Glow and Backtrack improvements

- Revert to an old state of Glow
- add getRealLatency() For Higher backtrack precision
- Re-add Missing glow Menu entries
- Make Backtrack chams/glow work Regardless if glow/chams is enabled
- avoid Calling DrawModelExecute multiple times
This commit is contained in:
LightCat 2019-04-07 11:23:39 +02:00
parent 99e9ff55a4
commit 85a4502720
8 changed files with 310 additions and 74 deletions

View File

@ -2,7 +2,15 @@
<Box padding="12 6 6 6" width="content" height="content" name="Glow">
<List width="150">
<AutoVariable width="fill" target="glow.enable" label="Enable Glow"/>
<AutoVariable width="fill" target="glow.blur-scale" label="Blur Scale" min="1" max="20"/>
<AutoVariable width="fill" target="glow.health" label="Health"/>
<LabeledObject width="fill" label="Solid when">
<Select target="glow.solid-when">
<Option name="Never" value="0"/>
<Option name="Always" value="1"/>
<Option name="Not visible" value="2"/>
</Select>
</LabeledObject>
<AutoVariable width="fill" target="glow.self-rainbow" label="Self Rainbow"/>
</List>
</Box>

View File

@ -66,6 +66,7 @@ extern BacktrackData headPositions[32][66];
extern bool isBacktrackEnabled;
extern bool Vischeck_Success;
float getLatency();
float getRealLatency();
int getTicks();
bool ValidTick(BacktrackData &i, CachedEntity *ent);
} // namespace hacks::shared::backtrack

View File

@ -21,7 +21,13 @@ public:
{
if (init)
{
mat_unlit.Shutdown();
mat_unlit_z.Shutdown();
mat_blit.Shutdown();
mat_unlit.Shutdown();
mat_unlit_z.Shutdown();
mat_blur_x.Shutdown();
mat_blur_y.Shutdown();
init = false;
}
}
@ -41,18 +47,27 @@ public:
return enabled;
}
void StartStenciling();
void EndStenciling();
void DrawEntity(IClientEntity *entity);
void DrawToStencil(IClientEntity *entity);
void DrawToBuffer(IClientEntity *entity);
rgba_t GlowColor(IClientEntity *entity);
bool ShouldRenderGlow(IClientEntity *entity);
void RenderGlow(IClientEntity *entity);
void BeginRenderGlow();
void EndRenderGlow();
public:
bool init{ false };
bool drawing{ false };
bool enabled;
float orig_modulation[3];
CMaterialReference mat_blit;
CMaterialReference mat_blur_x;
CMaterialReference mat_blur_y;
CMaterialReference mat_unlit;
CMaterialReference mat_unlit_z;
IMaterial *mat_halo;
IMaterial *mat_glow;
ITexture *mat_fullframe;
};
extern EffectGlow g_EffectGlow;

View File

@ -56,7 +56,9 @@ void AddLatencyToNetchan(INetChannel *ch)
if (!isBacktrackEnabled)
return;
float Latency = *latency;
Latency -= ch->GetAvgLatency(FLOW_OUTGOING) * 1000.0f - 20.0f;
if (Latency > 1000.0f)
Latency = 800.0f;
Latency -= getRealLatency();
if (Latency < 0.0f)
Latency = 0.0f;
for (auto &seq : sequences)
@ -320,13 +322,28 @@ bool shouldBacktrack()
}
return false;
}
float getRealLatency()
{
auto ch = (INetChannel *) g_IEngine->GetNetChannelInfo();
if (!ch)
return 0.0f;
float Latency = ch->GetLatency(FLOW_OUTGOING);
static auto cl_updaterate = g_ICvar->FindVar("cl_updaterate");
if (cl_updaterate && cl_updaterate->GetFloat() > 0.001f)
Latency += -0.5f / cl_updaterate->GetFloat();
else if (!cl_updaterate)
cl_updaterate = g_ICvar->FindVar("cl_updaterate");
return MAX(0.0f, Latency) * 1000.f;
}
float getLatency()
{
auto ch = (INetChannel *) g_IEngine->GetNetChannelInfo();
if (!ch)
return 0;
float Latency = *latency - ch->GetAvgLatency(FLOW_OUTGOING) * 1000.0f - 20.0f;
float Latency = *latency;
if (Latency > 1000.0f)
Latency = 800.0f;
Latency -= getRealLatency();
if (Latency < 0.0f)
Latency = 0.0f;
return Latency;
@ -334,7 +351,7 @@ float getLatency()
int getTicks()
{
return max(min(int(*latency / 200.0f * 13.0f) + 12, 65), 12);
return max(min(int(getLatency() / 200.0f * 13.0f) + 12, 65), 12);
}
bool ValidTick(BacktrackData &i, CachedEntity *ent)

