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