css_enhanced_waf/game/client/glow_outline_effect.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Functionality to render a glowing outline around client renderable objects.
//
//===============================================================================
// A huge thanks to ZMR, check their awesome project https://zombiemaster.de
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#include "cbase.h"
#include "glow_outline_effect.h"
#include "model_types.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include "view_shared.h"
#include "viewpostprocess.h"
#define FULL_FRAME_TEXTURE "_rt_FullFrameFB"
#ifdef ZMR // ZMRCHANGE: Enable glow.
#define GLOWS_ENABLE
#endif
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#ifdef GLOWS_ENABLE
// If you've added IMatRenderContext::OverrideDepthFunc (see ::DrawGlowOccluded below),
// then you can enable this and have single-pass glows for "glow when occluded" outlines.
// ***PLEASE*** increment MATERIAL_SYSTEM_INTERFACE_VERSION when you add this!
#define ADDED_OVERRIDE_DEPTH_FUNC 0
// If you've fixed IMatRenderContext::CopyTextureToRenderTargetEx
// (see CGlowObjectManager::RenderGlowModels below), then you can enable this and have
// code that's a bit cleaner. Also, then you won't have to ship debug/debugfbtexture1.
// ZMRCHANGE: I'm changing this because it was causing the world to suddenly become lighter due to the shader replacements.
// On Linux, it seems to cause a black screen.
#ifdef _WIN32
#define FIXED_COPY_TEXTURE_TO_RENDER_TARGET 1
#else
#define FIXED_COPY_TEXTURE_TO_RENDER_TARGET 0
#endif
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ConVar glow_outline_effect_enable( "glow_outline_effect_enable", "1", FCVAR_ARCHIVE, "Enable entity outline glow effects." );
// This doesn't actually do anything.
ConVar glow_outline_effect_width( "glow_outline_width", "10.0f", FCVAR_CHEAT | FCVAR_UNREGISTERED, "Width of glow outline effect in screen space." );
// Not really necessary, but it's two different styles. I prefer style 0, but style 1 "closes off" partially occluded glows.
static ConVar glow_outline_effect_stencil_mode("glow_outline_effect_stencil_mode", "0", 0,
"\n\t0: Draws partially occluded glows in a more 3d-esque way, making them look more like they're actually surrounding the model."
"\n\t1: Draws partially occluded glows in a more 2d-esque way, which can make them more visible."
"\n\tSee https://i.imgur.com/OJQkXei.gif",
true, 0, true, 1);
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extern bool g_bDumpRenderTargets; // in viewpostprocess.cpp
CGlowObjectManager g_GlowObjectManager;
struct ShaderStencilState_t
{
bool m_bEnable;
StencilOperation_t m_FailOp;
StencilOperation_t m_ZFailOp;
StencilOperation_t m_PassOp;
StencilComparisonFunction_t m_CompareFunc;
int m_nReferenceValue;
uint32 m_nTestMask;
uint32 m_nWriteMask;
ShaderStencilState_t()
{
m_bEnable = false;
m_PassOp = m_FailOp = m_ZFailOp = STENCILOPERATION_KEEP;
m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
m_nReferenceValue = 0;
m_nTestMask = m_nWriteMask = 0xFFFFFFFF;
}
void SetStencilState( CMatRenderContextPtr& pRenderContext )
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{
pRenderContext->SetStencilEnable( m_bEnable );
if ( m_bEnable )
{
pRenderContext->SetStencilFailOperation( m_FailOp );
pRenderContext->SetStencilZFailOperation( m_ZFailOp );
pRenderContext->SetStencilPassOperation( m_PassOp );
pRenderContext->SetStencilCompareFunction( m_CompareFunc );
pRenderContext->SetStencilReferenceValue( m_nReferenceValue );
pRenderContext->SetStencilTestMask( m_nTestMask );
pRenderContext->SetStencilWriteMask( m_nWriteMask );
}
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}
};
void CGlowObjectManager::RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot )
{
if ( g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_0() )
{
if ( glow_outline_effect_enable.GetBool() )
{
CMatRenderContextPtr pRenderContext( materials );
int nX, nY, nWidth, nHeight;
pRenderContext->GetViewport( nX, nY, nWidth, nHeight );
PIXEvent _pixEvent( pRenderContext, "EntityGlowEffects" );
ApplyEntityGlowEffects( pSetup, nSplitScreenSlot, pRenderContext, glow_outline_effect_width.GetFloat(), nX, nY, nWidth, nHeight );
