Make the selection outline occlusion-aware in the filament renderer.

PiperOrigin-RevId: 956489408
Change-Id: I948493587eb154cac6e0fc31d5df987967405ff8
This commit is contained in:
Yuval Tassa
2026-07-30 06:37:31 -07:00
committed by Copybara-Service
parent 60889f5e85
commit 6c86e12567
5 changed files with 88 additions and 28 deletions
@@ -16,6 +16,8 @@
// outline around an object. The outline is drawn by checking the distance to
// the nearest edge point (as computed by the algorithm) and, if within the
// desired width, setting the color of the pixel to the desired outline color.
// The outline is dimmed where it is occluded, i.e. where the scene contains
// geometry that is closer than the selected object at the nearest edge point.
material {
name : outline_composite,
@@ -25,8 +27,11 @@ material {
depthCulling : false,
parameters : [
{ type : sampler2d, name : source },
{ type : sampler2d, name : scene_depth, precision : high, filterable : false },
{ type : sampler2d, name : selection_depth, precision : high, filterable : false },
{ type : float4, name : color },
{ type : float, name : width }
{ type : float, name : width },
{ type : float, name : dim }
],
variables : [
vertex
@@ -77,6 +82,18 @@ fragment {
float inner_alpha = smoothstep(0.0, 1.0, dist);
float outer_alpha = smoothstep(width, width - 1.0, dist);
float alpha = outer_alpha * inner_alpha;
// Dim the outline where it is occluded. The depth buffer is reversed
// (1 = near, 0 = far), so the outline is occluded if the scene depth at
// this pixel is greater than the depth of the selected object at the
// nearest edge point. The epsilon avoids spurious dimming where the two
// depths are nearly equal, e.g. at contact points.
highp float scene_z = texture(materialParams_scene_depth, variable_vertex.xy).r;
highp float edge_z = texture(materialParams_selection_depth, edge).r;
if (scene_z > edge_z * 1.001 + 1e-6) {
alpha *= materialParams.dim;
}
postProcess.color = mix(vec4(0), materialParams.color, alpha * materialParams.color.a);
}
}
@@ -16,11 +16,15 @@
// This material writes the the screen-space position of each fragment as the
// output color of that fragment. This will provide us with the initial data for
// the Jump Flood Algorithm. See "outline_jumpflood.mat" for more details.
//
// Depth is also written so that the render target's depth attachment holds the
// depth of the selected objects; "outline_composite.mat" samples it to dim
// occluded portions of the outline.
material {
name : outline_flatten,
shadingModel : unlit,
culling : none,
depthWrite : false
depthWrite : true
}
fragment {
+46 -20
View File
@@ -37,12 +37,15 @@
namespace mujoco {
Outliner::Outliner(ObjectManager* object_mgr, uint8_t layer_mask,
filament::math::float4 color, float thickness)
uint8_t scene_layer_mask, filament::math::float4 color,
float thickness, float occlusion_dim)
: object_mgr_(object_mgr),
engine_(object_mgr->GetEngine()),
layer_mask_(layer_mask),
scene_layer_mask_(scene_layer_mask),
color_(color),
thickness_(thickness) {}
thickness_(thickness),
occlusion_dim_(occlusion_dim) {}
Outliner::~Outliner() { Reset(); }
@@ -98,9 +101,10 @@ void Outliner::Prepare(int width, int height) {
}
};
// Set up two render targets. We will alternate between the two targets to
// allow for chaining passes together.
for (int i = 0; i < 2; ++i) {
// Set up the render targets: one for the scene depth, one for the flattened
// selection mask and its depth, and two ping-pong targets for chaining the
// jump flood passes together.
for (int i = 0; i < kNumTargets; ++i) {
mjrfRenderTargetConfig config;
mjrf_defaultRenderTargetConfig(&config);
config.color_format = mjPIXEL_FORMAT_RGBA8;
@@ -127,9 +131,11 @@ void Outliner::Prepare(int width, int height) {
view->setMultiSampleAntiAliasingOptions({.enabled = false});
}
// In the first pass, we will render a given scene, but only render the
// objects marked as outlines. We assume that the objects have already been
// assigned the kOutlineFlatten material.
// In the first pass, we render the scene layers that can occlude the
// outline; only the resulting depth is used. In the second pass, we render
// the given scene again, but only the objects marked as outlines. We assume
// that the objects have already been assigned the kOutlineFlatten material.
views_[kPassSceneDepth]->setVisibleLayers(0xff, scene_layer_mask_);
views_[kPassFlatten]->setVisibleLayers(0xff, layer_mask_);
// All subsequent passes are full-screen post-processing passes.
@@ -141,16 +147,19 @@ void Outliner::Prepare(int width, int height) {
setup_fullscreen(kPassDrawOutline, ObjectManager::kOutlineComposite);
// Chain the passes together such that the output of a pass is the input to
// the next pass. The first pass has no input (we are just rendering the
// selected objects) and the last pass has no output (we are just rendering
// the outline to the externally provided target).
bind(kPassFlatten, -1, 0);
bind(kPassJumpFlood1, 0, 1);
bind(kPassJumpFlood2, 1, 0);
bind(kPassJumpFlood3, 0, 1);
bind(kPassJumpFlood4, 1, 0);
bind(kPassJumpFlood5, 0, 1);
bind(kPassDrawOutline, 1, -1);
// the next pass. The scene passes have no input (we are just rendering the
// scene) and the last pass has no output (we are just rendering the outline
// to the externally provided target). The flatten pass has its own target
// (rather than a ping-pong target) so that its depth attachment survives the
// jump flood passes and can be sampled by the composite pass.
bind(kPassSceneDepth, -1, kTargetSceneDepth);
bind(kPassFlatten, -1, kTargetFlatten);
bind(kPassJumpFlood1, kTargetFlatten, kTargetPing);
bind(kPassJumpFlood2, kTargetPing, kTargetPong);
bind(kPassJumpFlood3, kTargetPong, kTargetPing);
bind(kPassJumpFlood4, kTargetPing, kTargetPong);
bind(kPassJumpFlood5, kTargetPong, kTargetPing);
bind(kPassDrawOutline, kTargetPing, -1);
// Bind the parameters for each pass. For the jump flood passes, the step
// parameter determines how far to propagate the outline in each pass.