View File

@ -436,7 +436,7 @@ DEFINE_HOOKED_METHOD(CreateMove, bool, void *this_, float input_sample_time, CUs
INetChannel *ch = (INetChannel *) g_IEngine->GetNetChannelInfo();
if (NET_FLOAT(RAW_ENT(ent), netvar.m_flSimulationTime) <= 1.5f)
continue;
float latency = ch->GetAvgLatency(MAX_FLOWS);
float latency = hacks::shared::backtrack::getRealLatency();
g_Settings.brute.choke[i].push_back(NET_FLOAT(RAW_ENT(ent), netvar.m_flSimulationTime) == g_Settings.brute.lastsimtime);
g_Settings.brute.last_angles[ent->m_IDX] = NET_VECTOR(RAW_ENT(ent), netvar.m_angEyeAngles);
if (!g_Settings.brute.choke[i].empty() && g_Settings.brute.choke[i].size() > 20)

View File

@ -16,11 +16,11 @@ static settings::Bool no_hats{ "remove.hats", "false" };
namespace effect_glow
{
extern settings::Bool enable;
}
} // namespace effect_glow
namespace effect_chams
{
extern settings::Bool enable;
}
} // namespace effect_chams
namespace hacks::shared::backtrack
{
extern settings::Bool backtrack_chams_glow;
@ -37,6 +37,8 @@ DEFINE_HOOKED_METHOD(DrawModelExecute, void, IVModelRender *this_, const DrawMod
{
return original::DrawModelExecute(this_, state, info, bone);
}
if (effect_glow::g_EffectGlow.drawing || effect_chams::g_EffectChams.drawing)
return original::DrawModelExecute(this_, state, info, bone);
PROF_SECTION(DrawModelExecute);
@ -60,7 +62,7 @@ DEFINE_HOOKED_METHOD(DrawModelExecute, void, IVModelRender *this_, const DrawMod
}
}
if (hacks::shared::backtrack::isBacktrackEnabled && hacks::shared::backtrack::backtrack_chams_glow && (effect_glow::enable || effect_chams::enable))
if (hacks::shared::backtrack::isBacktrackEnabled && hacks::shared::backtrack::backtrack_chams_glow)
{
const char *name = g_IModelInfo->GetModelName(info.pModel);
if (name)
@ -77,7 +79,7 @@ DEFINE_HOOKED_METHOD(DrawModelExecute, void, IVModelRender *this_, const DrawMod
// Backup Blend
float orig_blend = g_IVRenderView->GetBlend();
// Make Backtrack stuff seethrough
g_IVRenderView->SetBlend(0.999f);
g_IVRenderView->SetBlend(1.0f);
// Get Backtrack data for target entity
auto head_pos = hacks::shared::backtrack::headPositions[info.entity_index];
// Usable vector instead of ptr to c style array, also used to filter valid and invalid ticks
@ -90,9 +92,35 @@ DEFINE_HOOKED_METHOD(DrawModelExecute, void, IVModelRender *this_, const DrawMod
// Crash much?
if (usable.size())
{
// Sort
std::sort(usable.begin(), usable.end(), [](hacks::shared::backtrack::BacktrackData &a, hacks::shared::backtrack::BacktrackData &b) { return a.tickcount < b.tickcount; });
// Make our own Chamsish Material
static CMaterialReference mat_lit;
static bool init = false;
if (!init)
{
KeyValues *kv = new KeyValues("VertexLitGeneric");
kv->SetString("$basetexture", "vgui/white_additive");
kv->SetInt("$ignorez", 0);
mat_lit.Init("__cathook_dme_lit", kv);
init = true;
}
// Render Chams/Glow stuff
CMatRenderContextPtr ptr(GET_RENDER_CONTEXT);
rgba_t mod_original;
// Save color just in case, then set to white
g_IVRenderView->GetColorModulation(mod_original.rgba);
g_IVRenderView->SetColorModulation(colors::white);
// Important for Depth
ptr->DepthRange(0.0f, 1.0f);
// Apply our material
g_IVModelRender->ForcedMaterialOverride(mat_lit);
// Run Original
original::DrawModelExecute(this_, state, info, usable[0].bones);
// Revert
g_IVRenderView->SetColorModulation(mod_original.rgba);
g_IVModelRender->ForcedMaterialOverride(nullptr);
}
g_IVRenderView->SetBlend(orig_blend);
}

