Edit Mesh: Rework new implementation and use geometry shader to draw lines

This make it (theoriticaly) compatible with all supported hardware with
consistent results.

Also we now draw the lines with analytic anti-aliasing instead of relying
on MSAA (which offers less benefits in our case).

The remaining aliasing comes from edges cut in half by the mesh which is
not rendered with MSAA. Hopefully this is not too much distracting and only
happen if the face is almost parallel to the view.
This commit is contained in:
2019-02-07 16:30:08 +01:00
parent 9b774dfa3b
commit a710af2b25
5 changed files with 110 additions and 150 deletions

View File

@@ -4,33 +4,23 @@ layout(triangle_strip, max_vertices = 4) out;
uniform vec2 viewportSize;
uniform vec2 viewportSizeInv;
uniform float edgeScale;
in VertexData {
vec4 finalColor;
#if defined(EDGE) && !defined(FLAT)
int selectOveride;
#endif
} v[];
in vec4 finalColor[2];
in vec4 finalColorOuter[2];
in int selectOveride[2];
#ifdef FLAT
# define interp_col flat
#else
# define interp_col
#endif
flat out vec4 finalColorOuter_f;
out vec4 finalColor_f;
out float edgeCoord_f;
interp_col out vec4 finalColor;
#if defined(EDGE) && !defined(FLAT)
flat out int selectOveride;
#endif
void do_vertex(const int i, vec2 offset)
void do_vertex(const int i, float coord, vec2 offset)
{
finalColor = v[i].finalColor;
#if defined(EDGE) && !defined(FLAT)
selectOveride = v[0].selectOveride;
#endif
finalColor_f = (selectOveride[0] == 0) ? finalColor[i] : finalColor[0];
edgeCoord_f = coord;
gl_Position = gl_in[i].gl_Position;
gl_Position.xy += offset * gl_Position.w;
/* Multiply offset by 2 because gl_Position range is [-1..1]. */
gl_Position.xy += offset * 2.0 * gl_Position.w;
EmitVertex();
}
@@ -41,25 +31,24 @@ void main()
ss_pos[1] = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
vec2 line = ss_pos[0] - ss_pos[1];
line *= viewportSize;
line = abs(line) * viewportSize;
vec3 edge_ofs = sizeEdge * 2.0 * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
finalColorOuter_f = finalColorOuter[0];
float half_size = sizeEdge * edgeScale;
/* Enlarge edge for flag display. */
half_size += (finalColorOuter_f.a > 0.0) ? max(sizeEdge * edgeScale, 1.0) : 0.0;
/* Add 1 px for AA */
half_size += 0.5;
#ifdef EDGE_DECORATION
edge_ofs *= 3.0;
vec3 edge_ofs = half_size * viewportSizeInv.xyy * vec3(1.0, 1.0, 0.0);
if (finalColor.a == 0.0) {
return;
}
#endif
bool horizontal = abs(line.x) > abs(line.y);
bool horizontal = line.x > line.y;
edge_ofs = (horizontal) ? edge_ofs.zyz : edge_ofs.xzz;
do_vertex(0, edge_ofs.xy);
do_vertex(0, -edge_ofs.xy);
do_vertex(1, edge_ofs.xy);
do_vertex(1, -edge_ofs.xy);
do_vertex(0, half_size, edge_ofs.xy);
do_vertex(0, -half_size, -edge_ofs.xy);
do_vertex(1, half_size, edge_ofs.xy);
do_vertex(1, -half_size, -edge_ofs.xy);
EndPrimitive();
}