Outline MSAA (#14835)

Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
This commit is contained in:
Rodrigo Faselli
2026-07-31 20:51:48 -03:00
committed by GitHub
parent ea7117b7ca
commit 2e08b19d6b
3 changed files with 198 additions and 56 deletions

View File

@@ -1,4 +1,7 @@
#version 140
// Multisample depth texture for the anti-aliased outline (see 3DScene.cpp render_with_outline).
// Optional on the GLSL 140 path: if unavailable, fallback to a non-multisample depth texture.
#extension GL_ARB_texture_multisample : enable
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
//BBS: add grey and orange
@@ -36,7 +39,14 @@ uniform SlopeDetection slope;
//BBS: add outline_color
uniform bool is_outline;
// The outline is a per-fragment discard mask, which the framebuffer MSAA cannot smooth, so the
// silhouette is resolved per sample from a multisample copy of the outlined model's depth buffer.
#ifdef GL_ARB_texture_multisample
uniform sampler2DMS depth_tex;
uniform int msaa_samples; // samples in depth_tex, 1 when MSAA is off
#else
uniform sampler2D depth_tex;
#endif
uniform vec2 screen_size;
#ifdef ENABLE_ENVIRONMENT_MAP
@@ -99,45 +109,87 @@ float GetTolerance(float d, float k)
return -k*(d+A)*(d+A)/B;
}
float DetectSilho(vec2 fragCoord, vec2 dir)
// Depth of sample s at integer pixel coord.
#ifdef GL_ARB_texture_multisample
float FetchDepth(ivec2 coord, int s)
{
// texelFetch has no wrap mode, so clamp to the edge texel (sampler2D used CLAMP_TO_EDGE).
ivec2 sz = textureSize(depth_tex);
return abs(texelFetch(depth_tex, clamp(coord, ivec2(0), sz - 1), s).r);
}
#else
float FetchDepth(ivec2 coord, int s)
{
return abs(texture(depth_tex, (vec2(coord) + 0.5) / screen_size).r);
}
#endif
float DetectSilho(ivec2 coord, ivec2 dir, int s)
{
// -------------------------------------------
// x0 ___ x1----o
// :\ :
// 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(texture(depth_tex, (fragCoord + dir*-2.0) / screen_size).r);
float x1 = abs(texture(depth_tex, (fragCoord + dir*-1.0) / screen_size).r);
float x2 = abs(texture(depth_tex, (fragCoord + dir* 0.0) / screen_size).r);
float x3 = abs(texture(depth_tex, (fragCoord + dir* 1.0) / screen_size).r);
float x0 = FetchDepth(coord + dir*-2, s);
float x1 = FetchDepth(coord + dir*-1, s);
float x2 = FetchDepth(coord, s);
float x3 = FetchDepth(coord + dir* 1, s);
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 tol = GetTolerance(x2, 0.04);
return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
}
float DetectSilho(vec2 fragCoord)
float DetectSilho(ivec2 coord, int s)
{
return max(
DetectSilho(fragCoord, vec2(1,0)), // Horizontal
DetectSilho(fragCoord, vec2(0,1)) // Vertical
DetectSilho(coord, ivec2(1,0), s), // Horizontal
DetectSilho(coord, ivec2(0,1), s) // Vertical
);
}
// Full response of one sample. Reduce the max() per sample and average only afterwards:
// max(mean) <= mean(max), and averaging first hollows out diagonal and curved lines.
float DetectSilhoSample(ivec2 coord, int s)
{
float v = DetectSilho(coord, s);
// Makes silhouettes thicker.
for (int i = 1; i <= INFLATE; ++i)
{
v = max(v, DetectSilho(coord + ivec2(i, 0), s));
v = max(v, DetectSilho(coord + ivec2(0, i), s));
}
return v;
}
// Average the per-sample coverage into the sub-pixel anti-aliasing of the line.
float DetectSilho(vec2 fragCoord)
{
ivec2 coord = ivec2(fragCoord);
#ifdef GL_ARB_texture_multisample
int n = max(msaa_samples, 1);
#else
const int n = 1;
#endif
float acc = 0.0;
for (int s = 0; s < n; ++s)
acc += DetectSilhoSample(coord, s);
return acc / float(n);
}
// Returns a lighting multiplier in [1 - shadow_intensity, 1]: < 1 where the fragment is
// occluded from the light in the shadow map. 3x3 PCF softens the edges.
float shadow_shade()
@@ -224,14 +276,7 @@ void main()
//BBS: add outline_color
if (is_outline) {
color = vec4((vec3(intensity.y) + color.rgb * intensity.x) * shade, color.a);
vec2 fragCoord = gl_FragCoord.xy;
float s = DetectSilho(fragCoord);
// Makes silhouettes thicker.
for(int i=1;i<=INFLATE; i++)
{
s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
}
float s = DetectSilho(gl_FragCoord.xy);
if (s < 0.01)
discard;
out_color = vec4(mix(color.rgb, getBackfaceColor(color.rgb), s), color.a);

