groupParameters[group].occludedFillOpacity = value; emit dirty(); }
|
||||
float getOccludedFillOpacity() const { return groupParameters[group].occludedFillOpacity; }
|
||||
|
||||
void setGroup(int value);
|
||||
|
||||
int group{ 0 };
|
||||
GroupParameters groupParameters[Outline::MAX_GROUP_COUNT];
|
||||
glm::vec3 color{ 1.f, 0.7f, 0.2f };
|
||||
float width{ 2.0f };
|
||||
float intensity{ 0.9f };
|
||||
float unoccludedFillOpacity{ 0.0f };
|
||||
float occludedFillOpacity{ 0.0f };
|
||||
bool glow{ false };
|
||||
|
||||
signals:
|
||||
void dirty();
|
||||
};
|
||||
|
||||
class DrawOutline : public Outline {
|
||||
class DrawOutline {
|
||||
public:
|
||||
|
||||
using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, OutlineRessourcesPointer, DeferredFramebufferPointer, gpu::FramebufferPointer>;
|
||||
using Inputs = render::VaryingSet5<DeferredFrameTransformPointer, OutlineRessourcesPointer, DeferredFramebufferPointer, gpu::FramebufferPointer, glm::ivec4>;
|
||||
using Config = DrawOutlineConfig;
|
||||
using JobModel = render::Job::ModelI<DrawOutline, Inputs, Config>;
|
||||
|
||||
|
@ -143,71 +121,27 @@ public:
|
|||
|
||||
private:
|
||||
|
||||
#include "Outline_shared.slh"
|
||||
|
||||
enum {
|
||||
SCENE_DEPTH_SLOT = 0,
|
||||
OUTLINED_DEPTH_SLOT,
|
||||
OUTLINED_ID_SLOT,
|
||||
|
||||
OUTLINE_PARAMS_SLOT = 0,
|
||||
FRAME_TRANSFORM_SLOT,
|
||||
};
|
||||
|
||||
struct OutlineConfiguration {
|
||||
OutlineParameters _groups[MAX_GROUP_COUNT];
|
||||
};
|
||||
|
||||
enum Mode {
|
||||
M_ALL_UNFILLED,
|
||||
M_SOME_FILLED,
|
||||
};
|
||||
|
||||
using OutlineConfigurationBuffer = gpu::StructBuffer<OutlineConfiguration>;
|
||||
using OutlineConfigurationBuffer = gpu::StructBuffer<OutlineParameters>;
|
||||
|
||||
const gpu::PipelinePointer& getPipeline();
|
||||
|
||||
static gpu::PipelinePointer _pipeline;
|
||||
static gpu::PipelinePointer _pipelineFilled;
|
||||
|
||||
OutlineConfigurationBuffer _configuration;
|
||||
glm::ivec2 _framebufferSize{ 0,0 };
|
||||
Mode _mode{ M_ALL_UNFILLED };
|
||||
float _sizes[MAX_GROUP_COUNT];
|
||||
};
|
||||
|
||||
class DrawOutlineTask {
|
||||
public:
|
||||
|
||||
using Groups = render::VaryingArray<render::ItemBounds, Outline::MAX_GROUP_COUNT>;
|
||||
using Inputs = render::VaryingSet4<Groups, DeferredFramebufferPointer, gpu::FramebufferPointer, DeferredFrameTransformPointer>;
|
||||
using Config = render::Task::Config;
|
||||
using JobModel = render::Task::ModelI<DrawOutlineTask, Inputs, Config>;
|
||||
|
||||
DrawOutlineTask();
|
||||
|
||||
void configure(const Config& config);
|
||||
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
|
||||
|
||||
private:
|
||||
|
||||
static void initMaskPipelines(render::ShapePlumber& plumber, gpu::StatePointer state);
|
||||
};
|
||||
|
||||
class DrawOutlineMask {
|
||||
public:
|
||||
|
||||
using Groups = render::VaryingArray<render::ShapeBounds, Outline::MAX_GROUP_COUNT>;
|
||||
using Inputs = render::VaryingSet2<Groups, DeferredFramebufferPointer>;
|
||||
