only round vertices if AA is on

[skip ci]
This commit is contained in:
Kae 2024-04-15 17:46:44 +10:00
parent 2a4bd82605
commit 63c9e3ec8b
10 changed files with 56 additions and 27 deletions

View File

@ -1,7 +1,13 @@
{ {
"blitFrameBuffer" : "main", "blitFrameBuffer" : "main",
"effectParameters" : {}, "effectParameters" : {
"vertexRounding" : {
"type" : "bool",
"default" : false,
"uniform" : "vertexRounding"
}
},
"effectTextures" : {}, "effectTextures" : {},
"effectShaders" : { "effectShaders" : {

View File

@ -6,6 +6,7 @@ uniform vec2 textureSize2;
uniform vec2 textureSize3; uniform vec2 textureSize3;
uniform vec2 screenSize; uniform vec2 screenSize;
uniform mat3 vertexTransform; uniform mat3 vertexTransform;
uniform bool vertexRounding;
in vec2 vertexPosition; in vec2 vertexPosition;
in vec4 vertexColor; in vec4 vertexColor;
@ -19,10 +20,14 @@ out vec4 fragmentColor;
void main() { void main() {
vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy; vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0); gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
if (((vertexData >> 3) & 0x1) == 1)
screenPosition.x = round(screenPosition.x); if (vertexRounding) {
if (((vertexData >> 4) & 0x1) == 1) if (((vertexData >> 3) & 0x1) == 1)
screenPosition.y = round(screenPosition.y); screenPosition.x = round(screenPosition.x);
if (((vertexData >> 4) & 0x1) == 1)
screenPosition.y = round(screenPosition.y);
}
int vertexTextureIndex = vertexData & 0x3; int vertexTextureIndex = vertexData & 0x3;
if (vertexTextureIndex == 3) if (vertexTextureIndex == 3)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3; fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;

View File

@ -21,6 +21,11 @@
"type" : "float", "type" : "float",
"default" : 1.0, "default" : 1.0,
"uniform" : "lightMapMultiplier" "uniform" : "lightMapMultiplier"
},
"vertexRounding" : {
"type" : "bool",
"default" : false,
"uniform" : "vertexRounding"
} }
}, },

View File

@ -6,6 +6,7 @@ uniform vec2 textureSize2;
uniform vec2 textureSize3; uniform vec2 textureSize3;
uniform vec2 screenSize; uniform vec2 screenSize;
uniform mat3 vertexTransform; uniform mat3 vertexTransform;
uniform bool vertexRounding;
uniform vec2 lightMapSize; uniform vec2 lightMapSize;
uniform vec2 lightMapScale; uniform vec2 lightMapScale;
uniform vec2 lightMapOffset; uniform vec2 lightMapOffset;
@ -24,11 +25,13 @@ out vec2 fragmentLightMapCoordinate;
void main() { void main() {
vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy; vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
if (((vertexData >> 3) & 0x1) == 1) if (vertexRounding) {
screenPosition.x = round(screenPosition.x); if (((vertexData >> 3) & 0x1) == 1)
if (((vertexData >> 4) & 0x1) == 1) screenPosition.x = round(screenPosition.x);
screenPosition.y = round(screenPosition.y); if (((vertexData >> 4) & 0x1) == 1)
screenPosition.y = round(screenPosition.y);
}
fragmentLightMapMultiplier = float((vertexData >> 2) & 0x1); fragmentLightMapMultiplier = float((vertexData >> 2) & 0x1);
int vertexTextureIndex = vertexData & 0x3; int vertexTextureIndex = vertexData & 0x3;
fragmentLightMapCoordinate = (screenPosition / lightMapScale) - lightMapOffset * lightMapSize / screenSize; fragmentLightMapCoordinate = (screenPosition / lightMapScale) - lightMapOffset * lightMapSize / screenSize;

View File

@ -394,6 +394,8 @@ bool OpenGlRenderer::switchEffectConfig(String const& name) {
setupGlUniforms(effect); setupGlUniforms(effect);
m_currentEffect = &effect; m_currentEffect = &effect;
setEffectParameter("vertexRounding", m_multiSampling > 0);
return true; return true;
} }
@ -432,7 +434,7 @@ void OpenGlRenderer::setMultiSampling(unsigned multiSampling) {
if (m_multiSampling) { if (m_multiSampling) {
glEnable(GL_MULTISAMPLE); glEnable(GL_MULTISAMPLE);
glEnable(GL_SAMPLE_SHADING); glEnable(GL_SAMPLE_SHADING);
glMinSampleShading(1.0f); glMinSampleShading(1.f);
} else { } else {
glMinSampleShading(0.f); glMinSampleShading(0.f);
glDisable(GL_SAMPLE_SHADING); glDisable(GL_SAMPLE_SHADING);

View File

@ -223,7 +223,7 @@ void CellularLightIntensityCalculator::addSpreadLight(Vec2F const& position, flo
void CellularLightIntensityCalculator::addPointLight(Vec2F const& position, float light, float beam, float beamAngle, float beamAmbience) { void CellularLightIntensityCalculator::addPointLight(Vec2F const& position, float light, float beam, float beamAngle, float beamAmbience) {
Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min()); Vec2F arrayPosition = position - Vec2F(m_calculationRegion.min());
m_lightArray.addPointLight({arrayPosition, light, beam, beamAngle, beamAmbience}); m_lightArray.addPointLight({arrayPosition, light, beam, beamAngle, beamAmbience, false});
} }

