internal/ui: use a small buffer image for anti-alias

Closes #2399
This commit is contained in:
Hajime Hoshi 2023-02-18 18:34:06 +09:00
parent 5df69f6dcc
commit 961c34efb5
2 changed files with 235 additions and 43 deletions

View File

@ -3865,11 +3865,15 @@ func TestImageBlendFactor(t *testing.T) {
}
}
func TestImageAntiAliasAndBlend(t *testing.T) {
const w, h = 16, 16
func TestImageAntiAlias(t *testing.T) {
// This value depends on internal/ui.bigOffscreenScale. Sync this.
const bigOffscreenScale = 2
const w, h = 272, 208
dst0 := ebiten.NewImage(w, h)
dst1 := ebiten.NewImage(w, h)
tmp := ebiten.NewImage(w*bigOffscreenScale, h*bigOffscreenScale)
src := ebiten.NewImage(w, h)
for _, blend := range []ebiten.Blend{
@ -3877,19 +3881,23 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
ebiten.BlendClear,
ebiten.BlendCopy,
ebiten.BlendSourceOver,
ebiten.BlendDestinationOver,
ebiten.BlendXor,
ebiten.BlendLighter,
} {
dst0.Fill(color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88})
dst1.Fill(color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88})
tmp.Clear()
src.Fill(color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3})
op0 := &ebiten.DrawTrianglesOptions{}
op0.Blend = blend
op0.AntiAlias = true
vs := []ebiten.Vertex{
// Create an actual result.
op := &ebiten.DrawTrianglesOptions{}
op.Blend = blend
op.AntiAlias = true
vs0 := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
DstX: w / 4,
DstY: h / 4,
SrcX: 0,
SrcY: 0,
ColorR: 1,
@ -3898,8 +3906,8 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
ColorA: 1,
},
{
DstX: w,
DstY: 0,
DstX: 2 * w / 4,
DstY: h / 4,
SrcX: w,
SrcY: 0,
ColorR: 1,
@ -3908,8 +3916,23 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
ColorA: 1,
},
{
DstX: 0,
DstY: h,
DstX: w / 4,
DstY: 2 * h / 4,
SrcX: 0,
SrcY: h,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}
is := []uint16{0, 1, 2}
dst0.DrawTriangles(vs0, is, src, op)
vs1 := []ebiten.Vertex{
{
DstX: 2 * w / 4,
DstY: 3 * h / 4,
SrcX: 0,
SrcY: h,
ColorR: 1,
@ -3918,8 +3941,18 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
ColorA: 1,
},
{
DstX: w,
DstY: h,
DstX: 3 * w / 4,
DstY: 2 * h / 4,
SrcX: w,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 3 * w / 4,
DstY: 3 * h / 4,
SrcX: w,
SrcY: h,
ColorR: 1,
@ -3928,17 +3961,44 @@ func TestImageAntiAliasAndBlend(t *testing.T) {
ColorA: 1,
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
dst0.DrawTriangles(vs, is, src, op0)
got := dst0.At(0, 0).(color.RGBA)
dst0.DrawTriangles(vs1, is, src, op)
op1 := &ebiten.DrawImageOptions{}
op1.Blend = blend
dst1.DrawImage(src, op1)
want := dst1.At(0, 0).(color.RGBA)
// Create an expected result.
// Copy an enlarged destination image to the offscreen.
opCopy := &ebiten.DrawImageOptions{}
opCopy.GeoM.Scale(bigOffscreenScale, bigOffscreenScale)
opCopy.Blend = ebiten.BlendCopy
tmp.DrawImage(dst1, opCopy)
if got != want {
t.Errorf("blend: %v, got: %v, want: %v", blend, got, want)
// Render the vertices onto the offscreen.
for i := range vs0 {
vs0[i].DstX *= 2
vs0[i].DstY *= 2
}
for i := range vs1 {
vs1[i].DstX *= 2
vs1[i].DstY *= 2
}
op = &ebiten.DrawTrianglesOptions{}
op.Blend = blend
tmp.DrawTriangles(vs0, is, src, op)
tmp.DrawTriangles(vs1, is, src, op)
// Render a shrunk offscreen image onto the destination.
opShrink := &ebiten.DrawImageOptions{}
opShrink.GeoM.Scale(1.0/bigOffscreenScale, 1.0/bigOffscreenScale)
opShrink.Filter = ebiten.FilterLinear
opShrink.Blend = ebiten.BlendCopy
dst1.DrawImage(tmp, opShrink)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst0.At(i, j).(color.RGBA)
want := dst1.At(i, j).(color.RGBA)
if !sameColors(got, want, 2) {
t.Errorf("At(%d, %d), blend: %v, got: %v, want: %v", i, j, blend, got, want)
}
}
}
}
}