View File

@ -30,6 +30,7 @@ static settings::Bool disco_chams{ "chams.disco", "false" };
namespace effect_chams
{
settings::Bool enable{ "chams.enable", "false" };
CatCommand fix_black_chams("fix_black_chams", "Fix Black Chams", []() {
effect_chams::g_EffectChams.Shutdown();

View File

@ -23,6 +23,11 @@ static settings::Bool show_powerups{ "glow.show.powerups", "true" };
static settings::Bool weapons_white{ "glow.white-weapons", "true" };
static settings::Bool glowself{ "glow.self", "true" };
static settings::Bool rainbow{ "glow.self-rainbow", "true" };
static settings::Int blur_scale{ "glow.blur-scale", "5" };
// https://puu.sh/vobH4/5da8367aef.png
static settings::Int solid_when{ "glow.solid-when", "0" };
IMaterialSystem *materials = nullptr;
CScreenSpaceEffectRegistration *CScreenSpaceEffectRegistration::s_pHead = NULL;
IScreenSpaceEffectManager *g_pScreenSpaceEffects = nullptr;
@ -79,8 +84,43 @@ struct ShaderStencilState_t
}
};
static ShaderStencilState_t SS_First{};
static ShaderStencilState_t SS_Last{};
static CTextureReference buffers[4]{};
ITexture *GetBuffer(int i)
{
if (!buffers[i])
{
ITexture *fullframe;
IF_GAME(IsTF2())
fullframe = g_IMaterialSystem->FindTexture("_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET);
else fullframe = g_IMaterialSystemHL->FindTexture("_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET);
// char *newname = new char[32];
std::unique_ptr<char[]> newname(new char[32]);
std::string name = format("_cathook_buff", i);
strncpy(newname.get(), name.c_str(), 30);
logging::Info("Creating new buffer %d with size %dx%d %s", i, fullframe->GetActualWidth(), fullframe->GetActualHeight(), newname.get());
int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_EIGHTBITALPHA;
int renderTargetFlags = CREATERENDERTARGETFLAGS_HDR;
ITexture *texture;
IF_GAME(IsTF2())
{
texture = g_IMaterialSystem->CreateNamedRenderTargetTextureEx(newname.get(), fullframe->GetActualWidth(), fullframe->GetActualHeight(), RT_SIZE_LITERAL, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SEPARATE, textureFlags, renderTargetFlags);
}
else
{
texture = g_IMaterialSystemHL->CreateNamedRenderTargetTextureEx(newname.get(), fullframe->GetActualWidth(), fullframe->GetActualHeight(), RT_SIZE_LITERAL, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SEPARATE, textureFlags, renderTargetFlags);
}
buffers[i].Init(texture);
}
return buffers[i];
}
static ShaderStencilState_t SS_NeverSolid{};
static ShaderStencilState_t SS_SolidInvisible{};
static ShaderStencilState_t SS_Null{};
static ShaderStencilState_t SS_Drawing{};
CatCommand fix_black_glow("fix_black_glow", "Fix Black Glow", []() {
effect_glow::g_EffectGlow.Shutdown();
@ -93,16 +133,10 @@ void EffectGlow::Init()
return;
logging::Info("Init Glow...");
{
SS_First.m_bEnable = true;
SS_First.m_PassOp = STENCILOPERATION_REPLACE;
