internal/atlas: do not adjust pixels for DrawTriangles(Shader)

Adjusting pixels is needed to avoid strainge rendering to avoid unexpected
rendering (#1171). However, this adjustment caused unexpected holes
especially in a thick stroke.

This change moves the logic of adjusting pixels from atlas to
graphics.QuadVertices so that adjusting works only for DrawImage and
DrawRectShader.

Updates #1171
Updates #1843
This commit is contained in:
Hajime Hoshi 2022-10-11 02:05:20 +09:00
parent 1ff55bc745
commit 99e777b0c5
6 changed files with 95 additions and 79 deletions

View File

@ -60,4 +60,3 @@ func (i *Image) EnsureIsolatedForTesting() {
}
var ResolveDeferredForTesting = resolveDeferred
var AdjustDestinationPixelForTesting = adjustDestinationPixel

View File

@ -434,8 +434,8 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
swf, shf := float32(sw), float32(sh)
n := len(vertices)
for i := 0; i < n; i += graphics.VertexFloatCount {
vertices[i] = adjustDestinationPixel(vertices[i] + dx)
vertices[i+1] = adjustDestinationPixel(vertices[i+1] + dy)
vertices[i] = vertices[i] + dx
vertices[i+1] = vertices[i+1] + dy
vertices[i+2] = (vertices[i+2] + oxf) / swf
vertices[i+3] = (vertices[i+3] + oyf) / shf
}
@ -448,8 +448,8 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
} else {
n := len(vertices)
for i := 0; i < n; i += graphics.VertexFloatCount {
vertices[i] = adjustDestinationPixel(vertices[i] + dx)
vertices[i+1] = adjustDestinationPixel(vertices[i+1] + dy)
vertices[i] = vertices[i] + dx
vertices[i+1] = vertices[i+1] + dy
}
}
@ -786,29 +786,3 @@ func DumpImages(graphicsDriver graphicsdriver.Graphics, dir string) (string, err
defer backendsM.Unlock()
return restorable.DumpImages(graphicsDriver, dir)
}
func adjustDestinationPixel(x float32) float32 {
// Avoid the center of the pixel, which is problematic (#929, #1171).
// Instead, align the vertices with about 1/3 pixels.
//
// The intention here is roughly this code:
//
// float32(math.Floor((float64(x)+1.0/6.0)*3) / 3)
//
// The actual implementation is more optimized than the above implementation.
ix := float32(int(x))
if x < 0 && x != ix {
ix -= 1
}
frac := x - ix
switch {
case frac < 3.0/16.0:
return ix
case frac < 8.0/16.0:
return ix + 5.0/16.0
case frac < 13.0/16.0:
return ix + 11.0/16.0
default:
return ix + 16.0/16.0
}
}

View File

@ -736,44 +736,4 @@ func TestImageWritePixelsModify(t *testing.T) {
}
}
func TestAdjustPixel(t *testing.T) {
tests := []struct {
X float32
Y float32
Delta float32
}{
{
X: -0.1,
Y: 0.9,
Delta: 1,
},
{
X: -1,
Y: 0,
Delta: 1,
},
{
X: -1.9,
Y: 1.1,
Delta: 3,
},
{
X: -2,
Y: 1,
Delta: 3,
},
}
for _, tc := range tests {
if rx, ry := atlas.AdjustDestinationPixelForTesting(tc.X)+tc.Delta, atlas.AdjustDestinationPixelForTesting(tc.Y); rx != ry {
t.Errorf("adjustDestinationPixel(%f) + 1 must equal to adjustDestinationPixel(%f) but not (%f vs %f)", tc.X, tc.Y, rx, ry)
}
}
}
func BenchmarkAdjustPixel(b *testing.B) {
for i := 0; i < b.N; i++ {
atlas.AdjustDestinationPixelForTesting(float32(i) / 17)
}
}
// TODO: Add tests to extend image on an atlas out of the main loop

View File

@ -0,0 +1,17 @@
// Copyright 2022 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package graphics
var AdjustDestinationPixelForTesting = adjustDestinationPixel

View File

@ -39,3 +39,43 @@ func TestInternalImageSize(t *testing.T) {
}
}
func TestAdjustPixel(t *testing.T) {
tests := []struct {
X float32
Y float32
Delta float32
}{
{
X: -0.1,
Y: 0.9,
Delta: 1,
},
{
X: -1,
Y: 0,
Delta: 1,
},
{
X: -1.9,
Y: 1.1,
Delta: 3,
},
{
X: -2,
Y: 1,
Delta: 3,
},
}
for _, tc := range tests {
if rx, ry := graphics.AdjustDestinationPixelForTesting(tc.X)+tc.Delta, graphics.AdjustDestinationPixelForTesting(tc.Y); rx != ry {
t.Errorf("adjustDestinationPixel(%f) + 1 must equal to adjustDestinationPixel(%f) but not (%f vs %f)", tc.X, tc.Y, rx, ry)
}
}
}
func BenchmarkAdjustPixel(b *testing.B) {
for i := 0; i < b.N; i++ {
graphics.AdjustDestinationPixelForTesting(float32(i) / 17)
}
}

View File

@ -150,8 +150,8 @@ func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg
// This function is very performance-sensitive and implement in a very dumb way.
_ = vs[:4*VertexFloatCount]
vs[0] = tx
vs[1] = ty
vs[0] = adjustDestinationPixel(tx)
vs[1] = adjustDestinationPixel(ty)
vs[2] = u0
vs[3] = v0
vs[4] = cr
@ -159,8 +159,8 @@ func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg
vs[6] = cb
vs[7] = ca
vs[8] = ax + tx
vs[9] = cx + ty
vs[8] = adjustDestinationPixel(ax + tx)
vs[9] = adjustDestinationPixel(cx + ty)
vs[10] = u1
vs[11] = v0
vs[12] = cr
@ -168,8 +168,8 @@ func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg
vs[14] = cb
vs[15] = ca
vs[16] = by + tx
vs[17] = dy + ty
vs[16] = adjustDestinationPixel(by + tx)
vs[17] = adjustDestinationPixel(dy + ty)
vs[18] = u0
vs[19] = v1
vs[20] = cr
@ -177,8 +177,8 @@ func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg
vs[22] = cb
vs[23] = ca
vs[24] = ax + by + tx
vs[25] = cx + dy + ty
vs[24] = adjustDestinationPixel(ax + by + tx)
vs[25] = adjustDestinationPixel(cx + dy + ty)
vs[26] = u1
vs[27] = v1
vs[28] = cr
@ -188,3 +188,29 @@ func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg
return vs
}
func adjustDestinationPixel(x float32) float32 {
// Avoid the center of the pixel, which is problematic (#929, #1171).
// Instead, align the vertices with about 1/3 pixels.
//
// The intention here is roughly this code:
//
// float32(math.Floor((float64(x)+1.0/6.0)*3) / 3)
//
// The actual implementation is more optimized than the above implementation.
ix := float32(int(x))
if x < 0 && x != ix {
ix -= 1
}
frac := x - ix
switch {
case frac < 3.0/16.0:
return ix
case frac < 8.0/16.0:
return ix + 5.0/16.0
case frac < 13.0/16.0:
return ix + 11.0/16.0
default:
return ix + 16.0/16.0
}
}