Josh Posted December 22, 2023 Author Share Posted December 22, 2023 Wait, what is the problem? I can see an outline in your screenshot above, and this code works for me: #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(0, 0, -3); //Create a light auto light = CreateBoxLight(world); light->SetRotation(35, 45, 0); light->SetRange(-10, 10); //Create a box auto box = CreateBox(world); //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //Render to texture box->SetRenderLayers(1 + 2); auto cam2 = CreateCamera(world); cam2->SetClearColor(0, 0, 0, 0); cam2->SetRenderLayers(2); cam2->SetFov(camera->GetFov()); cam2->SetMatrix(camera->matrix); cam2->AddPostEffect(LoadPostEffect("Shaders/Outline.fx")); auto sz = framebuffer->GetSize(); auto texbuffer = CreateTextureBuffer(sz.x, sz.y); cam2->SetRenderTarget(texbuffer); //Display overlay auto sprite = CreateSprite(world, sz.x, sz.y); sprite->SetColor(0, 1, 1, 1); sprite->SetRenderLayers(4); auto mtl = CreateMaterial(); sprite->SetMaterial(mtl); mtl->SetTransparent(true); mtl->SetTexture(texbuffer->GetColorAttachment()); auto cam3 = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); cam3->SetClearMode(CLEAR_DEPTH); cam3->SetRenderLayers(4); cam3->SetPosition(sz.x * 0.5f, sz.y * 0.5f, 0); //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { box->Turn(0, 1, 0); world->Update(); world->Render(framebuffer); } return 0; } The edge border is more narrow than I think it was in previous builds, but that can be changed by editing "Source/Shaders/PostEffects/Outline.frag": const int m = 1; What am I missing, is the problem the outline color not matching the entity color? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted December 22, 2023 Share Posted December 22, 2023 Outline color should match doppelganger entities to have multiple outline colors for different models. It looked like that several months ago Quote Link to comment Share on other sites More sharing options...
Josh Posted December 22, 2023 Author Share Posted December 22, 2023 It will work if you just lower-case the word "posteffect" in the FX file. This is not your fault, the properties used to be camel-cased during beta testing. { "posteffect": { "buffers": [ { "size": [ 0.25, 0.25 ] } ], "subpasses": [ { "samplers": [ "DEPTH", "PREVPASS" ], "shader": { "float32": { "fragment": "Shaders/Outline.frag.spv" } } } ] } } 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted March 31 Share Posted March 31 Something wrong in latest beta updates again. Color is black instead of entity color: Also strange bottom edge, same with usual outline (color works tho for usual outline) Definitely used to work at 17 March but idk which exactly update changed it. Felt something wrong in my game last few days but noticed only now what's wrong. #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1200, 800, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(0, 0, -3); //Create a light auto light = CreateBoxLight(world); light->SetRotation(35, 45, 0); light->SetRange(-10, 10); //Create a box auto box = CreateBox(world); box->SetColor(1, 0, 0); auto outlineBox = CreateBox(world); outlineBox->SetColor(0, 1, 0); auto material = CreateMaterial(); auto unlitShader = LoadShaderFamily("Shaders/Unlit.fam"); material->SetShaderFamily(unlitShader); outlineBox->SetMaterial(material); //Create a box2 auto box2 = CreateBox(world); box2->SetColor(1, 0, 0); auto outlineBox2 = CreateBox(world); outlineBox2->SetColor(0, 0, 1); auto material2 = CreateMaterial(); auto unlitShader2 = LoadShaderFamily("Shaders/Unlit.fam"); material2->SetShaderFamily(unlitShader); outlineBox2->SetMaterial(material); outlineBox2->SetPosition(2, 0, 0); box2->SetPosition(2, 0, 0); //Entity component system auto component = box->AddComponent<Mover>(); component->rotationspeed.y = 45; auto outlineComponent = outlineBox->AddComponent<Mover>(); outlineComponent->rotationspeed.y = 45; auto component2 = box2->AddComponent<Mover>(); component2->rotationspeed.y = 45; auto outlineComponent2 = outlineBox2->AddComponent<Mover>(); outlineComponent2->rotationspeed.y = 45; //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //Render to texture outlineBox->SetRenderLayers(2); outlineBox2->SetRenderLayers(2); auto cam2 = CreateCamera(world); cam2->SetClearColor(0, 0, 0, 0); cam2->SetRenderLayers(2); cam2->SetFov(camera->GetFov()); cam2->SetMatrix(camera->matrix); cam2->AddPostEffect(LoadPostEffect("Shaders/MultipleOutlines.fx")); auto sz = framebuffer->GetSize(); auto texbuffer = CreateTextureBuffer(sz.x, sz.y); cam2->SetRenderTarget(texbuffer); ////Display overlay auto sprite = CreateSprite(world, sz.x, sz.y); sprite->SetRenderLayers(4); auto mtl = CreateMaterial(); sprite->SetMaterial(mtl); mtl->SetTransparent(true); mtl->SetTexture(texbuffer->GetColorAttachment()); auto cam3 = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); cam3->SetClearMode(CLEAR_DEPTH); cam3->SetRenderLayers(4); cam3->SetPosition(sz.x * 0.5f, sz.y * 0.5f, 0); //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer, false); } return 0; } MultipleOutlines.frag: #version 450 #extension GL_ARB_separate_shader_objects : enable #define UNIFORMSTARTINDEX 1 #include "../Base/CameraInfo.glsl" #include "../Utilities/Dither.glsl" #include "../Utilities/DepthFunctions.glsl" layout(location = 0) out vec4 outColor; // Uniforms layout(location = 20, binding = 0) uniform sampler2DMS DepthBuffer; layout(location = 24) uniform int Thickness = 3; // should be an odd number layout(binding = 1) uniform sampler2DMS ColorBuffer; void main() { ivec2 coord = ivec2(gl_FragCoord.x, gl_FragCoord.y); outColor = texelFetch(ColorBuffer, coord, gl_SampleID); outColor.a = 0.0f; float depth = texelFetch(DepthBuffer, coord, gl_SampleID).r; //Handle selected objects if (depth < 1.0f) { const int m = max(0, (Thickness - 1) / 2); vec2 pixelsize = vec2(1.0f) / BufferSize; for (int x = -m; x <= m; ++x) { for (int y = -m; y <= m; ++y) { if (x == 0 && y == 0) continue; float neighbour = texelFetch(DepthBuffer, coord + ivec2(x, y), gl_SampleID).r; if (neighbour == 1.0f) { outColor = texelFetch(ColorBuffer, coord, gl_SampleID); return; } } } } } MultipleOutlines.fx { "posteffect": { "buffers": [ { "size": [ 0.25, 0.25 ] } ], "subpasses": [ { "samplers": [ "DEPTH", "PREVPASS" ], "shader": { "float32": { "fragment": "Shaders/PostEffects/MultipleOutlines.frag" } } } ] } } Quote Link to comment Share on other sites More sharing options...
Dreikblack Posted April 12 Share Posted April 12 Fxied MultipleOutlines.frag: #version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform sampler2DMS DepthBuffer; layout(binding = 1) uniform sampler2D ColorBuffer; uniform int Thickness = 5; #include "../Base/CameraInfo.glsl" #include "../Utilities/Dither.glsl" #include "../Utilities/DepthFunctions.glsl" layout(location = 0) out vec4 outColor; void main() { ivec2 coord = ivec2(gl_FragCoord.x, gl_FragCoord.y); outColor = vec4(0.0f); int count = textureSamples(DepthBuffer); float depth; //Handle selected objects for (int n = 0; n < count; ++n) { depth = texelFetch(DepthBuffer, coord, n).r; if (depth < 1.0f) { const int m = max(0, (Thickness - 1) / 2); vec2 pixelsize = vec2(1.0f) / BufferSize; for (int x = -m; x <= m; ++x) { for (int y = -m; y <= m; ++y) { if (x == 0 && y == 0) continue; float neighbour = texelFetch(DepthBuffer, coord + ivec2(x, y), n).r; if (neighbour == 1.0f) { outColor += texelFetch(ColorBuffer, coord, gl_SampleID); break; } } } } } outColor /= float(count); } 1 Quote Link to comment Share on other sites More sharing options...
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