}
}
}
void CGlowObjectManager::DrawGlowAlways(int nSplitScreenSlot, CMatRenderContextPtr& pRenderContext)
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{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 1;
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
stencilState.m_PassOp = STENCILOPERATION_REPLACE;
stencilState.m_FailOp = STENCILOPERATION_KEEP;
stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
stencilState.SetStencilState(pRenderContext);
pRenderContext->OverrideDepthEnable(false, false);
render->SetBlend(1);
for (int i = 0; i < m_GlowObjectDefinitions.Count(); i++)
{
auto& current = m_GlowObjectDefinitions[i];
if (current.IsUnused() || !current.ShouldDraw(nSplitScreenSlot) || !current.m_bRenderWhenOccluded || !current.m_bRenderWhenUnoccluded)
continue;
Vector vGlowColor = current.m_vGlowColor * current.m_flGlowAlpha;
render->SetColorModulation(vGlowColor.Base()); // This only sets rgb, not alpha
current.DrawModel();
}
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}
void CGlowObjectManager::DrawGlowOccluded(int nSplitScreenSlot, CMatRenderContextPtr& pRenderContext)
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{
#if ADDED_OVERRIDE_DEPTH_FUNC // Enable this when the TF2 team has added IMatRenderContext::OverrideDepthFunc or similar.
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 1;
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
stencilState.m_PassOp = glow_outline_effect_stencil_mode.GetBool() ? STENCILOPERATION_KEEP : STENCILOPERATION_REPLACE;
stencilState.m_FailOp = STENCILOPERATION_KEEP;
stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
stencilState.SetStencilState(pRenderContext);
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pRenderContext->OverrideDepthEnable(true, false);
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// Not implemented, we need this feature to be able to do this in 1 pass. Otherwise,
// we'd have to do 2 passes, 1st to mark on the stencil where the depth test failed,
// 2nd to actually utilize that information and draw color there.
pRenderContext->OverrideDepthFunc(true, SHADER_DEPTHFUNC_NEARER);
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for (int i = 0; i < glowObjectDefinitions.Count(); i++)
{
auto& current = glowObjectDefinitions[i];
if (current.IsUnused() || !current.ShouldDraw(nSplitScreenSlot) || !current.m_bRenderWhenOccluded || current.m_bRenderWhenUnoccluded)
continue;
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render->SetBlend(current.m_flGlowAlpha);
Vector vGlowColor = current.m_vGlowColor * current.m_flGlowAlpha;
render->SetColorModulation(&vGlowColor[0]); // This only sets rgb, not alpha
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current.DrawModel();
}
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pRenderContext->OverrideDepthFunc(false, SHADER_DEPTHFUNC_NEAREROREQUAL)
#else // 2-pass as a proof of concept so I can take a nice screenshot.
pRenderContext->OverrideDepthEnable(true, false);
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ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 2;
stencilState.m_nWriteMask = 2;
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stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
stencilState.m_PassOp = STENCILOPERATION_REPLACE;
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stencilState.m_FailOp = STENCILOPERATION_KEEP;
stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
stencilState.SetStencilState(pRenderContext);
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// Draw depthtest-passing pixels to the stencil buffer
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{
render->SetBlend(0);
pRenderContext->OverrideAlphaWriteEnable(true, false);
pRenderContext->OverrideColorWriteEnable(true, false);
for (int i = 0; i < m_GlowObjectDefinitions.Count(); i++)
{
auto& current = m_GlowObjectDefinitions[i];
if (current.IsUnused() || !current.ShouldDraw(nSplitScreenSlot) || !current.m_bRenderWhenOccluded || current.m_bRenderWhenUnoccluded)
continue;
current.DrawModel();
}
}
pRenderContext->OverrideAlphaWriteEnable(false, true);
pRenderContext->OverrideColorWriteEnable(false, true);