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@ -45,7 +45,7 @@ IODevicePtr MemoryAssetSource::open(String const& path) {
String deviceName() const override { return name; } String deviceName() const override { return name; }
bool atEnd() override { bool atEnd() override {
return assetPos >= assetSize; return assetPos >= (StreamOffset)assetSize;
} }
void seek(StreamOffset p, IOSeek mode) override { void seek(StreamOffset p, IOSeek mode) override {

View File

@ -110,6 +110,8 @@ public:
template <typename T2> template <typename T2>
Vec3 operator*(Vector<T2, 3> const& v) const; Vec3 operator*(Vector<T2, 3> const& v) const;
template <typename T2>
Vec2 operator*(Vector<T2, 2> const& v) const;
private: private:
Rows m_rows; Rows m_rows;
}; };
@ -304,8 +306,7 @@ void Matrix3<T>::scale(T scale, Vec2 const& point) {
template <typename T> template <typename T>
template <typename T2> template <typename T2>
Vector<T2, 2> Matrix3<T>::transformVec2(Vector<T2, 2> const& point) const { Vector<T2, 2> Matrix3<T>::transformVec2(Vector<T2, 2> const& point) const {
Vector<T2, 3> res = (*this) * Vector<T2, 3>(point, 1); return (*this) * point;
return res.vec2();
} }
template <typename T> template <typename T>
@ -412,6 +413,13 @@ auto Matrix3<T>::operator*(const Vector<T2, 3>& u) const -> Vec3 {
m_rows[2][0] * u[0] + m_rows[2][1] * u[1] + m_rows[2][2] * u[2]); m_rows[2][0] * u[0] + m_rows[2][1] * u[1] + m_rows[2][2] * u[2]);
} }
template <typename T>
template <typename T2>
auto Matrix3<T>::operator*(const Vector<T2, 2>& u) const -> Vec2 {
return Vec2(m_rows[0][0] * u[0] + m_rows[0][1] * u[1] + m_rows[0][2],
m_rows[1][0] * u[0] + m_rows[1][1] * u[1] + m_rows[1][2]);
}
template <typename T> template <typename T>
Matrix3<T> Matrix3<T>::operator/(const T& s) const { Matrix3<T> Matrix3<T>::operator/(const T& s) const {
return Matrix3<T>(m_rows[0] / s, m_rows[1] / s, m_rows[2] / s); return Matrix3<T>(m_rows[0] / s, m_rows[1] / s, m_rows[2] / s);

View File

@ -36,15 +36,13 @@ void DrawablePainter::drawDrawable(Drawable const& drawable) {
} else if (auto imagePart = drawable.part.ptr<Drawable::ImagePart>()) { } else if (auto imagePart = drawable.part.ptr<Drawable::ImagePart>()) {
TexturePtr texture = m_textureGroup->loadTexture(imagePart->image); TexturePtr texture = m_textureGroup->loadTexture(imagePart->image);
Vec2F position = drawable.position;
Vec2F textureSize(texture->size()); Vec2F textureSize(texture->size());
RectF imageRect(Vec2F(), textureSize); Mat3F transformation = imagePart->transformation;
Vec2F lowerLeft = { transformation[0][2] += position.x(), transformation[1][2] += position.y() };
Mat3F transformation = Mat3F::translation(drawable.position) * imagePart->transformation; Vec2F lowerRight = transformation * Vec2F(textureSize.x(), 0.f);
Vec2F upperRight = transformation * textureSize;
Vec2F lowerLeft = transformation.transformVec2(Vec2F(imageRect.xMin(), imageRect.yMin())); Vec2F upperLeft = transformation * Vec2F(0.f, textureSize.y());
Vec2F lowerRight = transformation.transformVec2(Vec2F(imageRect.xMax(), imageRect.yMin()));
Vec2F upperRight = transformation.transformVec2(Vec2F(imageRect.xMax(), imageRect.yMax()));
Vec2F upperLeft = transformation.transformVec2(Vec2F(imageRect.xMin(), imageRect.yMax()));
float param1 = drawable.fullbright ? 0.0f : 1.0f; float param1 = drawable.fullbright ? 0.0f : 1.0f;

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@ -26,15 +26,17 @@ void WorldCamera::setCenterWorldPosition(Vec2F const& position, bool force) {
// elements drawn in world space that are aligned with TilePixels will // elements drawn in world space that are aligned with TilePixels will
// eventually also be aligned to real screen pixels. // eventually also be aligned to real screen pixels.
float ratio = TilePixels * m_pixelRatio;
if (m_screenSize[0] % 2 == 0) if (m_screenSize[0] % 2 == 0)
m_worldCenter[0] = round(m_worldCenter[0] * (TilePixels * m_pixelRatio)) / (TilePixels * m_pixelRatio); m_worldCenter[0] = round(m_worldCenter[0] * ratio) / ratio;
else else
m_worldCenter[0] = (round(m_worldCenter[0] * (TilePixels * m_pixelRatio) + 0.5f) - 0.5f) / (TilePixels * m_pixelRatio); m_worldCenter[0] = (round(m_worldCenter[0] * ratio + 0.5f) - 0.5f) / ratio;
if (m_screenSize[1] % 2 == 0) if (m_screenSize[1] % 2 == 0)
m_worldCenter[1] = round(m_worldCenter[1] * (TilePixels * m_pixelRatio)) / (TilePixels * m_pixelRatio); m_worldCenter[1] = round(m_worldCenter[1] * ratio) / ratio;
else else
m_worldCenter[1] = (round(m_worldCenter[1] * (TilePixels * m_pixelRatio) + 0.5f) - 0.5f) / (TilePixels * m_pixelRatio); m_worldCenter[1] = (round(m_worldCenter[1] * ratio + 0.5f) - 0.5f) / ratio;
} }
} }