DEBUG24 respect texture alpha in silhouette replay

This commit is contained in:
2026-08-28 22:12:08 +02:00
parent a933f0b639
commit dab770c018
+46 -6
View File
@@ -151,7 +151,8 @@ pub fn requestStencilCheck() void {
// Shader resources
// =============================================================================
var outline_ps: ?*anyopaque = null; // flat-color PS (silhouettes)
var outline_ps: ?*anyopaque = null; // flat-color PS (solid silhouettes)
var outline_alpha_ps: ?*anyopaque = null; // texture-alpha-aware silhouette 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
@@ -219,6 +220,7 @@ const CachedDraw = struct {
ib: ?*anyopaque = null,
vertex_decl: ?*anyopaque = null,
vertex_shader: ?*anyopaque = null,
tex0: ?*anyopaque = null,
// Per-model outline info
color: u32 = 0,
category: types.ModelCategory = .none,
@@ -518,6 +520,20 @@ 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.
const ps_alpha_src =
"ps_3_0\n" ++
"dcl_2d s0\n" ++
"dcl_texcoord0 v0\n" ++
"texld r0, v0, s0\n" ++
"add r1, r0.aaaa, 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 =
@@ -681,9 +697,15 @@ fn ensureShaders(device: *anyopaque) void {
debug_shader_stage = 3; // assembler found
const assemble: D3DXAssembleShaderFn = @ptrCast(assemble_ptr);
// --- Flat-colour PS (for silhouettes) ---
// --- Flat-colour PS (for solid silhouettes) ---
outline_ps = assemblePS(device, assemble, ps_flat_src, ps_flat_src.len) orelse return;
debug_shader_stage = 4; // flat silhouette PS ready
// --- Alpha-aware silhouette PS (for textured cutout/translucent planes) ---
outline_alpha_ps = assemblePS(device, assemble, ps_alpha_src, ps_alpha_src.len) orelse {
releaseShaders();
return;
};
debug_shader_stage = 4; // both silhouette PS variants ready
// --- JFA Init PS ---
jfa_init_ps = assemblePS(device, assemble, jfa_init_src, jfa_init_src.len) orelse {
@@ -770,7 +792,7 @@ fn assemblePS(device: *anyopaque, assemble: D3DXAssembleShaderFn, src: [*]const
}
fn releaseShaders() void {
inline for (.{ &outline_ps, &jfa_init_ps, &jfa_prop_ps, &jfa_decode_ps, &debug_sil_ps }) |ps| {
inline for (.{ &outline_ps, &outline_alpha_ps, &jfa_init_ps, &jfa_prop_ps, &jfa_decode_ps, &debug_sil_ps }) |ps| {
if (ps.*) |p| {
comRelease(p);
ps.* = null;
@@ -919,6 +941,8 @@ fn hkDIP(
// GetVertexDeclaration AddRef's
draw.vertex_shader = deviceGetPtr(device, types.VT.GetVertexShader);
// GetVertexShader AddRef's
draw.tex0 = deviceGetTexture(device, 0);
// GetTexture AddRef's
// Capture VS constants (bone matrices, world/view/proj transforms)
deviceGetVSConstF(device, 0, &draw.vs_consts, MAX_VS_CONST_REGS);
@@ -957,6 +981,10 @@ fn clearCachedDraws() void {
comRelease(obj);
draw.vertex_shader = null;
}
if (draw.tex0) |obj| {
comRelease(obj);
draw.tex0 = null;
}
}
cached_draw_count = 0;
}
@@ -1062,7 +1090,6 @@ fn runJfaPipeline(device: *anyopaque) void {
deviceSetRS(device, types.D3DRS.ZENABLE, types.D3DZB_FALSE);
deviceSetRS(device, types.D3DRS.STENCILWRITEMASK, 0);
deviceSetPtr(device, types.VT.SetPixelShader, outline_ps.?);
deviceSetRS(device, types.D3DRS.ALPHABLENDENABLE, 0);
deviceSetRS(device, types.D3DRS.COLORWRITEENABLE, 0x0F);
@@ -1079,7 +1106,20 @@ fn runJfaPipeline(device: *anyopaque) void {
color_f4[3] = tracker.getOutlinePixels(draw.category) / 4.0;
deviceSetPSConstF(device, 0, &color_f4);
// DEBUG23: replay without stencil gating.
// 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.
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.?);
} else {
deviceSetTexture(device, 0, null);
deviceSetPtr(device, types.VT.SetPixelShader, outline_ps.?);
}
// DEBUG24: still no stencil/reset dependency.
deviceSetRS(device, types.D3DRS.STENCILENABLE, 0);
_ = origFn(device, draw.prim_type, draw.base_vtx, draw.min_vtx, draw.num_verts, draw.start_idx, draw.prim_count);