Use a 2-pass depth based outline algorithm when selected

This commit is contained in:
Noisyfox 2024-08-18 19:30:40 +08:00
parent 2acd858bf3
commit 13e18d1d65
7 changed files with 262 additions and 46 deletions

View file

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