// Output will contain outlined objects only z-depth texture and the input primary buffer but without the primary depth buffer
|
||||
using Outputs = OutlineRessourcesPointer;
|
||||
using JobModel = render::Job::ModelIO<DrawOutlineMask, Inputs, Outputs>;
|
||||
|
||||
DrawOutlineMask(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
|
||||
|
||||
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
|
||||
|
||||
protected:
|
||||
|
||||
render::ShapePlumberPointer _shapePlumber;
|
||||
OutlineRessourcesPointer _outlineRessources;
|
||||
bool _isFilled{ false };
|
||||
float _size;
|
||||
};
|
||||
|
||||
class DebugOutlineConfig : public render::Job::Config {
|
||||
|
@ -237,16 +171,30 @@ public:
|
|||
private:
|
||||
|
||||
gpu::PipelinePointer _depthPipeline;
|
||||
gpu::PipelinePointer _idPipeline;
|
||||
int _geometryDepthId{ 0 };
|
||||
int _geometryColorId{ 0 };
|
||||
bool _isDisplayEnabled{ false };
|
||||
|
||||
const gpu::PipelinePointer& getDepthPipeline();
|
||||
const gpu::PipelinePointer& getIdPipeline();
|
||||
void initializePipelines();
|
||||
};
|
||||
|
||||
class DrawOutlineTask {
|
||||
public:
|
||||
|
||||
using Groups = render::VaryingArray<render::ItemBounds, render::Scene::MAX_OUTLINE_COUNT>;
|
||||
using Inputs = render::VaryingSet4<Groups, DeferredFramebufferPointer, gpu::FramebufferPointer, DeferredFrameTransformPointer>;
|
||||
using Config = render::Task::Config;
|
||||
using JobModel = render::Task::ModelI<DrawOutlineTask, Inputs, Config>;
|
||||
|
||||
DrawOutlineTask();
|
||||
|
||||
void configure(const Config& config);
|
||||
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
|
||||
|
||||
private:
|
||||
|
||||
static void initMaskPipelines(render::ShapePlumber& plumber, gpu::StatePointer state);
|
||||
};
|
||||
|
||||
#endif // hifi_render_utils_OutlineEffect_h
|
||||
|
||||
|
|
|
@ -9,10 +9,6 @@
|
|||
# define VEC4 vec4
|
||||
#endif
|
||||
|
||||
#define GROUP_COUNT 7
|
||||
#define GROUP_ID_COLOR_COMPONENT_BITS 2
|
||||
#define GROUP_ID_COLOR_COMPONENT_MAX 3
|
||||
|
||||
struct OutlineParameters
|
||||
{
|
||||
VEC3 _color;
|
||||
|
|
|
@ -181,7 +181,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);
|
||||
DrawOutlineTask::Groups outlineGroups;
|
||||
outlineGroups[0] = selectedItems;
|
||||
for (auto i = 1; i < DrawOutline::MAX_GROUP_COUNT; i++) {
|
||||
for (auto i = 1; i < render::Scene::MAX_OUTLINE_COUNT; i++) {
|
||||
std::ostringstream selectionName;
|
||||
selectionName << selectionBaseName;
|
||||
selectionName << i;
|
||||
|
|
|
@ -1,21 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_outline.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Olivier Prat on 10/13/17.
|
||||
// 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
|
||||
//
|
||||
|
||||
layout(location = 0) out vec4 _fragColor;
|
||||
|
||||
uniform vec4 color;
|
||||
|
||||
void main(void) {
|
||||
_fragColor = color;
|
||||
}
|
|
@ -1,31 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// model_outline_fade.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Olivier Prat on 10/13/17.
