Shader mm_contour - Correction to avoid z-fighting moved from fragment shader to vertex shader

This commit is contained in:
enricoturri1966 2022-04-07 10:40:33 +02:00
parent b265e91df2
commit 0995cfc658
8 changed files with 12 additions and 29 deletions

View File

@ -1,13 +1,8 @@
#version 110
const float EPSILON = 0.0001;
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
// Values inside depth buffer for fragments of the contour of a selected area are offset
// by small epsilon to solve z-fighting between painted triangles and contour lines.
gl_FragDepth = gl_FragCoord.z - EPSILON;
}

View File

@ -7,5 +7,8 @@ attribute vec3 v_position;
void main()
{
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
clip_position.z -= 0.00001 * abs(clip_position.w);
gl_Position = clip_position;
}

View File

@ -1,13 +1,8 @@
#version 140
const float EPSILON = 0.0001;
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
// Values inside depth buffer for fragments of the contour of a selected area are offset
// by small epsilon to solve z-fighting between painted triangles and contour lines.
gl_FragDepth = gl_FragCoord.z - EPSILON;
}

View File

@ -7,5 +7,8 @@ in vec3 v_position;
void main()
{
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
clip_position.z -= 0.00001 * abs(clip_position.w);
gl_Position = clip_position;
}

View File

@ -1,11 +1,6 @@
#version 110
const float EPSILON = 0.0001;
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
// Values inside depth buffer for fragments of the contour of a selected area are offset
// by small epsilon to solve z-fighting between painted triangles and contour lines.
gl_FragDepth = gl_FragCoord.z - EPSILON;
}

View File

@ -2,5 +2,8 @@
void main()
{
gl_Position = ftransform();
// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
vec4 clip_position = gl_ModelViewProjectionMatrix * gl_Vertex;
clip_position.z -= 0.00001 * abs(clip_position.w);
gl_Position = clip_position;
}

View File

@ -627,11 +627,7 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
auto *contour_shader = wxGetApp().get_shader("mm_contour");
contour_shader->start_using();
glsafe(::glDepthFunc(GL_LEQUAL));
m_paint_contour.render();
glsafe(::glDepthFunc(GL_LESS));
contour_shader->stop_using();
}
#endif // ENABLE_LEGACY_OPENGL_REMOVAL

View File

@ -967,11 +967,7 @@ void TriangleSelectorGUI::render(ImGuiWrapper* imgui)
auto *contour_shader = wxGetApp().get_shader("mm_contour");
contour_shader->start_using();
glsafe(::glDepthFunc(GL_LEQUAL));
m_paint_contour.render();
glsafe(::glDepthFunc(GL_LESS));
contour_shader->stop_using();
}
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
@ -1372,10 +1368,7 @@ void TriangleSelectorGUI::render_paint_contour()
contour_shader->set_uniform("projection_matrix", camera.get_projection_matrix());
#endif // ENABLE_GL_SHADERS_ATTRIBUTES
glsafe(::glDepthFunc(GL_LEQUAL));
m_paint_contour.render();
glsafe(::glDepthFunc(GL_LESS));
contour_shader->stop_using();
}