Working multiple outlines except debugging scripts which applies config to all outlines and graphics bug when filled

This commit is contained in:
Olivier Prat 2017-10-18 15:00:53 +02:00
parent 76589316df
commit 25b3549e04
12 changed files with 251 additions and 526 deletions

View file

@ -36,7 +36,7 @@ ContextOverlayInterface::ContextOverlayInterface() {
_selectionToSceneHandlers[0].initialize("contextOverlayHighlightList");
connect(_selectionScriptingInterface.data(), &SelectionScriptingInterface::selectedItemsListChanged, &_selectionToSceneHandlers[0], &SelectionToSceneHandler::selectedItemsListChanged);
for (auto i = 1; i < MAX_HIGHLIGHT_COUNT; i++) {
for (auto i = 1; i < render::Scene::MAX_OUTLINE_COUNT ; i++) {
_selectionToSceneHandlers[i].initialize(QString("contextOverlayHighlightList")+QString::number(i));
connect(_selectionScriptingInterface.data(), &SelectionScriptingInterface::selectedItemsListChanged, &_selectionToSceneHandlers[i], &SelectionToSceneHandler::selectedItemsListChanged);
}

View file

@ -48,10 +48,6 @@ class ContextOverlayInterface : public QObject, public Dependency {
std::shared_ptr<Image3DOverlay> _contextOverlay { nullptr };
public:
enum {
MAX_HIGHLIGHT_COUNT = 5
};
ContextOverlayInterface();
Q_INVOKABLE QUuid getCurrentEntityWithContextOverlay() { return _currentEntityWithContextOverlay; }
@ -91,7 +87,7 @@ private:
void deletingEntity(const EntityItemID& entityItemID);
SelectionToSceneHandler _selectionToSceneHandlers[MAX_HIGHLIGHT_COUNT];
SelectionToSceneHandler _selectionToSceneHandlers[render::Scene::MAX_OUTLINE_COUNT];
};
#endif // hifi_ContextOverlayInterface_h

View file

@ -16,13 +16,11 @@
<@include Outline_shared.slh@>
uniform outlineParamsBuffer {
OutlineParameters groups[GROUP_COUNT];
OutlineParameters params;
};
uniform sampler2D sceneDepthMap;
uniform sampler2D outlinedDepthMap;
uniform sampler2D outlinedIdMap;
uniform int enabledGroupsMask;
in vec2 varTexCoord0;
out vec4 outFragColor;
@ -33,52 +31,47 @@ const float OPACITY_EPSILON = 5e-3;
<@func main(IS_FILLED)@>
int getGroupIndexFromColor(vec4 color) {
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);
return (id.r | id.g | id.b | id.a) - 1;
}
vec4 computeGroupOutline(int centerGroupId, float centerDepth, int groupId, vec2 texCoord) {
void main(void) {
// We offset by half a texel to be centered on the depth sample. If we don't do this
// the blur will have a different width between the left / right sides and top / bottom
// sides of the silhouette
vec2 halfTexel = getInvWidthHeight() / 2;
vec2 texCoord0 = varTexCoord0+halfTexel;
float outlinedDepth = texture(outlinedDepthMap, texCoord0).x;
float intensity = 0.0;
if (centerGroupId==groupId && centerDepth < FAR_Z) {
// We're on the outlined object, thus no outline to do!
if (outlinedDepth < FAR_Z) {
// We're not on the far plane so we are on the outlined object, thus no outline to do!
<@if IS_FILLED@>
OutlineParameters groupParams = groups[groupId];
// But we need to fill the interior
float sceneDepth = texture(sceneDepthMap, texCoord).x;
float sceneDepth = texture(sceneDepthMap, texCoord0).x;
