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>
This commit is contained in:
Rodrigo Faselli
2026-07-16 22:04:36 -03:00
committed by GitHub
parent 979e56f1d0
commit 33909a51cd
11 changed files with 85 additions and 1 deletions

View File

@@ -495,7 +495,29 @@ void GLVolume::render_with_outline(const GUI::Size& cnv_size)
simple_render(shader, model_objects, colors);
return;
}
// 0th. render pass, render the model using stencil buffer
glsafe(::glEnable(GL_STENCIL_TEST));
glsafe(::glStencilMask(0xFF));
glsafe(::glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE));
glsafe(::glClearStencil(0));
glsafe(::glClear(GL_STENCIL_BUFFER_BIT));
glsafe(::glStencilFunc(GL_ALWAYS, 0xFF, 0xFF));
if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
model.render(shader);
else
model.render(this->tverts_range, shader);
glsafe(::glStencilFunc(GL_NOTEQUAL, 0xFF, 0xFF));
glsafe(::glStencilMask(0x00));
shader->set_uniform("is_outline", true);
shader->set_uniform("screen_size", Vec2f{cnv_size.get_width(), cnv_size.get_height()});
if (tverts_range == std::make_pair<size_t, size_t>(0, -1))
model.render(shader);
else
model.render(this->tverts_range, shader);
shader->set_uniform("is_outline", false);
glsafe(::glStencilMask(0xFF));
glsafe(::glDisable(GL_STENCIL_TEST));
// render the outline using depth buffer and discard the pixels that are not on the outline
// 1st. render pass, render the model into a separate render target that has only depth buffer
GLuint depth_fbo = 0;
GLuint depth_tex = 0;