View File

@@ -1,4 +1,7 @@
#version 140
// Multisample depth texture for the anti-aliased outline (see 3DScene.cpp render_with_outline).
// Optional on the GLSL 140 path: if unavailable, fallback to a non-multisample depth texture.
#extension GL_ARB_texture_multisample : enable
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const vec3 LightRed = vec3(0.78, 0.0, 0.0);
@@ -51,7 +54,14 @@ uniform SlopeDetection slope;
//BBS: add outline_color
uniform bool is_outline;
// The outline is a per-fragment discard mask, which the framebuffer MSAA cannot smooth, so the
// silhouette is resolved per sample from a multisample copy of the outlined model's depth buffer.
#ifdef GL_ARB_texture_multisample
uniform sampler2DMS depth_tex;
uniform int msaa_samples; // samples in depth_tex, 1 when MSAA is off
#else
uniform sampler2D depth_tex;
#endif
uniform vec2 screen_size;
#ifdef ENABLE_ENVIRONMENT_MAP
@@ -100,12 +110,27 @@ float GetTolerance(float d, float k)
return -k*(d+A)*(d+A)/B;
}
float DetectSilho(vec2 fragCoord, vec2 dir)
// Depth of sample s at integer pixel coord.
#ifdef GL_ARB_texture_multisample
float FetchDepth(ivec2 coord, int s)
{
float x0 = abs(texture(depth_tex, (fragCoord + dir*-2.0) / screen_size).r);
float x1 = abs(texture(depth_tex, (fragCoord + dir*-1.0) / screen_size).r);
float x2 = abs(texture(depth_tex, (fragCoord + dir* 0.0) / screen_size).r);
float x3 = abs(texture(depth_tex, (fragCoord + dir* 1.0) / screen_size).r);
// texelFetch has no wrap mode, so clamp to the edge texel (sampler2D used CLAMP_TO_EDGE).
ivec2 sz = textureSize(depth_tex);
return abs(texelFetch(depth_tex, clamp(coord, ivec2(0), sz - 1), s).r);
}
#else
float FetchDepth(ivec2 coord, int s)
{
return abs(texture(depth_tex, (vec2(coord) + 0.5) / screen_size).r);
}
#endif
float DetectSilho(ivec2 coord, ivec2 dir, int s)
{
float x0 = FetchDepth(coord + dir*-2, s);
float x1 = FetchDepth(coord + dir*-1, s);
float x2 = FetchDepth(coord, s);
float x3 = FetchDepth(coord + dir* 1, s);
float d0 = (x1-x0);
float d1 = (x2-x3);
@@ -116,17 +141,45 @@ float DetectSilho(vec2 fragCoord, vec2 dir)
float tol = GetTolerance(x2, 0.04);
return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0));
}
float DetectSilho(vec2 fragCoord)
float DetectSilho(ivec2 coord, int s)
{
return max(
DetectSilho(fragCoord, vec2(1,0)),
DetectSilho(fragCoord, vec2(0,1))
DetectSilho(coord, ivec2(1,0), s),
DetectSilho(coord, ivec2(0,1), s)
);
}
// Full response of one sample. Reduce the max() per sample and average only afterwards:
// max(mean) <= mean(max), and averaging first hollows out diagonal and curved lines.
float DetectSilhoSample(ivec2 coord, int s)
{
float v = DetectSilho(coord, s);
// Makes silhouettes thicker.
for (int i = 1; i <= INFLATE; ++i)
{
v = max(v, DetectSilho(coord + ivec2(i, 0), s));
v = max(v, DetectSilho(coord + ivec2(0, i), s));
}
return v;
}
// Average the per-sample coverage into the sub-pixel anti-aliasing of the line.
float DetectSilho(vec2 fragCoord)
{
ivec2 coord = ivec2(fragCoord);
#ifdef GL_ARB_texture_multisample
int n = max(msaa_samples, 1);
#else
const int n = 1;
#endif
float acc = 0.0;
for (int s = 0; s < n; ++s)
acc += DetectSilhoSample(coord, s);
return acc / float(n);
}
float compute_ssao_factor(vec3 normal, vec3 view_dir, vec3 eye_pos)
{
vec3 normal_dx = dFdx(normal);
@@ -270,13 +323,7 @@ void main()
if (is_outline) {
vec3 shaded_rgb = (vec3(specular) + window_reflection + color.rgb * diffuse) * PHONG_BRIGHTNESS * shade;
vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a);
vec2 fragCoord = gl_FragCoord.xy;
float s = DetectSilho(fragCoord);
for(int i=1;i<=INFLATE; i++)
{
s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
}
float s = DetectSilho(gl_FragCoord.xy);
if (s < 0.01)
discard;
out_color = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a);

