DEBUG25 replay WoW alpha and blend semantics

This commit is contained in:
2026-08-28 22:18:07 +02:00
parent 8d2db15f93
commit ca445ef9bd
+63 -13
View File
@@ -153,6 +153,7 @@ pub fn requestStencilCheck() void {
var outline_ps: ?*anyopaque = null; // flat-color PS (solid silhouettes)
var outline_alpha_ps: ?*anyopaque = null; // texture-alpha-aware silhouette PS
var outline_rgb_ps: ?*anyopaque = null; // additive/modulated texture coverage PS
var jfa_init_ps: ?*anyopaque = null; // JFA seed init PS
var jfa_prop_ps: ?*anyopaque = null; // JFA propagation PS
var jfa_decode_ps: ?*anyopaque = null; // JFA decode + composite PS
@@ -221,6 +222,12 @@ const CachedDraw = struct {
vertex_decl: ?*anyopaque = null,
vertex_shader: ?*anyopaque = null,
tex0: ?*anyopaque = null,
alpha_test_enable: u32 = 0,
alpha_ref: u32 = 0,
alpha_func: u32 = types.D3DCMP_ALWAYS,
alpha_blend_enable: u32 = 0,
src_blend: u32 = types.D3DBLEND_ONE,
dst_blend: u32 = types.D3DBLEND_ZERO,
// Per-model outline info
color: u32 = 0,
category: types.ModelCategory = .none,
@@ -520,11 +527,8 @@ fn releaseResources() void {
/// Flat colour pixel shader - outputs PS constant c0.
const ps_flat_src = "ps_3_0\nmov oC0, c0\n";
/// Alpha-aware silhouette shader. Many WoW M2 effects (hair/fins/wings)
/// are large textured polygons with transparent texels. A flat shader fills
/// the whole polygon, producing long straight outline segments. Sample s0
/// and discard nearly-transparent texels before writing the silhouette colour.
/// c0 = outline colour/encoded width, c1.x = -alpha threshold.
/// Texture-alpha-aware silhouette shader.
/// c0 = outline colour/encoded width, c1.x = -coverage threshold.
const ps_alpha_src =
"ps_3_0\n" ++
"dcl_2d s0\n" ++
@@ -534,6 +538,19 @@ const ps_alpha_src =
"texkill r1\n" ++
"mov oC0, c0\n";
/// Coverage shader for additive/modulated M2 layers where transparency can be
/// encoded as black RGB rather than useful texture alpha.
const ps_rgb_src =
"ps_3_0\n" ++
"dcl_2d s0\n" ++
"dcl_texcoord0 v0\n" ++
"texld r0, v0, s0\n" ++
"max r1.x, r0.r, r0.g\n" ++
"max r1.x, r1.x, r0.b\n" ++
"add r1, r1.xxxx, c1.xxxx\n" ++
"texkill r1\n" ++
"mov oC0, c0\n";
/// JFA init: sample silhouette, output own UV as seed or sentinel (-1,-1).
/// Sentinel must be outside [0,1] UV space so it never wins distance comparisons.
const jfa_init_src =
@@ -705,7 +722,11 @@ fn ensureShaders(device: *anyopaque) void {
releaseShaders();
return;
};
debug_shader_stage = 4; // both silhouette PS variants ready
outline_rgb_ps = assemblePS(device, assemble, ps_rgb_src, ps_rgb_src.len) orelse {
releaseShaders();
return;
};
debug_shader_stage = 4; // silhouette PS variants ready
// --- JFA Init PS ---
jfa_init_ps = assemblePS(device, assemble, jfa_init_src, jfa_init_src.len) orelse {
@@ -792,7 +813,7 @@ fn assemblePS(device: *anyopaque, assemble: D3DXAssembleShaderFn, src: [*]const
}
fn releaseShaders() void {
inline for (.{ &outline_ps, &outline_alpha_ps, &jfa_init_ps, &jfa_prop_ps, &jfa_decode_ps, &debug_sil_ps }) |ps| {
inline for (.{ &outline_ps, &outline_alpha_ps, &outline_rgb_ps, &jfa_init_ps, &jfa_prop_ps, &jfa_decode_ps, &debug_sil_ps }) |ps| {
if (ps.*) |p| {
comRelease(p);
ps.* = null;
@@ -943,6 +964,12 @@ fn hkDIP(
// GetVertexShader AddRef's
draw.tex0 = deviceGetTexture(device, 0);
// GetTexture AddRef's
draw.alpha_test_enable = deviceGetRS(device, types.D3DRS.ALPHATESTENABLE);
draw.alpha_ref = deviceGetRS(device, types.D3DRS.ALPHAREF);
draw.alpha_func = deviceGetRS(device, types.D3DRS.ALPHAFUNC);
draw.alpha_blend_enable = deviceGetRS(device, types.D3DRS.ALPHABLENDENABLE);
draw.src_blend = deviceGetRS(device, types.D3DRS.SRCBLEND);
draw.dst_blend = deviceGetRS(device, types.D3DRS.DESTBLEND);
// Capture VS constants (bone matrices, world/view/proj transforms)
deviceGetVSConstF(device, 0, &draw.vs_consts, MAX_VS_CONST_REGS);
@@ -1106,14 +1133,37 @@ fn runJfaPipeline(device: *anyopaque) void {
color_f4[3] = tracker.getOutlinePixels(draw.category) / 4.0;
deviceSetPSConstF(device, 0, &color_f4);
// Respect the visible alpha shape of textured geometry. This avoids
// outlining the full rectangular/triangular carrier polygons used
// for fins, hair, wings, foliage-like effects, etc.
// Reproduce WoW's per-draw transparency semantics as closely as
// possible while generating the flat silhouette.
if (draw.tex0) |tex| {
deviceSetTexture(device, 0, tex);
const alpha_cut: [4]f32 = .{ -0.05, -0.05, -0.05, -0.05 };
deviceSetPSConstF(device, 1, &alpha_cut);
deviceSetPtr(device, types.VT.SetPixelShader, outline_alpha_ps.?);
if (draw.alpha_test_enable != 0 and
(draw.alpha_func == types.D3DCMP_GREATER or draw.alpha_func == types.D3DCMP_GREATEREQUAL))
{
// Use WoW's real alpha reference for cutout geometry.
const ref_f = @as(f32, @floatFromInt(draw.alpha_ref & 0xFF)) / 255.0;
const alpha_cut: [4]f32 = .{ -@max(ref_f, 0.01), 0, 0, 0 };
deviceSetPSConstF(device, 1, &alpha_cut);
deviceSetPtr(device, types.VT.SetPixelShader, outline_alpha_ps.?);
} else if (draw.alpha_blend_enable != 0) {
// Additive/modulated layers often encode coverage in RGB
// rather than alpha. Standard SRCALPHA blending uses alpha.
const cut: [4]f32 = .{ -0.20, 0, 0, 0 };
deviceSetPSConstF(device, 1, &cut);
if (draw.dst_blend == types.D3DBLEND_ONE or
draw.src_blend == types.D3DBLEND_DESTCOLOR or
draw.dst_blend == types.D3DBLEND_DESTCOLOR)
{
deviceSetPtr(device, types.VT.SetPixelShader, outline_rgb_ps.?);
} else {
deviceSetPtr(device, types.VT.SetPixelShader, outline_alpha_ps.?);
}
} else {
// Opaque textured geometry: don't let texture darkness punch
// holes in the silhouette.
deviceSetPtr(device, types.VT.SetPixelShader, outline_ps.?);
}
} else {
deviceSetTexture(device, 0, null);
deviceSetPtr(device, types.VT.SetPixelShader, outline_ps.?);