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);