View File

@@ -70,6 +70,9 @@ float FullTransparentModdifiedToFixAlpha = 0.3f;
// value like 0.18f could not because in C++ (int)(0.18f * 255) == 45 however in OpenGL it renders this as 46
// which breaks the `SelectMachineDialog::record_edge_pixels_data()` function!
float FULL_BLACK_THRESHOLD = 0.2f;
// Keep depth_tex away from texture unit 0 to avoid sampler-type aliasing with
// shadow/environment samplers when realistic view is disabled.
static constexpr int OUTLINE_DEPTH_TEX_UNIT = 5;
Slic3r::ColorRGBA adjust_color_for_rendering(const Slic3r::ColorRGBA &colors)
{
@@ -518,6 +521,37 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
glsafe(::glStencilMask(0xFF));
glsafe(::glDisable(GL_STENCIL_TEST));
// render the outline using depth buffer and discard the pixels that are not on the outline
// The silhouette is resolved per sample in the shader (see DetectSilho in gouraud.fs/phong.fs).
// That needs the GL 3.2 entry points and a shader that declares depth_tex as sampler2DMS, which
// only the 140 ones do and only under GL_ARB_texture_multisample - so ask the compiled program
// rather than the GL version, or a sampler2D ends up bound to a multisample texture.
// Only the Arb branch below allocates a multisample texture, so keep the target consistent with it.
const bool use_msaa_outline = framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb &&
GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 2) &&
shader->get_uniform_location("msaa_samples") >= 0;
const GLenum depth_tex_target = use_msaa_outline ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
// Keep the depth texture off image unit 0. The object shaders leave shadow_map (and
// environment_tex) at the default sampler value 0 whenever the shadow pass is skipped - which is
// the case with realistic view off - and GL forbids two sampler types referring to the same image
// unit. A sampler2DMS on unit 0 then makes every draw fail with INVALID_OPERATION on drivers that
// enforce it (Mesa), i.e. the model disappears entirely. Unit 5 is unused (shadow_map takes 4).
const int depth_tex_unit = OUTLINE_DEPTH_TEX_UNIT;
int aa_samples = 1;
if (use_msaa_outline) {
if (const AppConfig* app_config = GUI::wxGetApp().app_config; app_config != nullptr) {
const std::string value = app_config->get(SETTING_OPENGL_AA_SAMPLES);
if (value == "2" || value == "4" || value == "8" || value == "16")
aa_samples = ::atoi(value.c_str());
}
// Never request more samples than the driver supports for depth textures (a 1-sample texture
// is used when MSAA is disabled, keeping a single code path for the sampler2DMS shader).
GLint max_samples = 1;
glsafe(::glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &max_samples));
if (aa_samples > max_samples)
aa_samples = max_samples < 1 ? 1 : max_samples;
if (aa_samples < 1)
aa_samples = 1;
}
// 1st. render pass, render the model into a separate render target that has only depth buffer
GLuint depth_fbo = 0;
GLuint depth_tex = 0;
@@ -525,21 +559,26 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
glsafe(::glGenFramebuffers(1, &depth_fbo));
glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo));
