Add a simple subtle outline effect by drawing back faces using wireframe mode (#2934)

* Add a simple subtle outline effect by drawing back faces using wireframe mode

* Show outline in white if the model color is too dark

* Make the outline algorithm more reliable

* Enable cull face, which fix render on Linux

* Fix `disable_cullface`
This commit is contained in:
Noisyfox 2023-12-03 09:27:03 +08:00 committed by GitHub
parent 2745575dd2
commit 0cee513416
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 46 additions and 8 deletions

View file

@ -54,6 +54,11 @@ varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
vec3 getBackfaceColor(vec3 fill) {
float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@ -95,8 +100,11 @@ void main()
}
color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
// Orca: add backface outline
if (!gl_FrontFacing)
gl_FragColor = vec4(getBackfaceColor(color.rgb), 1.0);
//BBS: add outline_color
if (is_outline)
else if (is_outline)
gl_FragColor = uniform_color;
#ifdef ENABLE_ENVIRONMENT_MAP
else if (use_environment_tex)

View file

@ -56,6 +56,11 @@ in vec3 eye_normal;
out vec4 out_color;
vec3 getBackfaceColor(vec3 fill) {
float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b;
return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@ -97,8 +102,11 @@ void main()
}
color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
// Orca: add backface outline
if (!gl_FrontFacing)
out_color = vec4(getBackfaceColor(color.rgb), 1.0);
//BBS: add outline_color
if (is_outline)
else if (is_outline)
out_color = uniform_color;
#ifdef ENABLE_ENVIRONMENT_MAP
else if (use_environment_tex)

View file

@ -472,10 +472,6 @@ void GLVolume::render_with_outline(const Transform3d &view_model_matrix)
//BBS add render for simple case
void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_objects, std::vector<ColorRGBA> extruder_colors)
{
if (this->is_left_handed())
glFrontFace(GL_CW);
glsafe(::glCullFace(GL_BACK));
bool color_volume = false;
ModelObject* model_object = nullptr;
ModelVolume* model_volume = nullptr;
@ -504,6 +500,7 @@ void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_obj
}
} while (0);
auto r = [&]() {
if (color_volume && !picking) {
// when force_transparent, we need to keep the alpha
if (force_native_color && render_color.is_transparent()) {
@ -545,6 +542,29 @@ void GLVolume::simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_obj
else
model.render(this->tverts_range);
}
};
if (this->is_left_handed())
glFrontFace(GL_CW);
// Render front faces
glsafe(::glCullFace(GL_BACK));
r();
// Then render back faces in line mode to add an outline
GLboolean cull_face = GL_FALSE;
::glGetBooleanv(GL_CULL_FACE, &cull_face);
glsafe(::glEnable(GL_CULL_FACE));
glsafe(::glCullFace(GL_FRONT));
glsafe(::glPolygonMode(GL_BACK, GL_LINE));
r();
// Reset mode
glsafe(::glPolygonMode(GL_BACK, GL_FILL));
glsafe(::glCullFace(GL_BACK));
if (!cull_face)
glsafe(::glDisable(GL_CULL_FACE));
if (this->is_left_handed())
glFrontFace(GL_CCW);
}
@ -854,6 +874,7 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
}
glsafe(::glCullFace(GL_BACK));
glsafe(::glEnable(GL_CULL_FACE));
if (disable_cullface)
glsafe(::glDisable(GL_CULL_FACE));

View file

@ -1247,6 +1247,7 @@ void GCodeViewer::render(int canvas_width, int canvas_height, int right_margin)
glsafe(::glEnable(GL_DEPTH_TEST));
render_shells();
glsafe(::glClear(GL_DEPTH_BUFFER_BIT)); // This makes sure toolpaths are on top of shells
render_toolpaths();
float legend_height = 0.0f;
render_legend(legend_height, canvas_width, canvas_height, right_margin);
@ -4030,7 +4031,7 @@ void GCodeViewer::render_shells()
if (shader == nullptr)
return;
glsafe(::glDepthMask(GL_FALSE));
//glsafe(::glDepthMask(GL_FALSE));
shader->start_using();
shader->set_uniform("emission_factor", 0.1f);
@ -4039,7 +4040,7 @@ void GCodeViewer::render_shells()
shader->set_uniform("emission_factor", 0.0f);
shader->stop_using();
glsafe(::glDepthMask(GL_TRUE));
//glsafe(::glDepthMask(GL_TRUE));
}
//BBS