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pRenderContext->OverrideDepthEnable(false, false);
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stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 3;
stencilState.m_nTestMask = 2;
stencilState.m_nWriteMask = 1;
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_NOTEQUAL;
stencilState.m_PassOp = STENCILOPERATION_REPLACE;
stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
stencilState.m_FailOp = glow_outline_effect_stencil_mode.GetBool() ? STENCILOPERATION_KEEP : STENCILOPERATION_REPLACE;
stencilState.SetStencilState(pRenderContext);
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// Draw color+alpha, stenciling out pixels from the first pass
render->SetBlend(1);
for (int i = 0; i < m_GlowObjectDefinitions.Count(); i++)
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{
auto& current = m_GlowObjectDefinitions[i];
if (current.IsUnused() || !current.ShouldDraw(nSplitScreenSlot) || !current.m_bRenderWhenOccluded || current.m_bRenderWhenUnoccluded)
continue;
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const Vector vGlowColor = current.m_vGlowColor * current.m_flGlowAlpha;
render->SetColorModulation(vGlowColor.Base()); // This only sets rgb, not alpha
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current.DrawModel();
}
#endif
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}
void CGlowObjectManager::DrawGlowVisible(int nSplitScreenSlot, CMatRenderContextPtr& pRenderContext)
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{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 1;
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
stencilState.m_PassOp = STENCILOPERATION_REPLACE;
stencilState.m_FailOp = STENCILOPERATION_KEEP;
stencilState.m_ZFailOp = glow_outline_effect_stencil_mode.GetBool() ? STENCILOPERATION_KEEP : STENCILOPERATION_REPLACE;
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stencilState.SetStencilState(pRenderContext);
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pRenderContext->OverrideDepthEnable(true, false);
render->SetBlend(1);
for (int i = 0; i < m_GlowObjectDefinitions.Count(); i++)
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{
auto& current = m_GlowObjectDefinitions[i];
if (current.IsUnused() || !current.ShouldDraw(nSplitScreenSlot) || current.m_bRenderWhenOccluded || !current.m_bRenderWhenUnoccluded)
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continue;
Vector vGlowColor = current.m_vGlowColor * current.m_flGlowAlpha;
render->SetColorModulation(vGlowColor.Base()); // This only sets rgb, not alpha
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current.DrawModel();
}
}
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void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h )
{
const PIXEvent pixEvent(pRenderContext, "ApplyEntityGlowEffects");
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// Optimization: only do all the framebuffer shuffling if there's at least one glow to be drawn
{
bool atLeastOneGlow = false;
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for (int i = 0; i < m_GlowObjectDefinitions.Count(); i++)
{
if (m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw(nSplitScreenSlot))
continue;
atLeastOneGlow = true;
break;
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}
if (!atLeastOneGlow)
return;
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}
ITexture* const pRtFullFrameFB0 = materials->FindTexture("_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET);
ITexture* const pRtFullFrameFB1 = materials->FindTexture("_rt_FullFrameFB1", TEXTURE_GROUP_RENDER_TARGET);
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pRenderContext->PushRenderTargetAndViewport();
// Set backbuffer + hardware depth as MRT 0. We CANNOT CHANGE RENDER TARGETS after this point!!!
// In CShaderAPIDx8::CreateDepthTexture all depth+stencil buffers are created with the "discard"
// flag set to TRUE. Not sure about OpenGL, but according to
// https://msdn.microsoft.com/en-us/library/windows/desktop/bb174356(v=vs.85).aspx, if you change
// the depth+stencil buffer away from a buffer that has discard=TRUE, the contents become garbage.
