Make the selection outline occlusion-aware in the filament renderer.
PiperOrigin-RevId: 956489408 Change-Id: I948493587eb154cac6e0fc31d5df987967405ff8
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Copybara-Service
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60889f5e85
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6c86e12567
@@ -16,6 +16,8 @@
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// outline around an object. The outline is drawn by checking the distance to
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// the nearest edge point (as computed by the algorithm) and, if within the
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// desired width, setting the color of the pixel to the desired outline color.
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// The outline is dimmed where it is occluded, i.e. where the scene contains
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// geometry that is closer than the selected object at the nearest edge point.
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material {
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name : outline_composite,
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@@ -25,8 +27,11 @@ material {
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depthCulling : false,
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parameters : [
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{ type : sampler2d, name : source },
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{ type : sampler2d, name : scene_depth, precision : high, filterable : false },
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{ type : sampler2d, name : selection_depth, precision : high, filterable : false },
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{ type : float4, name : color },
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{ type : float, name : width }
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{ type : float, name : width },
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{ type : float, name : dim }
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],
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variables : [
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vertex
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@@ -77,6 +82,18 @@ fragment {
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float inner_alpha = smoothstep(0.0, 1.0, dist);
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float outer_alpha = smoothstep(width, width - 1.0, dist);
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float alpha = outer_alpha * inner_alpha;
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// Dim the outline where it is occluded. The depth buffer is reversed
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// (1 = near, 0 = far), so the outline is occluded if the scene depth at
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// this pixel is greater than the depth of the selected object at the
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// nearest edge point. The epsilon avoids spurious dimming where the two
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// depths are nearly equal, e.g. at contact points.
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highp float scene_z = texture(materialParams_scene_depth, variable_vertex.xy).r;
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highp float edge_z = texture(materialParams_selection_depth, edge).r;
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if (scene_z > edge_z * 1.001 + 1e-6) {
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alpha *= materialParams.dim;
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}
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postProcess.color = mix(vec4(0), materialParams.color, alpha * materialParams.color.a);
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}
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}
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@@ -16,11 +16,15 @@
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// This material writes the the screen-space position of each fragment as the
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// output color of that fragment. This will provide us with the initial data for
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// the Jump Flood Algorithm. See "outline_jumpflood.mat" for more details.
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//
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// Depth is also written so that the render target's depth attachment holds the
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// depth of the selected objects; "outline_composite.mat" samples it to dim
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// occluded portions of the outline.
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material {
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name : outline_flatten,
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shadingModel : unlit,
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culling : none,
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depthWrite : false
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depthWrite : true
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}
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fragment {
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@@ -37,12 +37,15 @@
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namespace mujoco {
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Outliner::Outliner(ObjectManager* object_mgr, uint8_t layer_mask,
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filament::math::float4 color, float thickness)
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uint8_t scene_layer_mask, filament::math::float4 color,
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float thickness, float occlusion_dim)
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: object_mgr_(object_mgr),
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engine_(object_mgr->GetEngine()),
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layer_mask_(layer_mask),
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scene_layer_mask_(scene_layer_mask),
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color_(color),
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thickness_(thickness) {}
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thickness_(thickness),
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occlusion_dim_(occlusion_dim) {}
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Outliner::~Outliner() { Reset(); }
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@@ -98,9 +101,10 @@ void Outliner::Prepare(int width, int height) {
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}
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};
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// Set up two render targets. We will alternate between the two targets to
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// allow for chaining passes together.
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for (int i = 0; i < 2; ++i) {
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// Set up the render targets: one for the scene depth, one for the flattened
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// selection mask and its depth, and two ping-pong targets for chaining the
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// jump flood passes together.
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for (int i = 0; i < kNumTargets; ++i) {
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mjrfRenderTargetConfig config;
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mjrf_defaultRenderTargetConfig(&config);
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config.color_format = mjPIXEL_FORMAT_RGBA8;
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@@ -127,9 +131,11 @@ void Outliner::Prepare(int width, int height) {
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view->setMultiSampleAntiAliasingOptions({.enabled = false});
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}
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// In the first pass, we will render a given scene, but only render the
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// objects marked as outlines. We assume that the objects have already been
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// assigned the kOutlineFlatten material.
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// In the first pass, we render the scene layers that can occlude the
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// outline; only the resulting depth is used. In the second pass, we render
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// the given scene again, but only the objects marked as outlines. We assume
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// that the objects have already been assigned the kOutlineFlatten material.
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views_[kPassSceneDepth]->setVisibleLayers(0xff, scene_layer_mask_);
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views_[kPassFlatten]->setVisibleLayers(0xff, layer_mask_);
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// All subsequent passes are full-screen post-processing passes.
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@@ -141,16 +147,19 @@ void Outliner::Prepare(int width, int height) {
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setup_fullscreen(kPassDrawOutline, ObjectManager::kOutlineComposite);
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// Chain the passes together such that the output of a pass is the input to
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// the next pass. The first pass has no input (we are just rendering the
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// selected objects) and the last pass has no output (we are just rendering
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// the outline to the externally provided target).
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bind(kPassFlatten, -1, 0);
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bind(kPassJumpFlood1, 0, 1);
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bind(kPassJumpFlood2, 1, 0);
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bind(kPassJumpFlood3, 0, 1);
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bind(kPassJumpFlood4, 1, 0);
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bind(kPassJumpFlood5, 0, 1);
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bind(kPassDrawOutline, 1, -1);
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// the next pass. The scene passes have no input (we are just rendering the
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// scene) and the last pass has no output (we are just rendering the outline
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// to the externally provided target). The flatten pass has its own target
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// (rather than a ping-pong target) so that its depth attachment survives the
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// jump flood passes and can be sampled by the composite pass.