View File

@ -16,6 +16,7 @@ package ui
import (
"fmt"
"math"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
@ -308,8 +309,7 @@ type bigOffscreenImage struct {
imageType atlas.ImageType
image *Image
width int
height int
region graphicsdriver.Region
blend graphicsdriver.Blend
dirty bool
@ -334,18 +334,42 @@ func (i *bigOffscreenImage) markDisposed() {
}
func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool, canSkipMipmap bool, antialias bool) {
if i.image == nil {
// TODO: Start with a samller size (#2399)
i.image = NewImage(i.orig.width*bigOffscreenScale, i.orig.height*bigOffscreenScale, i.imageType)
i.width = i.orig.width
i.height = i.orig.height
}
if i.blend != blend {
i.flush()
}
i.blend = blend
// If the new region doesn't match with the current region, extend the buffer image.
if r := i.requiredRegion(vertices); i.region != r {
if i.image != nil {
img := i.image
i.image = NewImage(int(r.Width)*bigOffscreenScale, int(r.Height)*bigOffscreenScale, i.imageType)
srcs := [graphics.ShaderImageCount]*Image{img}
// TODO: Should we keep vertices like tmpVerticesForCopying?
vertices := make([]float32, 4*graphics.VertexFloatCount)
graphics.QuadVertices(
vertices,
0, 0, i.region.Width*bigOffscreenScale, i.region.Height*bigOffscreenScale,
1, 0, 0, 1, (i.region.X-r.X)*bigOffscreenScale, (i.region.Y-r.Y)*bigOffscreenScale,
1, 1, 1, 1)
is := graphics.QuadIndices()
dstRegion := graphicsdriver.Region{
X: 0,
Y: 0,
Width: r.Width * bigOffscreenScale,
Height: r.Height * bigOffscreenScale,
}
i.image.DrawTriangles(srcs, vertices, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
img.MarkDisposed()
}
i.region = r
}
if i.image == nil {
i.image = NewImage(int(i.region.Width)*bigOffscreenScale, int(i.region.Height)*bigOffscreenScale, i.imageType)
}
// Copy the current rendering result to get the correct blending result.
if blend != graphicsdriver.BlendSourceOver && !i.dirty {
srcs := [graphics.ShaderImageCount]*Image{i.orig}
@ -368,9 +392,9 @@ func (i *bigOffscreenImage) drawTriangles(srcs [graphics.ShaderImageCount]*Image
i.image.DrawTriangles(srcs, i.tmpVerticesForCopying, is, graphicsdriver.BlendCopy, dstRegion, graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, NearestFilterShader, nil, false, true, false)
}
for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
vertices[i] *= bigOffscreenScale
vertices[i+1] *= bigOffscreenScale
for idx := 0; idx < len(vertices); idx += graphics.VertexFloatCount {
vertices[idx] = (vertices[idx] - i.region.X) * bigOffscreenScale
vertices[idx+1] = (vertices[idx+1] - i.region.Y) * bigOffscreenScale
}
dstRegion.X *= bigOffscreenScale
@ -401,16 +425,11 @@ func (i *bigOffscreenImage) flush() {
// i.tmpVerticesForFlushing can be reused as this is sent to DrawTriangles in this function.
graphics.QuadVertices(
i.tmpVerticesForFlushing,
0, 0, float32(i.width*bigOffscreenScale), float32(i.height*bigOffscreenScale),
1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, 0, 0,
0, 0, i.region.Width*bigOffscreenScale, i.region.Height*bigOffscreenScale,
1.0/bigOffscreenScale, 0, 0, 1.0/bigOffscreenScale, i.region.X, i.region.Y,
1, 1, 1, 1)
is := graphics.QuadIndices()
dstRegion := graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(i.width),
Height: float32(i.height),
}
dstRegion := i.region
blend := graphicsdriver.BlendSourceOver
if i.blend != graphicsdriver.BlendSourceOver {
blend = graphicsdriver.BlendCopy
@ -420,3 +439,116 @@ func (i *bigOffscreenImage) flush() {
i.image.clear()
i.dirty = false
}
func (i *bigOffscreenImage) requiredRegion(vertices []float32) graphicsdriver.Region {
if i.blend != graphicsdriver.BlendSourceOver {
return graphicsdriver.Region{
X: 0,
Y: 0,
Width: float32(i.orig.width),
Height: float32(i.orig.height),
}
}
minX := float32(i.orig.width)
minY := float32(i.orig.height)
maxX := float32(0)
maxY := float32(0)
for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
dstX := vertices[i]
dstY := vertices[i+1]
if minX > floor(dstX)-1 {
minX = floor(dstX) - 1
}
if minY > floor(dstY)-1 {
minY = floor(dstY) - 1
}
if maxX < ceil(dstX)+1 {
maxX = ceil(dstX) + 1
}
if maxY < ceil(dstY)+1 {
maxY = ceil(dstY) + 1
}
}
// Adjust the granularity of the rectangle.
minX = float32(roundDown16(int(minX)))
minY = float32(roundDown16(int(minY)))
maxX = float32(roundUp16(int(maxX)))
maxY = float32(roundUp16(int(maxY)))
if minX < 0 {
minX = 0
}
if minY < 0 {
minY = 0
}
if maxX > float32(i.orig.width) {
maxX = float32(i.orig.width)
}
if maxY > float32(i.orig.height) {
maxY = float32(i.orig.height)
}
r := graphicsdriver.Region{
X: minX,
Y: minY,
Width: maxX - minX,
Height: maxY - minY,
}
if r.Width < 0 || r.Height < 0 {
return i.region
}
return union(r, i.region)
}
func floor(x float32) float32 {
return float32(math.Floor(float64(x)))
}
func ceil(x float32) float32 {
return float32(math.Ceil(float64(x)))
}
func roundDown16(x int) int {
return x & ^(0xf)
}
func roundUp16(x int) int {
return ((x - 1) & ^(0xf)) + 0x10
}
func min(x, y float32) float32 {
if x < y {
return x
}
return y
}
func max(x, y float32) float32 {
if x > y {
return x
}
return y
}
func union(r0, r1 graphicsdriver.Region) graphicsdriver.Region {
if r0.Width == 0 || r0.Height == 0 {
return r1
}
if r1.Width == 0 || r1.Height == 0 {
return r0
}
x0 := min(r0.X, r1.X)
y0 := min(r0.Y, r1.Y)
x1 := max(r0.X+r0.Width, r1.X+r1.Width)
y1 := max(r0.Y+r0.Height, r1.Y+r1.Height)
return graphicsdriver.Region{
X: x0,
Y: y0,
Width: x1 - x0,
Height: y1 - y0,
}
}