Introduce outline render passes and shader.
Use the jump flood algorithm to render an outline around selected objects. This requires using custom post-processing shaders and render passes which is managed by a new "Outliner" class. PiperOrigin-RevId: 929212147 Change-Id: Ie6f475c7c677df7b0d4fc030a8e9520ff9dd03af
This commit is contained in:
committed by
Copybara-Service
parent
e6e5229126
commit
b083ae487e
@@ -185,6 +185,12 @@ static void UpdateGeomMaterial(mjrfRenderable* renderable, const mjvGeom& geom,
|
||||
|
||||
material.segmentation_id = geom.segid;
|
||||
|
||||
// Assume an emissive object is a selected object.
|
||||
if (geom.emission > 0 && geom.emission == model->vis.global.glow) {
|
||||
material.selected = true;
|
||||
material.emissive = 0.0f;
|
||||
}
|
||||
|
||||
// UvScale only applies to objects that don't have explicit UV coordinates
|
||||
// in their vertex buffer. Instead, we set the UV coordinate to be the same
|
||||
// as the vertex position.
|
||||
|
||||
Reference in New Issue
Block a user