SS_First.m_nWriteMask = 1;
SS_First.m_nReferenceValue = 1;
}
{
SS_Last.m_bEnable = true;
SS_Last.m_nWriteMask = 0; // We're not changing stencil
SS_Last.m_nTestMask = 255;
SS_Last.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
KeyValues *kv = new KeyValues("UnlitGeneric");
kv->SetString("$basetexture", "vgui/white_additive");
kv->SetInt("$ignorez", 0);
mat_unlit.Init("__cathook_glow_unlit", kv);
}
{
KeyValues *kv = new KeyValues("UnlitGeneric");
@ -110,20 +144,62 @@ void EffectGlow::Init()
kv->SetInt("$ignorez", 1);
mat_unlit_z.Init("__cathook_glow_unlit_z", kv);
}
IF_GAME(IsTF2())
// Initialize 2 buffers
GetBuffer(1);
GetBuffer(2);
{
mat_halo = g_IMaterialSystem->FindMaterial("dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, false);
mat_halo->FindVar("$C0_X", NULL, false)->SetFloatValue(1.0f);
mat_glow = g_IMaterialSystem->FindMaterial("dev/glow_color", TEXTURE_GROUP_OTHER, false);
mat_fullframe = g_IMaterialSystem->FindTexture("_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET);
KeyValues *kv = new KeyValues("UnlitGeneric");
kv->SetString("$basetexture", "_cathook_buff1");
kv->SetInt("$additive", 1);
mat_blit.Init("__cathook_glow_blit", TEXTURE_GROUP_CLIENT_EFFECTS, kv);
mat_blit->Refresh();
}
else
{
mat_halo = g_IMaterialSystemHL->FindMaterial("dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, false);
mat_halo->FindVar("$C0_X", NULL, false)->SetFloatValue(1.0f);
mat_glow = g_IMaterialSystemHL->FindMaterial("dev/glow_color", TEXTURE_GROUP_OTHER, false);
mat_fullframe = g_IMaterialSystemHL->FindTexture("_rt_FullFrameFB", TEXTURE_GROUP_RENDER_TARGET);
KeyValues *kv = new KeyValues("BlurFilterX");
kv->SetString("$basetexture", "_cathook_buff1");
kv->SetInt("$ignorez", 1);
kv->SetInt("$translucent", 1);
kv->SetInt("$alphatest", 1);
mat_blur_x.Init("_cathook_blurx", kv);
mat_blur_x->Refresh();
}
{
KeyValues *kv = new KeyValues("BlurFilterY");
kv->SetString("$basetexture", "_cathook_buff2");
kv->SetInt("$bloomamount", 5);
kv->SetInt("$ignorez", 1);
kv->SetInt("$translucent", 1);
kv->SetInt("$alphatest", 1);
mat_blur_y.Init("_cathook_blury", kv);
mat_blur_y->Refresh();
}
{
SS_NeverSolid.m_bEnable = true;
SS_NeverSolid.m_PassOp = STENCILOPERATION_REPLACE;
SS_NeverSolid.m_FailOp = STENCILOPERATION_KEEP;
SS_NeverSolid.m_ZFailOp = STENCILOPERATION_KEEP;
SS_NeverSolid.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
SS_NeverSolid.m_nWriteMask = 1;
SS_NeverSolid.m_nReferenceValue = 1;
}
{
SS_SolidInvisible.m_bEnable = true;
SS_SolidInvisible.m_PassOp = STENCILOPERATION_REPLACE;
SS_SolidInvisible.m_FailOp = STENCILOPERATION_KEEP;
SS_SolidInvisible.m_ZFailOp = STENCILOPERATION_KEEP;
SS_SolidInvisible.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
SS_SolidInvisible.m_nWriteMask = 1;
SS_SolidInvisible.m_nReferenceValue = 1;
}
/*case 3: https://puu.sh/vobH4/5da8367aef.png*/
