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Merge pull request #21446 from EVAST9919/trianglesV2-fix
Improve TrianglesV2 antialiasing
This commit is contained in:
@ -227,6 +227,9 @@ namespace osu.Game.Graphics.Backgrounds
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private Texture texture = null!;
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private Texture texture = null!;
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private readonly Vector2 triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size;
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private Vector2 size;
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private Vector2 size;
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private float thickness;
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private float thickness;
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private float texelSize;
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private float texelSize;
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@ -246,7 +249,15 @@ namespace osu.Game.Graphics.Backgrounds
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texture = Source.texture;
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texture = Source.texture;
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size = Source.DrawSize;
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size = Source.DrawSize;
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thickness = Source.Thickness;
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thickness = Source.Thickness;
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texelSize = Math.Max(1.5f / Source.ScreenSpaceDrawQuad.Size.X, 1.5f / Source.ScreenSpaceDrawQuad.Size.Y);
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Quad triangleQuad = new Quad(
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Vector2Extensions.Transform(Vector2.Zero, DrawInfo.Matrix),
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Vector2Extensions.Transform(new Vector2(triangle_size, 0f), DrawInfo.Matrix),
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Vector2Extensions.Transform(new Vector2(0f, triangleSize.Y), DrawInfo.Matrix),
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Vector2Extensions.Transform(triangleSize, DrawInfo.Matrix)
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);
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texelSize = 1.5f / triangleQuad.Height;
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parts.Clear();
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parts.Clear();
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parts.AddRange(Source.parts);
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parts.AddRange(Source.parts);
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@ -256,7 +267,7 @@ namespace osu.Game.Graphics.Backgrounds
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{
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{
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base.Draw(renderer);
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base.Draw(renderer);
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if (Source.AimCount == 0)
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if (Source.AimCount == 0 || thickness == 0)
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return;
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return;
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if (vertexBatch == null || vertexBatch.Size != Source.AimCount)
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if (vertexBatch == null || vertexBatch.Size != Source.AimCount)
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@ -269,14 +280,15 @@ namespace osu.Game.Graphics.Backgrounds
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shader.GetUniform<float>("thickness").UpdateValue(ref thickness);
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shader.GetUniform<float>("thickness").UpdateValue(ref thickness);
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shader.GetUniform<float>("texelSize").UpdateValue(ref texelSize);
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shader.GetUniform<float>("texelSize").UpdateValue(ref texelSize);
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float texturePartWidth = triangleSize.X / size.X;
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float texturePartHeight = triangleSize.Y / size.Y * texture_height;
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foreach (TriangleParticle particle in parts)
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foreach (TriangleParticle particle in parts)
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{
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{
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var offset = triangle_size * new Vector2(0.5f, equilateral_triangle_ratio);
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Vector2 topLeft = particle.Position * size - new Vector2(triangleSize.X * 0.5f, 0f);
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Vector2 topRight = topLeft + new Vector2(triangleSize.X, 0f);
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Vector2 topLeft = particle.Position * size + new Vector2(-offset.X, 0f);
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Vector2 bottomLeft = topLeft + new Vector2(0f, triangleSize.Y);
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Vector2 topRight = particle.Position * size + new Vector2(offset.X, 0);
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Vector2 bottomRight = topLeft + triangleSize;
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Vector2 bottomLeft = particle.Position * size + new Vector2(-offset.X, offset.Y);
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Vector2 bottomRight = particle.Position * size + new Vector2(offset.X, offset.Y);
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var drawQuad = new Quad(
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var drawQuad = new Quad(
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Vector2Extensions.Transform(topLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(topLeft, DrawInfo.Matrix),
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@ -288,8 +300,8 @@ namespace osu.Game.Graphics.Backgrounds
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var tRect = new Quad(
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var tRect = new Quad(
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topLeft.X / size.X,
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topLeft.X / size.X,
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topLeft.Y / size.Y * texture_height,
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topLeft.Y / size.Y * texture_height,
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(topRight.X - topLeft.X) / size.X,
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texturePartWidth,
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(bottomRight.Y - topRight.Y) / size.Y * texture_height
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texturePartHeight
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).AABBFloat;
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).AABBFloat;
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renderer.DrawQuad(texture, drawQuad, DrawColourInfo.Colour, tRect, vertexBatch.AddAction, textureCoords: tRect);
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renderer.DrawQuad(texture, drawQuad, DrawColourInfo.Colour, tRect, vertexBatch.AddAction, textureCoords: tRect);
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