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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-08-08 22:35:15 -06:00
Use a 2-pass depth based outline algorithm when selected
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2acd858bf3
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7 changed files with 262 additions and 46 deletions
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@ -36,6 +36,8 @@ uniform SlopeDetection slope;
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//BBS: add outline_color
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uniform bool is_outline;
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uniform sampler2D depth_tex;
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uniform vec2 screen_size;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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@ -44,6 +46,9 @@ uniform bool is_outline;
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uniform PrintVolumeDetection print_volume;
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uniform float z_far;
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uniform float z_near;
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in vec3 clipping_planes_dots;
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in float color_clip_plane_dot;
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@ -54,6 +59,71 @@ in vec4 world_pos;
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in float world_normal_z;
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in vec3 eye_normal;
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vec3 getBackfaceColor(vec3 fill) {
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float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
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return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
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}
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// Silhouette edge detection & rendering algorithem by leoneruggiero
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// https://www.shadertoy.com/view/DslXz2
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#define INFLATE 1
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float GetTolerance(float d, float k)
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{
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// -------------------------------------------
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// Find a tolerance for depth that is constant
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// in view space (k in view space).
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//
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// tol = k*ddx(ZtoDepth(z))
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// -------------------------------------------
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float A=- (z_far+z_near)/(z_far-z_near);
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float B=-2.0*z_far*z_near /(z_far-z_near);
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d = d*2.0-1.0;
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return -k*(d+A)*(d+A)/B;
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}
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float DetectSilho(ivec2 fragCoord, ivec2 dir)
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{
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// -------------------------------------------
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// x0 ___ x1----o
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// :\ :
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// r0 : \ : r1
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// : \ :
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// o---x2 ___ x3
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//
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// r0 and r1 are the differences between actual
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// and expected (as if x0..3 where on the same
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// plane) depth values.
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// -------------------------------------------
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float x0 = abs(texelFetch(depth_tex, (fragCoord + dir*-2), 0).r);
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float x1 = abs(texelFetch(depth_tex, (fragCoord + dir*-1), 0).r);
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float x2 = abs(texelFetch(depth_tex, (fragCoord + dir* 0), 0).r);
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float x3 = abs(texelFetch(depth_tex, (fragCoord + dir* 1), 0).r);
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float d0 = (x1-x0);
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float d1 = (x2-x3);
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float r0 = x1 + d0 - x2;
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float r1 = x2 + d1 - x1;
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float tol = GetTolerance(x2, 0.04);
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return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
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}
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float DetectSilho(ivec2 fragCoord)
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{
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return max(
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DetectSilho(fragCoord, ivec2(1,0)), // Horizontal
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DetectSilho(fragCoord, ivec2(0,1)) // Vertical
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);
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}
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out vec4 out_color;
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void main()
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@ -96,10 +166,20 @@ void main()
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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//BBS: add outline_color
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if (is_outline)
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out_color = uniform_color;
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if (is_outline) {
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color = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
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ivec2 fragCoord = ivec2(gl_FragCoord.xy);
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float s = DetectSilho(fragCoord);
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// Makes silhouettes thicker.
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for(int i=1;i<=INFLATE; i++)
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{
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s = max(s, DetectSilho(fragCoord.xy + ivec2(i, 0)));
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s = max(s, DetectSilho(fragCoord.xy + ivec2(0, i)));
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}
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out_color = vec4(mix(color.rgb, getBackfaceColor(color.rgb), s), color.a);
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}
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#ifdef ENABLE_ENVIRONMENT_MAP
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else if (use_environment_tex)
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out_color = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
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