// Transform to linear depth for better precision
centerDepth = -evalZeyeFromZdb(centerDepth);
outlinedDepth = -evalZeyeFromZdb(outlinedDepth);
sceneDepth = -evalZeyeFromZdb(sceneDepth);
// Are we occluded?
intensity = (sceneDepth < (centerDepth-LINEAR_DEPTH_BIAS)) ? groupParams._occludedFillOpacity : groupParams._unoccludedFillOpacity;
return vec4(groupParams._color.rgb, intensity);
intensity = sceneDepth < (outlinedDepth-LINEAR_DEPTH_BIAS) ? params._occludedFillOpacity : params._unoccludedFillOpacity;
<@else@>
return vec4(0,0,0,0);
discard;
<@endif@>
} else {
OutlineParameters groupParams = groups[groupId];
float weight = 0.0;
vec2 deltaUv = groupParams._size / groupParams._blurKernelSize;
vec2 lineStartUv = texCoord - groupParams._size / 2.0;
vec2 deltaUv = params._size / params._blurKernelSize;
vec2 lineStartUv = texCoord0 - params._size / 2.0;
vec2 uv;
int x;
int y;
for (y=0 ; y<groupParams._blurKernelSize ; y++) {
for (y=0 ; y<params._blurKernelSize ; y++) {
uv = lineStartUv;
lineStartUv.y += deltaUv.y;
if (uv.y>=0.0 && uv.y<=1.0) {
for (x=0 ; x<groupParams._blurKernelSize ; x++) {
for (x=0 ; x<params._blurKernelSize ; x++) {
if (uv.x>=0.0 && uv.x<=1.0)
{
vec4 outlinedIdColor = texture(outlinedIdMap, uv);
float outlinedDepth = texture(outlinedDepthMap, uv).x;
int outlinedId = getGroupIndexFromColor(outlinedIdColor);
intensity += (outlinedDepth<FAR_Z /*&& outlinedId!=groupId*/) ? 1.0 : 0.0;
outlinedDepth = texture(outlinedDepthMap, uv).x;
intensity += (outlinedDepth < FAR_Z) ? 1.0 : 0.0;
weight += 1.f;
}
uv.x += deltaUv.x;
@ -88,41 +81,13 @@ vec4 computeGroupOutline(int centerGroupId, float centerDepth, int groupId, vec2
intensity /= weight;
if (intensity < OPACITY_EPSILON) {
return vec4(0,0,0,0);
discard;
}
intensity = min(1.0, intensity / groupParams._threshold) * groupParams._intensity;
return vec4(groupParams._color.rgb, intensity);
}
}
void main(void) {
// We offset by half a texel to be centered on the depth sample. If we don't do this
// the blur will have a different width between the left / right sides and top / bottom
// sides of the silhouette
vec2 halfTexel = getInvWidthHeight() / 2;
vec2 texCoord0 = varTexCoord0+halfTexel;
vec4 outlinedIdColor = texture(outlinedIdMap, texCoord0);
float outlinedDepth = texture(outlinedDepthMap, texCoord0).x;
float intensity = 0.0;
int groupId = getGroupIndexFromColor(outlinedIdColor);
vec4 finalColor = vec4(0,0,0,0);
int groupMask = 1;
for (int i=0 ; i<GROUP_COUNT ; i++) {
if ((enabledGroupsMask & groupMask)!=0) {
vec4 groupColor = computeGroupOutline(groupId, outlinedDepth, i, texCoord0);
finalColor.rgb = mix(finalColor.rgb, groupColor.rgb, groupColor.a);
// If first group we encounter then don't mix the color
finalColor.rgb = finalColor.a==0 ? groupColor.rgb : finalColor.rgb;
finalColor.a = min(1, finalColor.a+groupColor.a*(1-finalColor.a));
}
groupMask <<= 1;
intensity = min(1.0, intensity / params._threshold) * params._intensity;
}
if (finalColor.a < OPACITY_EPSILON) {
discard;
}
outFragColor = finalColor;
outFragColor = vec4(params._color.rgb, intensity);
}
<@endfunc@>