glActiveTexture(GL_TEXTURE0);
glsafe(::glActiveTexture(GL_TEXTURE0 + depth_tex_unit));
glsafe(::glGenTextures(1, &depth_tex));
glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr));
glsafe(::glBindTexture(depth_tex_target, depth_tex));
if (use_msaa_outline) {
// Multisample textures do not take filter/wrap parameters.
glsafe(::glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, aa_samples, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), GL_TRUE));
} else {
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr));
}
glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0));
glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_tex_target, depth_tex, 0));
} else {
glsafe(::glGenFramebuffersEXT(1, &depth_fbo));
glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, depth_fbo));
glActiveTexture(GL_TEXTURE0);
glsafe(::glActiveTexture(GL_TEXTURE0 + depth_tex_unit));
glsafe(::glGenTextures(1, &depth_tex));
glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
@@ -550,12 +589,15 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
glsafe(::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_tex, 0));
}
// Unbind before drawing: the texture is this framebuffer's depth attachment, so leaving it bound
// to a sampled unit would be a feedback loop.
glsafe(::glBindTexture(depth_tex_target, 0));
glsafe(::glActiveTexture(GL_TEXTURE0));
glsafe(::glClear(GL_DEPTH_BUFFER_BIT));
if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
model.render(shader);
else
model.render(this->tverts_range, shader);
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
// 2nd. render pass, just a normal render with the depth buffer passed as a texture
if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
@@ -565,13 +607,17 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
}
shader->set_uniform("is_outline", true);
shader->set_uniform("screen_size", Vec2f{cnv_size.get_width(), cnv_size.get_height()});
glActiveTexture(GL_TEXTURE0);
glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
shader->set_uniform("depth_tex", 0);
shader->set_uniform("msaa_samples", aa_samples);
glsafe(::glActiveTexture(GL_TEXTURE0 + depth_tex_unit));
glsafe(::glBindTexture(depth_tex_target, depth_tex));
glsafe(::glActiveTexture(GL_TEXTURE0));
shader->set_uniform("depth_tex", depth_tex_unit);
simple_render(shader, model_objects, colors);
// Some clean up to do
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
glsafe(::glActiveTexture(GL_TEXTURE0 + depth_tex_unit));
glsafe(::glBindTexture(depth_tex_target, 0));
glsafe(::glActiveTexture(GL_TEXTURE0));
shader->set_uniform("is_outline", false);
if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
@@ -1075,6 +1121,10 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type,
const float support_normal_z = get_selection_support_normal_z();
// Prime depth_tex on every frame so non-outline draws do not keep the
// default sampler unit 0, which can conflict with other sampler types.
shader->set_uniform("depth_tex", OUTLINE_DEPTH_TEX_UNIT);
for (GLVolumeWithIdAndZ& volume : to_render) {
#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
if (type == ERenderType::Transparent) {