|
||||
// 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 Fade.slh@>
|
||||
<$declareFadeFragment()$>
|
||||
|
||||
layout(location = 0) out vec4 _fragColor;
|
||||
|
||||
uniform vec4 color;
|
||||
|
||||
in vec4 _worldPosition;
|
||||
|
||||
void main(void) {
|
||||
FadeObjectParams fadeParams;
|
||||
|
||||
<$fetchFadeObjectParams(fadeParams)$>
|
||||
applyFadeClip(fadeParams, _worldPosition.xyz);
|
||||
|
||||
_fragColor = color;
|
||||
}
|
|
@ -102,6 +102,11 @@ typedef std::queue<Transaction> TransactionQueue;
|
|||
// Items are notified accordingly on any update message happening
|
||||
class Scene {
|
||||
public:
|
||||
|
||||
enum {
|
||||
MAX_OUTLINE_COUNT = 16
|
||||
};
|
||||
|
||||
Scene(glm::vec3 origin, float size);
|
||||
~Scene();
|
||||
|
||||
|
|
|
@ -54,6 +54,15 @@ var end2 = {
|
|||
visible: true
|
||||
}
|
||||
|
||||
var outlineGroupIndex = 0
|
||||
|
||||
function setOutlineGroupIndex(index) {
|
||||
print("Switching to outline group "+index)
|
||||
outlineGroupIndex = index
|
||||
}
|
||||
|
||||
window.fromQml.connect(setOutlineGroupIndex);
|
||||
|
||||
var renderStates = [{name: "test", end: end}];
|
||||
var defaultRenderStates = [{name: "test", distance: 20.0, end: end2}];
|
||||
|
||||
|
@ -78,7 +87,6 @@ function update() {
|
|||
|
||||
var result = LaserPointers.getPrevRayPickResult(ray);
|
||||
var selectionName = "contextOverlayHighlightList"
|
||||
var outlineGroupIndex = Render.getConfig("RenderMainView.OutlineEffect").group
|
||||
|
||||
if (outlineGroupIndex>0) {
|
||||
selectionName += outlineGroupIndex
|
||||
|
@ -100,7 +108,7 @@ function update() {
|
|||
}
|
||||
|
||||
Selection.addToSelectedItemsList(selectionName, typeName, result.objectID)
|
||||
//print("type: " + result.type + ", id: " + result.objectID);
|
||||
print("OUTLINE " + outlineGroupIndex + " picked type: " + result.type + ", id: " + result.objectID);
|
||||
|
||||
prevID = result.objectID;
|
||||
prevType = typeName;
|
||||
|
|
|
@ -15,7 +15,8 @@ import "configSlider"
|
|||
Item {
|
||||
id: root
|
||||
property var debugConfig: Render.getConfig("RenderMainView.OutlineDebug")
|
||||
property var drawConfig: Render.getConfig("RenderMainView.OutlineEffect")
|
||||
property var drawConfig: Render.getConfig("RenderMainView.OutlineEffect0")
|
||||
signal sendToScript(var message);
|
||||
|
||||
Column {
|
||||
spacing: 8
|
||||
|
@ -26,12 +27,15 @@ Item {
|
|||
Timer {
|
||||
id: postpone
|
||||
interval: 100; running: false; repeat: false
|
||||
onTriggered: { paramWidgetLoader.sourceComponent = paramWidgets }
|
||||
onTriggered: {
|
||||
paramWidgetLoader.sourceComponent = paramWidgets;
|
||||
sendToScript(currentIndex)
|
||||
}
|
||||
}
|
||||
onCurrentIndexChanged: {
|
||||
// This is a hack to be sure the widgets below properly reflect the change of category: delete the Component
|
||||
// This is a hack to be sure the widgets below properly reflect the change of index: delete the Component
|
||||
// by setting the loader source to Null and then recreate it 100ms later
|
||||
root.drawConfig["group"] = currentIndex
|
||||
root.drawConfig = Render.getConfig("RenderMainView.OutlineEffect"+currentIndex)
|
||||
paramWidgetLoader.sourceComponent = undefined;
|
||||
postpone.interval = 100
|
||||
postpone.start()
|
||||
|
|
Loading…
Reference in a new issue