{
SS_Drawing.m_bEnable = true;
SS_Drawing.m_nReferenceValue = 0;
SS_Drawing.m_nTestMask = 1;
SS_Drawing.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
SS_Drawing.m_PassOp = STENCILOPERATION_ZERO;
}
logging::Info("Init done!");
init = true;
}
@ -156,14 +232,10 @@ rgba_t EffectGlow::GlowColor(IClientEntity *entity)
break;
case ENTITY_PLAYER:
if (ent->m_IDX == LOCAL_E->m_IDX)
{
if (rainbow)
return colors::RainbowCurrent();
else if (LOCAL_E->m_iTeam() == TEAM_BLU)
if (LOCAL_E->m_iTeam() == TEAM_BLU)
return colors::blu;
else
return colors::red;
}
if (health && playerlist::IsDefault(ent))
{
return colors::Health(ent->m_iHealth(), ent->m_iMaxHealth());
@ -221,13 +293,87 @@ bool EffectGlow::ShouldRenderGlow(IClientEntity *entity)
}
else if (type >= ITEM_POWERUP_FIRST && type <= ITEM_POWERUP_LAST)
{
return *show_powerups; // lol? whoever made it return const char *powerups is psmart
return powerups;
}
break;
}
return false;
}
void EffectGlow::BeginRenderGlow()
{
drawing = true;
CMatRenderContextPtr ptr(GET_RENDER_CONTEXT);
ptr->ClearColor4ub(0, 0, 0, 0);
ptr->PushRenderTargetAndViewport();
ptr->SetRenderTarget(GetBuffer(1));
ptr->OverrideAlphaWriteEnable(true, true);
g_IVRenderView->SetBlend(0.99f);
ptr->ClearBuffers(true, false);
mat_unlit_z->AlphaModulate(1.0f);
ptr->DepthRange(0.0f, 0.01f);
}
void EffectGlow::EndRenderGlow()
{
drawing = false;
CMatRenderContextPtr ptr(GET_RENDER_CONTEXT);
ptr->DepthRange(0.0f, 1.0f);
g_IVModelRender->ForcedMaterialOverride(nullptr);
ptr->PopRenderTargetAndViewport();
}
void EffectGlow::StartStenciling()
{
static ShaderStencilState_t state;
state.Reset();
state.m_bEnable = true;
CMatRenderContextPtr ptr(GET_RENDER_CONTEXT);
switch (*solid_when)
{
case 0:
SS_NeverSolid.SetStencilState(ptr);
break;
case 2:
SS_SolidInvisible.SetStencilState(ptr);
break;
/*case 3: https://puu.sh/vobH4/5da8367aef.png*/
default:
break;
}
if (!*solid_when)
{
ptr->DepthRange(0.0f, 0.01f);
}
else
{
ptr->DepthRange(0.0f, 1.0f);
}
g_IVRenderView->SetBlend(0.0f);
mat_unlit->AlphaModulate(1.0f);
g_IVModelRender->ForcedMaterialOverride(*solid_when ? mat_unlit : mat_unlit_z);
}
void EffectGlow::EndStenciling()
{
static ShaderStencilState_t state;
state.Reset();
g_IVModelRender->ForcedMaterialOverride(nullptr);
CMatRenderContextPtr ptr(GET_RENDER_CONTEXT);
state.SetStencilState(ptr);
ptr->DepthRange(0.0f, 1.0f);
g_IVRenderView->SetBlend(1.0f);
}
void EffectGlow::DrawToStencil(IClientEntity *entity)
{
DrawEntity(entity);
}
void EffectGlow::DrawToBuffer(IClientEntity *entity)
{
}
void EffectGlow::DrawEntity(IClientEntity *entity)
{
static IClientEntity *attach;
@ -249,59 +395,79 @@ void EffectGlow::DrawEntity(IClientEntity *entity)
g_IVRenderView->SetColorModulation(mod_original.rgba);
}
else
{
attach->DrawModel(1);
}
}
attach = g_IEntityList->GetClientEntity(*(int *) ((uintptr_t) attach + netvar.m_Collision - 20) & 0xFFF);
