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https://github.com/OrcaSlicer/OrcaSlicer.git
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Outline MSAA (#14835)
Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
This commit is contained in:
@@ -70,6 +70,9 @@ float FullTransparentModdifiedToFixAlpha = 0.3f;
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// value like 0.18f could not because in C++ (int)(0.18f * 255) == 45 however in OpenGL it renders this as 46
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// which breaks the `SelectMachineDialog::record_edge_pixels_data()` function!
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float FULL_BLACK_THRESHOLD = 0.2f;
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// Keep depth_tex away from texture unit 0 to avoid sampler-type aliasing with
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// shadow/environment samplers when realistic view is disabled.
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static constexpr int OUTLINE_DEPTH_TEX_UNIT = 5;
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Slic3r::ColorRGBA adjust_color_for_rendering(const Slic3r::ColorRGBA &colors)
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{
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@@ -518,6 +521,37 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
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glsafe(::glStencilMask(0xFF));
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glsafe(::glDisable(GL_STENCIL_TEST));
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// render the outline using depth buffer and discard the pixels that are not on the outline
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// The silhouette is resolved per sample in the shader (see DetectSilho in gouraud.fs/phong.fs).
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// That needs the GL 3.2 entry points and a shader that declares depth_tex as sampler2DMS, which
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// only the 140 ones do and only under GL_ARB_texture_multisample - so ask the compiled program
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// rather than the GL version, or a sampler2D ends up bound to a multisample texture.
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// Only the Arb branch below allocates a multisample texture, so keep the target consistent with it.
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const bool use_msaa_outline = framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb &&
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GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 2) &&
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shader->get_uniform_location("msaa_samples") >= 0;
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const GLenum depth_tex_target = use_msaa_outline ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
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// Keep the depth texture off image unit 0. The object shaders leave shadow_map (and
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// environment_tex) at the default sampler value 0 whenever the shadow pass is skipped - which is
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// the case with realistic view off - and GL forbids two sampler types referring to the same image
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// unit. A sampler2DMS on unit 0 then makes every draw fail with INVALID_OPERATION on drivers that
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// enforce it (Mesa), i.e. the model disappears entirely. Unit 5 is unused (shadow_map takes 4).
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const int depth_tex_unit = OUTLINE_DEPTH_TEX_UNIT;
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int aa_samples = 1;
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if (use_msaa_outline) {
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if (const AppConfig* app_config = GUI::wxGetApp().app_config; app_config != nullptr) {
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const std::string value = app_config->get(SETTING_OPENGL_AA_SAMPLES);
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if (value == "2" || value == "4" || value == "8" || value == "16")
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aa_samples = ::atoi(value.c_str());
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}
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// Never request more samples than the driver supports for depth textures (a 1-sample texture
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// is used when MSAA is disabled, keeping a single code path for the sampler2DMS shader).
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GLint max_samples = 1;
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glsafe(::glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &max_samples));
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if (aa_samples > max_samples)
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aa_samples = max_samples < 1 ? 1 : max_samples;
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if (aa_samples < 1)
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aa_samples = 1;
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}
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// 1st. render pass, render the model into a separate render target that has only depth buffer
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GLuint depth_fbo = 0;
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GLuint depth_tex = 0;
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@@ -525,21 +559,26 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
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glsafe(::glGenFramebuffers(1, &depth_fbo));
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo));
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glActiveTexture(GL_TEXTURE0);
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glsafe(::glActiveTexture(GL_TEXTURE0 + depth_tex_unit));
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glsafe(::glGenTextures(1, &depth_tex));
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glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr));
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glsafe(::glBindTexture(depth_tex_target, depth_tex));
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if (use_msaa_outline) {
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// Multisample textures do not take filter/wrap parameters.
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glsafe(::glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, aa_samples, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), GL_TRUE));
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} else {
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, cnv_size.get_width(), cnv_size.get_height(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr));
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}
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_tex, 0));
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glsafe(::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_tex_target, depth_tex, 0));
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} else {
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glsafe(::glGenFramebuffersEXT(1, &depth_fbo));
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glsafe(::glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, depth_fbo));
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glActiveTexture(GL_TEXTURE0);
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glsafe(::glActiveTexture(GL_TEXTURE0 + depth_tex_unit));
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glsafe(::glGenTextures(1, &depth_tex));
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glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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@@ -550,12 +589,15 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
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glsafe(::glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_tex, 0));
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}
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// Unbind before drawing: the texture is this framebuffer's depth attachment, so leaving it bound
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// to a sampled unit would be a feedback loop.
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glsafe(::glBindTexture(depth_tex_target, 0));
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glsafe(::glActiveTexture(GL_TEXTURE0));
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glsafe(::glClear(GL_DEPTH_BUFFER_BIT));
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if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
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model.render(shader);
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else
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model.render(this->tverts_range, shader);
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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// 2nd. render pass, just a normal render with the depth buffer passed as a texture
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if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
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@@ -565,13 +607,17 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
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}
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shader->set_uniform("is_outline", true);
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shader->set_uniform("screen_size", Vec2f{cnv_size.get_width(), cnv_size.get_height()});
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glActiveTexture(GL_TEXTURE0);
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glsafe(::glBindTexture(GL_TEXTURE_2D, depth_tex));
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shader->set_uniform("depth_tex", 0);
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shader->set_uniform("msaa_samples", aa_samples);
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glsafe(::glActiveTexture(GL_TEXTURE0 + depth_tex_unit));
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glsafe(::glBindTexture(depth_tex_target, depth_tex));
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glsafe(::glActiveTexture(GL_TEXTURE0));
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shader->set_uniform("depth_tex", depth_tex_unit);
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simple_render(shader, model_objects, colors);
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// Some clean up to do
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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glsafe(::glActiveTexture(GL_TEXTURE0 + depth_tex_unit));
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glsafe(::glBindTexture(depth_tex_target, 0));
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glsafe(::glActiveTexture(GL_TEXTURE0));
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shader->set_uniform("is_outline", false);
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if (framebuffers_type == GUI::OpenGLManager::EFramebufferType::Arb) {
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glsafe(::glBindFramebuffer(GL_FRAMEBUFFER, 0));
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@@ -1075,6 +1121,10 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type,
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const float support_normal_z = get_selection_support_normal_z();
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// Prime depth_tex on every frame so non-outline draws do not keep the
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// default sampler unit 0, which can conflict with other sampler types.
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shader->set_uniform("depth_tex", OUTLINE_DEPTH_TEX_UNIT);
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for (GLVolumeWithIdAndZ& volume : to_render) {
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#if ENABLE_MODIFIERS_ALWAYS_TRANSPARENT
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if (type == ERenderType::Transparent) {
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