diff --git a/src/outline/d3d9_hook.zig b/src/outline/d3d9_hook.zig index 56f67ba..55fe0d4 100644 --- a/src/outline/d3d9_hook.zig +++ b/src/outline/d3d9_hook.zig @@ -65,6 +65,7 @@ pub var debug_cached_draw_seen: bool = false; pub var debug_translucent_skipped_seen: bool = false; pub var debug_state_block_seen: bool = false; pub var debug_outer_state_restore_seen: bool = false; +pub var debug_additive_skipped_seen: bool = false; pub var debug_shaders_ready_seen: bool = false; pub var debug_resources_ready_seen: bool = false; pub var debug_pipeline_entered_seen: bool = false; @@ -731,34 +732,35 @@ const jfa_prop_src = "mov oC0.xy, r8.xy\n" ++ "mov oC0.zw, c1.xx\n"; -/// JFA decode + composite: compute distance to nearest seed, threshold, output outline. -/// c0 = (screen_width, screen_height, 4.0, 0.0) set by CPU. +/// V31 POLISH: 3px outline with a soft 1px feather. +/// c0 = (screen_width, screen_height, outer_radius_sq=9, inv_feather_sq_range=0.2) +/// Alpha is 1.0 through ~2px, then fades smoothly to 0 by 3px. const jfa_decode_src = "ps_3_0\n" ++ "def c1, 0.0, 1.0, -0.002, 0.0\n" ++ - "dcl_2d s0\n" ++ // JFA result (nearest seed UV) - "dcl_2d s1\n" ++ // silhouette (colour + width-encoded alpha) + "dcl_2d s0\n" ++ + "dcl_2d s1\n" ++ "dcl_texcoord0 v0\n" ++ - // Read nearest seed UV + // Copy CPU constants to a temp once. This also avoids the old D3DX + // restriction on reading multiple constant registers in one instruction. + "mov r6, c0\n" ++ + // Nearest seed and pixel-space squared distance. "texld r0, v0, s0\n" ++ - // Pixel-space squared distance "sub r1.xy, v0.xy, r0.xy\n" ++ - "mul r1.xy, r1.xy, c0.xy\n" ++ // (du*W, dv*H) - "dp2add r1.z, r1, r1, c0.w\n" ++ // dist² in pixels - // Read seed's silhouette colour + width + "mul r1.xy, r1.xy, r6.xy\n" ++ + "dp2add r1.z, r1, r1, c1.x\n" ++ + // Seed colour. "texld r2, r0, s1\n" ++ - "mov r3.x, c0.z\n" ++ // fixed outline width in pixels - "mul r3.x, r3.x, r3.x\n" ++ // width² - // Threshold: inside outline if dist² < width² - "sub r3.y, r1.z, r3.x\n" ++ // dist² - width² - "mov r6.w, c1.y\n" ++ // temp 1.0: avoid reading c0 + c1 in one instruction - "cmp r4.w, r3.y, c0.w, r6.w\n" ++ // >= 0 → 0 (outside), < 0 → 1 (inside) - // Exclude silhouette interior (don't draw outline ON the model) - "texld r5, v0, s1\n" ++ // silhouette at current pixel - "add r5.x, r5.a, c1.z\n" ++ // alpha - 0.002 - "cmp r4.w, r5.x, c0.w, r4.w\n" ++ // if inside silhouette → 0 - // Output - "mov r4.xyz, r2.xyz\n" ++ // outline colour from seed + // Feathered alpha = saturate((9 - dist²) / (9 - 4)). + // This yields a solid inner ~2px edge and a softer third pixel. + "sub r4.w, r6.z, r1.z\n" ++ + "mul_sat r4.w, r4.w, r6.w\n" ++ + // Do not paint over the model interior. + "texld r5, v0, s1\n" ++ + "add r5.x, r5.a, c1.z\n" ++ + "cmp r4.w, r5.x, c1.x, r4.w\n" ++ + // Output outline colour with feathered alpha. + "mov r4.xyz, r2.xyz\n" ++ "mov oC0, r4\n"; /// Debug: composite silhouette RT directly. Forces alpha to 1.0 where silhouette @@ -1243,6 +1245,14 @@ fn runJfaPipeline(device: *anyopaque) void { for (0..cached_draw_count) |i| { const draw = &cached_draws[i]; + // V31 POLISH: don't let additive/emissive passes (spell glows, + // bloom-like model layers) expand the selection silhouette. + // Normal alpha-blended materials remain included. + if (draw.alpha_blend_enable != 0 and draw.dst_blend == types.D3DBLEND_ONE) { + debug_additive_skipped_seen = true; + continue; + } + // 1) Replay this draw with WoW's exact captured D3D state into a // transparent scratch RT. A D3DSBT_ALL state block restores pixel // shader, PS constants, textures, samplers, texture stages, blend, @@ -1296,7 +1306,8 @@ fn runJfaPipeline(device: *anyopaque) void { var mask_color = argbToFloat4(draw.color); mask_color[3] = 1.0; deviceSetPSConstF(device, 0, &mask_color); - const threshold: [4]f32 = .{ -0.01, 0.0, 0.0, 0.0 }; + // Trim very faint scratch pixels that otherwise become tiny hooks/noise. + const threshold: [4]f32 = .{ -0.03, 0.0, 0.0, 0.0 }; deviceSetPSConstF(device, 1, &threshold); deviceDrawPrimitiveUP(device, types.D3DPT_TRIANGLESTRIP, 2, @ptrCast(&quad), @sizeOf(QuadVertex)); } @@ -1408,7 +1419,8 @@ fn runJfaPipeline(device: *anyopaque) void { if (saved_rt0) |rt| deviceSetRenderTarget(device, 0, rt); deviceSetTexture(device, 0, rt_jfa_a_tex); deviceSetTexture(device, 1, rt_silhouette_tex); - c0 = [4]f32{ fw, fh, 4.0, 0.0 }; + // V31 POLISH: 2px solid + 1px feathered edge. + c0 = [4]f32{ fw, fh, 9.0, 0.2 }; deviceSetPSConstF(device, 0, &c0); deviceSetPtr(device, types.VT.SetPixelShader, jfa_decode_ps.?); deviceSetRS(device, types.D3DRS.ALPHABLENDENABLE, 1);