}
}
void EffectGlow::RenderGlow(IClientEntity *entity)
{
CMatRenderContextPtr ptr(GET_RENDER_CONTEXT);
g_IVRenderView->SetColorModulation(GlowColor(entity));
g_IVModelRender->ForcedMaterialOverride(mat_unlit_z);
DrawEntity(entity);
}
void EffectGlow::Render(int x, int y, int w, int h)
{
if (!effect_glow::enable)
if (!enable)
return;
static ITexture *orig;
static IClientEntity *ent;
static IMaterialVar *blury_bloomamount;
if (!init)
Init();
if (!isHackActive() || (g_IEngine->IsTakingScreenshot() && clean_screenshots) || g_Settings.bInvalid)
return;
CMatRenderContextPtr ptr(GET_RENDER_CONTEXT);
ptr->ClearColor4ub(0, 0, 0, 255);
ptr->PushRenderTargetAndViewport(mat_fullframe);
ptr->ClearBuffers(true, true);
ptr->OverrideAlphaWriteEnable(true, true);
ptr->PopRenderTargetAndViewport();
ptr->ClearStencilBufferRectangle(0, 0, w, h, 0);
ptr->DepthRange(0.0f, 0.01f);
SS_First.SetStencilState(ptr);
drawing = true;
for (int i = 1; i <= HIGHEST_ENTITY; i++)
orig = ptr->GetRenderTarget();
BeginRenderGlow();
for (int i = 1; i < HIGHEST_ENTITY; i++)
{
IClientEntity *ent = g_IEntityList->GetClientEntity(i);
ent = g_IEntityList->GetClientEntity(i);
if (ent && !ent->IsDormant() && ShouldRenderGlow(ent))
{
ptr->PushRenderTargetAndViewport(mat_fullframe);
g_IVRenderView->SetColorModulation(GlowColor(ent));
g_IVModelRender->ForcedMaterialOverride(mat_glow);
DrawEntity(ent);
ptr->PopRenderTargetAndViewport();
g_IVRenderView->SetBlend(0.0f);
g_IVModelRender->ForcedMaterialOverride(mat_unlit_z);
DrawEntity(ent);
g_IVRenderView->SetBlend(1.0f);
RenderGlow(ent);
}
}
drawing = false;
SS_Last.SetStencilState(ptr);
g_IVModelRender->ForcedMaterialOverride(NULL);
ptr->DepthRange(0.0f, 1.0f);
ptr->DrawScreenSpaceRectangle(mat_halo, x, y, w, h, 0, 0, w, h, w, h);
ptr->SetStencilEnable(false);
EndRenderGlow();
if (*solid_when != 1)
{
ptr->ClearStencilBufferRectangle(x, y, w, h, 0);
StartStenciling();
for (int i = 1; i < HIGHEST_ENTITY; i++)
{
ent = g_IEntityList->GetClientEntity(i);
if (ent && !ent->IsDormant() && ShouldRenderGlow(ent))
{
DrawToStencil(ent);
}
}
EndStenciling();
}
ptr->SetRenderTarget(GetBuffer(2));
ptr->Viewport(x, y, w, h);
ptr->ClearBuffers(true, false);
ptr->DrawScreenSpaceRectangle(mat_blur_x, x, y, w, h, 0, 0, w - 1, h - 1, w, h);
ptr->SetRenderTarget(GetBuffer(1));
blury_bloomamount = mat_blur_y->FindVar("$bloomamount", nullptr);
blury_bloomamount->SetIntValue((int) blur_scale);
ptr->DrawScreenSpaceRectangle(mat_blur_y, x, y, w, h, 0, 0, w - 1, h - 1, w, h);
ptr->Viewport(x, y, w, h);
ptr->SetRenderTarget(orig);
g_IVRenderView->SetBlend(0.0f);
if (*solid_when != 1)
{
SS_Drawing.SetStencilState(ptr);
}
ptr->DrawScreenSpaceRectangle(mat_blit, x, y, w, h, 0, 0, w - 1, h - 1, w, h);
if (*solid_when != -1)
{
SS_Null.SetStencilState(ptr);
}
}
EffectGlow g_EffectGlow;