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https://github.com/OrcaSlicer/OrcaSlicer.git
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Fix external outline Thickness (#14741)
* Fix external outline * Format and values * frag_color -> gl_FragColor * Remove Transform3d& view_matrix * Clarify rendering comments in 3DScene.cpp Updated comments to clarify rendering process using stencil buffer. --------- Co-authored-by: Ian Bassi <ian.bassi@outlook.com> Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
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@@ -231,6 +231,8 @@ void main()
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s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
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s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
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}
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if (s < 0.01)
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discard;
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gl_FragColor = 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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@@ -30,6 +30,8 @@ uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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uniform bool is_outline;
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uniform vec2 screen_size;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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@@ -75,6 +77,15 @@ void main()
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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if (is_outline) {
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vec3 n = normalize((view_normal_matrix * v_normal).xyz);
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vec2 dir = normalize(n.xy);
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if (dot(dir, dir) > 0.0) {
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//set outline thickness
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float px = 3.0;
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gl_Position.xy += dir * (px * 2.0 / screen_size) * gl_Position.w;
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}
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}
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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color_clip_plane_dot = dot(world_pos, color_clip_plane);
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@@ -273,6 +273,8 @@ void main()
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s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
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s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
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}
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if (s < 0.01)
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discard;
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gl_FragColor = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a);
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}
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#ifdef ENABLE_ENVIRONMENT_MAP
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@@ -14,6 +14,8 @@ uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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uniform bool is_outline;
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uniform vec2 screen_size;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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@@ -48,6 +50,15 @@ void main()
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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if (is_outline) {
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vec3 n = normalize((view_normal_matrix * v_normal).xyz);
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vec2 dir = normalize(n.xy);
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if (dot(dir, dir) > 0.0) {
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//set outline thickness
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float px = 3.0;
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gl_Position.xy += dir * (px * 2.0 / screen_size) * gl_Position.w;
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}
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}
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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color_clip_plane_dot = dot(world_pos, color_clip_plane);
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@@ -11,6 +11,7 @@ uniform sampler2D normal_texture;
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uniform vec2 inv_tex_size;
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uniform float z_near;
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uniform float z_far;
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uniform bool is_outline;
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varying vec2 tex_coord;
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@@ -22,6 +23,10 @@ float linearize_depth(float depth)
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void main()
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{
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if (is_outline) {
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gl_FragColor = vec4(texture2D(color_texture, tex_coord).rgb, 1.0);
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return;
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}
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vec3 base = texture2D(color_texture, tex_coord).rgb;
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float depth_center = linearize_depth(texture2D(depth_texture, tex_coord).r);
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@@ -232,6 +232,8 @@ void main()
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s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
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s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
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}
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if (s < 0.01)
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discard;
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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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@@ -30,6 +30,8 @@ uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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uniform bool is_outline;
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uniform vec2 screen_size;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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@@ -75,6 +77,15 @@ void main()
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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if (is_outline) {
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vec3 n = normalize((view_normal_matrix * v_normal).xyz);
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vec2 dir = normalize(n.xy);
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if (dot(dir, dir) > 0.0) {
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//set outline thickness
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float px = 3.0;
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gl_Position.xy += dir * (px * 2.0 / screen_size) * gl_Position.w;
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}
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}
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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color_clip_plane_dot = dot(world_pos, color_clip_plane);
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@@ -277,6 +277,8 @@ void main()
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s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0)));
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s = max(s, DetectSilho(fragCoord.xy + vec2(0, i)));
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}
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if (s < 0.01)
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discard;
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out_color = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a);
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}
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#ifdef ENABLE_ENVIRONMENT_MAP
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@@ -14,6 +14,8 @@ uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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uniform bool is_outline;
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uniform vec2 screen_size;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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@@ -48,6 +50,15 @@ void main()
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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if (is_outline) {
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vec3 n = normalize((view_normal_matrix * v_normal).xyz);
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vec2 dir = normalize(n.xy);
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if (dot(dir, dir) > 0.0) {
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//set outline thickness
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float px = 3.0;
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gl_Position.xy += dir * (px * 2.0 / screen_size) * gl_Position.w;
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}
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}
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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color_clip_plane_dot = dot(world_pos, color_clip_plane);
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@@ -10,6 +10,7 @@ uniform sampler2D depth_texture;
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uniform sampler2D normal_texture;
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uniform float z_near;
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uniform float z_far;
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uniform bool is_outline;
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in vec2 tex_coord;
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out vec4 frag_color;
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@@ -22,6 +23,10 @@ float linearize_depth(float depth)
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void main()
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{
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if (is_outline) {
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frag_color = vec4(texture(color_texture, tex_coord).rgb, 1.0);
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return;
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}
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ivec2 pixel = ivec2(gl_FragCoord.xy);
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float center_depth = linearize_depth(texelFetch(depth_texture, pixel, 0).r);
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@@ -495,7 +495,29 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
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simple_render(shader, model_objects, colors);
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return;
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}
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// 0th. render pass, render the model using stencil buffer
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glsafe(::glEnable(GL_STENCIL_TEST));
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glsafe(::glStencilMask(0xFF));
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glsafe(::glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE));
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glsafe(::glClearStencil(0));
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glsafe(::glClear(GL_STENCIL_BUFFER_BIT));
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glsafe(::glStencilFunc(GL_ALWAYS, 0xFF, 0xFF));
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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(::glStencilFunc(GL_NOTEQUAL, 0xFF, 0xFF));
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glsafe(::glStencilMask(0x00));
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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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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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shader->set_uniform("is_outline", false);
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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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// 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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