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bind(kPassSceneDepth, -1, kTargetSceneDepth);
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bind(kPassFlatten, -1, kTargetFlatten);
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bind(kPassJumpFlood1, kTargetFlatten, kTargetPing);
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bind(kPassJumpFlood2, kTargetPing, kTargetPong);
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bind(kPassJumpFlood3, kTargetPong, kTargetPing);
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bind(kPassJumpFlood4, kTargetPing, kTargetPong);
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bind(kPassJumpFlood5, kTargetPong, kTargetPing);
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bind(kPassDrawOutline, kTargetPing, -1);
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// Bind the parameters for each pass. For the jump flood passes, the step
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// parameter determines how far to propagate the outline in each pass.
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@@ -160,9 +169,22 @@ void Outliner::Prepare(int width, int height) {
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material_instances_[kPassJumpFlood4]->setParameter("step", 2.0f);
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material_instances_[kPassJumpFlood5]->setParameter("step", 1.0f);
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// The final pass renders the actual outline onto a render target.
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// The final pass renders the actual outline onto a render target. It samples
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// the scene depth and the selection depth to dim occluded outline pixels.
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const filament::TextureSampler depth_sampler(
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filament::TextureSampler::MinFilter::NEAREST,
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filament::TextureSampler::MagFilter::NEAREST);
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material_instances_[kPassDrawOutline]->setParameter("color", color_);
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material_instances_[kPassDrawOutline]->setParameter("width", thickness_);
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material_instances_[kPassDrawOutline]->setParameter("dim", occlusion_dim_);
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material_instances_[kPassDrawOutline]->setParameter(
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"scene_depth",
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targets_[kTargetSceneDepth]->GetDepthTexture()->GetFilamentTexture(),
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depth_sampler);
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material_instances_[kPassDrawOutline]->setParameter(
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"selection_depth",
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targets_[kTargetFlatten]->GetDepthTexture()->GetFilamentTexture(),
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depth_sampler);
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// Commit all the material instances to the engine.
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for (auto& material_instance : material_instances_) {
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@@ -222,9 +244,13 @@ void Outliner::Render(filament::Renderer* renderer, filament::View* view,
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view->setViewport(viewport);
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}
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// Re-render the view's scene to create the flattened selection mask.
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// Re-render the view's scene to capture the scene depth (used for occlusion
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// dimming) and to create the flattened selection mask.
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auto prev_clear_opts = renderer->getClearOptions();
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renderer->setClearOptions({.clearColor = {0, 0, 0, 0}, .clear = true});
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views_[kPassSceneDepth]->setScene(view->getScene());
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views_[kPassSceneDepth]->setCamera(&view->getCamera());
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renderer->render(views_[kPassSceneDepth]);
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views_[kPassFlatten]->setScene(view->getScene());
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views_[kPassFlatten]->setCamera(&view->getCamera());
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renderer->render(views_[kPassFlatten]);
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@@ -31,11 +31,13 @@ namespace mujoco {
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// Renders an outline of selected objects.
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//
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// This class uses the "jump flood" algorithm to create an outline of selected
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// objects.
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// objects. The outline is dimmed by `occlusion_dim` where the selected objects
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// are occluded by scene geometry on the `scene_layer_mask` layers.
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class Outliner {
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public:
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Outliner(ObjectManager* object_mgr, uint8_t layer_mask,
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filament::math::float4 color, float thickness);
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uint8_t scene_layer_mask, filament::math::float4 color,
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float thickness, float occlusion_dim);
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~Outliner();
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Outliner(const Outliner&) = delete;
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@@ -53,6 +55,7 @@ class Outliner {
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void Reset();
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enum Pass {
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kPassSceneDepth,
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kPassFlatten,
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kPassJumpFlood1,
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kPassJumpFlood2,
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@@ -65,17 +68,27 @@ class Outliner {
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kNumJumpFloodPasses = kPassJumpFlood5 - kPassJumpFlood1 + 1,
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};
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enum Target {
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kTargetSceneDepth, // depth of the scene, used for occlusion dimming
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kTargetFlatten, // selection mask (color) and selection depth (depth)
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kTargetPing, // jump flood ping-pong buffer
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kTargetPong, // jump flood ping-pong buffer
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kNumTargets,
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};
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ObjectManager* object_mgr_ = nullptr;
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filament::Engine* engine_ = nullptr;
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uint8_t layer_mask_ = 0xff;
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uint8_t scene_layer_mask_ = 0xff;
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filament::math::float4 color_ = {1.0f, 1.0f, 1.0f, 1.0f};
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float thickness_ = 2.5f;
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float occlusion_dim_ = 1.0f;
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int width_ = 0;
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int height_ = 0;
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filament::Camera* camera_ = nullptr;
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std::unique_ptr<RenderTarget> targets_[2];
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std::unique_ptr<RenderTarget> targets_[kNumTargets];
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filament::View* views_[kNumPasses] = {};
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filament::Scene* scenes_[kNumPasses] = {};
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@@ -321,9 +321,9 @@ void SceneView::Render(filament::Renderer* renderer,
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if (!selected_renderables.empty()) {
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if (!outliner_) {
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outliner_ =
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std::make_unique<Outliner>(object_mgr_, kLayerMask_Outline,
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float4{0.9f, 0.9f, 0.2f, 0.7f}, 3.5f);
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outliner_ = std::make_unique<Outliner>(
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object_mgr_, kLayerMask_Outline, kLayerMask_Object,
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float4{0.9f, 0.9f, 0.2f, 0.7f}, 3.5f, 0.25f);
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}
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for (Renderable* renderable : selected_renderables) {
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