pRenderContext->SetRenderTargetEx(0, nullptr);
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// Save current backbuffer to _rt_FullFrameFB1
pRenderContext->CopyRenderTargetToTexture(pRtFullFrameFB1);
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// Clear backbuffer color and stencil, keep depth for testing
pRenderContext->ClearColor4ub(0, 0, 0, 0);
pRenderContext->ClearBuffers(true, false, true);
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// Draw glow models
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{
// Save modulation color and blend
Vector vOrigColor;
render->GetColorModulation(vOrigColor.Base());
const float flOrigBlend = render->GetBlend();
// Set override material for glow color
g_pStudioRender->ForcedMaterialOverride(materials->FindMaterial("dev/glow_color", TEXTURE_GROUP_OTHER, true));
pRenderContext->OverrideColorWriteEnable(true, true);
pRenderContext->OverrideAlphaWriteEnable(true, true);
// Draw "glow when visible" objects
DrawGlowVisible(nSplitScreenSlot, pRenderContext);
// Draw "glow when occluded" objects
DrawGlowOccluded(nSplitScreenSlot, pRenderContext);
// Draw "glow always" objects
DrawGlowAlways(nSplitScreenSlot, pRenderContext);
// Unset override material
g_pStudioRender->ForcedMaterialOverride(NULL);
// Restore modulation color and blend
render->SetColorModulation(vOrigColor.Base());
render->SetBlend(flOrigBlend);
pRenderContext->OverrideDepthEnable(false, false);
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}
// Copy MSAA'd glow models to _rt_FullFrameFB0
pRenderContext->CopyRenderTargetToTexture(pRtFullFrameFB0);
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// Move original contents of the backbuffer from _rt_FullFrameFB1 to the backbuffer
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{
#if FIXED_COPY_TEXTURE_TO_RENDER_TARGET // Coordinates don't seem to be mapped 1:1 properly, screen becomes slightly blurry
pRenderContext->CopyTextureToRenderTargetEx(0, pRtFullFrameFB1, nullptr);
#else
pRenderContext->SetStencilEnable(false);
IMaterial* const pFullFrameFB1 = materials->FindMaterial("debug/debugfbtexture1", TEXTURE_GROUP_RENDER_TARGET);
pFullFrameFB1->AddRef();
pRenderContext->Bind(pFullFrameFB1);
const int nSrcWidth = pSetup->width;
const int nSrcHeight = pSetup->height;
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pRenderContext->GetViewport(nViewportX, nViewportY, nViewportWidth, nViewportHeight);
pRenderContext->OverrideDepthEnable(true, false);
{
pRenderContext->DrawScreenSpaceRectangle(pFullFrameFB1,
0, 0, nViewportWidth, nViewportHeight,
0, 0, nSrcWidth - 1, nSrcHeight - 1,
pRtFullFrameFB1->GetActualWidth(), pRtFullFrameFB1->GetActualHeight());
}
pRenderContext->OverrideDepthEnable(false, false);
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pFullFrameFB1->Release();
#endif
}
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// Bloom glow models from _rt_FullFrameFB0 to backbuffer while stenciling out inside of models
{
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// Set stencil state
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nWriteMask = 0; // We're not changing stencil
stencilState.m_nReferenceValue = 1;
stencilState.m_nTestMask = 1;
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_NOTEQUAL;
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stencilState.m_PassOp = STENCILOPERATION_KEEP;
stencilState.m_FailOp = STENCILOPERATION_KEEP;
stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
stencilState.SetStencilState(pRenderContext);
ITexture* const pRtQuarterSize1 = materials->FindTexture("_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET);
IMaterial* const pMatHaloAddToScreen = materials->FindMaterial("dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true);
// Write to alpha
pRenderContext->OverrideAlphaWriteEnable(true, true);
const int nSrcWidth = pSetup->width;
const int nSrcHeight = pSetup->height;
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pRenderContext->GetViewport(nViewportX, nViewportY, nViewportWidth, nViewportHeight);
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// Draw quad
pRenderContext->DrawScreenSpaceRectangle(pMatHaloAddToScreen,
0, 0, nViewportWidth, nViewportHeight,
0, 0, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
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pRtQuarterSize1->GetActualWidth(),
pRtQuarterSize1->GetActualHeight());
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}
// Done with all of our "advanced" 3D rendering.
pRenderContext->SetStencilEnable(false);
pRenderContext->OverrideColorWriteEnable(false, false);
pRenderContext->OverrideAlphaWriteEnable(false, false);
pRenderContext->OverrideDepthEnable(false, false);
pRenderContext->PopRenderTargetAndViewport();
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}
void CGlowObjectManager::GlowObjectDefinition_t::DrawModel()
{
if ( m_hEntity.Get() )
{
m_hEntity->DrawModel( STUDIO_RENDER );
C_BaseEntity *pAttachment = m_hEntity->FirstMoveChild();
while ( pAttachment != NULL )
{
if ( !g_GlowObjectManager.HasGlowEffect( pAttachment ) && pAttachment->ShouldDraw() )
{
pAttachment->DrawModel( STUDIO_RENDER );
}
pAttachment = pAttachment->NextMovePeer();
}
}
}
#endif // GLOWS_ENABLE