Improved antialiasing / Improved outlines

This commit is contained in:
Anuken
2019-02-26 10:42:20 -05:00
parent d05f9c5540
commit 0cb14461ba
10 changed files with 50 additions and 77 deletions

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@@ -3,7 +3,8 @@ precision mediump float;
precision mediump int;
#endif
#define SPACE 2.0
#define SPACE 1.0
#define RADIUS 3.0
uniform sampler2D u_texture;
@@ -20,25 +21,16 @@ void main() {
vec4 c = texture2D(u_texture, v_texCoord.xy);
float spacing = SPACE * u_scl;
gl_FragColor = mix(c * v_color, u_color,
(1.0-step(0.001, texture2D(u_texture, v_texCoord.xy).a)) *
step(0.001,
//cardinals
texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v).a +
//cardinal edges
texture2D(u_texture, v_texCoord.xy + vec2(spacing, spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(spacing, -spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-spacing, spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-spacing, -spacing) * v).a +
//cardinals * 2
texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v*2.0).a
));
if(c.a >= 0.001){
gl_FragColor = c * v_color;
}else{
for(float cx = -RADIUS; cx <= RADIUS; cx ++){
for(float cy = -RADIUS; cy <= RADIUS; cy ++){
if(texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * spacing).a >= 0.001){
gl_FragColor = u_color;
return;
}
}
}
}
}

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@@ -3,7 +3,8 @@ precision mediump float;
precision mediump int;
#endif
#define SPACE 2.0
#define SPACE 0.75
#define RADIUS 5.0
uniform sampler2D u_texture;
@@ -20,25 +21,16 @@ void main() {
vec4 c = texture2D(u_texture, v_texCoord.xy);
float spacing = SPACE * u_scl;
gl_FragColor = mix(vec4(0.0, 0.0, 0.0, min(c.a, u_color.a)), u_color,
(1.0-step(0.001, texture2D(u_texture, v_texCoord.xy).a)) *
step(0.001,
//cardinals
texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v).a +
//cardinal edges
texture2D(u_texture, v_texCoord.xy + vec2(spacing, spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(spacing, -spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-spacing, spacing) * v).a +
texture2D(u_texture, v_texCoord.xy + vec2(-spacing, -spacing) * v).a +
//cardinals * 2
texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v*2.0).a +
texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v*2.0).a
));
if(c.a >= 0.001){
gl_FragColor = c * v_color;
}else{
for(float cx = -RADIUS; cx <= RADIUS; cx ++){
for(float cy = -RADIUS; cy <= RADIUS; cy ++){
if(cx*cx + cy*cy <= RADIUS * RADIUS && texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * spacing).a >= 0.001){
gl_FragColor = u_color;
return;
}
}
}
}
}

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@@ -256,16 +256,13 @@ public class Renderer implements ApplicationListener{
drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawUnder);
drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team && !p.isDead(), Unit::drawUnder);
Shaders.outline.color.set(team.color);
Shaders.mix.color.set(Color.WHITE);
//Graphics.beginShaders(Shaders.outline);
Draw.shader(Shaders.mix, true);
drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawAll);
drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawAll);
Draw.shader();
blocks.drawTeamBlocks(Layer.turret, team);
//Graphics.endShaders();
drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawOver);
drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawOver);

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@@ -29,8 +29,6 @@ public class OverlayRenderer{
if(!input.isDrawing() || player.isDead()) continue;
Shaders.outline.color.set(Pal.accent);
input.drawOutlined();
}
}

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@@ -8,7 +8,6 @@ import io.anuke.arc.scene.ui.layout.Unit;
import io.anuke.arc.util.Time;
public class Shaders{
public static Outline outline;
public static Shadow shadow;
public static BlockBuild blockbuild;
public static BlockPreview blockpreview;
@@ -20,7 +19,6 @@ public class Shaders{
public static MenuShader menu;
public static void init(){
outline = new Outline();
shadow = new Shadow();
blockbuild = new BlockBuild();
blockpreview = new BlockPreview();
@@ -91,23 +89,6 @@ public class Shaders{
}
}
public static class Outline extends LoadShader{
public Color color = new Color();
public TextureRegion region = new TextureRegion();
public float scl;
public Outline(){
super("outline", "default");
}
@Override
public void apply(){
setUniformf("u_color", color);
setUniformf("u_scl", scl);
setUniformf("u_texsize", region.getTexture().getWidth(), region.getTexture().getHeight());
}
}
public static class Shadow extends LoadShader{
public Color color = new Color();
public TextureRegion region = new TextureRegion();