View file

@ -18,6 +18,7 @@
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include <sstream>
#include "surfaceGeometry_copyDepth_frag.h"
#include "debug_deferred_buffer_vert.h"
@ -30,22 +31,29 @@ using namespace render;
OutlineRessources::OutlineRessources() {
}
void OutlineRessources::update(const gpu::TexturePointer& colorBuffer) {
void OutlineRessources::update(const gpu::FramebufferPointer& primaryFrameBuffer) {
auto newFrameSize = glm::ivec2(primaryFrameBuffer->getSize());
// If the depth buffer or size changed, we need to delete our FBOs and recreate them at the
// new correct dimensions.
if (_depthTexture) {
auto newFrameSize = glm::ivec2(colorBuffer->getDimensions());
if (_depthFrameBuffer) {
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
clear();
}
}
if (!_colorFrameBuffer) {
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
// Failing to recreate this frame buffer when the screen has been resized creates a bug on Mac
_colorFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithoutDepth"));
_colorFrameBuffer->setRenderBuffer(0, primaryFrameBuffer->getRenderBuffer(0));
}
}
}
void OutlineRessources::clear() {
_frameBuffer.reset();
_depthTexture.reset();
_idTexture.reset();
_depthFrameBuffer.reset();
}
void OutlineRessources::allocate() {
@ -53,177 +61,95 @@ void OutlineRessources::allocate() {
auto width = _frameSize.x;
auto height = _frameSize.y;
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
_idTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(gpu::Element::COLOR_RGBA_2, width, height));
_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, width, height));
auto depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(depthFormat, width, height));
_frameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
_frameBuffer->setDepthStencilBuffer(_depthTexture, depthFormat);
_frameBuffer->setRenderBuffer(0, _idTexture);
_depthFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
_depthFrameBuffer->setDepthStencilBuffer(depthTexture, depthFormat);
}
gpu::FramebufferPointer OutlineRessources::getFramebuffer() {
if (!_frameBuffer) {
gpu::FramebufferPointer OutlineRessources::getDepthFramebuffer() {
if (!_depthFrameBuffer) {
allocate();
}
return _frameBuffer;
return _depthFrameBuffer;
}
gpu::TexturePointer OutlineRessources::getDepthTexture() {
if (!_depthTexture) {
allocate();
}
return _depthTexture;
}
gpu::TexturePointer OutlineRessources::getIdTexture() {
if (!_idTexture) {
allocate();
}
return _idTexture;
}
glm::vec4 encodeIdToColor(unsigned int id) {
union {
struct {
unsigned int r : 2;
unsigned int g : 2;
unsigned int b : 2;
unsigned int a : 2;
};
unsigned char id;
} groupId;
static_assert(GROUP_ID_COLOR_COMPONENT_BITS == 2, "Assuming two bits per component contrary to GLSL shader code. See Outline_shared.slh");
assert(id < 254);
groupId.id = id+1;
glm::vec4 idColor{ groupId.r, groupId.g, groupId.b, groupId.a };
// Normalize. Since we put 2 bits into each color component, each component has a maximum
// value of 3.
idColor /= GROUP_ID_COLOR_COMPONENT_MAX;
return idColor;
}
void DrawOutlineMask::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto& groups = inputs.get0();
auto& deferredFrameBuffer = inputs.get1();
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder;
auto hasOutline = false;
if (!_outlineRessources) {
_outlineRessources = std::make_shared<OutlineRessources>();
}
_outlineRessources->update(deferredFrameBuffer->getDeferredColorTexture());
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
auto maskPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto maskSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
auto colorLoc = maskPipeline.get()->pipeline->getProgram()->getUniforms().findLocation("color");
auto skinnedColorLoc = maskSkinnedPipeline.get()->pipeline->getProgram()->getUniforms().findLocation("color");
unsigned int groupId = 0;
for (auto& inShapeBounds : groups) {
if (!inShapeBounds.isNull()) {
auto& inShapes = inShapeBounds.get<render::ShapeBounds>();
if (!inShapes.empty()) {
if (!hasOutline) {
batch.setFramebuffer(_outlineRessources->getFramebuffer());
// Clear it only if it hasn't been done before
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH,
vec4(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0, false);
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
hasOutline = true;
}
std::vector<ShapeKey> skinnedShapeKeys{};
// Encode group id in quantized color
glm::vec4 idColor = encodeIdToColor(groupId);
// Iterate through all inShapes and render the unskinned
args->_shapePipeline = maskPipeline;
batch.setPipeline(maskPipeline->pipeline);
batch._glUniform4f(colorLoc, idColor.r, idColor.g, idColor.b, idColor.a);
for (auto items : inShapes) {
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
} else {
renderItems(renderContext, items.second);
}
}
// Reiterate to render the skinned
args->_shapePipeline = maskSkinnedPipeline;
batch.setPipeline(maskSkinnedPipeline->pipeline);
batch._glUniform4f(skinnedColorLoc, idColor.r, idColor.g, idColor.b, idColor.a);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
}
}
++groupId;
}
args->_shapePipeline = nullptr;
args->_batch = nullptr;
});
if (hasOutline) {
output = _outlineRessources;
} else {
output = nullptr;
}
return getDepthFramebuffer()->getDepthStencilBuffer();
}
PrepareDrawOutline::PrepareDrawOutline() {
_ressources = std::make_shared<OutlineRessources>();
}
void PrepareDrawOutline::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
auto destinationFrameBuffer = inputs;
auto framebufferSize = destinationFrameBuffer->getSize();
if (!_primaryWithoutDepthBuffer || framebufferSize != _frameBufferSize) {
// Failing to recreate this frame buffer when the screen has been resized creates a bug on Mac
_primaryWithoutDepthBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("primaryWithoutDepth"));
_primaryWithoutDepthBuffer->setRenderBuffer(0, destinationFrameBuffer->getRenderBuffer(0));
_frameBufferSize = framebufferSize;
_ressources->update(destinationFrameBuffer);
outputs = _ressources;
}
void DrawOutlineMask::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto& inShapes = inputs.get0();
if (!inShapes.empty()) {
auto ressources = inputs.get1();
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder;
outputs = args->_viewport;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
auto maskPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto maskSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
batch.setFramebuffer(ressources->getDepthFramebuffer());
batch.clearDepthFramebuffer(1.0f);
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
std::vector<ShapeKey> skinnedShapeKeys{};
// Iterate through all inShapes and render the unskinned
args->_shapePipeline = maskPipeline;
batch.setPipeline(maskPipeline->pipeline);
for (auto items : inShapes) {
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
} else {
renderItems(renderContext, items.second);
}
}
// Reiterate to render the skinned
args->_shapePipeline = maskSkinnedPipeline;
batch.setPipeline(maskSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
args->_shapePipeline = nullptr;
args->_batch = nullptr;
});
} else {
// 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);
}

View file

@ -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

View file

@ -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;

View file

@ -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;

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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();

View file

@ -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;

View file

@ -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()