Determine pixel-to-texel ratio for each sprite individually.
This fixes rendering artifacts when sprites are scaled > 1.
This commit is contained in:
@@ -253,9 +253,9 @@ namespace OpenRA.Graphics
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shader.SetVec("DepthPreviewParams", contrast, offset);
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}
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public void SetAntialiasingPixelsPerTexel(float pxPerTx)
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public void EnablePixelArtScaling(bool enabled)
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{
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shader.SetVec("AntialiasPixelsPerTexel", pxPerTx);
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shader.SetBool("EnablePixelArtScaling", enabled);
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}
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}
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}
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@@ -294,10 +294,10 @@ namespace OpenRA
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(int)(-screenSprite.Bounds.Height / scale) / worldSprite.Size.Y,
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1f);
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SpriteRenderer.SetAntialiasingPixelsPerTexel(Window.SurfaceSize.Height * 1f / worldSprite.Bounds.Height);
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SpriteRenderer.EnablePixelArtScaling(true);
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RgbaSpriteRenderer.DrawSprite(worldSprite, float3.Zero, bufferScale);
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Flush();
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SpriteRenderer.SetAntialiasingPixelsPerTexel(0);
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SpriteRenderer.EnablePixelArtScaling(false);
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}
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else
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{
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@@ -499,7 +499,7 @@ namespace OpenRA
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throw new InvalidOperationException($"EndFrame called with renderType = {renderType}, expected RenderType.UI.");
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Flush();
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SpriteRenderer.SetAntialiasingPixelsPerTexel(Window.EffectiveWindowScale);
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SpriteRenderer.EnablePixelArtScaling(true);
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}
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public void DisableAntialiasingFilter()
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@@ -508,7 +508,7 @@ namespace OpenRA
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throw new InvalidOperationException($"EndFrame called with renderType = {renderType}, expected RenderType.UI.");
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Flush();
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SpriteRenderer.SetAntialiasingPixelsPerTexel(0);
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SpriteRenderer.EnablePixelArtScaling(false);
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}
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public void GrabWindowMouseFocus()
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@@ -674,9 +674,10 @@ namespace OpenRA.Platforms.Default
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break;
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}
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// Core features are defined as the shared feature set of GL 3.2 and (GLES 3 + BGRA extension)
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// Core features are defined as the shared feature set of GL 3.2 and (GLES 3 + derivatives, BGRA extensions)
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var hasBGRA = SDL.SDL_GL_ExtensionSupported("GL_EXT_texture_format_BGRA8888") == SDL.SDL_bool.SDL_TRUE;
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if (Version.Contains(" ES") && hasBGRA && major >= 3)
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var hasDerivatives = SDL.SDL_GL_ExtensionSupported("GL_OES_standard_derivatives") == SDL.SDL_bool.SDL_TRUE;
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if (Version.Contains(" ES") && hasBGRA && hasDerivatives && major >= 3)
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{
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hasValidConfiguration = true;
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Profile = GLProfile.Embedded;
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@@ -17,7 +17,7 @@ uniform sampler2D ColorShifts;
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uniform bool EnableDepthPreview;
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uniform vec2 DepthPreviewParams;
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uniform float DepthTextureScale;
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uniform float AntialiasPixelsPerTexel;
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uniform bool EnablePixelArtScaling;
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in vec4 vTexCoord;
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flat in float vTexPalette;
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@@ -158,24 +158,26 @@ void main()
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bool isColor = vChannelType == 0u;
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vec4 c;
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if (AntialiasPixelsPerTexel > 0.0)
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if (EnablePixelArtScaling)
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{
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vec2 textureSize = vec2(Size(vChannelSampler));
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vec2 offset = fract(coords.st * textureSize);
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vec2 vUv = coords.st * textureSize;
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vec2 offset = fract(vUv);
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vec2 pixelsPerTexel = vec2(1.0 / dFdx(vUv.x), 1.0 / dFdy(vUv.y));
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// Offset the sampling point to simulate bilinear intepolation in window coordinates instead of texture coordinates
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// https://csantosbh.wordpress.com/2014/01/25/manual-texture-filtering-for-pixelated-games-in-webgl/
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// https://csantosbh.wordpress.com/2014/02/05/automatically-detecting-the-texture-filter-threshold-for-pixelated-magnifications/
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// ik is defined as 1/k from the articles, set to 1/0.7 because it looks good
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float ik = 1.43;
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vec2 interp = clamp(offset * ik * AntialiasPixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * AntialiasPixelsPerTexel + .5, 0.0, .5);
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vec2 interp = clamp(offset * ik * pixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * pixelsPerTexel + .5, 0.0, .5);
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coords = (floor(coords.st * textureSize) + interp) / textureSize;
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if (isPaletted)
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c = SamplePalettedBilinear(vChannelSampler, coords, textureSize);
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}
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if (!(AntialiasPixelsPerTexel > 0.0 && isPaletted))
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if (!(EnablePixelArtScaling && isPaletted))
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{
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vec4 x = Sample(vChannelSampler, coords);
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vec2 p = vec2(dot(x, vChannelMask), vTexPalette);
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