Object Mode Engine: Optimize outline passes.
Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time improvement, not depending on scene complexity) Could optimize further with textureGather (require OpenGL 4.0).
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@ -696,7 +696,7 @@ static void OBJECT_cache_init(void *vedata)
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
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psl->outlines = DRW_pass_create("Outlines Pass", state);
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psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
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GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
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@ -725,7 +725,7 @@ static void OBJECT_cache_init(void *vedata)
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static bool bTrue = true;
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static bool bFalse = false;
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psl->outlines_search = DRW_pass_create("Outlines Expand Pass", state);
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psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_detect_sh, psl->outlines_search);
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DRW_shgroup_uniform_buffer(grp, "outlineColor", &e_data.outlines_color_tx);
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@ -32,30 +32,48 @@ void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool out
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void main()
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{
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ivec2 uv = ivec2(gl_FragCoord.xy);
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vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
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vec4 color[4];
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/* Idea : Use a 16bit ID to identify the color
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* and store the colors in a UBO. And fetch all ids
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* for discontinuity check with one textureGather \o/ */
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vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
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color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
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color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
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color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
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color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
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/* TODO GATHER */
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vec4 depths;
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float depth = texelFetch(outlineDepth, uv, 0).r;
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/* Modulate color if occluded */
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depths.x = texelFetchOffset(outlineDepth, uv, 0, ivec2( 1, 0)).r;
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depths.y = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, 1)).r;
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depths.z = texelFetchOffset(outlineDepth, uv, 0, ivec2(-1, 0)).r;
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depths.w = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, -1)).r;
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vec4 scene_depths;
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float scene_depth = texelFetch(sceneDepth, uv, 0).r;
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scene_depths.x = texelFetchOffset(sceneDepth, uv, 0, ivec2( 1, 0)).r;
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scene_depths.y = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, 1)).r;
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scene_depths.z = texelFetchOffset(sceneDepth, uv, 0, ivec2(-1, 0)).r;
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scene_depths.w = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, -1)).r;
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bool ref_occlu = (depth > scene_depth);
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bool outline = false;
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#if 1
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bvec4 occlu = (!ref_occlu) ? notEqual(greaterThan(depths, scene_depths), bvec4(ref_occlu)) : bvec4(false);
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outline = (!outline) ? (color[0] != ref_col) || occlu.x : true;
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outline = (!outline) ? (color[1] != ref_col) || occlu.y : true;
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outline = (!outline) ? (color[2] != ref_col) || occlu.z : true;
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outline = (!outline) ? (color[3] != ref_col) || occlu.w : true;
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#else
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search_outline(uv + ivec2( 1, 0), ref_col, ref_occlu, outline);
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search_outline(uv + ivec2( 0, 1), ref_col, ref_occlu, outline);
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search_outline(uv + ivec2(-1, 0), ref_col, ref_occlu, outline);
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search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline);
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#endif
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FragColor = ref_col;
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/* We Hit something ! */
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if (outline) {
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if (ref_occlu) {
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FragColor.a *= alphaOcclu;
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}
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}
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else {
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FragColor.a = 0.0;
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}
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FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0;
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}
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@ -9,37 +9,30 @@ uniform sampler2D outlineDepth;
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uniform float alpha;
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uniform bool doExpand;
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void search_outline(ivec2 uv, inout bool found_edge)
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{
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if (!found_edge) {
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vec4 color = texelFetch(outlineColor, uv, 0).rgba;
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if (color.a != 0.0) {
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if (doExpand || color.a != 1.0) {
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FragColor = color;
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found_edge = true;
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}
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}
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}
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}
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void main()
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{
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ivec2 uv = ivec2(gl_FragCoord.xy);
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FragColor = texelFetch(outlineColor, uv, 0).rgba;
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float depth = texelFetch(outlineDepth, uv, 0).r;
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if (FragColor.a != 0.0 || (depth == 1.0 && !doExpand))
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return;
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vec4 color[4];
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color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
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color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
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color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
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color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
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bool found_edge = false;
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search_outline(uv + ivec2( 1, 0), found_edge);
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search_outline(uv + ivec2( 0, 1), found_edge);
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search_outline(uv + ivec2(-1, 0), found_edge);
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search_outline(uv + ivec2( 0, -1), found_edge);
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vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
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/* We Hit something ! */
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if (found_edge) {
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/* only change alpha */
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FragColor.a *= alpha;
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}
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bool is_blank_pixel = !(FragColor.a != 0.0 || (depth == 1.0 && !doExpand));
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vec4 tests = vec4(is_blank_pixel);
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tests *= step(vec4(1e-6), values); /* (color.a != 0.0) */
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tests *= (doExpand) ? vec4(1.0) : step(values, vec4(0.999)); /* (doExpand || color.a != 1.0) */
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bvec4 btests = equal(tests, vec4(1.0));
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FragColor = (btests.x) ? color[0] : FragColor;
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FragColor = (btests.y) ? color[1] : FragColor;
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FragColor = (btests.z) ? color[2] : FragColor;
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FragColor = (btests.w) ? color[3] : FragColor;
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FragColor *= (is_blank_pixel) ? alpha : 1.0;
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}
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