@@ -160,9 +169,22 @@ void Outliner::Prepare(int width, int height) {
material_instances_[kPassJumpFlood4]->setParameter("step", 2.0f);
material_instances_[kPassJumpFlood5]->setParameter("step", 1.0f);
// The final pass renders the actual outline onto a render target.
// The final pass renders the actual outline onto a render target. It samples
// the scene depth and the selection depth to dim occluded outline pixels.
const filament::TextureSampler depth_sampler(
filament::TextureSampler::MinFilter::NEAREST,
filament::TextureSampler::MagFilter::NEAREST);
material_instances_[kPassDrawOutline]->setParameter("color", color_);
material_instances_[kPassDrawOutline]->setParameter("width", thickness_);
material_instances_[kPassDrawOutline]->setParameter("dim", occlusion_dim_);
material_instances_[kPassDrawOutline]->setParameter(
"scene_depth",
targets_[kTargetSceneDepth]->GetDepthTexture()->GetFilamentTexture(),
depth_sampler);
material_instances_[kPassDrawOutline]->setParameter(
"selection_depth",
targets_[kTargetFlatten]->GetDepthTexture()->GetFilamentTexture(),
depth_sampler);
// Commit all the material instances to the engine.
for (auto& material_instance : material_instances_) {
@@ -222,9 +244,13 @@ void Outliner::Render(filament::Renderer* renderer, filament::View* view,
view->setViewport(viewport);
}
// Re-render the view's scene to create the flattened selection mask.
// Re-render the view's scene to capture the scene depth (used for occlusion
// dimming) and to create the flattened selection mask.
auto prev_clear_opts = renderer->getClearOptions();
renderer->setClearOptions({.clearColor = {0, 0, 0, 0}, .clear = true});
views_[kPassSceneDepth]->setScene(view->getScene());
views_[kPassSceneDepth]->setCamera(&view->getCamera());
renderer->render(views_[kPassSceneDepth]);
views_[kPassFlatten]->setScene(view->getScene());
views_[kPassFlatten]->setCamera(&view->getCamera());
renderer->render(views_[kPassFlatten]);
+16 -3
View File
@@ -31,11 +31,13 @@ namespace mujoco {
// Renders an outline of selected objects.
//
// This class uses the "jump flood" algorithm to create an outline of selected
// objects.
// objects. The outline is dimmed by `occlusion_dim` where the selected objects
// are occluded by scene geometry on the `scene_layer_mask` layers.
class Outliner {
public:
Outliner(ObjectManager* object_mgr, uint8_t layer_mask,
filament::math::float4 color, float thickness);
uint8_t scene_layer_mask, filament::math::float4 color,
float thickness, float occlusion_dim);
~Outliner();
Outliner(const Outliner&) = delete;
@@ -53,6 +55,7 @@ class Outliner {
void Reset();
enum Pass {
kPassSceneDepth,
kPassFlatten,
kPassJumpFlood1,
kPassJumpFlood2,
@@ -65,17 +68,27 @@ class Outliner {
kNumJumpFloodPasses = kPassJumpFlood5 - kPassJumpFlood1 + 1,
};
enum Target {
kTargetSceneDepth, // depth of the scene, used for occlusion dimming
kTargetFlatten, // selection mask (color) and selection depth (depth)
kTargetPing, // jump flood ping-pong buffer
kTargetPong, // jump flood ping-pong buffer
kNumTargets,
};
ObjectManager* object_mgr_ = nullptr;
filament::Engine* engine_ = nullptr;
uint8_t layer_mask_ = 0xff;
uint8_t scene_layer_mask_ = 0xff;
filament::math::float4 color_ = {1.0f, 1.0f, 1.0f, 1.0f};
float thickness_ = 2.5f;
float occlusion_dim_ = 1.0f;
int width_ = 0;
int height_ = 0;
filament::Camera* camera_ = nullptr;
std::unique_ptr<RenderTarget> targets_[2];
std::unique_ptr<RenderTarget> targets_[kNumTargets];
filament::View* views_[kNumPasses] = {};
filament::Scene* scenes_[kNumPasses] = {};
+3 -3
View File
@@ -321,9 +321,9 @@ void SceneView::Render(filament::Renderer* renderer,
if (!selected_renderables.empty()) {
if (!outliner_) {
outliner_ =
std::make_unique<Outliner>(object_mgr_, kLayerMask_Outline,
float4{0.9f, 0.9f, 0.2f, 0.7f}, 3.5f);
outliner_ = std::make_unique<Outliner>(
object_mgr_, kLayerMask_Outline, kLayerMask_Object,
float4{0.9f, 0.9f, 0.2f, 0.7f}, 3.5f, 0.25f);
}
for (Renderable* renderable : selected_renderables) {